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About Yet Another Pathetic WretchKiri Frostbrand
Spellbook:
BLACK BLADE:
'Black Ice' (alertness, black blade strike, telepathy, unbreakable) Perception -2 STATISTICS
Enhancement bonus: +1
SPECIAL ABILITIES:
Accursed Strike (Sp) A hexcrafter magus who can cast bestow curse, major curse, or any spell with the curse descriptor can deliver these prepared spells using the spellstrike ability, even if the spells are not touch attack spells. Arcane Focus Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity. Arcane Pool (Su) You have a reservoir of mystical arcane energy that you draw upon to fuel your powers and enhance your weapon. This arcane pool has 4 points. The pool refreshes once per day when you prepare your spells. You can expend 1 point from your arcane pool as a swift action to grant any weapon you are holding a +1 enhancement bonus for 1 minute. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves. Armor Proficiency (Ex) You can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes. Bonus Magus Arcana : The magus gains 1/6 of a new magus arcana. Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. Elven Immunities (Ex) Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects. Elven Magic (Ex) Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items. Hex Arcana A hexcrafter gains access to the following magus arcana, or may select any witch hex in place of a magus arcana. At 12th level, the hexcrafter may select a hex or major hex in place of a magus arcana. At 18th level, a hexcrafter can select a hex, major hex, or grand hex in place of a magus arcana. He cannot select any hex or arcana more than once. Keen Senses (Ex) Elves receive a +2 bonus on Perception skill checks. Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day. Spell Combat (Ex) You can cast spells and wield your weapons at the same time. This functions much like two-weapon fighting, but the offhand weapon is a spell that is being cast. To use this ability, you must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, you can make all of your attacks with your melee weapon at a -2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If you cast this spell defensively, you can decide to take an additional penalty on your attack rolls, up to your Intelligence bonus, and add the same amount as a circumstance bonus on your concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. You can choose to cast the spell first or make the weapon attacks first, but if you have more than one attack, you cannot cast the spell between weapon attacks. Spells A hexcrafter magus adds the following spells to his magus spell list: bestow curse, major curse, and all other spells of 6th level or lower that have the curse descriptor. BACKGROUND:
Go to Aria Park, just south of the famous opera house. There will be people to meet. What do I care for the petty politics of the humans? It appears to be a relatively peaceful protest. I would rather not talk to anyone. If you would unlock my secrets, go to Aria Park. A solitary figure approaches the rear of an assembly of protesters. The female elf wears a hooded cloak, concealing long, black hair. She wears a chain shirt and caries a cold-iron scimitar with a bluish-black blade. When she speaks, her voice sounds irritated, and her expression is cold. "I came to the park as you requested," she says. "You said your secrets would unlock if I came here," she whispers harshly. The assembled protesters do not seem to see that she is addressing the bluish-black blade at her waist. She throws a hand up in exasperation, apparently not receiving a response. Kiri Frostbrand a student of both swordplay and magic. Approximately a year ago, she discovered a blade in her family’s possessions, one made of an unusual material that seemed to conduct her spells. She began experimenting with it, when she learned it was an intelligent blade, and one with a purpose. Kiri is a careful and competent warrior. She takes her craft very seriously, as she does everything else. When she began a serious study of the blade, she found that it was an artifact of a war in Cheliax. Her research brought her to the Silver City of Kintargo, where the blade began to speak to her mind telepathically. Liberty. Freedom. Happiness. She did not care all that much about its goals, nor for its chipper personality. Kiri’s personality is most kindly described as cold and distant. She cares little for comradery or interpersonal relationships. In contrast, her sword seems quite friendly and outgoing. She also takes everything quite literally, and has little ability to understand nuance or innuendo. For what reason the blade has brought her here, she does not know. But she intends to find out. Level Progression:
Level 1: Class Taken: Magus Class Feature Gained: Arcane pool, cantrips, spell combat Hit points Gained: 1d8 + 1 (Con) Skill Points (2+3): intimidate (1), knowledge (arcana)(1), perception (1), spellcraft (1), swim (1) Feats: Rime Spell Favored Class Bonus: +⅙ of a new magus arcana *stealth is class skill Dice:
[dice=Scimitar]1d20+3;1d6+3[/dice] |