Queen Abrogail II

Yzera Hykeph's page

479 posts. Alias of Tirion Jörðhár.

Full Name

Yzera Hykeph




Slayer/1 -- Rogue(unchained)/1 -- Arcanist(Blade Adept)(Gestalt)/2 -- (HP: 18/19; AC17; FF14; T13; F+2, R+6, W+5; Perc: +7, Init +3)




M - 5' 4", 125lbs








Common, Sylvan, Infernal, Celestial

Strength 12
Dexterity 20
Constitution 13
Intelligence 16
Wisdom 8
Charisma 14

About Yzera Hykeph

+5 Initiative (+5 Dex)
+2 BAB

+3 CMB (+2 BAB, +1 Str)
+18 CMD (+2 BAB, +1 Str, +5 Dex, +10)

+7 Sawtooth Sabre [+2 BAB, +5 Dex] - Damage: 1d8+1(+1 Str) <-- may use weapon finesse per DM ruling
+7 Unarmed [+2 BAB, +5 Dex] - Damage: 1d3+1 (+1 Str)
+7 Composite Longbow [+2 BAB, +5 Dex] - Damage: (1d8)
Current hp: 19

Max hp: 19 (+10,+5 +2 Con, +2 FC)
AC 19 [+5 Dex, +4 Armor, +0 Shield, +10]
Flatfoot AC 14 [+4 Armor, +0 Shield, +10]
Touch AC 15 [+5 Dex, +10]

+5 Fort (+2 base, +2 Con, +1 Resistance) [+2 Slayer/1, +0 Arcanist/2, +0 Rogue/1]
+10 Ref (+4 base, +5 Dex, +1 Resistance) [+2 Slayer/1, +0 Arcanist/2, +2 Rogue/1]
+4 Will (+3 base, -1 Wis, +1 Resistance, +1 Trait) [+0 Slayer/1, +3 Arcanist/2, +0 Rogue/1]

Special Abilities
Favored Target

Arcane Resevoir - 1/4
Consume Spells - 2/2

Spells per Day:
Level 1 - 1/4

Arcanist Spells Prepared:

Level 0 - 5/day
Read Magic
Detect Magic
Acid Splash Ray of Frost
Mage Hand

Level 1 - 2/day
Burning Hands

+9 Acrobatics (+5 Dex, Ranks 1, Class Skill +3)
+3 Appraise (+3 Int, Ranks 0, Class Skill +3)
+6 Bluff (+2 Cha, Ranks 1, Class Skill +3)
+1 Climb (+1 Str, Ranks 0, Class Skill +3)
+* Craft(Weapons) (+3 Int, Ranks 0, Class Skill +3)
+6 Diplomacy (+2 Cha, Ranks 1, Class Skill +3))
+10/+11 Disable Device (+5 Dex, Ranks 2, Class Skill +3] (Trapfinding +1) [Trapfinding = +1/2 per Rogue level]
+2 Disguise (+2 Cha, Ranks 0, Class Skill +3)
+5 Escape Artist (+5 Dex, Ranks 0, Class Skill +3)
+* Fly (+5 Dex, Ranks 0, Class Skill +3)
+2 Handle Animal (+2 Cha, Ranks 0)
+3 Heal (-1 Wis, Ranks 1, Class Skill +3)
+2 Intimidate (+2 Cha, Ranks 0, Class Skill +3)
+7 Knowledge, Arcana (+3 Int, Ranks 1, Class Skill +3)
+7 Knowledge, Dungeoneering (+3 Int, Ranks 1, Class Skill +3)
+* Knowledge, Engineering (+3 Int, Ranks 0, Class Skill +3))
+7 Knowledge, Geography (+3 Int, Ranks 1, Class Skill +3)
+7 Knowledge, History (+3 Int, Ranks 1, Class Skill +3)
+7 Knowledge, Local (+3 Int, Ranks 1, Class Skill +3)
+* Knowledge, Nature (+3 Int, Ranks 0, Class Skill +3)
+* Knowledge, Nobility (+3 Int, Ranks 0, Class Skill +3)
+7 Knowledge, Planes (+3 Int, Ranks 1, Class Skill +3)
+7 Knowledge, Religion (+3 Int, Ranks 1, Class Skill +3))
+* Linguistics (+3 Int, Ranks 0, Class Skill +3)
+5/+6 Perception (+0 Wis, Ranks 2, Class Skill +3, Trapfinding +1) [Trapfinding = +1/2 per Rogue level])
+2 Perform(untrained) (+2 Cha, Ranks 0, Class Skill +3)
+3 Profession(trapper) (-1 Wis, Ranks 1, Class Skill +3)
+5 Ride (+5 Dex, Ranks 0, Class Skill +3)
+3 Sense Motive (-1 Wis, Ranks 1, Class Skill +3)
+* Slight of Hand (+5 Dex, Ranks 0, Class Skill +3)
+7 Spellcraft (+3 Int, Ranks 1, Class Skill +3))
+10 Stealth (+5 Dex, Ranks 2, Class Skill +3)
+4/+5 Survival (-1 Wis, Ranks 2, Class Skill +3) (+1 Track)
+5 Swim (+1 Str, Ranks 1, Class Skill +3)
+6 Use Magic Device (+2 Cha, Ranks 1, Class Skill +3)

Each level skill points gained:
Slayer --> 11 (+6 Class, +3 Int, +2 Campaign)
Rogue --> 13 (+8 Class, +3 Int, +2 Campaign)
Arcanist --> 7+FC (+2 Class, +3 Int, +2 Campaign)

• Murderer - +1 damage when flanking
Indomitable Faith - +1 Will saves


Weapon Finesse (Rogue Level 1 Bonus)
Extra Arcanist Exploit - Quick Study (Level 1)

Light Weapon Proficiency
Martial Weapon Proficiency

Light Armor Proficiency
Medium Armor Proficiency
Shield Proficiency (not tower)


+2 Int, +2 Dex
Speed - 30 feet

Dual Talent - +2 in two ability scores
Replaces Bonus Feat and +1 Skill/Level

Favored Class:

Favored Class: Arcanist
Lvl 1 Slayer/1 - Arcanist/1 - (1/6 Slayer Talent) - +1 BAB, +2 Fort/Ref(Slayer); +2 Will(Arcanist)
Lvl 2 Rogue/1 - Arcnaist/2 - (1/6 Rogue Talent) - +1 BAB, +1 Will(Arcanist); +2 Ref(Rogue)
Lvl 3 () -
Lvl 4 () -
Lvl 5

Bonus Slayer Feat from Favored Class - 1/6
Bonus Rogue Feat from Favored Class - 1/6

Str: 12 (2 point buy)
Dex: 18 +2 racial = 20 (Focus)
Con: 13 (3 point buy)
Int: 14 +2 racial = 16 (5 point buy)
Wis: 8 (Foible)
Cha: 14 (5 point buy)

+2 Dex - Human Racial
+2 Int - Human Racial (Dual Talent)


Class Skills - Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 6 + Int modifier.

Weapon and Armor Proficiency: Simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Favored Target (Ex): At 1st level, a slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against that opponent, a +1 bonus on weapon attack and damage rolls against it, and a +1 bonus to DCs of slayer class abilities against that opponent. These bonuses remain in effect until either the opponent is dead or the slayer studies a new target.
At 5th, 10th, 15th, and 20th levels, the slayer’s bonuses against a studied target increase by +1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may lose this connection to a studied target as a free action (allowing him to study another target in its place).
At 7th level, the slayer can study an opponent as a move or swift action.

Track (Ex): A slayer adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Slayer Talents:
A slayer may select any of the following rogue talents in place of a slayer talent: bleeding attack*, camouflage, combat trick, fast stealth, finesse rogue, firearm training, grit, hard to fool, lasting poison, rogue crawl, slow reactions*, snap shot, sniper’s eye, surprise attack, swift poison, trap spotter, weapon training. Any talent’s effects based on rogue level use the slayer’s class level.

Sneak Attack: At 3rd level, if an slayer catches an opponent unable to defend itself effectively from his attack, he can strike a vital spot for extra damage. The slayer’s attack deals extra damage equal anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the slayer flanks his target. This extra damage is 1d6 at 3rd level, and increases by 1d6 every three levels thereafter. Should the slayer score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a slayer can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The slayer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A slayer cannot use sneak attack while striking a creature with concealment.

Slayer Talents:

Level 2 - none yet


Weapon and Armor Proficiency
Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.

Sneak Attack
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Finesse Training (Ex)
At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Evasion (Ex)
At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Rogue Talents
As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.

Talents marked with an asterisk add effects to a rogue's sneak attack. Only one of these talents can be applied to an individual attack, and the decision must be made before the attack roll is made.
See Class info for list of talents

Danger Sense (Ex)
At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).

Debilitating Injury (Ex)
At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.

Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).

Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).

Hampered: All of the target's speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.

These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.

Uncanny Dodge (Ex)
At 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Rogue's Edge (Ex)
At 5th level, a rogue has mastered a single skill beyond that skill's normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well.

Improved Uncanny Dodge (Ex)
At 8th level, a rogue can no longer be flanked.

This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.

If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Advanced Talents
At 10th level and every 2 levels thereafter, a rogue can choose one of the following advanced talents in place of a rogue talent.
See Class info for list of advanced talents

Rogue Talents:

Level 2 - none yet


Weapon and Armor Proficiencies
Arcanists are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with an arcanist's gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).

Spell Casting
An arcanist casts arcane spells drawn from the sorcerer/wizard spell list. An arcanist must prepare her spells ahead of time, but unlike a wizard, her spells are not expended when they're cast. Instead, she can cast any spell that she has prepared consuming a spell slot of the appropriate level, assuming she hasn't yet used up her spell slots per day for that level.

To learn, prepare, or cast a spell, the arcanist must have an Intelligence score equal to at least 10 + the spell's level. The saving throw DC against an arcanist's spell is 10 + the spell's level + the arcanist's Intelligence modifier.

An arcanist can only cast a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Arcanist under “Spells per Day.” In addition, she receives bonus spells per day if she has a high Intelligence score.

An arcanist may know any number of spells, but the number she can prepare each day is limited. At 1st level, she can prepare four 0-level spells and two 1st-level spells each day. At each new arcanist level, the number of spells she can prepare each day increases, adding new spell levels as indicated on Table: Arcanist Spells Prepared. Unlike the number of spells she can cast per day, the number of spells an arcanist can prepare each day is not affected by her Intelligence score. Feats and other effects that modify the number of spells known by a spellcaster instead affect the number of spells an arcanist can prepare.

An arcanist must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour studying her spellbook. While studying, the arcanist decides what spells to prepare and refreshes her available spell slots for the day.

Like a sorcerer, an arcanist can choose to apply any metamagic feats she knows to a prepared spell as she casts it, with the same increase in casting time (see Spontaneous Casting and Metamagic Feats). However, she may also prepare a spell with any metamagic feats she knows and cast it without increasing casting time like a wizard. She cannot combine these options—a spell prepared with metamagic feats cannot be further modified with another metamagic feat at the time of casting (unless she has the metamixing arcanist exploit, detailed below).

An arcanist must study her spellbook each day to prepare her spells. She can't prepare any spell not recorded in her spellbook, except for read magic (which all arcanists can prepare from memory).

An arcanist begins play with a spellbook containing all 0-level wizard/sorcerer spells plus three 1st-level spells of her choice. The arcanist also selects a number of additional 1st-level spells equal to her Intelligence modifier to add to the spellbook. At each new arcanist level, she gains two new spells of any spell level or levels that she can cast (based on her new arcanist level) for her spellbook. At any time, an arcanist can also add spells found in wizards' or other arcanists' spellbooks to her own.

Arcane Reservoir (Su)
An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist's arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist's level. Each day, when preparing spells, the arcanist's arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.

Points from the arcanist reservoir are used to fuel many of the arcanist's powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell's DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.

Arcanist Exploits
By bending and sometimes even breaking the rules of magic, the arcanist learns to exploit gaps and exceptions in the laws of magic. Some of these exploits allow her to break down various forms of magic, adding their essence to her arcane reservoir. At 1st level and every 2 levels thereafter, the arcanist learns a new arcane exploit selected from the following list. An arcanist exploit cannot be selected more than once. Once an arcanist exploit has been selected, it cannot be changed. Most arcanist exploits require the arcanist to expend points from her arcane reservoir to function. Unless otherwise noted, the saving throw DC for an arcanist exploit is equal to 10 + 1/2 the arcanist's level + the arcanist's Charisma modifier.
For a complete list of Arcane Exploits, see class info.

Consume Spells (Su)
At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir's maximum are lost.

Greater Exploits
At 11th level and every 2 levels thereafter, an arcanist can choose one of the greater exploits in place of an arcanist exploit. (See actual class info).

Magical Supremacy (Su)
At 20th level, the arcanist learns how to convert her arcane reservoir into spells and back again. She can cast any spell she has prepared by expending a number of points from her arcane reservoir equal to 1 + the level of the spell to be cast instead of expending a spell slot. When she casts a spell in this fashion, she treats her caster level as 2 higher than normal, and the DCs of any saving throws associated with the spell increase by 2. She cannot further expend points from her arcane reservoir to enhance a spell cast in this way.

Arcanist Exploits:

Quick Study - Level 1 Extra Exploit feat bonus

Arcanist(Blade Adept archetype abilities):

A small number of arcanists learn to use blades as part of their spellcasting and in combat. While these blade adepts are not as capable with a sword as a true master duelist, their combination of swordplay and arcane power makes them quite deadly.
The blade adept is an archetype of the arcanist class.

Sword Bond (Su)
At 1st level, a blade adept develops a bond with a blade and infuses it with arcane power. This ability works like a wizard's arcane bond ability save that the blade adept must bond to a one-handed piercing or slashing melee weapon. Additionally, the blade adept gains proficiency with the weapon if it is a simple or martial weapon.
This ability replaces the arcanist exploits gained at 1st and 9th levels.

Sentient Sword (Su)
At 3rd level, the blade adept's bonded sword becomes a powerful, sentient black blade. The blade advances as a black blade using the blade adept's class level in place of the magus's class level and points from her arcane reservoir in place of the magus's arcane pool. A blade adept with this class feature cannot have a familiar of any kind, even from another class.
This ability replaces the arcanist exploit gained at 3rd level.

Adept Exploits -
A blade adept can select from the following additional exploits.

Eldritch Blade: A blade adept with this exploit uses her caster level instead of her class level for the purpose of advancing her bonded sword's powers.

Magus Arcana: A blade adept can select any of the following magus arcana, using her arcane reservoir in place of the magus's arcane pool: arcane accuracy, close range, critical strike, dispelling strike, and hasted assault. The blade adept treats her arcanist level as her magus level when determining the effects of magus arcana and when specific arcana are available. A blade adept can take this exploit multiple times. Each time it is taken, it applies to a different magus arcana.

Spell Strike (Su): The blade adept can deliver touch spells with her bonded weapon. This works as the magus ability of the same name.

Student of the Blade (Ex): A blade adept can choose from any of the following bonus feats: Arcane Strike, Weapon Finesse, and Weapon Focus (in the weapon she is bonded to). This exploit can be taken multiple times. Each time it is taken, it applies to a different feat.

Weapon Specialization (Ex): The arcanist gains Weapon Specialization with her chosen weapon as a bonus feat. The blade adept does not need to meet the prerequisites for this feat, but must have the Weapon Focus feat with her chosen weapon to select this exploit. The arcanist must be at least 5th level to select this exploit.

Black Blade:


Arcane Pool:


Skills - Knowledge(Arcana):

Enhancement Bonus:

Black Blade (Ex)
At 3rd level, the bladebound magus’ blade adept arcanist gains a powerful sentient weapon called a black blade, whose weapon type is chosen by the magus (see sidebar). A magus with this class feature cannot take the familiar magus arcana, and cannot have a familiar of any kind, even from another class.

Instead of the normal arcane pool amount, the bladebound magus’s arcane pool has a number of points equal to 1/3 his level (minimum 1) plus his Intelligence bonus.

This ability changes the Arcane Pool class feature and replaces the magus arcana gained at 3rd level.

Black Blade Basics
A black blade is bonded to a particular magus, much like a familiar, but in more of a partnership than a master-servant relationship.

Intelligence: This is the intelligence score of the black blade. It starts at 10 and increases by 1 for every two levels of the bladebound magus (at 3rd level, 5th level, and so on).

Wisdom and Charisma: As the bladebound magus increases in level, so do the Wisdom and Charisma of the black blade. These abilities start at 6 and increase by 1 for every two levels of magus.

Ego: A black blade starts with an ego of 5, and that ego increases as the blade becomes more powerful, as per Table: Black Blade Progression below. In cases where a wielder and the black blade come into conflict, like any intelligent item, a black blade can attempt to exert its dominance (see Intelligent Items). Due to its flexible and powerful nature, a black blade has a nonstandard ego progression.

Languages and Skills: A black blade starts with Common as a language. As the black blade increases in Intelligence, it manifests knowledge of languages and arcane lore. Upon reaching an Intelligence of 12, it gains a bonus language of the GM’s choice, and gains 1 rank in Knowledge (arcana). Each time the sword gains a bonus to Intelligence, it gains another language and another rank in Knowledge (arcana).

Senses: A black blade is aware of everything around it like a creature that can see and hear. It can be blinded and deafened as if it were a creature. It uses the saving throws of its magus, even if the magus is not currently wielding the black blade.

Black Blade Arcane Pool: A black blade has an arcane pool with a number of points equal to 1 + its Intelligence bonus.

Black Blade Ability Descriptions
A black blade has special abilities (or imparts abilities to its wielder) depending on the wielder’s magus level. The abilities are cumulative. A black blade normally refuses to use any of its abilities when wielded by anyone other than its magus, and acts as a masterwork weapon of its type.

Alertness (Ex): While a magus is wielding his black blade, he gains the Alertness feat.

Black Blade Strike (Sp): As a free action, the magus can spend a point from the black blade’s arcane pool to grant the black blade a +1 bonus on damage rolls for 1 minute. For every four levels beyond 1st, this ability gives the black blade another +1 on damage rolls.

Telepathy (Su): While a magus is wielding or carrying his black blade, he can communicate telepathically with the blade in a language that the magus and the black blade share.

Unbreakable (Ex): As long as it has at least 1 point in its arcane pool, a black blade is immune to the broken condition. If broken, the black blade is unconscious and powerless until repaired. If destroyed, the black blade can be reforged 1 week later through a special ritual that costs 200 gp per magus level. The ritual takes 24 hours to complete.

Energy Attunement (Su): At 5th level, as a free action, a magus can spend a point of his black blade’s arcane pool to have it deal one of the following types of damage instead of weapon damage: cold, electricity, or fire. He can spend 2 points from the black blade’s arcane pool to deal sonic or force damage instead of weapon damage. This effect lasts until the start of the magus’s next turn.

Teleport Blade (Sp): As a standard action, a magus of 9th level or higher can expend an arcane point from his or his black blade’s arcane pool, and can call his black blade from as far as 1 mile away, causing it to instantaneously teleport to his hand.

Transfer Arcana (Su): At 13th level, once per day, a magus can attempt to siphon points from his black blade’s arcane pool into his own arcane pool. Doing so takes a full-round action and the magus must succeed at a Will saving throw with a DC equal to the black blade’s ego. If the magus succeeds, he regains 1 point to his arcane pool for every 2 points he saps from his black blade. If he fails the saving throw, the magus becomes fatigued (but can try again). If he is fatigued, he becomes exhausted instead. He cannot use this ability if he is exhausted.

Spell Defense (Sp): A magus of 17th level or higher can expend an arcane point from his weapon’s arcane pool as a free action; he then gains SR equal to his black blade’s ego until the start of his next turn.

Life Drinker (Su): At 19th level, each time the magus kills a living creature with the black blade, he can pick one of the following effects: the black blade restores 2 points to its arcane pool; the black blade restores 1 point to its arcane pool and the magus restores 1 point to his arcane pool; the magus gains a number of temporary hit points equal to the black blade’s ego (these temporary hit points last until spent or 1 minute, whichever is shorter). The creature killed must have a number of Hit Dice equal to half the magus’s character level for this to occur.

Arcanist Spellbook:


  • Resistance
  • Acid Splash
  • Drench
  • Detect Magic
  • Detect Poison
  • Read Magic
  • Daze
  • Breeze
  • Dancing Lights
  • Flare
  • Light
  • Penumbra
  • Ray of Frost
  • Scoop
  • Spark
  • Ghost Sound
  • Bleed
  • Disrupt Undead
  • Touch of Fatigue
  • Jolt
  • Mage Hand
  • Mending
  • Message
  • Open/Close
  • Arcane Mark
  • Prestidigitation

    1st Level[list]

  • Shield
  • Mage Armor
  • Grease
  • Color Spray
  • Sleep
  • Detect Secret Doors
  • Charm Person
  • Burning Hands


Arms, Armor, and Clothing
Explorer's Outfit, 5 lbs.
(1100) Mithral Shirt - 1100
Sawtooth Sabre, masterwork
Meat Cleaver (aka short sword)

(1000) Cloak of Resistance +1 - 1000

Arrows x80

- Masterwork Backpack
- a belt pouch,
- caltrops
- chalk (10),
- flint and steel
- grappling hook,
- mess kit,
- mirror
- pitons (10)
- rope, silk
- soap
- masterwork thieves' tools
- lantern, bullseye
- trail rations (5 days)
- waterskin
- spell component pouch
- spellbook

0 lbs

In Backpack

23+12 lbs - 1/2 encumbrance from MW Backpack = 11.5+6 = 17.5

Belt Pouch

Chalk, 3 pieces
0 p.p.
400 g.p.
0 s.p.
0 c.p.

Carrying Capacity

Current Encumbrance: 48.5 = 31 Equipment + 11.5 Backpack + 6 Waterskins

Light Load: x < 76 lbs.
Medium Load: 77 < x < 153 lbs.
Heavy Load: 154 < x < 230 lbs


Average height and stout might be one way of describing Yzera. Of course this ignores the scar on her cheek and her rather emaciated appearance, as though she is suffering from blood loss or some wasting disease. Nonetheless, she presents an imposing figure, her stern and uncaring face looking forward while across her back is strung a wicked serrated blade. She also is rarely seen without a huge longbow which appears much too large for her small frame, but is something that she can wield with ease.


Yzera was once more awakened from her restless slumber as the wagon struck a stone on the road jarring her bruised body such that all the bruises she had received at the hands of the villagers once more smarted. For what seemed like the hundredth time, she attempted to recall how she had ended up here.

Yzera was born to poor parents. Her mother and father had emigrated to Talingarde from across the sea although they rarely spoke of where they came from. All Yzera truly knew about the land was that many deities were worshiped there and life was not controlled as the inquisitors of Mitra sought to make Talingarde. Her father was a ranger and hunter. Although not a follower of Mitra, the local garrison would on occasion employ him to track nuisances that they were unequipped to deal with. Her mother cooked, tended the home and attempted to raise a rather unruly daughter.

Life was mostly normal for Yzera, although she rarely interacted with other children due to the distance that her family lived from the nearest town. Despite doing work for the garrison when requested, and doing it quite well, Yzera’s family were generally outsiders to the community, whether this was because of the remoteness of their home, or the fact that they did not pay formal homage to Mitra is anyone’s guess.

As the years went by, she learned from her father to hunt and track and fight. She learned many weapons and while not as gifted in the woodland arts, she could still hold her own in most situations. While she learned to fight with swords and axes and bows, the weapon that most interested her was a strange sawtoothed saber that her father had brought with him from his foreign home. He spoke little of it, and never let her touch it. Generally, he kept it in a chest in his room. One day when she was about twelve, her father was away and she snuck into his room and took out the strange sawtoothed weapon. It felt comfortable in her hand, like it was the weapon she should wield. However, due to the unusual weighting of the serrated blade, while swinging it, the grip slipped for her hand and struck her in the face leaving a nasty serrated cut in her face. She returned the blade to its chest, but when her father returned home, he was furious.

Eventually, several years later after she turned sixteen, her father finally allowed her to learn to fight with the strange sword. He told her that in his home many warriors learned to fight not with one, but actually with two of the swords in tandem. While she did not fully learn this two weapon fighting style, the sawtooth blade slowly became part of her training and a natural weapon for her.

So was Yzera’s life until about two years ago when everything changed. One day, her father returned home after attempting to track down a criminal for the local constable. When he got home, he acted strange, almost as though he was a robot. He acted this way for a while and then seemed to return to normal. However, that night he left the home late, retuning a few hours later. In the morning, Yzera attempted to track where he had gone, and it was clear that he had not attempted to hide his track. She followed the tracks for about a mile where she found one of the family chickens had been killed and, it appeared, completely drained of blood. Yzera thought this strange, but did not ask her father about it.

About a week later, once more her father acted strange and Yzera saw him once more take a chicken, snap its neck, and then took it to the same place in the forest where the prior chicken had been found. Wondering what this was, Yzera carefully hid and watched. About ten minutes after her father left, a strange cloaked woman walked hesitantly into the clearing, took the chicken, ripped its head off and consumed the blood. Yzera was so stunned, that she almost let out a gasp, which would have assuredly given away her position.

Not understanding what was happening, but being fearful of her father and his strange actions, Yzera did not approach him, but instead began to follow him each time he did this, which happened about once a week. First it was chickens. Soon, as the family flock began to decrease, her father began to hunt and instead leave pheasants, rabbits and even, once, a deer. Each time the strange woman would consume the creature’s blood and then retreat. Yzera attempted to find the woman, but could never find the trail, it was as though the woman simply vanished, or turned into mist, or something.

This went on for over a year. Then, one night, she heard strange sounds and by the time she awoke, she discovered that her father and mother were gone. She quickly grabbed her armor and weapons and began to follow the trail. A short distance from the home, she found her mother trying to stop her father. But, as usual, he was acting like a robot and ignoring her. Yzera ran to help her mother and her father turned and struck her so hard that she was knocked unconscious. When she awoke, she quickly resumed following the trail and when she got to the clearing, her worst fears were realized. Her mother lay there with her throat slit and the strange woman consuming the last of her life blood. With no thought for her safety, she raised her sword and charged the woman.

Perhaps it was suddenly recognizing what had happened, or perhaps it was seeing his daughter in danger, but her father suddenly snapped out of his possessed state and turned on the woman. He attacked her with all the skill he knew. Yzera watched in awe as he attacked the woman with skill as she had never seen before. Amazingly the woman practically shrugged off the attacks and instead struck him with her hands. Each time she struck, Yzera could see her father weaken, not just like he was injured, but as though his life were simply being drained from him with each blow.

Knowing she must do something, Yzera raised her sword and charged. But, before she was able to take more than a step, the woman stepped back from her father and raised a whitish hand. When she did so, it was as though all of Yzera’s muscles froze. Then the woman turned back and continued to strike her now feeble father until it was as though his life had been drained from him and he collapsed to the ground unmoving.

The woman then walked over to Yzera and lifted Yzera’s frozen chin examining her as one would a prize steer or stallion. You are fine and will make a great servant. But, first, I hunger and your youthful blood will be much more enjoyable than that of the old man or the animals he has brought me.

Frozen by the woman’s spell, Yzera could not move as the woman leaned in and bit her neck draining Yzera’s blood. Then the woman stared at her. Go home my pet. And speak of this to nobody. She then petted Yzera on the head as one would a dog and turned and left Yzera standing there with her dead father and slaughtered mother lying at her feet.

Yzera returned home and was utterly confused as to what to do. She remained at home for several days until on of the constables men came inquiring about her father. Yzera told him that she did not know where her father was, but would send him to the constable when he returned. She did not know why she had lied, but it was simply the right thing to say, or so her confused mind told her.

Then, a long series of strange memories populate Yzera's mind. She recalls hunting in the dark, but leaving the kills in the clearing. Then, she began to have odder dreams which often involved a giant red mantis watching her. Next, the dreams began to involved the mantis keeping her from leaving the killed bodies of the slain animals in the clearing. Finally, the foggy memories are of looking down at the corpse of a small child lying on the ground, its head severed from its body.

After this last dream, Yzera woke one morning and found blood covering her hands. She had no clue what had caused this. As she went to clean the blood from her hands in the stream by her home, she realized that some of the blood would not clean off of the backs of her hands, but instead remained there in the shape of a red preying mantis.

Recognizing the mantis as something she had once seen in a book her father kept hidden. She took out the book and began to read. In it was a discussion of a deity named Achaekek, the deity of assassins. Although she had never though of herself as a natural killer, she knew that with her training from her father, this was something she would be quite skilled at. However, more noteworthy was a note that some are chosen by He Who Walks In Blood, and when one is chosen, blood red tattoos appear on the person's hands, tattoos just as were on hers.

That night, she went to bed as normal, fearing that there would be more dreams haunted by red mantis visions and the strange woman from the woods, but when she awoke the next morning, she, instead of recalling a dream, found herself in shackles in the constables office. Above her glared several men including the constable and the village's Mitran priest. She learned that she had been accused of killing her parents and three young children from the village. Yzera said it had not been her and that a mistake had been made.

Despite her protests, Yzera knew from her strange dreams that she had committed at least some of the murders. She knew that it was not her will, but that it had been her body that had done these acts and that no arguing on her part was going to persuade the irate villagers, who had three dead children, otherwise.

So, now as she felt every bump on the road against her beaten and bruised body, she knew that she was doomed for a crime that was not her fault. But, despite knowing this, somewhere deep within her she sensed something that enjoyed the thought of killing people and savoring the taste of their warm blood. How she had come to this, she did not know. But the thought of being a chosen of the god of assassins, and consumed with the lust for blood, scared her, but also gave her strength and hope that some power was watching over her and perhaps this would not be her final farewell.


Yzera does not know the name of her nemesis. But, this woman. This dark and mysterious woman in the north is the cause of all that has gone wrong with her life. Her life before had not been easy, having to hunt and fish for survival, but it had been a life. Now, she had no parents and was in shackles on her way to Brandescar prison where she would be branded a Foresaken and soon thereafter would be burned at the stake for the crimes she had been found guilty of.