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Fierce warrior-mystic of the plains.
AC 28, touch 20, flat-footed 20 (+ 8 displacer beast hide, + 8 dex, + 2 insight) (not flat-footed before acting) (+ 1 hasted assault?) (+ 4 shield?) (+ 6 vs. attacks of opportunity?)
hp 104 (12d8 + 36)
Fort + 16, Ref + 17, Will + 12 (evasion) (+ 2 vs. enchantment) (+ 1 Ref, hasted assault?)
Defensive Abilities dance of avoidance, defensive strategist, evasion, spell dance (1 minute – + 30 movement, + 6 mobility; 1 round – blur, dimension door, fly, haste); Immune sleep
Speed 30 ft.
Melee katana + 19/+ 19/+ 14 (1d6 + 13/15 – 20) and katana + 19 (plus spellstrike) (black blade strike, hasted assault, spell combat included)
Ranged Ray + 19 (black blade strike, hasted assault, spell combat included)
Item Abilities hairband of the mantis – (darvision 60 ft, See Invisibility, Deathwatch, + 5 perception – 3/day), Scabbard of Keen Edges (Keen Edge 3/day, CL 5), displacer beast armor (Displacement 1/day CL 5)
Special Attacks black blade strike (+ 3 damage, 1 minute), hexes (agony – fort DC 22, slumber – will DC 22), improved spell combat, magus arcana (accurate strike, accursed strike, close range, hasted assault), spell dance (1 minute – + 30 movement, + 6 mobility; 1 round – blur, dimension door, fly, haste), spellstrike, teleport blade
Typical Spells Prepared (CL 12th (+ 2 vs. spell resistance); concentration + 18 (+ 2 spell combat)); + 8 DC; metamagic rod – maximize, lesser 3/day)
4th (4/day) — Black Tentacles, Invisibility, Greater, Empowered Intensified Shocking Grasp, Empowered Scorching Ray
3rd (5/day) — Bestow Curse x 2, Fireball, Force Punch, Vampiric Touch
2nd (7/day) — Blindness/Deafness, Frigid Touch x 2, Scorching Ray x 2, Intensified Shocking Grasp x 3
1st (7/day) — Ill Omen x 2, Shield x 1, Shocking Grasp x 3, Reduce Person
0 (at will) — Detect Magic, Light, Mage Hand, Prestidigitation, Read Magic
Spells Known (Metamagic – 1 – Intensified, 2 – Empower)
4th (6 – 1) — Arcana Theft, Black Tentacles, Fire Shield, Invisibility, Greater, Stoneskin
3rd (6 + 1) — Bestow Curse, Dispel Magic, Displacement, Fireball, Force Punch, Keen Edge, Vampiric Touch
2nd (6) — Blindness/Deafness, Frigid Touch, Invisibility, Mirror Image, Scorching Ray
1st (9) — Corrosive Touch, Enlarge Person, Ill Omen, Magic Missile, Ray of Enfeeblement, Reduce Person, Shield, Shocking Grasp, True Strike
0 (all) — All Magus, Brand
Str 8, Dex 27, Con 16, Int 22, Wis 9, Cha 7
Base Atk + 9; CMB + 8 CMD 28 (+ 1 hasted assault?) (spell dance – freedom of movement?)
Feats Craft Wondrous Item, Dervish Dance, Dimensional Agility, Dimensional Dervish, Empower Spell, Intensified Spell,- Weapon Finesse
|Knowledge (Arcana)||+ 21||12||C||6||0||0||0|
|Knowledge (Local)||+ 18||12||6||0||0||0|
|Knowledge (Nature)||+ 18||12||6||0||0||0|
|Knowledge (Planes)||+ 21||12||C||6||0||0||0|
|Knowledge (Religion)||+ 18||12||6||0||0||0|
|Survival||- 1 (+ 8 navigate)||0||-1 (+ 6 navigate)||0||0||0 (+ 2 navigate)|
|Use Magic Device||+ 13||12||C||-2||0||0||0|
Combat Gear belt of physical might (dexterity, constitution) + 4, displacer beast hide (celestial armor, but darkleaf hide armor, and displacement instead of fly), plains dress of resistance (cloak of resistance) + 5, hairband of the mantis (mask of the mantis), headband of vast intelligence + 6 (knowledge (arcana, planes, use magic device)), metamagic rod (lesser maximize), ring of evasion, scabbard of keen edges
Clothing explorer’s outfit Storage backpack (masterwork), bag (waterproof), case (scroll), sack, spell component pouch
Goods/Tools astrolabe, bedroll, bellows, blanket (common, winter), canvas (10 sq ft), chalk (2), charcoal, compass, cups (4), fishing net, flint and steel, heatstone, horn (signal), ink, inkpen, paper (rice – 10), pot, rope (silk, 50 ft), spellbook, soap, sewing needle (2), string/twine (100 ft), tent (small), whetstone (2), whistle (signal – 2)
Special book (codenames-cities, “blank”/key), Vonnarc’s quill
Food rations (14 days), tea ceremonial (50 cups), waterskin (water – 2)
Money -13 gp
Arcane Movement (Su): At 5th level, whenever a spell dancer casts a magus spell, he gains a competence bonus on Acrobatics, Climb, Escape Artist, and Stealth checks equal to the spell’s level until the beginning of his next turn.
Arcane Pool (Su): At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers. This arcane pool has a number of points equal to 1/3 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.
Black Blade (Ex): At 3rd level, the bladebound magus’ 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.
Dance of Avoidance (Su): At 7th level, while wearing light armor or no armor, a spell dancer gains a +2 insight bonus to Armor Class.
Fighter Training (Ex): Starting at 10th level, a magus counts 1/2 his total magus level as his fighter level for the purpose of qualifying for feats. If he has levels in fighter, these levels stack.
Hex Arcana (Su): 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.
Hex Magus (Su): At 4th level, the hexcrafter magus gains access to a small number of witch’s hexes. The hexcrafter magus picks one hex from the witch’s hex class feature. He gains the benefit of or uses that hex as if he were a witch of a level equal to his magus level.
- Agony (Su): With a quick incantation, a witch can place this hex on one creature within 60 feet, causing them to suffer intense pain. The target is nauseated for a number of rounds equal to the witch’s level. A Fortitude save negates this effect. If the saving throw is failed, the target can attempt a new save each round to end the effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
- Slumber (Su): A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
Knowledge Pool (Su): At 7th level, when a magus prepares his magus spells, he can decide to expend 1 or more points from his arcane pool, up to his Intelligence bonus. For each point he expends, he can treat any one spell from the magus spell list as if it were in his spellbook and can prepare that spell as normal that day. If he does not cast spells prepared in this way before the next time he prepares spells, he loses those spells.
Improved Spell Combat (Ex): At 8th level, the magus’s ability to cast spells and make melee attacks improves. When using the spell combat ability, the magus receives a +2 circumstance bonus on concentration checks, in addition to any bonus granted by taking an additional penalty on the attack roll.
Magus Arcana: As he gains levels, a magus learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 3rd level, a magus gains one magus arcana. He gains an additional magus arcana for every three levels of magus attained after 3rd level. Unless specifically noted in a magus arcana’s description, a magus cannot select a particular magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the magus spell list unless otherwise noted.
- 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.
- Accurate Strike (Ex): The magus can expend 2 points from his arcane pool as a swift action to resolve all of his melee weapon attacks until the end of his turn as melee touch attacks.
- Close Range (Ex): The magus can deliver ray spells that feature a ranged touch attack as melee touch spells. He can use a ranged touch attack spell that targets more than one creature (such as scorching ray), but he makes only one melee touch attack to deliver one of these ranged touch effects; additional ranged touch attacks from that spell are wasted and have no effect. These spells can be used with the spellstrike class feature.
- Hasted Assault (Su): The magus can expend 1 point from his arcane pool as a swift action to move more quickly. This functions as haste, but only targets the magus and lasts for a number of rounds equal to the magus’s Intelligence bonus.
Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus 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, he can make all of his attacks with his 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 he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.
Spell Dance (Su): At 1st level, a spell dancer gains the ability to expend 1 point from his arcane pool as a swift action to gain a +10 enhancement bonus to his movement rate and a +2 dodge bonus to Armor Class against attacks of opportunity provoked by moving through threatened spaces for 1 minute. For every four levels beyond 1st, the spell dancer gains another +10 enhancement bonus to movement and +2 to AC against attacks of opportunity provoked from movement. At 5th level, once per spell dance as a swift action, the spell dancer may use one of the following on himself as a swift action: blur, fly, or haste. These abilities last for 1 round. At 9th level, the spell dancer may instead take a swift action to use dimension door as a spell-like ability once during a spelldance. At 13th level, the spell dancer may instead choose to take a swift action to gain freedom of movement for 1d4 rounds.
This ability replaces the magus’s ability to expend points from his arcane pool as a swift action to grant any weapon he is holding magic bonuses for 1 minute.
Spellstrike (Su): At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.
Mani Katti, Black Blade
LN Tiny construct black blade
Senses Perception + 0
Defensive Abilities unbreakable
Enhancement Bonus + 3
Int 15, Wis 11, Cha 11
|Knowledge (arcana)||+ 4||2||2||0||0||0|
Languages Common, Elven, Draconic
SQ black blade arcane pool (3 points), telepathy
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.
Information at a glance
Height 5’11"; Weight 130 lbs. Build athletic
Skin Color lightly-tanned Hair Color deep emerald green Eye-color jade green
[From Theron, in Hearth]
[Grew up as a warrior clanswoman of a plains tribe. Found to be a distant heir to the ailing leader of the country, held captive by a government of usurpers. Seeks aid at nearby temple, only to find she is the chosen wielder of ancient blade. Begins training with the blade and in the arts of magic, charms and curses, but her training is interrupted by battle after battle. She hones her skill on the battlefield as a true savant of both magic and blades, wielding potent elemental magics and curses adapted from holy magic of her pantheon. She is a powerful combatant, but she cannot take back her country alone, so she sets out on a journey to win hearts and minds, despite her crass demeanor, and garner the allies to help take back her country for her downtrodden people.]
This blade was kept in a small church in the Theron plains, waiting for its chosen wielder to arrive, protected by a priest. A band of bandits, led by a mercenary, arrived and captured the priest. The mercenary came with the intention of stealing it and using it in battle. However, the spirits of the sword prevented him from drawing the sword. In his anger, the mercenary vowed to destroy the altar. Linnis arrived and defeated the bandits. After the battle, Lyndis was allowed to touch the sword to pray. The sword reacted to her touch, and she was able to draw it from its sheath as its rightful owner.
- Dagger – Half-Orc agent who sold information on the temple in Linnis’s homeland
- Dorn – Scary agent who recruited Dagger
- Vonnarc – Cleric of the cult who was abducted by the group for interrogation. His ring was destroyed that he may survive to be a valuable resource.
Additional Progression Notes
- 13 Critical Focus
- 15 Accursed Critical
- 17 Persistent Spell
- 17B Heighten Spell
- 19 Dimensional Savant
- 15 Spell Blending?
- 18 Life Giver/Spell Blending?
- 18F Eternal Slumber/Spell Blending?