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Virdena Eriel
Elf magus (Mystic) 1
CG Medium humanoid (elf)
Init +3; Senses low-light vision, Perception +4
Defense
AC 14, touch 13, flat-footed 11 (+1 armor, +3 Dex)
hp 8 (1d8)
Fort +2, Ref +3, Will +3. +2 racial bonus vs. enchantment spells and effects
Immune sleep
Offense
Speed 30 ft.
Melee elven curve blade +3 (1d10+3, 18-20)
Ranged shortbow +3 (1d6+2, x3)
Magic
Caster Level 1; MSB +1; MSD 12; Concentration +5
Tradition Battlemage (Drawbacks: Verbal Casting, Material Casting, Prepared Caster, Somatic Casting); +1 spell point, +1 per 1.5 levels in a casting class; CAM Int
Spell Points 6
Destruction Sphere - DC 14; Duration None; Range Close (25 ft), Touch; Talents Frost Blast, Hurricane Blast; Drawbacks none
- Destructive Blast (Frost Blast, Hurricane Blast)
Statistics
Str 14, Dex 17, Con 11, Int 18, Wis 13, Cha 13
Base Atk +0; CMB +2; CMD 15
Traits Favored Damage (frost), Inspired
Feats Weapon Finesse (elven curve blade)
Skills Knowledge (arcana) +8, Knowledge (history) +5, Perception +4, Ride +7, Sense Motive +2, Spellcraft +8/+10
Languages Common, Draconic, Dwarven, Elven, Halfling, Sylvan
SQ arcane pool +1 (5 points), elven magic, internal casting 1/day
Gear elven curve blade (80 gp), haramaki (3 gp), magus’ kit (22 gp), shortbow (30 gp) with 20 arrows (1 gp), 4 gp.
Special Abilities
Arcane Pool (Su) At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to ½ his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.
At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. 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.
At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property's base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.
A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.
At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. 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.
At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property's base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.
A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.
Destruction Sphere You can use destructive power.
Destruction: Destructive Blast As a standard action, you may deliver a burst of blunt magical force as a melee touch attack or a ranged touch attack within Close range. A destructive blast deals bludgeoning damage as indicated on the table below. This damage bypasses DR/magic, but being bludgeoning in nature, does not automatically bypass other forms of damage resistance. A ranged destructive blast counts as a ray attack.
Table: Destructive Blast Damage
Level Damage
1st 1d6
3rd 2d6
5th 3d6
7th 4d6
9th 5d6
11th 6d6
13th 7d6
15th 8d6
17th 9d6
19th 10d6
Table: Destructive Blast Damage
Level Damage
1st 1d6
3rd 2d6
5th 3d6
7th 4d6
9th 5d6
11th 6d6
13th 7d6
15th 8d6
17th 9d6
19th 10d6
When augmenting a destructive blast with Destruction talents, you may only apply 1 blast type talent and 1 blast shape talent to each individual destructive blast.
You may spend 1 spell point when making a destructive blast to increase the damage dealt to one damage die per caster level (minimum: 2d6).
You may spend 1 spell point when making a destructive blast to increase the damage dealt to one damage die per caster level (minimum: 2d6).
Destruction: Frost Blast (blast type) You may change the damage type of your destructive blast to frost. Targets who take damage from your frost blast must make a Fortitude save or be staggered for 1 round.
Destruction: Hurricane Blast (blast type) You may spend a spell point to change your destructive blast into swirling winds that swirls around the target, dealing nonlethal damage. The target suffers a penalty to ranged attacks and fly checks equal to ½ your caster level for 1d4 rounds.
Internal Casting From 1st level on, a mystic may activate any magic sphere ability which normally requires a standard action to cast as a move action, though he may only target himself with sphere effects cast in this manner. The mystic may use this ability once per day for each class level he possesses. A mystic of at least 8th level gains a +2 bonus to his MSB until the start of his next turn whenever he uses this ability. At 14th level, the bonus to MSB when using this ability increases to +4.
This replaces the spell combat, improved spell combat, and greater spell combat class features.
This replaces the spell combat, improved spell combat, and greater spell combat class features.
Build
Virdena is built with a 4d6 roll, discard lower system and 140 gp starting wealth. Favored Class Bonus is +⅙ of a new magus arcana. If using a lower point buy, you can lower Strength and Wisdom. If using a higher point buy (or rolling really well), your most important attributes are Intelligence and Dexterity. Intelligence is your casting statistic and affects the save DCs of all your magic talents and your spell pool; Dexterity makes you a great finesse warrior and archer, increases your initiative, and bolsters AC. Charisma is important too, for diplomatic relationships and to intimidate your enemies in combat.
How to Play Virdena
Virdena is courageous, studious, enthusiastic and romantic. She has an idealistic vision of life and continuously searches to better both herself and the world around to match that vision. Sometimes she can be melancholic when she sees all the difference between how things are now and how she would like they were. Chivalrous in battle, hard-headed and willing to learn, she sees herself as a dedicated warrior in service of truth, justice and her one true love- the cleric Karo.
Future Abilities
Magic Talents Blinding Light*, Creation Sphere (Material Focus/ice), Divided Mind, Electric Blast, Energy Aura, Energy Blade, Energy Bomb, Energy Sphere, Epicenter, Fire Blast, Group Teleport, Larger Creation*, Light Sphere (Nimbus Focus), Nature Barrier, Nature Sphere (Water package), Telekinesis Sphere, Warp Sphere
Martial Talents Athletics Sphere (Leap package), Balanced Defense, Duelist’s Grip, Finesse Fighting (x2), Mobility
Feats Curve Blade Elegance*, Dodge, Endurance, Free Spirit, Greater Weapon Focus* (elven curve blade), Improved Energy Blade, Improved Mystic Assault, Mystic Assault, Primal Blast, Swordplay Style, Weapon Focus (elven curve blade), Weapon Specialization* (elven curve blade)
Magus Arcana destructive spellstrike, familiar, intuitive protection, mystic arcana x4 (arcane weapon focus, invisibility, mystic adaption), mystic secret (x2), pool strike
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