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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 +4 (1d10+3, 18-20)
Ranged shortbow +3 (1d6+2, x3)
Magic
Caster Level 1; MSB +1; MSD 12; Concentration +5
Tradition Magus (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 Explosive Orb, Frost Blast; Drawbacks none
- Destructive Blast (Explosive Orb, Frost Blast)
Martial
Tradition Elven Duelist (Equipment sphere: Elvish Heritage, Finesse Fighting x2; Duelist sphere); PAM Int
Equipment sphere - DC 13, Talents Elvish Heritage, Finesse Fighting x2
- elvish heritage (discipline) (proficiency with elven branched spear, elven curve blade, longbow, longsword, rapier, scimitar, short sword, shortbow, two-bladed scimitar, and two-bladed sword)
- finesse fighting (x2) (use your Dexterity modifier in place of your Strength modifier when calculating your melee attack rolls with finesseable weapons; add ½ BAB as a bonus to damage)
Duelist Sphere - DC 13, Talents Bind Weapon, Drawbacks Disarming Duelist
- blooded strike (never provoke attacks of opportunity when attempting combat maneuvers against a target currently taking bleed damage)
- bind weapon (bind the opponent’s weapon to yours with a successful disarm)
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 Focus (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.
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
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).
Destruction: Explosive Orb (blast shape) You may transform your destructive blast into a burst effect centered anywhere within range. This destructive blast fills a single 5-foot square (Reflex negates). You may spend a spell point to increase this burst to a radius of up to 10 feet + 5 feet per 5 caster levels (Reflex half).
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.
Duelist Sphere Training in the Duelist combat sphere teaches a practitioner techniques for prevailing in single combat, disarming a foe or taking control of their weapon while whittling away at them one knick at a time.
Duelist: Blooded Strike Whenever you use the attack action or an attack of opportunity to attack or disarm a creature, you deal an additional 1 point of bleed damage to the target on a successful attempt, +1 for every 4 points of base attack bonus you possess; this stacks with any other bleed damage you are capable of dealing. Practitioners of the Duelist sphere never provoke attacks of opportunity when attempting combat maneuvers against a target currently taking bleed damage.
Disarm: Some talents have the (disarm) descriptor; these talents trigger whenever you succeed at a disarm attempt against a creature. You may only apply the effects of a single (disarm) talent to a given disarm attempt. (Disarm) talents cannot be applied to maneuvers performed as a free action.
Disarming Duelist You do not gain the ability to deal bleed damage with attacks and disarm attempts from the Duelist base sphere. You cannot take talents with the (bleed) descriptor. You must take Bind Weapon as the bonus talent gained from taking this drawback.
Duelist: Bind Weapon When you succeed at a disarm combat maneuver check against a creature, instead of disarming their weapon you may choose to bind their weapon to yours. This attempt may be made against creatures even if they are wielding nothing but natural attacks or unarmed strikes. As long as the creature’s weapon is bound, they cannot move from the square they currently occupy. A creature whose weapon is bound may release the weapon as a free action or attempt to break the bind as a standard action by making a successful combat maneuver check against your disarm CMD. If the bound weapon is a natural attack or unarmed strike, the creature must succeed at a successful combat maneuver check to break the bind. You cannot attack with the weapon or limb used to bind a creature as long as the bind is in effect, but may end the bind at any time as a free action. Binding a creature’s weapon counts as a disarm for talents and abilities that require a disarm check or attempt.
Equipment: Elvish Heritage (discipline) You gain proficiency with the elven branched spear, elven curveblade, longbow, longsword, rapier, scimitar, short sword, shortbow, two-bladed scimitar, and two-bladed sword.
Equipment: Finesse Fighting You may use your Dexterity modifier in place of your Strength modifier when calculating your melee attack rolls with light weapons and weapons with the finesse weapon special feature. You may take this talent a total of two times. If taken a second time, whenever you make an attack using your Dexterity bonus on attack rolls and your Strength bonus on melee damage rolls, you may also add 1/2 your base attack bonus (minimum 1) as a bonus on that damage roll. Associated Feat: Weapon Finesse.
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.
Material Casting Your magic requires the expenditure of specific materials: precious metals, rare components, etc. The exact nature of this material should be worked out with the GM, but as a rule of thumb, this should cost a silver piece worth of materials per caster level per ability used. A player who does not want to track the cost of such material components can instead simply spend 10 gp per caster level per month on components, which is assumed to cover his costs for spells cast and research performed. You must possess a spell component pouch or otherwise have access to your components to use your magic.
Prepared Caster You must prepare your magic before you can use it. After resting to regain spell points, you must assign each of your spell points to a sphere you possess. You cannot spend more spell points in a given sphere in a day than you have assigned to that sphere. Class features and feats that use spell points (such as the Counterspell feat) are considered a single unified ‘sphere’ for this purpose.
Somatic Casting You must gesture to cast spells—a process that requires you to have at least 1 hand unoccupied. When using magic, you cannot wear armor heavier than light without incurring a chance of arcane spell failure.
You may select this drawback twice. If taken a second time, you cannot wear any armor or use a shield without incurring a chance of arcane spell failure.
Verbal Casting You must speak in a loud, clear voice to cast spells. Using magic alerts all nearby hearing creatures to your presence and location, effectively breaking stealth. You cannot cast in an area of magical silence, or in any other situation where you are unable to speak clearly.
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*, Divided Mind, Electric Blast, Energy Aura, Energy Cloud, Energy Sphere, Energy Wall, Epicenter, Fire Blast, Light Sphere (Light Focus), Mass Teleport, Nature Sphere (Water package), Nature’s Weapon, Resist Elements, Telekinesis Sphere, Warp Sphere, Water Mastery
Martial Talents Arcane Armor, Athletics Sphere (Leap package), Defiant Focus, Mobility
Feats Combat Expertise, Dodge, Endurance, Free Spirit, Greater Weapon Focus* (elven curve blade), Improved Energy Wall, Improved Mystic Assault, Mage of Ice and Rime, Mystic Assault, Primal Blast, Sphere Focus (Destruction), Swordplay Style*, Weapon Specialization* (elven curve blade)
Magus Arcana destructive spellstrike, familiar, intuitive protection, mystic arcana x4 (arcane weapon focus, invisibility, metamagic combat, mystic adaption), mystic secret, pool strike
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