Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc.
Free download at http://www.wolflair.com
Pathfinderand associated marks and logos are trademarks of Paizo Publishing, LLC, and are used under license. STR 0 STRENGTH 10 DEX +4 DEXTERITY 18 CON +2 CONSTITUTION 15 INT +4/+5 INTELLIGENCE 18/20 WIS +2 WISDOM 14 CHA 0 CHARISMA 10 +2 (CONSTITUTION) +4 = FORTITUDE +4 +10 +4 (DEXTERITY) +4 = REFLEX +4 +12 +2 (WISDOM) +8 = WILL +4 +14 Crit: 2 Light, B Main hand: +11/+6, 1d3+1 +1 dueling gauntlet Crit: 18-20/2 1-hand, P/S Main hand: +11/+6, 1d6+4 Both hands: +11/+6, 1d6+6 Black Blade 23 +3 +3 +4 = 10 19 +3 17 AC Armor Deflec Dex Dodge Flat-Footed AC Misc Natur Shield Size Touch AC Total Ability Modifier Temporary Score True Neutral Humanoid (Human); Atheist; Age: 24; Height: 6'; Weight: 180lb.; Eyes: yellow; Hair: white; Skin: tan Male human arcanist (blade adept) 12 - CR 11 +6 +6 = - - +0 +8 Disarming 23 +6 +4 = 10 - +0 25 vs. Disarm CM Bonus BAB Misc Size Strength CM Defense BAB Dexterity Size Strength Raijin +6 75 +17 Base Attack HP Damage / Current HP Initiative Speed 30 ft Player: Ken Ability Base Misc Saving Throw Notes Resist Temp Total Temp Skill Name Ranks Total Ability Acrobatics - +4 DEX (4) Appraise 5 +13 INT (5) Dueling (- Custom / magic weapon -) : +2 to Feint Bluff - +0 CHA (0) Climb - +0 STR (0) Diplomacy 10 +10 CHA (0) Disguise - +0 CHA (0) Escape Artist 8 +12 DEX (4) Fly 9 +16 DEX (4) Heal - +2 WIS (2) Intimidate - +0 CHA (0) Knowledge (arcana) 2 +10 INT (5) Knowledge (history) 2 +10 INT (5) Knowledge (local) 2 +10 INT (5) Knowledge (nature) 2 +10 INT (5) Knowledge (nobility) 2 +10 INT (5) Knowledge (planes) 2 +10 INT (5) Knowledge (religion) 2 +10 INT (5) Perception 12 +22 WIS (2) Perform (dance) 2 +2 CHA (0) Ride - +4 DEX (4) Sense Motive - +6 WIS (2) Spellcraft 12 +20 INT (5) Stealth - +4 DEX (4) Survival - +2 WIS (2) Swim - +0 STR (0) Use Magic Device 12 +15 CHA (0) Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Pathfinderand associated marks and logos are trademarks of Paizo Publishing, LLC, and are used under license. Experience & Wealth Experience Points: 220000/315000 Current Cash: 150 gp Reputation: Fame: 12, PP: 12, 200 miles. Total Weight Carried: 11/100lbs, Light Load (Light: 33 lbs, Medium: 66 lbs, Heavy: 100 lbs) Gear +1 dueling gauntlet 1 lb Amulet of natural armor +3 - Artisan's outfit (Free) - Black Blade 4 lbs Boots of speed (10 rounds/day) 1 lb Bracers of armor +3 1 lb Cloak of resistance +4 1 lb Headband of aerial agility (Int +2, Spellcraft) - Ioun stone (dusty rose prism, cracked) - Money 3 lbs Ring of protection +3 - Wand of call lightning (CL 8) - Wand of cure light wounds - Wand of cure moderate wounds - Wand of cure serious wounds - Wand of dispel magic (CL 10) - Feats Use Dex modifier instead of Str modifier with scimitar Dervish Dance You get a +4 bonus on initiative checks. Improved Initiative You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap). Intensified Spell All variable effects of a spell are maximized. +3 Levels. Maximize Spell Proficient with all simple weapons. Simple Weapon Proficiency - All +2 to caster levels checks to overcome spell resistance. Spell Penetration Can use Dex to attack with light and certain other weapons. Shields give ACP penalty to attack rolls. Weapon Finesse You gain a +1 bonus on all attack rolls you make using the selected weapon. Weapon Focus (Scimitar) Special Abilities An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanists arcane reservoir can hold a maximum amount of magical energy equal to 3 +the arcanists level. Each day, when preparing spells, the arcanists 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 arcanists 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 spells DC by1. She can expend no more than 1 point from her reservoir on a given spell in this way. Note: After adding levels of Arcanist, you should go to the In-Play tab and press the Reset button on this ability, so that the correct number are left, as if you were fully rested. Because excess from the previous day is lost after resting, and only a few points are left in the pool, it will look as if most of the uses/day of this ability have been used up after resetting it. If you gain additional arcane reservoir points from your other abilities, decrease the number currently used in the pool. Arcane Reservoir +2 DC or CL (15/day) (Su) At 3rd level, the bladebound magus' gains a powerful sentient weapon called a black blade , whose weapon type is chosen by the magus. 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 Blades A black blade is a particular form of intelligent weapon gained by a magus with the bladebound archetype. There are several ways a magus might gain this weapon. Sometimes it just appears among the magus's possessions, and its origin is a mystery. Other times the magus finds a black blade during an adventure or event of some kind. Sometimes a black blade is passed down generation to generation in an ongoing search for a magus who can unlock its true potential. A black blade is always a one-handed slashing weapon, a rapier, or a sword cane (see the Advanced Player's Guide ). The magus chooses the blade's type upon gaining the blade, and once chosen, it can't be changed. As a bladebound magus increases in level, his black blade gains power. A black blade is independently conscious but features some personality traits reflecting its wielder. A black blade always has the same alignment as its wielder and even changes its alignment if its wielder does. The blade typically works toward its wielder's goals, but not always without argument or backlash. Each black blade has a mission, and while sometimes two or more black blades will work in concert, each mission is singular in purpose (the black blade 's mission is usually up to the GM and the needs of the campaign or the adventure, or a GM can roll randomly for the weapon's purpose using Table 15-25 on page 534 of the Core Rulebook). Some black blades are very open about their missions, but most are secretive. Certain sages have speculated that an invisible hand or arcane purpose moves these weapons. Black Blade (Ex) At 5th level, as a free action, a magus can spend a point of his black blades 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 blades arcane pool to deal sonic or force damage instead of weapon damage. This effect lasts until the start of the magus next turn. Black Blade: Energy Attunement (Su) As a free action, the magus can spend a point from the black blade 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. Black Blade: Strike +3 (Sp) As a standard action, a magus of 9th level or higher can expend an arcane point from his or his black blades arcane pool, and can call his black blade from as far as 1 mile away, causing it to instantaneously teleport to his hand. Black Blade: Teleport Blade (Sp) 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. Black Blade: Unbreakable (Ex) Special Abilities 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. 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 reservoirs maximum are lost. Consume Spells (Su) If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the 'toucher'. The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates. Deliver Touch Spells Through Familiar (Su) The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar's eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated. Because of this empathic link, the master has the same connection to an item or place that his familiar does. Empathic Link with Familiar (Su) If you are within arm's reach of your familiar, you gain the benefits of the Alertness feat. If you are within 1 mile of your familiar, you may gain other benefits. Familiar Bonus: +4 bonus on initiative checks If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day. Scry on Familiar (1/day) (Sp) At 3rd level, the blade adept's bonded sword becomes a powerful, sentient black blade . The blade advances as a black blade (Ultimate Magic 47) 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. Black Blades A black blade is a particular form of intelligent weapon gained by a magus with the bladebound archetype. There are several ways a magus might gain this weapon. Sometimes it just appears among the magus's possessions, and its origin is a mystery. Other times the magus finds a black blade during an adventure or event of some kind. Sometimes a black blade is passed down generation to generation in an ongoing search for a magus who can unlock its true potential. A black blade is always a one-handed slashing weapon, a rapier, or a sword cane (see the Advanced Player's Guide ). The magus chooses the blade's type upon gaining the blade, and once chosen, it can't be changed. As a bladebound magus increases in level, his black blade gains power. A black blade is independently conscious but features some personality traits reflecting its wielder. A black blade always has the same alignment as its wielder and even changes its alignment if its wielder does. The blade typically works toward its wielder's goals, but not always without argument or backlash. Each black blade has a mission, and while sometimes two or more black blades will work in concert, each mission is singular in purpose (the black blade's mission is usually up to the GM and the needs of the campaign or the adventure, or a GM can roll randomly for the weapon's purpose using Table 15-25 on page 534 of the Core Rulebook). Some black blades are very open about their missions, but most are secretive. Certain sages have speculated that an invisible hand or arcane purpose moves these weapons. Sentient Sword (Su) The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast). Share Spells with Familiar If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, rats with rodents, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, toads with amphibians, weasels with similar creatures (weasels, minks, polecats, ermines, skunks, wolverines, and badgers). Such communication is limited by the intelligence of the conversing creatures. Speak with Animals (Ex) If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help. Speak with Familiar (Ex) The blade adept can deliver touch spells with her bonded weapon. This works as the magus ability of the same name. Spell Strike (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. Sword Bond (Scimitar, 1/day) Tracked Resources Arcane Reservoir +2 DC or CL (15/day) (Su) Boots of speed (10 rounds/day) Scry on Familiar (1/day) (Sp) Sword Bond (Scimitar, 1/day) Wand of call lightning (CL 8) Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Pathfinderand associated marks and logos are trademarks of Paizo Publishing, LLC, and are used under license. Tracked Resources Wand of cure light wounds Wand of cure moderate wounds Wand of cure serious wounds Wand of dispel magic (CL 10) Languages Celestial Elven Common Gnome Dwarven Halfling Spells & Powers Arcanist (Blade Adept) spells memorized (CL 12th; concentration +17) Melee Touch +10 Ranged Touch +10 6th 5thinten maxim shocking grasp 4th 3rdfly, sleet storm, storm step (DC 18) 2ndinten shocking grasp 1st shocking grasp 0th (at will) detect magic, light, mage hand , message, prestidigitation Companions STR 3 (-4), DEX 16 (+3), CON 10 (0), INT 11 (0), WIS 10 (0), CHA 2 (-4); Fortitude +4, Reflex +7, Will +8 HP: 37/37; Init: +3; Speed: 30 feet Attack Bonus: +8/+3; Armor Class: 24 / 15Tch / 21Fl Arcane Familiar, Scorpion, greensting - CL1 - CR 1/4 Appraise +5, Diplomacy +6, Escape Artist +11, Fly +16, Perception +20, Sense Motive +2, Spellcraft +12, Stealth +16, Use Magic Device +8 Special: Darkvision (60 feet), Immunity to Mind-Affecting effects, Improved Evasion (Ex), Poison: Sting - Injury (DC 10) (Ex), Spell Resistance (17) Sting (Scorpion, Greensting) Melee +11, 1d2-4 plus poison, 2