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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

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