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Basic InformationEdit

Faelwen
      Race: Elf
     Class: Bladebound Magus 5
     Level: 5
Experience: 10,020 // 15,000 XP TNL
 Alignment: True Neutral
 Languages: Common, Elven, Inner Sea, Celestial,
            Draconic, Orc, Lesser Runic, Goblin
     Deity: The Green Man & Harran Forest
First Seen: The Dunn Wright Inn
  Location: The Forge of Fury, Pt. 1


AbilitiesEdit

STR: 14 / +2 (05 pts)
DEX: 17 / +3 (05 pts) +2 Racial, +1 Leveling
CON: 12 / +1 (05 pts) -2 Racial
INT: 18 / +4 (05 pts) +2 Racial, +2 Temp (Magic)
WIS: 10 / +0 (00 pts)
CHA: 10 / +0 (00 pts)

Combat StatisticsEdit

(Max-2)       HP:  40 = [5d8  + CON (05) + FC (03)] (Magus)
              AC:  18 = [10 + DEX (03) + Armor (04) + Shield (00) +
                        Natural (00) + Size (00) + Misc (00) + Dodge (01)]
        AC Touch:  14 = [10 + DEX (03) + Size (00) + Misc (00) + Dodge (01)]
   AC Flatfooted:  14 = [10 + Armor (04) + Shield (00) + Natural (00) + 
                        Size (00) + Misc (00)]
            INIT: + 9 = [DEX (03) + Imp Init (4) + Reactionary (2) + Misc (0)]
             BAB: +03 = [Magus (03)]
             CMB: +05 = [BAB (03) + STR (02) + Misc (00)]
             CMD:  18 = [10 + BAB (03) + STR (02) + DEX (03) + Misc (00)]
            FORT: + 6 = [Magus (04) + CON (01) + Magic (01) + Misc (00)]
             REF: + 5 = [Magus (01) + DEX (03) + Magic (01) + Misc (00)]
            WILL: + 5 = [Magus (04) + WIS (00) + Magic (01) + Misc (00)]
           Speed:  30 feet
Damage Reduction:  00/Any
Spell Resistance:  00
   Spell Failure:  00

Weapon StatisticsEdit

MELEE:
   Scimitar: Attack: + 8 = [BAB (03) + DEX (03) + M.W. (00) + Magic (02)]
             Damage: 1d6+5, Crit: 18-20/x2, Special: INT 12, CHA & WIS 8,
             Arcane Pool: 2, Alertness, Blackblade Strike, Telepathy, 
             Unbreakable, Energy Attunement Ego: 8
             Purpose: Defeat or Slay Evil Underdark Denizens
             Languages: Common, Dwarven
MELEE & RANGED:
      Dagger: Attack: + 6 = [BAB (03) + DEX (03) + Magic (00)]
              Damage: 1d4+2, Crit: 19-20/x2, Range: 10 ft, Special: Finessable
Ranged:
Comp.Longbow: Attack: + 6 = [BAB (03) + DEX (03) + Magic (00)]
              Damage: 1d8+2, Crit: x3, Range: 110 Ft, Ammo: x 20

Racial FeaturesEdit

Ability Adjustments: +2 Dexterity, +2 Intelligence, -2 Constitution
               Size: Medium
              Speed: 30 feet
Favored Class (Magus): +1 HP chosen 3 times. +2/6th new Magus Arcana.
   Low-Light Vision: Elves can see twice as far as Humans in Dim or Low
                     Light.
   Elven Immunities: Elves are immune to magic sleep effects and gain a
                     +2 bonus on saving throws against enchantment spells
                     and effects.
        Elven Magic: Elves gain a +2 bonus to caster level checks made
                     to overcome spell resistance. In addition they
                     receive a +2 bonus to spellcraft checks made to
                     identify magic items.
        Keen Senses: Elves gain a +2 bonus to perception checks.
 Weapon Familiarity: Elves are proficient Longbows, Shortbows, Longswords
                     and Rapiers. In addition they treat any weapon with
                     the word Elven in the name as if it were Martial.
          Languages: Elves begin play knowing Common and Elven. In 
                     addition elves with a high intelligence score can
                     learn the following additional languages: Celestial
                     Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Class FeaturesEdit

Magus

Armor/Weapons: A Magus is proficient with all simple and Martial Weapons. 
               A Magus is proficient with Light Armor. A Magus can cast
               Magus spells while wearing Light Armor without incurring 
               Arcane Spell Failure chances.
       Spells: A Magus must prepare her spells ahead of time. A Magus
               draws spells from a spellbook just like a Wizard. A Magus
               may know any number of spells limited only by the number
               of pages in her collective spell books.

               To learn, prepare, or cast a spell a Magus must have
               an Intelligence Score of at least 10 + the Spell Level.
               The Difficulty Class for Magus Spells is 10 + the Spell
               Level + the Magus' Intelligence Modifier.

               A Magus may only cast a certain number of spells per day.
               A Magus receives bonus spells based on her Intelligence.
  Arcane Pool: A Magus has a reservoir of mystical energy that she can
               draw from. This allows her to temporarily grant her
               weapon with magical energy making it equivalent to a
               magic item.
               A Magus has 1/3 her level + Int Mod as Arcane Pool Points (5).
 Spell Combat: A Magus can effectively cast spells as an off hand weapon.
               This allows the Magus to effectively fight with 2 weapons
               where one weapon is an actual weapon, and the other is her
               spells. Any attacks made while fighting this way suffer a
               -2 Penalty to the attack roll.
 Spell Strike: Whenever a Magus casts a spell with a range of "Touch" from
               the Magus spell list, she can deliver the spell through any
               weapon that she is weilding as part of a melee attack. Instead
               of the free melee touch attack normally allowed to deliver the
               spell, the Magus can make one free melee attack with her weapon
               (at her highest Base Attack Bonus) as part of casting the spell.
               If successful the 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, the attack takes all of the
               penalties accrued by spell combatt melee attacks. this attack
               uses the weapons Critical Threat range, but the spell only
               deals x2 damage on a successful critical hit, while the weapon
               uses it's own Critical Hit Modifier.
   Blackblade: Fae'shiel has recieved a Blackblade. She recieves this in
               place of her level 3 Magus Arcana. This weapon is an Intelligent
               and powerful Magical Object. It replaces the ability for the
               Magus to recieve the Familiar Arcana at all, as well as the
               ability to recieve a familiar from another class.

               The weapon has Intelligence, Charisma, Wisdom & an Ego. The
               Blackblade starts the game knowing common as a language. Each
               time the Blackblade gains a bonus in Intelligence (12, 14, 16,
               etc...) The Blackblade will gain an additional language & 
               a rank in Knowledge (Arcana).

               A Blackblade is aware of it's surroundings like a creature
               with a sense of sight or hearing. Likewise it can be blinded or
               deafened. However it uses the saving throws of the Magus, even
               if the Magus is not currently wielding it.

               A Blackblade has an Arcane Pool equal to 1 + it's Intelligence
               Modifier. Additionally the Magus gains the Alertness Feat while
               wielding the Blackblade. By spending a point from the
               Blackblade's Arcane Pool, the Magus can add a +1 bonus to the
               Blackblade's Damage Rolls. While carrying the Blackblade
               the Magus can communicate Telepathically with the Blackblade.
               As long as it has at least 1 point in it's arcane pool, the
               Blackblade cannot be broken.

               If the Blackblade is broken it is treated as if unconscious.
               If it is instead destroyed it can be reforged 1 week later
               through a special ritual that costs 200 gp per Magus level.
               The Ritual takes 24 hours to complete.
 Spell Recall: A Magus can use her arcane pool to recall spells 
               she has already cast. As a swift action she can recall any
               single magus spell that she has already prepared and cast
               that day by expending a number of arcane pool points equal to
               the spells level (minimum 1). The spell is prepared again,
               just as if it had not been cast.

FeatsEdit

Improved Initiative (1st level): Grants a +4 bonus to Initiative.
Weapon Finesse (3rd Level): Use Dex instead of Str to determine the
          Attack Roll Bonus for light weapons.
Dodge (5th Level): gain a +1 Dodge Bonus to Armor Class. Any
          condition that makes one lose their Dexterity bonus to
          Armor Class also makes them lose their Dodge Bonus to
          Armor Class.
Dervish Dance (5th Lv. Bonus): When wielding a scimitar you
          can use your dexterity mod instead of your strength mod
          when determining your melee attack and damage modifiers.
          You treat the scimitar as a one handed piercing weapon
          for all feats and class abilities. The scimitar must
          be for a creature of your size. You cannot use this
          feat if you are carrying a weapon or shield in your
          off hand.

TraitsEdit

Reactionary (Combat): Grants a +2 Bonus on Initiative
Rich Parents (Social): Start with 900 GP.

SkillsEdit

Skill Points:  25 = [Base (10) + INT (15)/Level; FC (00), Misc (00)] (Magus)

Skills                Total   Rank     CS   Ability  ACP  Misc
Acrobatics              +7     4               3     -0   +0
Appraise                +3     0               3          +0
Bluff                   +0     0               0          +0
Climb                   +2     0       0       2     -0   +0
Craft (       )         +3     0       0       3          +0
Diplomacy               +0     0               0          +0
Disable Device                 0               0     -0   +0
Disguise                +0     0               0          +0
Escape Artist           +3     0               3     -0   +0
Fly                     +3     0       0       3     -0   +0
Handle Animal                  0               0          +0
Heal                    +0     0               0          +0
Intimidate              +0     0       0       0          +0
Knowledge (Arcana)     +10     4       3       3          +0
Knowledge (Dngnrng)     +7     1       3       3          +0
Knowledge (Engnrng)            0               3          +0
Knowledge (Geography)          0               3          +0
Knowledge (History)            0               3          +0
Knowledge (Local)              0               3          +0
Knowledge (Nature)             0               3          +0
Knowledge (Nobility)           0               3          +0
Knowledge (Planes)      +7     1       3       3          +0
Knowledge (Religion)           0               3          +0
Linguistics             +5     2               3          +0
Perception              +2/+4  0               0          +2 (Racial)
Perform    (Dance)      +2     2               0          +0
Profession (       )           0       0       0          +0
Ride                    +7     1       3       3     -0   +0
Sense Motive            +0/+2  0               0          +0
Sleight of Hand                0               0     -0   +0
Spellcraft              +11    5       3       3          +0
Stealth                 +3     0               3     -0   +0
Survival                +0     0               0          +0
Swim                    +2     0       0       2     -0   +0
Use Magic Device        +8     5       3       0          +0

(+2 Situational Bonus on Knowledge - Arcana, Dungeoneering & Planes
 when using Codex of Sapo)
(+2 or +4 on spellcraft checks depending on if 1d4 rounds or 1d4 hours
are spent studying the arcane family book)
(+2 Racial Bonus to Spellcraft when attempting to Identify Magic Items)
(+2 Bonus to Perception and Sense Motive Checks while Wielding the Blackblade)

Spells Per Day & Save DC'sEdit

LEVEL    - SPD  / Bonus / Save DC
Cantrips - 4    /   -   / DC - 14
1st lv.  - 4    /   1   / DC - 15
2nd lv.  - 2    /   1   / DC - 16

SpellbookEdit

0 Level                    Level 01                Level 02
* all 0 level Magus        * Burning Hands         * Invisibility
  Spells are copied        * Color Spray           * Scorching Ray
  into this spellbook      * Grease                * Darkness
                           * Obscuring Mist        * Stone Call
                           * Ray of Enfeeblement   * Cat's Grace
                           * True Strike           * Bull's Strength
                           * Corrosive Touch       * Defensive Shock
                           * Shocking Grasp        * Mirror Image
                           * Chill Touch
                           * Mirror Strike
                           * Enlarge Person
                           * Magic Missile

Spellbook (Standard):  Pages Used:  43
                      Empty Pages:  57
                      Total Pages: 100

Spell Lists (Prepared)Edit

0 Level                    Level 01          Level 02
* Ray of Frost             * Color Spray     * Invisibility
* Acid Splash              * Grease          * Scorching Ray
* Dancing Lights           * True Strike     * Cat's Grace
* Detect Magic             * Shocking Grasp
                           * Corrosive Touch

EquipmentEdit

Equipment                        Cost     Weight  ACP  Associated Skill
Explorer's Outfit                         ——  lb
Cloak of Resistance +1          1000 gp    1  lb
Headband of Vast Intellect +2   4000 gp    1  lb       K. Nobility
Brooch of Shielding (101 pts)   1500 gp   ——  lb
Signet Ring w/ Aeros Family Crest (N/A)   ——  lb
+1 Studded Leather Armor        1175 gp   20  lb  -0
Blackblade Scimitar               —— gp    4  lb
Dagger                             2 gp    1  lb
Composite Longbow (+2 STR)       300 gp    3  lb
Spell Component Pouch              5 gp    2  lb
Backpack                           2 gp    2  lb
  Bedroll                        .01 gp    5  lb
  Blanket, Common                .02 gp    1  lb
  Trail Rations x3               1.5 gp    3  lb
  Sunrod x3                        6 gp    3  lb
  Spellbook                       15 gp    3  lb
Quiver                            —— gp   ——  lb
  Arrows x20                       1 gp    3  lb
Whetstone                          (N/A)   1  lb

In Apartment (Wealthy: 1000 gp):
Black Dragonhide Agile Breastplate (1100 gp)
Arcane Family Workbook (300 gp)
Codex of Sapo (Arcana) (50 gp)
Codex of Sapo (Dungeoneering) (50 gp)
Codex of Sapo (Planes) (50 gp)
8x Journals (80 gp)
4x Standard Spellbooks (60 gp)
6x 1 oz. vials of ink (80 gp)
3x inkpens (n/a)
99x Stationary (n/a)
5x Sealing Wax (n/a)


                           Total Weight:  52  lb

            Light  Medium   Heavy    
Max Weight: 0-58   59-116   117-175

Items Consumed or Destroyed Edit

2x Scrolls of Enlarge Person (25 gp each)
2x Scroll of Stone Call (150 gp each)
1x Scroll of Darkness (150 gp)
1x Scroll of Bull's Strength (150 gp)
1x Scroll of Cat's Grace (150 gp)

— 90 gp of Ink and other materials for scribing used to scribe Enlarge Person,
  Stone Call, & Darkness into Fae'shiel's spellbook.
— 35 gp of Ink and other materials for scribing the spell Magic Missile
  from Marcus' spellbook into her own spellbook.
— 80 gp of Ink and other materials for scribing the spells Bull's Strength,
  and Cat's Grace into her spellbook.

FinancesEdit

PP:    0
GP: 1737
SP:    9
CP:    7

Gems/Jewelry/Other:
2x 100 gp Necklaces
1x 850 gp Ancient Dwarven Braclet

Housing:
Wealthy Apartment - Allows her to not track purchases of 5 gp or less.

Monetary Records Edit

Starting GP           = 00900.00 GP
DD Payout             = 00388.00 GP
TH Payout             = 03152.00 GP
TitH Payout           = 03119.00 GP
DM Credit             = 00510.00 GP
FoFp1 Payout          = 05601.50 GP
===================================
Total Earned          = 13670.50 GP
Current Inventory     = 11827.53 GP
Given Away            = 00100.00 GP
Consumed / Destroyed  = 01005.00 GP
===================================
Remaining GP          = 00737.97 GP

DetailsEdit

      Size: Medium
    Gender: Female
       Age: 140
    Height: 17.5 Hands
    Weight: 108 lbs.
Hair Color: Violet
 Eye Color: Brown
Skin Color: Gentle Tan
Appearance: Fae'shiel is from one of the rare Elven clans to be blessed with 
            violet hair. Her hair is her pride and joy and she takes a great
            deal of effort to take good care of it and to maintain it in as
            best of a condition as she is able to. Her eyes are of the 
            typical elven almond shape, and of gentle brown color. 
            She has a gentle but obvious tan to her skin, which comes from
            long hours each day spent tanning herself in open glades. Unlike
            most of the elven aristocracy, she does not care nearly enough
            about politics to dress up in finery or any of that silly stuff.
            She doesn't even bother with Jewelry aside from the practicality
            it affords her when it comes to carrying around large quantities
            of wealth in less easily stolen mediums.
  Demeanor: Like many Elves in the world, Fae'shiel holds herself aloof from
            the world of the shorter lived races. She considers their 
            activities to be somewhat beneath her. She prefers to socialize
            with those races as little as possible extending them only the
            most basic of courtesies.

Black BladeEdit

Blackblade 2
 Enchantment:  +2 
Intelligence:  12 (Common, Dwarven) Kn: Arcana (+2)
      Wisdom:   8
    Charisma:   8
         Ego:   8
 Arcane Pool:   2
   Fortitude:  +5
      Reflex:  +4
        Will:  +4

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.

BackgroundEdit

Having been born in the City of Omen, Fae'shiel (Fae, to her friends) was always a bit of a recluse growing up. Sure she would join in communal functions, but she always did so with disdain. Her favorite pastimes were spending as much time as possible studying those books she could find in the Omen Libraries. She did eventually attend the Arcane Academy within Omen, though she lacked the drive to become a true Wizard, she learned the more combative spells with a particular flare.

Eventually she would even move on to join the Military Academy and apply her knowledge of spellcasting gained in the Arcane Academy to the Martial Practices as well. This was something greatly appreciated by her advisors in both schools and she was eventually sent out to fight for her Nation. However eventually she began to get to the limit of what she could learn within the Harran Forest.

To that end she has decided it best to venture forth in search of greater power. She keeps in her mind her roots within the Harran Forest, and tries her best not to fraternize with the lesser races. But she desperately wants to improve her skill as a Magi and will do just about anything to accomplish that goal.

Adventure LogEdit

Dockside Diversion (DM: Glasseye)

      XP Received: 0298 (242 Enc XP / 56 Time XP)
Treasure Received: 0388 (340 Enc GP / 48 Time GP)
                   0000 Gems/Jewelry
                        Items

Treasure Hunt (DM: Sunshadow21)

      XP Received: 2747 (1190 Enc XP / 1557 Time XP)
Treasure Received: 3152 (1665 Enc GP / 1487 Time GP)
                   0000 Gems/Jewelry
                        Items
Black Dragonhide Agile Breastplate (1100 GP) 
Wealthy Apartments (1000 gp)(no longer tracks purchases of 5 gp or less)
                   - 1052 GP after purchases

Toad in the Hole (DM: Systole)

      XP Recieved: 2567 (1153 Enc XP / 1414 Time XP)
Treasure Recieved: 3119 (3119 Total GP Awarded)
                   0000 Gems / Jewelry
                        Items:
Obtained Blackblade During this Adventure.
Ancient Dwarven Bracelet (-850 gp leaves me with 2269 gp)

DM Credits Used for this Character.

Applying 1 DM Credit to gain an additional 450 XP & 510 GP
This should place Fae'shiel in the level 4 category.

The Forge of Fury, Pt.1

      XP Recieved: 3958.5 (702.5 Enc XP / 3256 Time XP)
Treasure Recieved: 5601.5 (767.5Enc GP / 4834 Time GP) as of 1/26/13
                   0000 Gems / Jewelry
                        Items:

Level UpsEdit

--- Level 2 ---
    Class: Bladebound Magus
      BAB: +0 to +1
     Fort: +2 to +3
      Ref: +0 to +0
     Will: +2 to +3
     Feat: None
 Features: Spellstrike
       HP: Max -2 +1 FC Bonus
Skill Pts: +2 (Class) +3 (INT) +5 (Old Total) = 10 (New Total)
 Spent on: +1 Kn Arcana, +2 Linguistics, +1 Spellcraft, +1 UMD
Languages: Added Lesser Runic and Goblin
New Spells: Corrosive Touch, Shocking Grasp
Spell Slots: 3 Cantrips to 4 Cantrips
             2 first level to 3 first level (including Bonus Spells)
--- Level 3 ---
    Class: Bladebound Magus
      BAB: +1 to +2
     Fort: +3 to +3
      Ref: +0 to +1
     Will: +3 to +3
     Feat: Weapon Finesse
 Features: Blackblade
       HP: Max (1d8) -2 + Con (1) + FC Bonus (1)
Skill Pts: +2 (Class) +3 (INT) +10 (Old Total) = 15 (New Total)
 Spent on: +2 Acrobatics, +1 Knowledge Arcana, +1 Spellcraft, +1 UMD
Languages: None Added
New Spells: Mirror Strike, Chill Touch
Spell Slots: 4 Cantrips to 4 Cantrips
             3 first level to 4 first level (including Bonus Spells)
--- Level 4 ---
    Class: Bladebound Magus
      BAB: +2 to +3
     Fort: +3 to +4
      Ref: +1 to +1
     Will: +3 to +4
Ability Mod: +1 Dex
     Feat: None
 Features: Spell Recall
       HP: Max (1d8) -2 + Con (1)
Skill Pts: +2 (Class) +3 (INT) +15 (Old Total) = 20 (New Total)
 Spent on: +1 Acrobatics, +1 Knowledge Arcana, +1 Spellcraft, +1 UMD, +1 Ride
Languages: None Added
New Spells: Invisibility, Scorching Ray
Spell Slots: 4 Cantrips to 4 Cantrips
             4 first level to 4 first level (including Bonus Spells)
             0 second level to 2 second level (including bonus spells)
Favored Class: Spent on gaining 1/6th towards a new magus arcana.
--- Level 5 ---
    Class: Bladebound Magus
      BAB: +3 to +3
     Fort: +4 to +4
      Ref: +1 to +1
     Will: +4 to +4
     Feat: Dodge
Bonus Feat: Dervish Dance
       HP: Max (1d8) -2 + Con (1)
Skill Pts: 2 (Class) +3 (INT) +20 (Old Total) = 25 (New Total)
 Spent on: +1 Acrobatics, +2 Perform (Dance), +1 Spellcraft, +1 UMD
New Spells: Defensive Shock, Mirror Image
Spell Slots: 4 Cantrips to 4 Cantrips
             4 first level to 5 first level (including Bonus Spells)
             2 second level to 3 second level (including bonus spells)
Favored Class: Spent on gaining 1/6th towards a new magus arcana.
 
Level 5 to Level 6 Next, and so on . . .

ApprovalsEdit

  • Approval (Oct 7th, 2011) (Satin Knights) level 1
  • Approval (Oct 11th, 2011) (IronWolf) level 1
  • Approval (Dec 31st, 2011) (Satin Knights) level 2
  • Approval (Aug 1, 2012) (jkason) levels 3 & 4
  • Approval (Jan 8, 2013) (perrinmiller) level 5

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