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Leif's Questing Knights - L10 Pathfinder RPG - RG [Game Full]
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<blockquote data-quote="Lou" data-source="post: 6093598" data-attributes="member: 51567"><p><strong>Lou's Dontrius</strong></p><p></p><p>[sblock=Basic Information][code]</p><p> Race: Human</p><p> Class: Fighter/Sorcerer/Magus (bladebound)</p><p> Level: 1/1/8</p><p> Experience: 71000</p><p> Alignment: Neutral Good</p><p> Languages: , Common, Celestial, Dwarven, Elven</p><p> Gnomish, Halfling </p><p> Deity: Philosophy of Good</p><p>[/code][/sblock]</p><p></p><p>[sblock=Abilities][code]</p><p>STR: 14 +02 (05 pts)</p><p>DEX: 14 +02 (05 pts)</p><p>CON: 14 +02 (03 pts) (+1 Lvl 04)</p><p>INT: 20 +05 (07 pts) (+02 Racial, +01 Lvl 08, +2 Headband of Mental Prowess)</p><p>WIS: 8 -01 (-02 pts)</p><p>CHA: 14 +00 (02 pts) (+2 Headband of Mental Prowess)</p><p>[/code][/sblock]</p><p></p><p>[sblock=Combat Statistics][code]</p><p> [URL="http://invisiblecastle.com/roller/view/3922950/"]HP[/URL]: 68 = [1d10 + 1d6 + 8d8 + CON (20) + FC (00)]</p><p> AC: 22 = [10 + DEX (02) + Armor (08) + Amulet of Natural Armor (02) + Misc (00)]</p><p> AC Touch: 12 = [10 + DEX (02) + Misc (00)]</p><p> AC Flatfooted: 20 = [10 + Armor (08) + Amulet of Natural Armor (02) + Misc (00)]</p><p> INIT: +02 = [DEX (02)]</p><p> BAB: +07 = [Fighter (01) + Sorcerer (1/2) + Magus (06)]</p><p> CMB: +09 = [BAB (07) + STR (02) + Misc (00)]</p><p> CMD: 21 = [10 + BAB (07) + STR (02) + DEX (02) + Misc (00)]</p><p> Fortitude: +12 = [Fighter (00) + Sorcerer (00) + Magus (00) + CON (02) + Misc (00)]</p><p> Reflex: +07 = [Fighter (00) + Sorcerer (00) + Magus (00) + DEX (02) + Misc (00)]</p><p> Will: +09 = [Fighter (00) + Sorcerer (00) + Magus (00) + WIS (-01) + Misc (00)]</p><p> Speed: 30'</p><p> Swim Speed: 60'</p><p>Damage Resistance: 02 (Armor)</p><p> Spell Resistance: 00</p><p> Spell Failure: 00</p><p>[/code][/sblock]</p><p></p><p>[sblock=Weapon Statistics][code]</p><p>Black Blade Long Sword: Attack: +12 = [BAB (07) + STR (02) + Feat (01) + Magic (02)]</p><p> Damage: 1d8+04, Crit: 19-20/x2</p><p></p><p>[/code][/sblock]</p><p></p><p>[sblock=Racial Features][code]</p><p>Ability Adjustments: +2 (Int)</p><p> Size: Medium</p><p> Speed: 30'</p><p> Favored Class: Magus</p><p> Skilled: +1 each level</p><p>[/code][/sblock]</p><p></p><p>[sblock=Class Features][/sblock]</p><p></p><p>[sblock=Feats][/sblock]</p><p></p><p>[sblock=Traits][code]</p><p>Deft Dodger</p><p>Magical Knack (Magus [Bladebound])</p><p>[/code][/sblock]</p><p></p><p>[sblock=Skills][code]</p><p>Skill Points: </p><p></p><p>Skill Name Total Ability Ranks Temp</p><p></p><p></p><p>Acrobatics +0 DEX (2) 1 (Speed less than 30': -4 jump)</p><p>Appraise +13 INT (5) 5</p><p>Bluff +6 CHA (2) 1</p><p>Climb +6 STR (2) 1</p><p>Diplomacy +2 CHA (2) -</p><p>Disguise +2 CHA (2) -</p><p>Escape Artist -1 DEX (2) -</p><p>Fly +3 DEX (2) 1</p><p>Handle Animal +6 CHA (2) 1</p><p>Heal +0 WIS (-1) 1</p><p>Intimidate +6 CHA (2) 1</p><p>Knowledge (arcana) +18 INT (5) 10</p><p>Compass: +2 circumstance bonus to navigate underground</p><p>Knowledge (dungeoneering) +13 INT (5) 5</p><p>Knowledge (engineering) +13 INT (5) 5</p><p>Knowledge (nature) +7 INT (5) 2</p><p>Knowledge (planes) +13 INT (5) 5</p><p>Knowledge (religion) +6 INT (5) 1</p><p>Linguistics +6 INT (5) 1</p><p>Perception +13 WIS (-1) 10</p><p>Ride +3 DEX (2) 1</p><p>Sense Motive +1 WIS (-1) -</p><p>Spellcraft +18 INT (5) 10</p><p>Stealth +0 DEX (2) 1</p><p>Survival +4 WIS (-1) 2 (Area map (Greyhawk): +1 circumstance bonus to navigate in the</p><p>wilderness in Greyhawk, Compass: +2 circumstance bonus to avoid becoming lost when using this)</p><p></p><p></p><p>Swim +10 STR (2) 8</p><p>Use Magic Device +10 CHA (2) 5</p><p></p><p></p><p>[/code][/sblock]</p><p></p><p>[sblock=Sorcerer Spells][code]</p><p>Sorcerer Spell DC: 12 + spell level</p><p>CL: 1 (vs. SR: +5, Concentration: +3)</p><p>Melee Touch +9 Ranged Touch +9</p><p>Maximum Sorcerer spells known / per day: 4/*x0; 2/4x1</p><p>Sorcerer 0: Haunted Fey Aspect, Read Magic, Mending,</p><p>Spark (DC 12)</p><p>Sorcerer 1: True Strike, Mirror Strike</p><p>[/code][/sblock]</p><p></p><p>[sblock=Magus Spell Book][code]</p><p>Level 01 Level 02 Level 03 Level 04 Level 05</p><p></p><p>[/code][/sblock]</p><p></p><p>[sblock=Magus Prepared Spells][code]</p><p>Magus (Bladebound) Spell DC: 15 + spell level</p><p>CL: 10 (vs. SR: +14, Concentration: +15)</p><p>Melee Touch +9 Ranged Touch +9</p><p>Maximum Magus (Bladebound) spells per day: 5/*x0; 6x1; 5x2; 3x3</p><p>Magus (Bladebound) 0:</p><p> Light, Prestidigitation (DC 15), Detect Magic, Mage Hand, Disrupt Undead</p><p></p><p>Magus (Bladebound) 1:</p><p> Shocking Grasp (x4), Magic Missile, Gorum's Armor</p><p></p><p></p><p>Magus (Bladebound) 2:</p><p> Invisibility, Mirror Image, Shocking Grasp, Inten (x2), Ablative Barrier</p><p></p><p>Magus (Bladebound) 3:</p><p> Fireball (DC 18), Lightning Bolt (DC 18), Dispel Magic </p><p>[/code][/sblock]</p><p></p><p>[sblock=Equipment & Finances][code]</p><p>Equipment Cost Weight</p><p></p><p> ======== ======</p><p> Totals: 53681.70 gp 7 lb</p><p></p><p></p><p> Light Medium Heavy </p><p>Max Weight: 0-43 44-86 86-130</p><p>[/code][/sblock]</p><p></p><p>[sblock=Finances][code]</p><p> Starting Cash: 62000</p><p> Current Equipment Value: 53681.70</p><p> Consumed or Destroyed Items: </p><p> Scroll (07 2nd/06 3rd/04 4th): 6100 gp</p><p> Copied Formula Materials: 2100 gp</p><p> ========</p><p> Remaining Cash: 118.30 gp</p><p></p><p>Coins:</p><p> PP: 0</p><p> GP: 118</p><p> SP: 3</p><p> CP: 0</p><p></p><p>Gems/Jewelry/Other:</p><p> None</p><p>[/code][/sblock]</p><p></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'">[sblock=Details][code]</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'"> Size: Medium</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'"> Gender: Male</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'"> Age: </span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'"> Height: 5'10"</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'"> Weight: 175 lbs</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'">Hair Color: Brown</span></span></p><p> <span style="font-size: 12px"><span style="font-family: 'book antiqua'">Eye Color: Brown</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'">Skin Color: Tanned</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'">Appearance: Dontrius is average looking for even a human. </span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'"> Demeanor: Pondering his next adventure.</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'">[/code][/sblock]</span></span></p><p></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'">[sblock=Background]</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'"><span style="color: #979797">Dontrius was an average boy with above average intelligence but low wisdom. He seemed to know things, but not when to act on that knowledge. His father got him the position of squire to a local lord and the boy showed much promise with the long sword. On an adventure investigating a reported monster in the swamp, Dontrius was struck by a magic spell, which seemed to awaken something inside him. Sorcerous powers started to develop. His combat skills increased with the use of the spells Mirror Strike and True Strike. The lord dismissed him and suggested that he find his way in the world elsewhere. While the lord was privately not displeased, his men were now afraid of Dontrius.</span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'"></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'"><span style="color: #979797">Being bullied and pushed out, Dontrius was making his way cross-country to return to his boyhood village, when he encountered a group of gnolls arguing over a sword in a clearing. After watching the scene for a time, Dontrius attack from surprised, killing two and chasing the rest away. When he drew the sword, it was a black blade, which spoke to Dontrius, telling him that he needed to better himself by learning to merge his sword and spells.</span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'"></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'"><span style="color: #979797">Since then, Dontrius has wandered as a bladebound magus, searching for knowledge melding his sword with his new arcane spellcraft.</span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'">[/sblock]</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'"></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'">[sblock=Experience]</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'">Starting 10th level</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'">+2400 <a href="http://www.enworld.org/forum/showthread.php?335122-Leif-s-Questing-Knights-Veluna-Greyhawk-L10-Pfdr-Rpg-IC-01-Full&p=6175327&viewfull=1#post6175327" target="_blank">#308</a></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'"></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'">[/sblock]</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'"></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'">[sblock=Stat Block]</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'"><strong>Dontrius</strong></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'">Male Human Fighter 1 Magus (Bladebound) 8 Sorcerer 1</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'">NG Medium Humanoid (human)</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'"><strong>Init </strong>+2; <strong>Senses </strong>Perception +13</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'">--------------------</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'"><strong>Defense</strong></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'">--------------------</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'"><strong>AC </strong>22, touch 12, flat-footed 20 (+8 armor, +2 Dex, +2 natural)</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'"><strong>hp </strong>68 (1d10+8d8+1d6+20)</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'"><strong>Fort </strong>+12, <strong>Ref </strong>+7, <strong>Will </strong>+9</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'"><strong>DR </strong>2/—</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'">--------------------</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'"><strong>Offense</strong></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'">--------------------</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'"><strong>Speed </strong>20 ft.</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'"><strong>Melee </strong>Black Blade +12/+7 (1d8+4/19-20/x2)</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'"><strong>Ranged </strong>+2 Darkwood Longbow +11/+6 (1d8+2/x3)</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'"><strong>Special Attacks </strong>magus arcana (arcane accuracy +5), spellstrike</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'"><strong>Sorcerer Spells Known </strong>(CL 1):</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'">1 (4/day) <em>True Strike, Mirror Strike</em></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'">0 (at will) <em>Haunted Fey Aspect, Read Magic, Mending, Spark (DC 12)</em></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'"><strong>Magus (Bladebound) Spells Prepared </strong>(CL 10):</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'">3 (3/day) <em>Fireball (DC 18), Lightning Bolt (DC 18), Dispel Magic</em></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'">2 (5/day) <em>Invisibility, Mirror Image, Shocking Grasp, Inten (x2), Ablative Barrier</em></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'">1 (6/day) <em>Shocking Grasp (x4), Magic Missile, Gorum's Armor</em></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'">0 (at will) <em>Light, Prestidigitation (DC 15), Detect Magic, Mage Hand, Disrupt Undead</em></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'">--------------------</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'"><strong>Statistics</strong></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'">--------------------</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'"><strong>Str </strong>14, <strong>Dex </strong>14, <strong>Con </strong>14, <strong>Int </strong>20, <strong>Wis </strong>8, <strong>Cha </strong>14</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'"><strong>Base Atk </strong>+7; <strong>CMB </strong>+9; <strong>CMD </strong>21</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'"><strong>Feats </strong>Alertness, Blind-Fight, Combat Reflexes (3 AoO/round), Eschew Materials, Extra Arcane Pool, Greater Spell Penetration, Intensified Spell, Spell Penetration, Weapon Focus (Longsword)</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'"><strong>Traits </strong>Deft Dodger, Magical Knack (Magus [Bladebound])</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'"><strong>Skills </strong>Acrobatics -1 (-5 jump), Appraise +13, Bluff +6, Climb +6, Escape Artist -1, Fly +3, Handle Animal +6, Heal +0, Intimidate +6, Knowledge (arcana) +18, Knowledge (dungeoneering) +13 (+15 to navigate underground), Knowledge (engineering) +13, Knowledge (nature) +8, Knowledge (planes) +13, Knowledge (religion) +6, Linguistics +6, Perception +13, Ride +3, Sense Motive +1, Spellcraft +18, Stealth +0, Survival +4 (+5 to navigate in the wilderness in Greyhawk, +6 to avoid becoming lost when using this), Swim +10, Use Magic Device +10</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'"><strong>Languages </strong>Celestial, Common, Draconic, Dwarven, Elven, Gnome, Halfling</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'"><strong>SQ </strong>arcane pool (+2) (9/day), black blade, black blade: arcane pool (2/day), black blade: energy attunement, black blade: strike +2, black blade: telepathy, black blade: unbreakable, bloodlines (marid), frost ray (1d6) (5/day), improved spell combat, knowledge pool, spell recall</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'"><strong>Combat Gear </strong>Potion of cure serious wounds, Bloodblock (2), Healer's kit, Holy water (4), Oil (5), Weapon blanch (silver) (2); <strong>Other Gear </strong>+2 Adamantine Agile breastplate, +2 Darkwood Longbow, Amulet of natural armor +2, Cloak of resistance +2, Handy haversack (15 @ 287.64 lbs), Headband of mental prowess (Int & Cha +2) (Percept, Greyhawk, Bedroll, Belt pouch (5 @ 1.5 lbs), Belt pouch (9 @ 9 lbs), Blanket, Compass, Cooking kit, Scholar's outfit, Shaving kit, Signal whistle, Silk rope (2), Spellbook, Tent, medium, Traveler's outfit, Travelling spellbook, Waterskin, 11101 GP, 6 SP</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'">--------------------</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'"><strong>Special Abilities</strong></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'">--------------------</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'"><strong>Arcane Accuracy +5 (Su)</strong> 1 Arcane Pool: +5 to attack rolls until the end of your turn.</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'"><strong>Arcane Pool (+2) (9/day) (Su)</strong> Infuse own power into a held weapon, granting enhancement bonus or selected item powers.</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'"><strong>Area map (Greyhawk)</strong> A geographically relevant map grants a user a +1 circumstance bonus on Survival checks made to navigate in the wilderness. It also can be used to grant the same bonus on Knowledge (dungeoneering) checks made to navigate underground.</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'"><strong>Black Blade (Ex)</strong> You gain an intelligent bonded weapon whose power grows with your own.</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'"><strong>Black Blade: Arcane Pool (2/day) (Su)</strong> The Black Blade has an Arcane Pool used to fuel its own abilities.</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'"><strong>Black Blade: Energy Attunement (Su)</strong> Replace weapon dam with fire/cold/elec for 1 point, or sonic/force for 2 points.</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'"><strong>Black Blade: Strike +2 (Sp)</strong> The Black Blade can grant itself a damage bonus for 1 min.</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'"><strong>Black Blade: Telepathy (Su)</strong> The magus can telepathically communicate with his black blade if it is worn or held.</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'"><strong>Black Blade: Unbreakable (Ex)</strong> The Black Blade is immune to the broken condition while the arcane pool is not empty.</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'"><strong>Blind-Fight</strong> Re-roll misses because of concealment, other benefits.</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'"><strong>Combat Reflexes (3 AoO/round)</strong> Can make extra attacks of opportunity/rd, and even when flat-footed.</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'"><strong>Compass</strong> +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'"><strong>Damage Reduction (2/-)</strong> You have Damage Reduction against all attacks.</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'"><strong>Eschew Materials</strong> Cast spells without materials, if component cost is 1 gp or less.</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'"><strong>Frost Ray (1d6) (5/day) (Sp)</strong> Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of cold damage + 1 for every two sorcerer levels you possess. You can use this ability </span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'"><strong>Improved Spell Combat (Ex)</strong> Use a weapon with one hand at -2 and cast a spell with the other.</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'"><strong>Intensified Spell</strong> 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).</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'"><strong>Knowledge Pool (Su)</strong> Spend Arcane Pool points to prepare a magus spell that is not in your spellbook for 1 day.</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'"><strong>Magical Knack (Magus [Bladebound])</strong> +2 CL for a specific class, to a max of your HD.</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'"><strong>Marid</strong> You were born with the power of water genies, and the magic of the marids is strong in you.</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'"></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'"></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'">Bonus Feats: Dodge, Empower Spell, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus (Knowledge {planes}), Weapon </span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'"><strong>Spell Recall (Su)</strong> Spend your Arcane Pool to recall spells you have already cast.</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'"><strong>Spellstrike (Su)</strong> Deliver touch spells as part of a melee attack.</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'">--------------------</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'">Dontrius was an average boy with above average intelligence but low wisdom. He seemed to know things, but not when to act on that knowledge. His father got him the position of squire to a local lord and the boy showed much promise with the long sword. On an adventure investigating a reported monster in the swamp, Dontrius was struck by a magic spell, which seemed to awaken something inside him. Sorcerous powers started to develop. His combat skills increased with the use of the spells Mirror Strike and True Strike. The lord dismissed him and suggested that he find his way in the world elsewhere. While the lord was privately not displeased, his men were now afraid of Dontrius.</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'"></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'"></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'">Being bullied and pushed out, Dontrius was making his way cross-country to return to his boyhood village, when he encountered a group of gnolls arguing over a sword in a clearing. After watching the scene for a time, Dontrius attack from surprised, killing two and chasing the rest away. When he drew the sword, it was a black blade, which spoke to Dontrius, telling him that he needed to better himself by learning to merge his sword and spells.</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'"></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'"></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'">Since then, Dontrius has wandered as a bladebound magus, searching for knowledge melding his sword with his new arcane spellcraft.</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'"></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'"></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'"></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'"></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'"></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'"></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'">Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at <a href="http://www.wolflair.com" target="_blank">http://www.wolflair.com</a></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'">Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'book antiqua'">[/sblock]</span></span></p></blockquote><p></p>
[QUOTE="Lou, post: 6093598, member: 51567"] [b]Lou's Dontrius[/b] [sblock=Basic Information][code] Race: Human Class: Fighter/Sorcerer/Magus (bladebound) Level: 1/1/8 Experience: 71000 Alignment: Neutral Good Languages: , Common, Celestial, Dwarven, Elven Gnomish, Halfling Deity: Philosophy of Good [/code][/sblock] [sblock=Abilities][code] STR: 14 +02 (05 pts) DEX: 14 +02 (05 pts) CON: 14 +02 (03 pts) (+1 Lvl 04) INT: 20 +05 (07 pts) (+02 Racial, +01 Lvl 08, +2 Headband of Mental Prowess) WIS: 8 -01 (-02 pts) CHA: 14 +00 (02 pts) (+2 Headband of Mental Prowess) [/code][/sblock] [sblock=Combat Statistics][code] [URL="http://invisiblecastle.com/roller/view/3922950/"]HP[/URL]: 68 = [1d10 + 1d6 + 8d8 + CON (20) + FC (00)] AC: 22 = [10 + DEX (02) + Armor (08) + Amulet of Natural Armor (02) + Misc (00)] AC Touch: 12 = [10 + DEX (02) + Misc (00)] AC Flatfooted: 20 = [10 + Armor (08) + Amulet of Natural Armor (02) + Misc (00)] INIT: +02 = [DEX (02)] BAB: +07 = [Fighter (01) + Sorcerer (1/2) + Magus (06)] CMB: +09 = [BAB (07) + STR (02) + Misc (00)] CMD: 21 = [10 + BAB (07) + STR (02) + DEX (02) + Misc (00)] Fortitude: +12 = [Fighter (00) + Sorcerer (00) + Magus (00) + CON (02) + Misc (00)] Reflex: +07 = [Fighter (00) + Sorcerer (00) + Magus (00) + DEX (02) + Misc (00)] Will: +09 = [Fighter (00) + Sorcerer (00) + Magus (00) + WIS (-01) + Misc (00)] Speed: 30' Swim Speed: 60' Damage Resistance: 02 (Armor) Spell Resistance: 00 Spell Failure: 00 [/code][/sblock] [sblock=Weapon Statistics][code] Black Blade Long Sword: Attack: +12 = [BAB (07) + STR (02) + Feat (01) + Magic (02)] Damage: 1d8+04, Crit: 19-20/x2 [/code][/sblock] [sblock=Racial Features][code] Ability Adjustments: +2 (Int) Size: Medium Speed: 30' Favored Class: Magus Skilled: +1 each level [/code][/sblock] [sblock=Class Features][/sblock] [sblock=Feats][/sblock] [sblock=Traits][code] Deft Dodger Magical Knack (Magus [Bladebound]) [/code][/sblock] [sblock=Skills][code] Skill Points: Skill Name Total Ability Ranks Temp Acrobatics +0 DEX (2) 1 (Speed less than 30': -4 jump) Appraise +13 INT (5) 5 Bluff +6 CHA (2) 1 Climb +6 STR (2) 1 Diplomacy +2 CHA (2) - Disguise +2 CHA (2) - Escape Artist -1 DEX (2) - Fly +3 DEX (2) 1 Handle Animal +6 CHA (2) 1 Heal +0 WIS (-1) 1 Intimidate +6 CHA (2) 1 Knowledge (arcana) +18 INT (5) 10 Compass: +2 circumstance bonus to navigate underground Knowledge (dungeoneering) +13 INT (5) 5 Knowledge (engineering) +13 INT (5) 5 Knowledge (nature) +7 INT (5) 2 Knowledge (planes) +13 INT (5) 5 Knowledge (religion) +6 INT (5) 1 Linguistics +6 INT (5) 1 Perception +13 WIS (-1) 10 Ride +3 DEX (2) 1 Sense Motive +1 WIS (-1) - Spellcraft +18 INT (5) 10 Stealth +0 DEX (2) 1 Survival +4 WIS (-1) 2 (Area map (Greyhawk): +1 circumstance bonus to navigate in the wilderness in Greyhawk, Compass: +2 circumstance bonus to avoid becoming lost when using this) Swim +10 STR (2) 8 Use Magic Device +10 CHA (2) 5 [/code][/sblock] [sblock=Sorcerer Spells][code] Sorcerer Spell DC: 12 + spell level CL: 1 (vs. SR: +5, Concentration: +3) Melee Touch +9 Ranged Touch +9 Maximum Sorcerer spells known / per day: 4/*x0; 2/4x1 Sorcerer 0: Haunted Fey Aspect, Read Magic, Mending, Spark (DC 12) Sorcerer 1: True Strike, Mirror Strike [/code][/sblock] [sblock=Magus Spell Book][code] Level 01 Level 02 Level 03 Level 04 Level 05 [/code][/sblock] [sblock=Magus Prepared Spells][code] Magus (Bladebound) Spell DC: 15 + spell level CL: 10 (vs. SR: +14, Concentration: +15) Melee Touch +9 Ranged Touch +9 Maximum Magus (Bladebound) spells per day: 5/*x0; 6x1; 5x2; 3x3 Magus (Bladebound) 0: Light, Prestidigitation (DC 15), Detect Magic, Mage Hand, Disrupt Undead Magus (Bladebound) 1: Shocking Grasp (x4), Magic Missile, Gorum's Armor Magus (Bladebound) 2: Invisibility, Mirror Image, Shocking Grasp, Inten (x2), Ablative Barrier Magus (Bladebound) 3: Fireball (DC 18), Lightning Bolt (DC 18), Dispel Magic [/code][/sblock] [sblock=Equipment & Finances][code] Equipment Cost Weight ======== ====== Totals: 53681.70 gp 7 lb Light Medium Heavy Max Weight: 0-43 44-86 86-130 [/code][/sblock] [sblock=Finances][code] Starting Cash: 62000 Current Equipment Value: 53681.70 Consumed or Destroyed Items: Scroll (07 2nd/06 3rd/04 4th): 6100 gp Copied Formula Materials: 2100 gp ======== Remaining Cash: 118.30 gp Coins: PP: 0 GP: 118 SP: 3 CP: 0 Gems/Jewelry/Other: None [/code][/sblock] [SIZE=3][FONT=book antiqua][sblock=Details][code] Size: Medium Gender: Male Age: Height: 5'10" Weight: 175 lbs Hair Color: Brown Eye Color: Brown Skin Color: Tanned Appearance: Dontrius is average looking for even a human. Demeanor: Pondering his next adventure. [/code][/sblock][/FONT][/SIZE] [SIZE=3][FONT=book antiqua][sblock=Background] [COLOR=#979797]Dontrius was an average boy with above average intelligence but low wisdom. He seemed to know things, but not when to act on that knowledge. His father got him the position of squire to a local lord and the boy showed much promise with the long sword. On an adventure investigating a reported monster in the swamp, Dontrius was struck by a magic spell, which seemed to awaken something inside him. Sorcerous powers started to develop. His combat skills increased with the use of the spells Mirror Strike and True Strike. The lord dismissed him and suggested that he find his way in the world elsewhere. While the lord was privately not displeased, his men were now afraid of Dontrius.[/COLOR] [COLOR=#979797]Being bullied and pushed out, Dontrius was making his way cross-country to return to his boyhood village, when he encountered a group of gnolls arguing over a sword in a clearing. After watching the scene for a time, Dontrius attack from surprised, killing two and chasing the rest away. When he drew the sword, it was a black blade, which spoke to Dontrius, telling him that he needed to better himself by learning to merge his sword and spells.[/COLOR] [COLOR=#979797]Since then, Dontrius has wandered as a bladebound magus, searching for knowledge melding his sword with his new arcane spellcraft.[/COLOR] [/sblock] [sblock=Experience] Starting 10th level +2400 [URL="http://www.enworld.org/forum/showthread.php?335122-Leif-s-Questing-Knights-Veluna-Greyhawk-L10-Pfdr-Rpg-IC-01-Full&p=6175327&viewfull=1#post6175327"]#308[/URL] [/sblock] [sblock=Stat Block] [B]Dontrius[/B] Male Human Fighter 1 Magus (Bladebound) 8 Sorcerer 1 NG Medium Humanoid (human) [B]Init [/B]+2; [B]Senses [/B]Perception +13 -------------------- [B]Defense[/B] -------------------- [B]AC [/B]22, touch 12, flat-footed 20 (+8 armor, +2 Dex, +2 natural) [B]hp [/B]68 (1d10+8d8+1d6+20) [B]Fort [/B]+12, [B]Ref [/B]+7, [B]Will [/B]+9 [B]DR [/B]2/— -------------------- [B]Offense[/B] -------------------- [B]Speed [/B]20 ft. [B]Melee [/B]Black Blade +12/+7 (1d8+4/19-20/x2) [B]Ranged [/B]+2 Darkwood Longbow +11/+6 (1d8+2/x3) [B]Special Attacks [/B]magus arcana (arcane accuracy +5), spellstrike [B]Sorcerer Spells Known [/B](CL 1): 1 (4/day) [I]True Strike, Mirror Strike[/I] 0 (at will) [I]Haunted Fey Aspect, Read Magic, Mending, Spark (DC 12)[/I] [B]Magus (Bladebound) Spells Prepared [/B](CL 10): 3 (3/day) [I]Fireball (DC 18), Lightning Bolt (DC 18), Dispel Magic[/I] 2 (5/day) [I]Invisibility, Mirror Image, Shocking Grasp, Inten (x2), Ablative Barrier[/I] 1 (6/day) [I]Shocking Grasp (x4), Magic Missile, Gorum's Armor[/I] 0 (at will) [I]Light, Prestidigitation (DC 15), Detect Magic, Mage Hand, Disrupt Undead[/I] -------------------- [B]Statistics[/B] -------------------- [B]Str [/B]14, [B]Dex [/B]14, [B]Con [/B]14, [B]Int [/B]20, [B]Wis [/B]8, [B]Cha [/B]14 [B]Base Atk [/B]+7; [B]CMB [/B]+9; [B]CMD [/B]21 [B]Feats [/B]Alertness, Blind-Fight, Combat Reflexes (3 AoO/round), Eschew Materials, Extra Arcane Pool, Greater Spell Penetration, Intensified Spell, Spell Penetration, Weapon Focus (Longsword) [B]Traits [/B]Deft Dodger, Magical Knack (Magus [Bladebound]) [B]Skills [/B]Acrobatics -1 (-5 jump), Appraise +13, Bluff +6, Climb +6, Escape Artist -1, Fly +3, Handle Animal +6, Heal +0, Intimidate +6, Knowledge (arcana) +18, Knowledge (dungeoneering) +13 (+15 to navigate underground), Knowledge (engineering) +13, Knowledge (nature) +8, Knowledge (planes) +13, Knowledge (religion) +6, Linguistics +6, Perception +13, Ride +3, Sense Motive +1, Spellcraft +18, Stealth +0, Survival +4 (+5 to navigate in the wilderness in Greyhawk, +6 to avoid becoming lost when using this), Swim +10, Use Magic Device +10 [B]Languages [/B]Celestial, Common, Draconic, Dwarven, Elven, Gnome, Halfling [B]SQ [/B]arcane pool (+2) (9/day), black blade, black blade: arcane pool (2/day), black blade: energy attunement, black blade: strike +2, black blade: telepathy, black blade: unbreakable, bloodlines (marid), frost ray (1d6) (5/day), improved spell combat, knowledge pool, spell recall [B]Combat Gear [/B]Potion of cure serious wounds, Bloodblock (2), Healer's kit, Holy water (4), Oil (5), Weapon blanch (silver) (2); [B]Other Gear [/B]+2 Adamantine Agile breastplate, +2 Darkwood Longbow, Amulet of natural armor +2, Cloak of resistance +2, Handy haversack (15 @ 287.64 lbs), Headband of mental prowess (Int & Cha +2) (Percept, Greyhawk, Bedroll, Belt pouch (5 @ 1.5 lbs), Belt pouch (9 @ 9 lbs), Blanket, Compass, Cooking kit, Scholar's outfit, Shaving kit, Signal whistle, Silk rope (2), Spellbook, Tent, medium, Traveler's outfit, Travelling spellbook, Waterskin, 11101 GP, 6 SP -------------------- [B]Special Abilities[/B] -------------------- [B]Arcane Accuracy +5 (Su)[/B] 1 Arcane Pool: +5 to attack rolls until the end of your turn. [B]Arcane Pool (+2) (9/day) (Su)[/B] Infuse own power into a held weapon, granting enhancement bonus or selected item powers. [B]Area map (Greyhawk)[/B] A geographically relevant map grants a user a +1 circumstance bonus on Survival checks made to navigate in the wilderness. It also can be used to grant the same bonus on Knowledge (dungeoneering) checks made to navigate underground. [B]Black Blade (Ex)[/B] You gain an intelligent bonded weapon whose power grows with your own. [B]Black Blade: Arcane Pool (2/day) (Su)[/B] The Black Blade has an Arcane Pool used to fuel its own abilities. [B]Black Blade: Energy Attunement (Su)[/B] Replace weapon dam with fire/cold/elec for 1 point, or sonic/force for 2 points. [B]Black Blade: Strike +2 (Sp)[/B] The Black Blade can grant itself a damage bonus for 1 min. [B]Black Blade: Telepathy (Su)[/B] The magus can telepathically communicate with his black blade if it is worn or held. [B]Black Blade: Unbreakable (Ex)[/B] The Black Blade is immune to the broken condition while the arcane pool is not empty. [B]Blind-Fight[/B] Re-roll misses because of concealment, other benefits. [B]Combat Reflexes (3 AoO/round)[/B] Can make extra attacks of opportunity/rd, and even when flat-footed. [B]Compass[/B] +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost. [B]Damage Reduction (2/-)[/B] You have Damage Reduction against all attacks. [B]Eschew Materials[/B] Cast spells without materials, if component cost is 1 gp or less. [B]Frost Ray (1d6) (5/day) (Sp)[/B] Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of cold damage + 1 for every two sorcerer levels you possess. You can use this ability [B]Improved Spell Combat (Ex)[/B] Use a weapon with one hand at -2 and cast a spell with the other. [B]Intensified Spell[/B] 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). [B]Knowledge Pool (Su)[/B] Spend Arcane Pool points to prepare a magus spell that is not in your spellbook for 1 day. [B]Magical Knack (Magus [Bladebound])[/B] +2 CL for a specific class, to a max of your HD. [B]Marid[/B] You were born with the power of water genies, and the magic of the marids is strong in you. Bonus Feats: Dodge, Empower Spell, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus (Knowledge {planes}), Weapon [B]Spell Recall (Su)[/B] Spend your Arcane Pool to recall spells you have already cast. [B]Spellstrike (Su)[/B] Deliver touch spells as part of a melee attack. -------------------- Dontrius was an average boy with above average intelligence but low wisdom. He seemed to know things, but not when to act on that knowledge. His father got him the position of squire to a local lord and the boy showed much promise with the long sword. On an adventure investigating a reported monster in the swamp, Dontrius was struck by a magic spell, which seemed to awaken something inside him. Sorcerous powers started to develop. His combat skills increased with the use of the spells Mirror Strike and True Strike. The lord dismissed him and suggested that he find his way in the world elsewhere. While the lord was privately not displeased, his men were now afraid of Dontrius. Being bullied and pushed out, Dontrius was making his way cross-country to return to his boyhood village, when he encountered a group of gnolls arguing over a sword in a clearing. After watching the scene for a time, Dontrius attack from surprised, killing two and chasing the rest away. When he drew the sword, it was a black blade, which spoke to Dontrius, telling him that he needed to better himself by learning to merge his sword and spells. Since then, Dontrius has wandered as a bladebound magus, searching for knowledge melding his sword with his new arcane spellcraft. Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at [URL]http://www.wolflair.com[/URL] Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license. [/sblock][/FONT][/SIZE] [/QUOTE]
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Leif's Questing Knights - L10 Pathfinder RPG - RG [Game Full]
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