Oneiros

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Nero

N Male Elf
Swashbuckler 1 (Inspired Blade)
Magus 1 (Bladebound, Hexblade, Staff Magus)

Abilities[edit]

Str 7 (+4)
Dex 16 +2 racial (18)
Con 14 -2 racial (12)
Int 16 +2 racial (18)
Wis 13
Cha 7 (+4)

Combat[edit]

Init: +4
HP: 17
AC: 19 (touch 14 flatfoot 19)
BAB: +1
CMB: -1 (+5 for disarms/sunders/trips)
CMD: 14 (+2 vs disarms)
- melee attack: +7 rapier 1d6+4 piercing 18-20/x2
- ranged attack: +5 light crossbow 1d8 19-20/x2
Fort: +3 (+2 Magus +1 Con)
Ref: +6 (+2 Swashbuckler +4 Dex)
Will: + 3 (+2 Magus +1 Wis)

Traits[edit]

Defensive Strategist[edit]

You aren't flat-footed during a surprise round that you don't get to act in or before you get to act at the start of a battle.

Sword Scion[edit]

You begin play with a rapier and gain a +1 trait bonus on all attacks and combat maneuvers made with such weapons.

Racial Features[edit]

Ability Score Racial Traits[edit]

Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.

Size[edit]

Elves are Medium creatures and thus receive no bonuses or penalties due to their size.

Type[edit]

Elves are Humanoids with the elf subtype.

Base Speed[edit]

Elves have a base speed of 30 feet.

Languages[edit]

Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.

Elven Immunities[edit]

Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses[edit]

Elves receive a +2 racial bonus on Perception checks.

Envoy[edit]

Elves often have trouble relating to neighbors of other races, especially those with much shorter lifespans. As a result, some are trained in minor magics that are particularly useful when dealing with non-elves. Elves with this racial trait and an Intelligence score of 11 or higher gain the following spell-like abilities once per day: comprehend languages, detect magic, detect poison, and read magic. The caster level for these effects is equal to the elf's level. This racial trait replaces elven magic.

Arcane Focus[edit]

Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity.

Low-Light Vision[edit]

Elves can see twice as far as humans in conditions of dim light.

Class Features[edit]

Inspired Panache - 5 points (Ex)[edit]

Each day, an inspired blade gains a number of panache points equal to her Charisma modifier (minimum 1) and Intelligence modifier (minimum 1), instead of just her Charisma modifier.

Unlike other swashbucklers, an inspired blade gains no panache from a killing blow. She gains panache only from scoring a critical hit with a rapier.

This ability alters the panache class feature.

Inspired Finesse (Ex)[edit]

At 1st level, an inspired blade gains the benefits of Weapon Finesse with the rapier (this ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites) and gains Weapon Focus (rapier) as a bonus feat.

This ability replaces swashbuckler finesse.

Deeds[edit]

Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.

Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.

Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The swashbuckler must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach.

Quarterstaff Master (Ex)[edit]

At 1st level, the staff magus gains the Quarterstaff Master feat as a bonus feat, even if he does not meet the normal prerequisites. He only gains the benefit of this feat when wearing no armor or light armor.

Spells[edit]

A magus casts arcane spells drawn from the magus spell list. A magus must choose and prepare his spells ahead of time.

To learn, prepare, or cast a spell, the magus must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magus’s spell is 10 + the spell level + the magus’s Intelligence modifier.

A magus can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Magus. In addition, he receives bonus spells per day if he has a high Intelligence score.

A magus may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the magus decides which spells to prepare.

Cantrips: A magus can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Magus under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spellbooks: A magus must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook except for read magic, which all magi can prepare from memory. A magus begins play with a spellbook containing all 0-level magus spells plus three 1st-level magus spells of his choice. The magus also selects a number of additional 1st-level magus spells equal to his Intelligence modifier to add to his spellbook. At each new magus level, he gains two new magus spells of any spell level or levels that he can cast (based on his new magus level) for his spellbook. At any time, a magus can also add spells found in other spellbooks to his own.

A magus can learn spells from a wizard’s spellbook, just as a wizard can from a magus’s spellbook. The spells learned must be on the magus spell list, as normal. An alchemist can learn formulae from a magus’s spellbook, if the spells are also on the alchemist spell list. A magus cannot learn spells from an alchemist.

Arcane Pool - 5 points(Su)[edit]

At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.

Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Spell Combat (Ex)[edit]

At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Skills[edit]

Acrobatics 1 rank +4 Dex mod +3 class skill (+8)
Knowledge (arcana) 2 ranks +4 Int mod +3 class skill (+9)
Knowledge (dungeoneering) 2 ranks +4 Int mod +3 class skill (+9)
Knowledge (local) 1 rank +4 Int mod +3 class skill (+8)
Knowledge (planes) 2 ranks +4 Int mod +3 class skill (+9)
Perception 2 ranks +1 Wis mod +3 class skill +2 racial (+8)
Sense Motive 2 ranks +1 Wis mod +3 class skill (+6)
Spellcraft 2 ranks +4 Int mod +3 class skill (+9)

Feats[edit]

Inspired Blade 1: Weapon Focus (Rapier)
Staff Magus 1: Quarterstaff Master
Level 1: Fencing Grace

Magic[edit]

Save DC 14+ level

Level 0 - 3/day[edit]

- Ghost Sound - Mage Hand - Prestidigitation

Level 1 - 1+1/day[edit]

- Color Spray - Grease

Gear[edit]

Masterwork Copper-Plated Rapier (300gp) Chain Shirt (100 gp)

600 gp remaining