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Durian (Felcor) Pathfinder Society
Durian Morohtar Male Elf Magus (Bladebound) 8 (Pathfinder RPG Ultimate Magic 0, 9) LN Medium humanoid (elf) Init +12; Senses low-light vision; Perception +5 -------------------- Defense -------------------- AC 22, touch 16, flat-footed 16 (+6 armor, +6 Dex) hp 53 (8d8+10) Fort +8, Ref +9, Will +8; +2 vs. enchantments Immune sleep; Resist negative energy 10 -------------------- Offense -------------------- Speed 30 ft. Melee ilvana +14/+9 (1d6+8/18-20) Special Attacks spellstrike Magus (Bladebound) Spells Prepared (CL 8th; concentration +10): . . 3rd—fly, vampiric touch . . 2nd—bladed dash, frigid touch[UM], glitterdust (DC 14), invisibility, mirror image . . 1st—feather fall, illusion of calm[UC] (DC 13), infernal healing[ISWG], inten shocking grasp, vanish[APG] (DC 13) . . 0 (at will)—acid splash, arcane mark, detect magic, prestidigitation, read magic -------------------- Statistics -------------------- Str 10, Dex 22, Con 13, Int 14, Wis 12, Cha 8 Base Atk +6; CMB +6; CMD 22 Feats Dervish Dance[ISWG], Disruptive Recall[UC], Improved Initiative, Intensified Spell[APG], Weapon Finesse Traits magical lineage, warrior of old Skills Climb +4, Fly +10, Knowledge (arcana) +13, Knowledge (dungeoneering) +13, Knowledge (planes) +13, Perception +5, Perform (dance) +1, Ride +10, Sense Motive +3, Spellcraft +13 (+15 to determine the properties of a magic item), Survival +1 (+3 to avoid becoming lost), Swim +4; Racial Modifiers +2 Perception Languages Celestial, Common, Draconic, Elven SQ arcane pool, black blade, black blade: arcane pool, black blade: energy attunement, black blade: strike, black blade: telepathy, black blade: unbreakable, elven magic, weapon familiarity, spell combat, knowledge pool, magus arcana (lingering pain), spell recall Combat Gear pearl of power (1st level), pearl of power (1st level), potion of darkvision, potion of touch of the sea, wand of endure elements (46 charges), wand of infernal healing (30 charges), wand of mount (41 charges), antiplague, antitoxin; Other Gear +2 mithral chain shirt, belt of incredible dexterity +2, cloak of resistance +1, clear spindle ioun stone, ring of arcane mastery, wayfinder, backpack, masterwork, bedroll, belt pouch, flint and steel, ink, black, inkpen, mess kit (1 lb), pot, hemp rope (50 ft.), soap, spell component pouch, spring loaded wrist sheath (worth 5 gp, 1 lb), spring loaded wrist sheath (worth 5 gp, 1 lb), torch (8), trail rations (2), waterskin, weapon cord, 580 gp, 9 sp -------------------- Special Abilities -------------------- Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour. Alchemical Power Component Like antiplague, this substance can augment certain healing spells. Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object. Arcane Pool (+2, 4/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers. Black Blade (Ex) You gain an intelligent bonded weapon whose power grows with your own. Black Blade: Arcane Pool (2/day) (Su) The Black Blade has an Arcane Pool used to fuel its own abilities. Black Blade: Energy Attunement (Su) Replace weapon dam with fire/cold/elec for 1 point, or sonic/force for 2 points. Black Blade: Strike +2 (Sp) The Black Blade can grant itself a damage bonus for 1 min. Black Blade: Telepathy (Su) The magus can telepathically communicate with his black blade if it is worn or held. Black Blade: Unbreakable (Ex) The Black Blade is immune to the broken condition while the arcane pool is not empty. Dervish Dance Use Dex modifier instead of Str modifier with scimitar Disruptive Recall Use spell recall after disrupting an opponent's spell Elven Immunities - Sleep You are immune to magic sleep effects. Elven Magic +2 to spellcraft checks to determine the properties of a magic item. Energy Resistance, Negative Energy (10) You have the specified Energy Resistance against Negative Energy attacks. Improved Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other. Intensified Spell 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). Ioun stone (clear spindle) Sustains bearer without food or water. Knowledge Pool (Su) Spend Arcane Pool points to prepare a magus spell that is not in your spellbook for 1 day. Lingering Pain (Su) 1 Arcane Pool: Damage considered continuous for purposes of concentration checks. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Magical Lineage (Shocking Grasp) A chosen spell counts as 1 level lower when metamagic feats are applied to it. Potion of darkvision Add this item to create a potion of a chosen spell. Potion of touch of the sea Add this item to create a potion of a chosen spell. Spell Recall (Su) Spend your Arcane Pool to recall spells you have already cast. Spellstrike (Su) Deliver touch spells as part of a melee attack. Wayfinder (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51). Note: This item costs only 250 gp for members of the Pathfinder Society Construction Requirements Craft Wondrous Item, light; Cost 250 gp Weapon cord Attached weapon can be recovered as a swift action. -------------------- Born from two Elven Pathfinders, he grew up being taught the lessons and morales of the Pathfinders and as such is loyal to the Grand Lodge, seeking to prove himself to his parents. He was taught to balance ones mind with their body, and as such has become a magus, combining strength of body with strength of mind. He values the grand lodge over other loyalties. While he is intelligent and fit, he looks down on those who neglect one or the other. Doesn't like snakes...had a bad experience. Since gaining his Blackblade, talks in Royal "We". Immune to possesion and mind-control while Wayfinder is available. Wary of Tieflings. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.