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Reynaud, Flame of the Lion's Pride LG
Character Name Alignment
Immortal Lion Blue Mage 12
Character Level
Hume M
Race Size
M ??
Gender Age
5'9" ??
Height Weight
Blond Blue
Hair Eyes
Ivan
Player
Terrelionne Vertiste
Deity Homeland
- 0
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
15 +2 N/A +2
Dex
Dexterity
24 +7 N/A +7
Con
Constitution
16 +3 N/A +3
Int
Intelligence
28 +9 N/A +9
Wis
Wisdom
19 +4 N/A +4
Cha
Charisma
18 +4 N/A +4
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
132
DR2/--
0
Initiative
Dex
Modifier
+13
+7
+6
BAB
+9/4
ARMOUR CLASS
Total AC
Armour
Shield
Dex
31
+5
+3
+7
Size
Natural
Deflection
Misc
+0
+0
+2
+4
Touch
23
Flat Footed
24
Flat Footed + Touch
16
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +10 +4 CON +3 +3 +0 +0
Reflex +14 +4 DEX +7 +3 +0 +0
Will +15 +8 WIS +4 +3 +0 +0
Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+11 +9 +2 +0 +0
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
28 10 +9 +2 +7 +0 +0
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
30
-
-
-
-
-
SPELLS
Level
0
1
2
3
4
5
6
7
8
9
Known
Y
Y
Y
Y
Y
Y
Y
N
N
N
DC
20
21
22
23
24
25
26
--
--
Spell List

Reynaud has access to all Blue Mage spells up to 6th Level
Maximum Mana: 84

Spellcasting Notes

Centered Spell
You can center the area of a spell with an area effect and duration of instantaneous on you, and exclude yourself from the effects of the spell. Your familiar (if any) is also excluded from the effect, provided that it is in your square and at least one size category smaller than you.
MP Increase: None (a centered spell does not cost any additional MP to cast.)

Element Spell (Fire / Earth)
Choose one element type: earth, fire, ice, lightning, water, or wind. You may replace a spell’s normal damage with that element type or split the spell’s damage, so that half is of that element type and half is of its normal type. Using this metamagic changes the elemental descriptor to the replaced element type.

MP Increase: +1 (an elemental spell costs 1 additional MP more than the actual MP cost of the spell.)

Maximise Spell
All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells without random variables. An empowered, maximized spell gains the separate benefits of each feat: the maximum result plus half the normally rolled result.

MP Increase: +3 (a maximized spell costs 3 additional MP more than the actual MP cost of the spell.)

Adventuring Skills
CS Skill Total AB Mod Ranks Misc
Acrobatics +22 (DEX)  +7 +12 +3
  Bluff +4 (CHA)  +4 +0 +0
  Climb +2 (STR)  +2 +0 +0
  Diplomacy +4 (CHA)  +4 +0 +0
  Disguise +4 (CHA)  +4 +0 +0
  Escape Artist +7 (DEX)  +7 +0 +0
Fly +7 (DEX)  +7 +0 +0
  Heal +4 (WIS)  +4 +0 +0
  Intimidate +4 (CHA)  +4 +0 +0
Knowledge: Arcana +26 (INT)  +9 +12 +5
Knowledge: Dungeoneering +26 (INT)  +9 +12 +5
Knowledge: Local +26 (INT)  +9 +12 +5
Knowledge: Nature +26 (INT)  +9 +12 +5
Knowledge: Planes +26 (INT)  +9 +12 +5
Knowledge: Religion +26 (INT)  +9 +12 +5
Perception +19 (WIS)  +4 +12 +3
  Ride +7 (DEX)  +7 +0 +0
Sense Motive +19 (WIS)  +4 +12 +3
Spellcraft* +24 (INT)  +9 +12 +3
  Stealth +7 (DEX)  +7 +0 +0
Survival +19 (WIS)  +4 +12 +3
  Swim +2 (STR)  +2 +0 +0
Background Skills
CS Skill Total AB Mod Ranks Misc
Appraise +9 (INT)  +9 +0 +0
Knowledge: Engineering +26 (INT)  +9 +12 +5
Knowledge: Geography +26 (INT)  +9 +12 +5
Knowledge: History +26 (INT)  +9 +12 +5
Knowledge: Nobility +26 (INT)  +9 +12 +5
Linguistics* +24 (INT)  +9 +12 +3
Custom Skills
CS Skill Total AB Mod Ranks Misc

* only usable when trained (rank 1 and higher)
Skill Notes
Advantage on all Knowledge Rolls
Feats

Improved Initiative
Weapon Focus (Scimitar)
Piranha Strike
Improved Critical
Centered Spell (Metamagic)
Element Spell Taken 2 Times

Special Abilities

Attacks
Normal: To Hit+25/+20/+15 To Damage +15
Piranha Strike: To Hit+21/+16/+11 To Damage +23

Concentrate
The blue mage can reroll any concentration check she has just made with a +4 bonus. She must use this ability after the roll is made, but before the roll’s outcome is determined. The blue mage must take the second roll, even if it is worse. The blue mage can use this ability once per day.

Empowered Magic (Su)
The blue mage can cast one spell per day as if it were modified by the Empower Spell feat. This does not increase the MP cost or the level of the spell.
Empower Spell
All variable, numeric effects of an empowered spell are increased by half including bonuses to those dice rolls. Saving throws and opposed rolls are not affected, nor are spells without random variables.

Foebane Magic (Ex)
The blue mage's favored enemies take a –1 penalty on saving throws against spells she casts. Furthermore, she gain her favored enemy bonus on Spellcraft checks to identify spells cast by favored enemies.

Favored Critical
Whenever the blue mage rolls a critical threat against her favored enemy, it automatically confirms. The blue mage can gain this talent multiple times. Its effects do not stack. Each time she takes this talent, it applies to a different favored enemy.

Mage Training
The blue mage may select an item creation or metamagic feat. The blue mage must still meet all prerequisites for a bonus feat, including caster level minimums. This talent may be taken more than once. Each time, a different feat must be selected.

Mage Focus
When the blue mage casts a spell with an area, as a free action, she may choose to focus the entire might of the spell on a single target. The spell’s save DC is increased by +2, but only one target is affected by the spell. She may do this a number of times per day equal to 3 + her Intelligence modifier.

Traits

Reactionary
Survivalist

WEAPONS
Name AB Critical Type Range Ammo Dmg
Scimitar +2 +25 15-20 x2 Slashing -- -- 1d6
ARMOUR
Name ACB Type Check Penality Spell Failure Weight Properties
Bracers of Armor +5
Mithral Buckler +2
Class Features

Empty Vessel
An immortal lion begins his career with nothing and is empty inside. He must learn the ways of monsters from scratch. Due to this, he has an inherit ability to learn the abilities of monsters quicker. An immortal lion begins play with 1 1st-level blue mage spell. He does not gain spells as he levels and must learn them from seeing monsters perform them (not another blue mage), or taught by another blue mage. However, as long as he can see the ability used by a monster (not another blue mage), an immortal lion learns blue mage spells immediately as they are used and does not need to make a Knowledge skill check to learn them, though they must still spend the time for learning from a teacher. Creature magic otherwise functions as normal.

Azure Blade Training
At 4th level, an immortal lion is trained with the use of scimitars, learning where to properly strike instead of relying on force. When wielding a scimitar in one hand and keeping his off hand empty, he can apply his Intelligence bonus to attack rolls in place of Strength. Any effect that would make him lose his Strength modifier to attack rolls makes him also lose this bonus. Every four blue mage levels thereafter, he gains additional training when wielding a scimitar this way.

At 8th level, he uses his Intelligence modifier instead of Strength for damage rolls. Any effect that would make him lose his Strength modifier to damage rolls makes him also lose this bonus. Additionally, he gains a dodge bonus to AC equal to half his Intelligence modifier.

At 12th level, he gains access to the red mage spell combat class feature but only with blue mage spells.

Spell Combat
Also at 1st level, a red mage 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 red mage must have one hand free, 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 his red mage 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 Charisma 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 red mage 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. This ability applies only to spells that he casts as a red mage, not to those he might have by virtue of levels in another class.

Limit Breaks
At 1st level, the blue mage receives the Limit Breaks (Dual Azure Mastery and Scan Master).

Dual Azure Mastery (Su): This Limit Break allows the blue mage for a duration of 1 round + 1 round per four blue mage levels after 1st to cast two blue magic spells a round as a standard action. MP must be paid for both spells. This limit break requires only a swift action.

Scan Master (Su): This Limit Break coats the eyes of the blue mage with displays and integral information about all beasts she looks upon. For a duration of 1 round + 1 round per four blue mage levels after 1st, the blue mage can identify the elemental weaknesses, elemental resistances, elemental absorption, and elemental immunities of her foes, she also reduces their effectiveness by 1 stage (Absorb > Immunity > Resistance 20 > No Resistance > Weakness) for the duration with her attacks and blue mage spells. This limit break requires only a swift action.

Blue Magery
At 1st level and every four blue mage levels thereafter, a blue mage increases her power with her spells of 1st level or higher. This ability applies only to spells that she casts as a blue mage, not to those she might have by virtue of levels in another class. At each such opportunity, she can choose from the list of the following (with a maximum of 2 per):
Obscure Spell Mastery: This increases the DC for all of the blue mage’s spells by 1 as well as increases the difficulty in identifying her spells via Spellcraft skill by 2.
Blade Prowess: This ability increases the immortal lion’s ability to hit with a scimitar, gaining a bonus +2 to attack and damage rolls with a scimitar. (Picked Twice)

Spell Proficiency
Blue mages are considered to have the Precise Shot feat while casting spells, using class features that require ranged touch or using any magical items that require ranged touch.

Cantrips
Blue mages learn a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they do not consume MP and may be used again. Blue mages begin with 4 0-level spells and gain an additional 0-level spell every three levels after 1st level.

Scan
At 2nd level, as a swift action, the blue mage can scan a creature within 60 feet to find out if it has a supernatural ability she can learn from. The blue mage must make a DC 20 Knowledge (of the appropriate type) skill check to know what abilities can be learned.

Favored Enemy
At 2nd level, a blue mage selects a creature type from the blue mage favored enemies table. She gains a +2 bonus on Knowledge, Perception, Sense Motive, and Survival checks against creatures of her selected type. Likewise, she gets a +2 bonus on weapon attack and damage rolls against them.

At 7th level and every five blue mage levels thereafter (12th and 17th level), the blue mage may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

If the blue mage chooses humanoids or outsiders as a favored enemy, she must also choose an associated subtype. If a specific creature falls into more than one category of favored enemy, the blue mage’s bonuses do not stack; she simply uses whichever bonus is higher.

Favored Enemies: Magical Beasts, Dragons, Animals

Azure Talents
As a blue mage gains experience, she learns a number of talents that assist her in manipulating spells and other forms of magic. At 2nd level and every two levels thereafter, a blue mage gains one azure talent. A blue mage cannot select an individual talent more than once. Talents marked with an asterisk add effects to a blue mage’s spellcasting ability. Only one of these talents can be applied to an individual spell and the decision must be made before the spell is cast.

Armored Mage
At 3rd level, normally, armor of any kind interferes with a spell-caster’s gestures, which can cause spells to fail if those spells have a somatic component. A blue mage’s limited focus and specialized training, however, allows her to avoid spell failure so long as she sticks to light armor and light shields. This training does not extend to medium armor or heavy shields. This ability does not apply to spells gained from a different spell-casting class.

Analysis
Also at 3rd level, usable per day equal to 3 + the blue mage’s Intelligence modifier, a blue mage can draw upon her intuitive ability to read a creature’s essence, granting her and her allies benefits against the creatures they face. Using analysis abilities require a standard action which doesn’t provoke attacks of opportunity. A blue mage unlocks new analysis abilities as her level increases. The blue mage’s analysis can affect a single creature or all creatures of the same race, depending on the effect used. A target creature must be within 60 feet, and the blue mage must be aware of the creature’s presence, although she need not have a line of sight to it. The effects of analysis last for 1 round per blue mage level, unless stated otherwise. To affect her allies, they must be within 30 feet of the blue mage. Using analysis requires an appropriate Knowledge skill check DC 10 + the CR of the creature. Analysis can only be used once against any given creature per encounter.

Lucubrate (Ex): The blue mage learns the general combat behaviors of creatures of that race, granting her allies a +1 competence bonus on attack rolls made against them. If the blue mage succeeds on her Knowledge check by 5 or more, then this bonus increases to +2. If the blue mage succeeds on her Knowledge check by 10 or more, then this bonus increases to +3. If the blue mage succeeds on her Knowledge check by 20 or more, then this bonus increases to +4.

Mettle (Ex): Starting at 7th level, the blue mage can use her analysis to help her allies fight off the dangerous abilities of other creatures. Allies within 30 feet of the blue mage gain a +1 competence bonus on saving throws against the affected creature’s abilities. If the blue mage succeeds on her Knowledge check by 5 or more, then this bonus increases to +2. If the blue mage succeeds on her Knowledge check by 10 or more, then this bonus increases to +3. If the blue mage succeeds on her Knowledge check by 20 or more, then this bonus increases to +4.

Foreknowledge (Su): Starting at 11th level, a blue mage can teach her allies how to avoid attacks from the target creature. Unlike other analysis abilities, this ability can be used only against a single creature. On a successful Knowledge check, she grants them a +1 dodge bonus to AC against that creature. If the blue mage succeeds on her Knowledge check by 5 or more, then this bonus increases to +2 AC. If the blue mage succeeds on her Knowledge check by 10 or more, then this bonus increases to +3 AC. If the blue mage succeeds on her Knowledge check by 20 or more, then this bonus increases to +4 AC.

Clear Mind
At 5th level, a blue mage can regain her MP quicker. The blue mage must be relaxed and must be free from overt distractions, such as combat raging nearby or other loud noises. For example, she could be riding in the back of a carriage and benefit from this ability. The blue mage does not gain this recovery if she is asleep or unconscious. The blue mage regains 1 MP per hour. This increases by 1 for every five blue mage levels after 5th.

Azure Learning
At 5th level, the blue mage receives a +1 bonus on all Knowledge checks. This bonus increases by +1 every five levels thereafter, to a maximum of a +4 bonus at 20th level.

Invoke
At 6th level, the blue mage can invoke a creature to use its spell-like or supernatural ability. The blue mage must know what the creature possesses for abilities by using the scan ability. If a creature has more than one ability, the blue mage can decide which one she wants the creature to use. The creature gets a Will save (DC 10 + half of the blue mage’s level + her Intelligence modifier) to negate this ability, if it fails, on its next turn, it will use its ability. This ability has a range of 60 feet and requires a move action which doesn’t provoke attacks of opportunity. This is a mind-affecting effect.

At 12th level, the blue mage’s ability to invoke a creature to use its abilities improves. The blue mage can use this ability as a swift action.

Refined Knowledge
At 6th level, the blue mage can tap into her expanded knowledge about her enemies. Whenever the blue mage rolls a Knowledge skill check to identify a creature, she gains the lucky status effect for this roll. If the blue mage has Knowledge skill unlock at 20 ranks, she, instead, rolls thrice and takes the better result.

I Know That Trick
At 7th level, the blue mage gains a +1 bonus to her saving throws against any ability that she has learned as a blue magic spell. This bonus increases by +1 for every three additional blue mage levels beyond 7th level (+2 at 10th level, +3 at 13th, +4 at 16th, and +5 at 19th).

Azure Counter
Starting at 9th level, a blue mage can attempt to counter a monster’s special attack. If the blue mage knows the blue magic spell and has a readied action, she may make a caster level check against a DC of 11 + the monster’s CR. If she succeeds, the monster loses its action.

Libra
At 10th level, the blue mage can analyze a creature to find how much (current) hit points, (current) magic points, damage reduction, any resistances, and any weaknesses it possesses. A creature can resist the effects by making a Will save (DC 10 + half of the blue mage’s level + her Intelligence modifier). This ability has a range of 60 feet and requires a move action which doesn’t provoke attacks of opportunity. This ability can be used a number of times per day equal to 3 + her Intelligence modifier.

Simulation
At 11th level, the blue mage can copy any special qualities from creatures she has used the Libra ability on. As a standard action, usable per day equal to the blue mage’s Intelligence modifier, the blue mage may copy only one special quality from a creature at a time. The only special quality ability that cannot be copied is the creature type. Copying a creature’s special qualities overrides her own. For example, if a blue mage copies the damage reduction, it replaces her own damage reduction if she had any. This ability lasts for a number of rounds equal to 3 + the blue mage’s Intelligence modifier.

Advanced Azure Talents
At 12th, and every two levels thereafter, a blue mage learns further talents to assist her in manipulating spells and other forms of magic. She may choose one of the following advanced azure talents in place of an azure talent. Talents marked with an asterisk add effects to a blue mage’s spellcasting ability. Only one of these talents can be applied to an individual spell and the decision must be made before the spell is cast.

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

Ayydam.

System

Pathfinder 1e

Statblock Type

Character Sheet

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