Mortimer — Intelligent Sword

Male elf magus (bladebound, hexcrafter) 19/Archmage 8 (Pathfinder RPG Ultimate Magic 9, 47, 48)
N Medium humanoid (elf)
Init 23; Senses darkvision 60 ft., low-light vision; Perception +29


AC 39, touch 27, flat-footed 25 (9 armor, 3 deflection, +13 Dex, +1 dodge, +3 natural)
hp 159 (19d8
Fort 20, Ref 29, Will 20; +2 vs. enchantments, +4 morale bonus vs. charm and fear
Defensive Abilities hard to kill, mythic saving throws, unstoppable; Immune sleep, fear


Speed 110 ft.
Melee black blade +38/
38/38/33 (1d6+36/18-20) or
   hair 27 (1d313)
Special Attacks arcane pool (5, 13 points), counterstrike, eldritch breachMA, farwalkerMA, greater spell combat, hex arcana (arcane accuracyUM, cackleAPG, close rangeUM, evil eyeAPG, flightAPG, ice tombUM, quickened magicUM, slumberAPG, summon spiritUM), mythic power (21/day, surge +1d10), spellstrike, wild arcanaMA
Magus Spell-Like Abilities (CL 19th; concentration +26)
   At will—feather fall (self only), fly (self only)
   1/day—levitate (self only)
Magus (Bladebound, Hexcrafter) Spells Prepared (CL 19th; concentration +26)
   6th—chain lightning (2, DC 23), greater dispel magic (3)
   5th—cloudkill (DC 22), overland flight, teleport (2), wall of forceM, wall of stone
   4th—black tentacles, dimension door (2), fireballM (DC 20), greater invisibility (2)
   3rd—dispel magicM (4), displacement, fireballM (2, DC 20)
   2nd—invisibilityM, mirror imageM (5), scorching ray
   1st—grease, shocking graspM (9), vanishAPG (2, DC 18)
   0 (at will)—acid splash, brandAPG (DC 17), detect magic, light, read magic
   M mythic spell


Str 13, Dex 36, Con 10, Int 24, Wis 10, Cha 8
Base Atk
14; CMB 20; CMD 42
Feats Combat Reflexes, Dervish DanceISWG, Dual PathM, Extra ArcanaUM, Extra Mythic PowerM, Extra Path AbilityM, Greater Spell Penetration, Intensified SpellAPG, Piercing SpellUM, Power AttackM, Quicken Spell, Spell Penetration, Toughness, Weapon Finesse, Weapon Focus (scimitar), Weapon Specialization (scimitar)
Traits magical lineage, reactionary
Skills Acrobatics +17 (
49 to jump), Appraise 11, Bluff +3, Climb +9, Diplomacy +3, Disguise +3, Escape Artist +17, Fly +39, Heal +4, Intimidate +3, Knowledge (arcana) +33, Knowledge (dungeoneering) +24, Knowledge (planes) +26, Perception +29, Perform (dance) +5, Ride +17, Sense Motive +6, Spellcraft +33 (35 to identify magic item properties), Stealth 27, Survival +4, Swim +13, Use Magic Device +25; Racial Modifiers 2 Perception, 2 Spellcraft to identify magic item properties
Languages Abyssal, Celestial, Common, Custom Language, Daemonic, Draconic, Elven, Orc, Sylvan; tonguesMA
SQ amazing initiative, armor masterMA, black blade, black blade: arcane pool, black blade: energy attunement, black blade: life drinker, black blade: spell defense, black blade: strike, black blade: telepathy, black blade: teleport blade, black blade: transfer arcana, black blade: unbreakable, channel powerMA, elven magic, fighter training, fleet chargeMA, force of will, greater spell access, heavy armor, hex (prehensile hairUM), hex arcana, hex magus, impossible speedMA, knowledge pool, longevityMA, mythic spellcastingMA, precisionMA, recuperation, sanctumMA, tonguesMA
Combat Gear helm of teleportation, maximize metamagic rod (lesser), quicken metamagic rod (lesser); Other Gear celestial armor, amulet of natural armor +3, belt of incredible dexterity +6, cloak of resistance +5, goggles of night, headband of vast intelligence +6, ring of protection +3, ring of wizardry i, 150 gp

Special Abilities

Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can’t be used to cast a spell).
Arcane Accuracy +7 (Su) 1 Arcane Pool: +7 to attack rolls until the end of your turn.
Arcane Pool +5 (13/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 (5/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: Life Drinker (Su) If kill worthy living foe can recharge own/blades arcane pool, or grant self temp Hp.
Black Blade: Spell Defense (SR 24) (Sp) Spend 1 point from blades pool to gain SR equal to Ego until next turn.
Black Blade: Strike +5 (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: Teleport Blade (Sp) Spend 1 point from own or blades pool to teleport it into hand.
Black Blade: Transfer Arcana (Su) Siphon Arcane Pool from blade, gain 1 point for every 2 drained, but tiring (Will neg).
Black Blade: Unbreakable (Ex) The Black Blade is immune to the broken condition while the arcane pool is not empty.
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Channel Power (Su) Use 1 power for +50% dam, 2x duration, ignore SR & -4 to saves (-2 if mythic) on spell.
Close Range (Ex) Using spellstrike, deliver ranged touch spells as melee touch spells.
Combat Reflexes (14 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Counterstrike (Ex) Gain an AoO against any spell cast defensively within your threatened area.
Darkvision (60 feet) You can see in the dark (black and white only).
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Eldritch Breach (Su) Roll twice and take better roll when dispelling or overcoming spell resistance.
Elven Immunities – Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Evil Eye -4 (10 rounds, DC 26) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Farwalker (Sp) You can plane shift, using double your tier as your caster level.
Fighter Training (Ex) Add half your Magus level to your Fighter level for the purpose of feats.
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (
8 bonus, bypass all DR).
Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.
Greater Spell Access (Su) Add 2 wizard spells of each spell level to magus spell list. Can ignore somatic components.
Greater Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Heavy Armor (Ex) Heavy armor proficiency and no Arcane Failure chance in heavy armor.
Hex Arcana You can substitute Hexes for Magus Arcana.
Hex Magus (Su) You gain access to witch hexes.
Ice Tomb (DC 26) (Su) A storm of ice and freezing wind envelops the creature, which takes 3d8 points of cold damage (Fortitude half). If the target fails its save, it is paralyzed and unconscious but does not need to eat or breathe while the ice lasts. The ice has 20 hit
Immunity to Fear (Ex) You are immune to all fear effects.
Impossible Speed (+80 feet) (Ex) Spend 1 power to increase speed by 10 ft/tier for 1 hour.
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).
Knowledge Pool (Su) Spend Arcane Pool points to prepare a magus spell that is not in your spellbook for 1 day.
Longevity (Su) You don’t take penalties to physical ability scores due to aging.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Piercing Spell Affected spell treats creatures with SR as having an SR of 5 lower
Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min.
Prehensile Hair (Su) The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair has reach 10
Quicken Spell Cast a spell as a swift action. +4 Levels.
Quickened Magic (1/day) (Su) 1/day, cast a spell as if Quickened without altering the level.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Sanctum (48 20-ft. cubes, 8 unseen servants) (Su) Gain access to your own personal extradimensional sanctum.
Slumber (19 rounds, DC 26) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Summon Spirit (Sp) The witch calls forth the ghost of a humanoid creature with no more than 18 Hit Dice. The ghost has its own personality and desires, but is willing to bargain with the witch, as if she had cast greater planar ally. To seal an agreement with th
Surge (1d10) (Su) Use 1 power to increase any d20 roll by the listed amount.
Tongues (Sp) You can understand and speak any language, as the tongues spell.
Unstoppable (Ex) As a free action, use 1 power to end one listed condition on yourself.
Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn’t need to be known/mem).


I come from a group that have wandered the sands of ancient Osirion. We had been cast out long ago and here we are on our journey.

After some time I had decided to set out on my own. We had been wondering the same lands, always expecting to find something new, something the would let us stay. Nope. Always the same. Once every decade we stop for the festival in Sothis, it is here we would part ways. I hope to someday see them again and bring them great news. So far nothing.

adventure later I found myself in Oppara, in Taldor. So much splendor and squalor in these lands, much to be expected from the lesser races. Anyway, I hope to find a merchant heading north to Kyonin. I’d much rather work as a mercenary then do a magic show for noble children, like I did to pay for the boat trip.

After many laughing at me, thinking little of my prowess with the sword, enough to want to find out. I don’t think he was expecting magic when he said, “Give me all you got!”. I later realized I was being robbed, but the news of the event spread amongst the traders and I finally found a job taking me as far as the Mountain Kings.

Turns out those traders were less than truthful about where they were going and why they wanted me, but that is a tail for another time. Needlessly to say several years passed in land called Galt. It was a horrid and wretched place, the realm of the undead was much brighter and sunnier. At least some people were happy. Oh… , that’s right.

I was finally able to escape to Kyonin and made my way to Iadra, turns out there is more going on here then we had imagined. I can only speculate that we were the cause of the demon. While in the great city a meeting with a great oracle was secured. I learned many things and many things are yet to be revealed. This meeting is not by chance, this group will be my peoples key.


Until Thy Kingdom Come ineluki isak