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About Aramara MeibiStory:
Aramara was born into a tribe of nomadic Catfolk who followed the herds of the M’Neri Plains. When she was still a child, her people were dispersed by colonial forces, and her family ended up in Kalabuto, where they worked the plantations. When she came of age, Aramara escaped the life of labor to the temple city of Mzali. There she trained under the magi of the temples, vowing to return to Sargava one day to free her people. With news of a greater tyranny befalling her homeland, she has decided that now is the time of her return and overthrow of the oppressors who have a stranglehold over the country. Stats:
Name Female Catfolk Magus (Beastblade/Eldritch Archer) 5 NG Medium Humanoid(Catfolk) Init +7; Senses Low-Light Vision; Perception +8 -------------------- Defense -------------------- AC 18, touch 14, flat-footed 14 (+4 armor, +3 Dex, +1 Deflect) hp 41 (5d8+2) Fort +6, Ref +6, Will +4 Resist DR 1/— against creatures and attacks with the fire type. -------------------- Offense -------------------- Speed 30 ft. Ranged Darkwood Composite Longbow +1 +7 (1d8+2/x3) Melee Claw +4 (1d4+1/x2) Special Attacks None Spell-Like Abilities None Magus (Beastblade/Eldritch Archer) Spells Prepared (CL 5): Level 0 (DC 13)(at will) Daze, Detect Magic, Disrupt Undead, Ray of Frost Level 1 (DC 14)(5/day) Burning Hands, Magic Missile, Shield, Shocking Grasp, True Strike Level 2 (DC 15)(3/day) Cat’s Grace, Mirror Image, Scorching Ray Spells Known Level 0: Acid Splash; Arcane Mark; Dancing Lights; Daze; Detect Fiendish Presence; Detect Magic; Disrupt Undead; Flare; Ghost Sound; Grasp; Light; Mage Hand;Open/Close; Prestidigitation; Ray of Frost; Read Magic; Spark Level 1: Burning Hands; Celestial Healing; Corrosive Touch; Dead Eye's Arrow; Grease; Hobble; Longshot; Magic Missile; Ray of Enfeeblement; Shield; Shocking Grasp; Thunderstomp; True Strike Level 2: Anticipate Thoughts; Cat's Grace; Mirror Image; Scorching Ray -------------------- Statistics -------------------- Str 12(+1), Dex 17(+3), Con 14(+2), Int 17(+3), Wis 10(+0), Cha 10(+0) Base Atk +3; CMB +4; CMD 18 Feats Armor Proficiency(Light), Weapon Proficiency(Martial), Weapon Proficiency(Simple), Improved Initiative, Point Blank Shot, Precise Shot, Quick Draw Traits Cat's Claws, Cat's Luck, Low-Light Vision, Sprinter, Nomadic, Flame-Touched Skills Acrobatics +4, Appraise +3, Artistry +3, Bluff +0, Climb +5, Diplomacy +0, Disguise +0, Escape Artist +3, Fly +3, Heal +0, Intimidate +4, Kn. Arcana +9, Kn. Dungeoneering +9, Kn.Planes +7, Perception +8, Ride +3, Sense Motive +0, Spellcraft +10, Stealth +3, Survival +5, Swim +1, UMD +5 Languages Common, Catfolk, Polyglot, Gnoll SQ Arcane Pool (5/day) Other Gear Darkwood Composite Longbow +1, Studded Leather +1, Ring of Protection +1, Dull Gray Ioun Stone, Headband of Vast Intelligence +2, Masterwork Backpack, Spell Component Pouch, Waterskin, Trail Rations, Bedroll, 5xPotion of CLW, 5xPotion of Magic Fang, 40xCommon Arrows, 4xTanglefoot Arrow, 4xTrip Arrow 42 GP, 0 SP, 0 CP -------------------- Special Abilities -------------------- Racial Traits Cat's Claws Catfolk with this racial trait have a pair of claws they can use as natural weapons. These claws are primary attacks that deal 1d4 points of damage. Cat's Luck (Ex) Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted. Low-Light Vision Catfolk have low-light vision allowing them to see twice as far as humans in dim light. Sprinter Catfolk gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions. Background Traits
Feats
Class Features
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. A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends. Light Armor A magus is proficient with light armor. He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Spell Combat (Ex) 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. Ranged Spell Combat (Ex) Instead of a light or one-handed melee weapon, an eldritch archer must use a ranged weapon for spell combat. She doesn’t need a free hand for ranged spell combat. The eldritch archer cannot accept an attack penalty to gain a bonus on concentration checks to cast a spell defensively. This ability modifies spell combat. Ranged Weapon Bond (Ex) At 1st level, an eldritch archer gains a bonded object as per the wizard’s arcane bonded object; it must be a ranged weapon, and it can’t be used to cast a spell once per day. Holding her bonded item does not prevent the eldritch archer from providing somatic components for her spells. Familiar At 3rd level, the beastblade gains the familiar magus arcana. This ability replaces the magus arcana gained at 3rd level. Tandem Touch At 4th level, while the beastblade’s familiar is holding the charge for a touch spell, the beastblade can cast another spell without discharging the familiar’s held charge. This ability replaces spell recall.
Familiar:
Lex Archaeopteryx N male tiny animal Init +2, Senses: Low-Light Vision, Perception +9 ————
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Weak Flier (Ex)- An archaeopteryx can’t hover or fly up at an angle greater than 45 degrees while flying. Alertness (Ex): While a familiar is within arm’s reach, the master gains the Alertness feat. Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails. Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar’s type (magical beast). Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does. Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates. Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
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