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Mage Sniper

Arasmes Vors's page

103 posts. Alias of Dark Netwerk.

About Arasmes Vors

Male Elf Hexcrafter Bladebound Magus 7 / Winter Witch 2
N outsider (native)

Init +3; Senses low-light vision, perception +9

Favored Class (Magus): Add 1 (+1/6 per level) new magus arcana

AC 20, touch 13, flat-footed 17 (+7 armor, +3 dex)
hp 51 (7d8+2d6 +9 Con)
Fort +9 (+6 base +1 con +2 resistance), Ref +8 (+3 base +3 dex +2 resistance), Will +6 (+6 base -2 wis +2 resistance)
DR 2/-
Resistance cold 10
Immunity sleep
Defensive Abilities +4 resistance vs. fire, +2 saves vs. enchantment spells/effects

Spd 20/x4

Rapier +2 +12/+7 1d6+6 18-20/x2 (S)

mwk Composite Longbow {+4 STR} +10/+5 1d8+4 x3 (P)

Offensive Abilities arcane strike (+2), spellstrike, spell combat

Str 18 (15 +1 lvl +2 enh), Dex 16 (14 +2 race), Con 12 (14-2 race), Int 20 [ooc](15 +2 race +1 lvl +2 enh), Wis 7, Cha 10
Base Attack Bonus +6, CMB +10, CMD 23
Feats Alertness, Arcane Strike, Cornugon Smash, Exotic Weapon Proficiency (Rhoka), Extra Arcana, Furious Focus, Power Attack, Skill Focus (Intimidate)
Traits Armor Expert, Bladed Magic
Languages Common, Elven, Aklo, Undercommon, +1

Spells (DC 15 + spell level)
0th (5): brand, detect magic, light, prestidigitation, read magic
1st (7): chill touch (2), frostbite (2), shield, true strike, vanish
2nd (5): blindness/deafness, blur, brow gasher, flurry of snowballs, mirror image
3rd (4): bestow curse, fireball, haste, vampiric touch

Spells Known:

0th 16 pg (all+curse): acid splash, arcane mark, brand, dancing lights, daze, detect magic, disrupt undead, flare, ghost sound, light, mage hand, open/close, prestidigitation, ray of frost, read magic, spark

1st 7 pg (7): burning hands, chill touch, frostbite, ill omen, shield, true strike, vanish

2nd 14 pg (7): blindness/deafness, blur, brow gasher, disfiguring touch, frigid touch, flurry of snowballs, mirror image

3rd 15 pg (5): bestow curse, fireball, haste, twisted innards, vampiric touch

Skill points: 63 (2 +5 INT)/lvl

3 Acrobatics +5 (3 +3 DEX -1 ACP)
0 Appraise +5 (0 +5 INT)
0 Bluff +0 (0 +0 CHA)
1 Climb +7 (1 +4 STR +3 class -1 ACP)
0 Craft (-) 5+ (0 +5 INT +0 class)
0 Diplomacy +0 (0 +0 CHA)
0 Disguise +0 (0 +0 CHA)
0 Escape Artist +2 (0 +3 DEX -1 ACP)
9 Fly +18 (9 +3 DEX +3 class +4 CL -1 ACP) *headband
0 Heal -2 (0 -2 WIS +0 class)
9 Intimidate +15 (9 +0 CHA +3 class +3 feat)
4 Knowledge (arcana) +12 (4 +5 INT +3 class)
4 Knowledge (dungeoneering) +12 (4 +5 INT +3 class)
4 Knowledge (planes) +12 (4 +5 INT +3 class)
1 Knowledge (religion) +6 (1 +5 INT)
9 Perception +9 (9 -2 WIS +2 feat)
0 Perform +0 (0 +0 CHA)
0 Ride +2 (0 +3 DEX +0 class -1 ACP)
0 Sense Motive +0 (0 -2 WIS +2 feat)
9 Spellcraft +17 (9 +5 INT +3 class)
9 Stealth +16 (9 +3 DEX +5 circ -1 ACP)
0 Survival -2 (0 -2 WIS)
1 Swim +11 (1 +4 STR +3 class +4 race -1 ACP)
Trained Only Skills (Untrained)
Disable Device []+[/] (0 +3 DEX -1 ACP)
Handle Animal []+[/] (0 +0 CHA)
Knowledge (engineering) []+[/] (0 +5 INT)
Knowledge (geography) []+[/] (0 +5 INT)
Knowledge (history) []+[/] (0 +5 INT +0 class)
Knowledge (local) []+[/] (0 +5 INT)
Knowledge (nature) []+[/] (0 +5 INT +0 class)
Knowledge (nobility) []+[/] (0 +5 INT)
Linguistics []+[/] (0 +5 INT)
Profession () []+[/] (0 -2 WIS +0 class)
Sleight of Hand []+[/] (0 +3 DEX -1 ACP)
Use Magic Device []+[/] (0 +0 CHA +0 class)


Encumbrance 71.5 lbs (100 lbs=light; 200 lbs=medium; 300 lbs=heavy)

_wt_ item

18.0 lbs (824 gp) Weapons
_6.0 Rhokha Blackblade +3
_3.0 mwk Composite Longbow {+4 STR} (800 gp)
_9.0 Arrows (20 normal, 20 cold iron, 10 silver, 10 blunt) (24 gp)

30.0 lbs (22,950 gp) Clothing and Armor
30.0 Adamantine Breatplate +1 comfort, deathless, shadow (22,950 gp)
__._ Outfit

2 lbs (22,550 gp) Magic Gear
_1.0 BELT: Belt of Giant Strength +2 (4,000 gp)
_1.0 BODY: Hyperboreal Robe (7,000 gp)
_1.0 HEADBAND: Headband of Vast Intellect +2 (4,000 gp)
_6.0 SHOULDERS: Iron Guard Pauldrons (5,750 gp)
__._ RING: Ring of Sustenance (2,500 gp)

21.5 lbs (88.91 gp) Other Gear
_4.0 mwk Backpack (50 gp)
_5.0 Bedroll (1 sp)
_0.5 Belt Pouch (1 gp)
_1.0 Canteen (2 gp)
__._ Flint & Steel (1 gp)
_1.0 Holy Symbol, iron {Urgathoa} (5 gp)
_1.0 Holy text, cheap {Urgathoa} (1 gp)
__._ Ink (8 gp)
__._ Inkpen (1 sp)
_1.0 Journal (10 gp)
_1.0 Mess Kit (2 sp)
_0.5 Soap (1 cp)
_2.0 Spell Component Pouch (5 gp)
_3.0 Spellbook (--)
_0.5 Waterproof bag (5 sp)
_1.0 Wrist Sheath, spring loaded (5 gp)

Cash 3337.09 gp

Feat descriptions:

ALERTNESS (from black blade)
You often notice things that others might miss.
Benefit: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Your terrible attacks strike fear into your enemies.
Prerequisites:: Power Attack, Intimidate 6 ranks.
Benefit: When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.

EXOTIC WEAPON PROFICIENCY (Rhoka) (half-elf: ancestral arms)
Choose one type of exotic weapon, such as the spiked chain or whip. You understand how to use that type of exotic weapon in combat, and can utilize any special tricks or qualities that exotic weapon might allow.
Prerequisites: Base attack bonus +1.
Benefit: You make attack rolls with the weapon normally.
Special: You can gain Exotic Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of exotic weapon.

You have unlocked the secret of a new magus arcana.
Prerequisites: Magus arcana class feature.
Benefit: You gain one additional magus arcana. You must meet all the prerequisites for this magus arcana.
Special: You can gain this feat multiple times. Its effects stack, granting a new arcana each time you gain this feat.

FURIOUS FOCUS (5th bonus)
Even in the midst of fierce and furious blows, you can find focus in the carnage and your seemingly wild blows strike home.
Prerequisites: Str 13, Power Attack, base attack bonus +1.
Benefit: When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack’s penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.

POWER ATTACK (-2/+4) (3rd)
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Prerequisites: Str 13, base attack bonus +1.
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

SKILL FOCUS (Intimidate) (5th)
Choose a skill. You are particularly adept at that skill.
Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

WEAPON FOCUS (Rhoka) (5th bonus)
Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat.
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

Trait descriptions:

You have worn armor as long as you can remember, either as part of your training to become a knight’s squire or simply because you were seeking to emulate a hero. Your childhood armor wasn’t the real thing as far as protection, but it did encumber you as much as real armor would have, and you’ve grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.

You have an innate talent for using magical weaponry and those weapons capable of becoming magical. You gain a +1 trait bonus on Craft checks made to craft magic or masterwork weapons. In addition, when you use your arcane pool class ability to grant a weapon an enhancement bonus, that bonus lasts for 2 minutes instead of 1.

Class Abilities:

ARCANE POOL (Su) (7 points, +2)
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. Instead of the normal arcane pool amount, the bladebound magus’ (see below) arcane pool has a number of points equal to 1/3 his level (minimum 1) plus his Intelligence bonus. 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(+4), flaming(+1), flaming burst(+2), frost(+1), icy burst(+2), keen(+1), shock(+1), shocking burst(+2), speed(+3), or vorpal(+5). Adding these properties consumes an amount of bonus equal to the property's base price modifier (see the Magic Weapon Special Ability Descriptions). 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.

At 3rd level, the bladebound magus’ gains a powerful sentient weapon called a black blade, whose weapon type is chosen by the magus. A magus with this class feature cannot take the familiar magus arcana, and cannot have a familiar of any kind, even from another class. This ability changes the Arcane Pool class feature and replaces the magus arcana gained at 3rd level.

At 5th level, and every six levels thereafter, a magus gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat, item creation, or metamagic feats. He must meet the prerequisites for these feats as normal.

At 1st level, a winter witch gains endure elements as a constant spell-like ability, but only against cold temperatures. At 4th level, she gains cold resistance 5, making her comfortable in near-freezing temperatures. At 9th-level, this increases to cold resistance 10, and at 14th level, it becomes immunity to cold. This replaces the witch’s 4th-level hex.

HEX MAGUS (DC 19 {10 +4 lvl +5 int})
At 4th level, the hexcrafter magus gains access to a small number of witch’s hexes. The hexcrafter magus picks one hex from the witch’s hex class feature. He gains the benefit of or uses that hex as if he were a witch of a level equal to his magus level. This feature replaces spell recall.
A hexcrafter may select any witch hex in place of a magus arcana. At 12th level, the hexcrafter may select a hex or major hex in place of a magus arcana. At 18th level, a hexcrafter can select a hex, major hex, or grand hex in place of a magus arcana. He cannot select any hex or arcana more than once.
Evil Eye (Su) (-4; 8 rounds): The hexcrafter can cause doubt to creep into the mind of a foe within 30 feet that he can see. The target takes a –2 penalty on one of the following (hexcrafter's choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the hexcrafter's Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4.
Flight (Su) (fly, 9 minutes): The hexcrafter grows lighter as he gains power, eventually gaining the ability to fly. At 1st level, the hexcrafter can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, he can cast levitate once per day. At 5th level, he can fly, as per the spell, for a number of minutes per day equal to his level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the hexcrafter.
Misfortune (Su) (2 rounds): The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

When a winter witch casts a spell with the cold descriptor, the save DC of the spell increases by 1. A winter witch cannot learn or cast spells with the fire descriptor at all.

At 7th level, when a magus prepares his magus spells, he can decide to expend 1 or more points from his arcane pool, up to his Intelligence bonus. For each point he expends, he can treat any one spell from the magus spell list as if it were in his spellbook and can prepare that spell as normal that day. If he does not cast spells prepared in this way before the next time he prepares spells, he loses those spells. He can also cast spells added in this way using his spell recall ability, but only until he prepares spells again.

As he gains levels, a magus learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 3rd 6th level, a magus gains one magus arcana. He gains an additional magus arcana for every three levels of magus attained after 3rd 6th level. Unless specifically noted in a magus arcana's description, a magus cannot select a particular magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the magus spell list unless otherwise noted.
Empowered Magic: The magus can cast one spell per day as if it were modified by the Empower Spell feat. This does not increase the casting time or the level of the spell. The magus must be at least 6th level before selecting this magus arcana.

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.
At 8th level, the magus's ability to cast spells and make melee attacks improves. When using the spell combat ability, the magus receives a +2 circumstance bonus on concentration checks, in addition to any bonus granted by taking an additional penalty on the attack roll.

At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon's critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

A magus is proficient with all simple and martial weapons. A magus is also proficient with light armor. He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.
At 7th level, a magus gains proficiency with medium armor. A magus can cast magus spells while wearing medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component.

Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table 2–10. A witch cannot select an individual hex more than once.
Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch’s level + the witch’s Intelligence modifier.
Frozen Caress (Su): Whenever the winter witch casts a touch spell, she can infuse the magic with cold as a swift action. This grants the spell the cold descriptor, and adds 1d4 points of cold damage to the spell’s effect. If the touch spell allows a saving throw, a successful save negates this additional cold damage.

At 1st level, when a witch gains her familiar, she must also select a patron. This patron is a vague and mysterious force, granting the witch power for reasons that she might not entirely understand. While these forces need not be named, they typically hold influence over one of the following forces. At 2nd level, and every two levels thereafter, a witch’s patron adds new spells to a witch’s list of spells known. These spells are also automatically added to the list of spells stored by the familiar. The spells gained depend upon the patron chosen. Each patron is listed by its theme. Its actual name is up to the GM and the witch to decide.
2nd—unshakable chill

At 1st level, a witch forms a close bond with a familiar, a creature that teaches him magic and helps to guide him along his path. Familiars also aid a witch by granting him skill bonuses, additional spells, and help with some types of magic. This functions like the wizard’s arcane bond class feature, except as noted in the Witch’s Familiar section.
A witch must commune with his familiar each day to prepare his spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch’s familiar begins play storing all of the 0-level witch spells plus three 1st-level spells of the witch’s choice. The witch also selects a number of additional 1st-level spells equal to his Intelligence modifier to store in his familiar. At each new witch level, he adds two new spells of any spell level or levels that he can cast (based on his new witch level) to his familiar. A witch can also add additional spells to his familiar through a special ritual.

Race Abilities:

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.

Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a drow in the elf’s ancestry, and can lead to persecution within the elf’s home community. Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell. This racial trait replaces low-light vision.

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

Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Elves receive a +2 racial bonus on Perception checks.

Rapier Black Blade:

Enhancement Bonus +2
Abilities Int 13 (+1), Wis 9, Cha 9
Ego 10
Languages Common, +1
Skills Knowledge (arcana) 5 (1 rank +1 int +3 class)
A black blade is aware of everything around it like a creature that can see and hear. It can be blinded and deafened as if it were a creature. It uses the saving throws of its magus, even if the magus is not currently wielding the black blade.
Arcane Pool (2)
A black blade has an arcane pool with a number of points equal to 1 + its Intelligence bonus.
Black Blade Abilities
Black Blade Strike (Sp) (+3): As a free action, the magus can spend a point from the black blade’s arcane pool to grant the black blade a +1 bonus on damage rolls for 1 minute. For every four levels beyond 1st, this ability gives the black blade another +1 on damage rolls.
Energy Attunement (Su): At 5th level, as a free action, a magus can spend a point of his black blade’s arcane pool to have it deal one of the following types of damage instead of weapon damage: cold, electricity, or fire. He can spend 2 points from the black blade’s arcane pool to deal sonic or force damage instead of weapon damage. This effect lasts until the start of the magus’s next turn.
Telepathy (Su): While a magus is wielding or carrying his black blade, he can communicate telepathically with the blade in a language that the magus and the black blade share.
Unbreakable (Ex): As long as it has at least 1 point in its arcane pool, a black blade is immune to the broken condition. If broken, the black blade is unconscious and powerless until repaired. If destroyed, the black blade can be reforged 1 week later through a special ritual that costs 200 gp per magus level. The ritual takes 24 hours to complete.




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