About Blake DeverinLootLink
Blake Deverin
Appearance:
Personality:
Init +4; Senses: Perception +0
Armor: Chain Shirt
HP 25
==Melee==
==Ranged==
Str 15 +2, Dex 14 +2, Con 13 +1, Int 16 +3, Wis 10, Chr 10
Special Qualities:
Arcane Pool: 4 / 0
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. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. 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. Spell Combat:
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. Cantrips
Pool Strike (Su)::
The magus can expend 1 point from his arcane pool as a standard action to charge his free hand with energy. He can make a melee touch attack with that hand as a free action as part of activating this ability. If the touch attack hits, it releases the charge and deals 2d6 points of energy damage (acid, cold, electricity, or fire, chosen when he spends the arcane pool point to activate this ability). He can use this ability with the spellstrike class feature. If he misses with this attack, he can hold the charge for up to 1 minute before it dissipates. At 6th level, and every three levels thereafter, the amount of damage dealt by this attack increases by 1d6 Traits
Feats:
Spells per Day
Spells Memorized
Spell Book
1-Level: blurred movement, chill touch, color spray, frostbite, hydraulic push, magic missile, ray of enfeeblement, shocking grasp, true strike, vanish Skills:
** indicates class skill, ! indicates armor check penalty (No penalty in light armor) Languages: Common, Chelaxian, Thassilonian, Elven, Varisian Gear Carried:
Gear Stowed Away: Money
Background:
Code of Abadar
I am a protector of the roadways and keep travelers from harm. No matter their destinations or goals, if they are peaceable and legitimate travelers who harm no others on the road, I will ensure that they pass safely. Bandits are a plague. Under my will they come to justice. If they will not come willingly before the law, where they can protest for justice in the courts, they will come under the power of my sword. Corruption in the courts is the greatest corruption of civilization. Without confidence in justice, citizens cannot believe in their countries, and civilization begins to disappear. I will root out corruption wherever I find it, and if a system is fundamentally flawed, I will work to aid citizens by reforming or replacing it. I am an aid to the markets. I ensure equitable trade between merchants and citizens. Theft on ether side is intolerable. I make opportunities, and teach others to recognize them. When I aid others, I open the way for them, but will not carry them—they must take responsibility. Advancement:
Level 1 - Favored Class +1 skill point for Knowledge-history; skill ranks: Craft-Brewer, Knowledge-arcana, Knowledge-dungoneering, Knowledge-planes, Spellcraft, Use Magic Device, Level 2 - Favoreed Class +1 hp, skill ranks: Intimidate, Knowledge-dungoneering, Knowledge-arcana, Spellcraft, Use Magic Device Level 3 - Favored Class +1 hp, skill ranks: Knowledge-arcana, Use Magic Device, Spellcraft, Intimidate, Climb |