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About Hekra HawkstormHekra Hawkstorm
Combat /Stats:
Combat Defense -------- AC:15,Touch: 12, Flat Footed:13 (+3 Armor +2 DEX) HP:9(1D8+1Con) Fort: 3 Ref: 2 Will: 3 Offensive ---------- Init + 6 BAB: 0 CMD: 12 CMB:1 Melee: Scimitar + 2 str (1d6+2(Str)) Ranged: Heavy Crossbow (1D10 + 3 Dex) Speed: 30FT Stats Str 14 +2, Dex15 +3, Con13+1, Int16 +3,Wis 12+1, Cha10 0 Tiefling Bonus Dex + 2, Int + 2, Cha -220 Point build before Racial bonus ST 14 (5) DX 13(3)CN 13(3)IT 14(5)WI 12(2) CH12(2) 5+3+3+5+2+2 = 20 I like well rounded stats Skills/Feats/Traits:
Skills Skill Name: Total Bonus = Ability Modifier + Ranks + Misc. Modifier Bluff:1
Special Abilities & Racial Abilities :
Special Abilities & Racial Abilities
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.
Spells:
Spells Darkness: 20-ft. radius of supernatural shadow. Spells per day: 0/3 1/2 0 Level Acid Splash: Orb deals 1d3 acid damage. Detect Magic: Detects all spells and magic items within 60 ft. Read Magic: Read scrolls and spellbooks. 1st Level Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5). Shock Shield: A shield of force protects you until you dismiss it in an explosion of electricity. SHOCKING GRASP: Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or is carrying a metal weapon or is made of metal). Gear:
25 gp Studded leather 3 Spell book 2gp Backpack 15gp Scimitar 1d6 50gp Heavy Crosswbow 2gp Bolts, Heavy 1pg travelers outtfit [spoiler=Hekra's Story]
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