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Hekra Hawkstorm's page

210 posts. Alias of Trailjava.

Full Name

Hekra Hawkstorm




Magus/2 AC:16,Touch: 12, Flat Footed:13 HP:14 Fort: 4 Ref: 2 Will: 3 Init + 9 BAB: 0 CMD: 12 CMB:1







Special Abilities

Darkness, Fiendish resistance, arcana pool,spell combat


Neutral Good


Magnimar Varsia


Common, Infernal, Elven,Gnome, Varisan



Strength 14
Dexterity 15
Constitution 13
Intelligence 16
Wisdom 12
Charisma 10

About Hekra Hawkstorm

Hekra Hawkstorm
NG Medium Tiefling
Magus 2
Height 6'
Weight: 190
Eyes: Green
Hair: Purple
Languages: Common,Varissan,Abyssal,Elven, Gnome

Combat /Stats:

AC:15,Touch: 12, Flat Footed:13
(+3 Armor +2 DEX)
Fort: 4
Ref: 2
Will: 4
Init + 6
BAB: 1
CMD: 12
Melee: Scimitar + 3 str (1d6+2)
Ranged: Heavy Crossbow + 4 (1D10 + 3Dex)
Speed: 30FT
Str 14/ +2
Dex15/ +3
Int16/ +3
Wis 12/+1,
Cha10/ 0


Climb:+ 2
Craft books:+3
Fly: 3
Intimidate: 6 /2 Ranks
Knowledge (Arcana)+9/2 Ranks
Knowledge (Dungeoneering)+ 9/2 Ranks
Knowledge (Planes)= +9 /2 ranks
Profession (Librarian:+1
Spellcraft:+10 / 2 Ranks/ +1
Swim: +2
Stealth: +5/+2 Mod
Use Magic Device*:+6/ 2 ranks
Improved Initiative (Combat)
Your quick reflexes allow you to react rapidly to danger.
Benefit: You get a +4 bonus on initiative checks.
Classically Schooled: Your apprenticeship or early education was particularly focused on the direct application of magic. You gain a +1 trait bonus on Spellcraft checks, and Spellcraft is always a class skill for you
Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Special Abilities & Racial Abilities :

Special Abilities & Racial Abilities
Arcane Pool (Su ): 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.
Spellstrike (Su): 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 keenweapon 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.
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.
Native Outsider: Tieflings are outsiders with the native subtype.
Medium: Tieflings are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Tieflings have a base speed of 30 feet.
Darkvision: Tieflings see in the dark for up to 60 feet.
Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks.
Spell-Like Ability: Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level.
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.


Darkness: 20-ft. radius of supernatural shadow.
Spells per day: 0/4 1/3
0 Level
Acid Splash: Orb deals 1d3 acid damage.
Detect Magic: Detects all spells and magic items within 60 ft.
Disrupt Undead: You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it
Read Magic: Read scrolls and spellbooks.
1st Level
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Color Spray-A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Each creature within the cone is affected according to its HD..
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).
Truestrike: You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target.


1237 gp
Studded leather 3
Spell book
2gp Backpack
15gp Scimitar 1d6
50gp Heavy Crosswbow
2gp Bolts, Heavy
1pg travelers outtfit

[spoiler=Hekra's Story]
Hekra Hawkstorm
Back Story:
Hekkra was found abandoned on the steps of the Magnimar Library by Jade Hawkstorm a former Wizard who had moved to Magnimar from Sandpoint to study the Thassilon ruins. Hawkstorm felt sorry for the fiendish baby left on the doorstep. The Wizard Jade imparted a strong sense of studying the Ancient Ruins Thassilon Empire as way for the young Hekra not brood his fiendish heritage. Jade has encouraged Hekra to research his fiendish heritage. Hekra has made a attempts find his parents but realizes that is a dead end for him.
Hekra is young and naïve about the some ways of the world. After being shunned because of heritage he sought out knowledge. Know something is the most important thing to him. His current motivations are find out all that he can about the Thassilion Empire so that he may pass the knowledge on to Jade. Hekra is nervous around women and greatly admires the underdog in any group. His studies along with his blade work have made him confident that he accomplishes anything.

First Step
First Steps II
First Steps III
PFS #6–16: Scions of the Sky Key Trilogy

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