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Sargavan Pathfinder

Jax Naismith's page

1,399 posts. Alias of DMRaven.


Full Name

Jax Naismith

Race

Tiefling

Classes/Levels

Magus/Rogue;

Statistics:
HP 47/51; AC:21(25)/16/17(21); Saves: +9/+11/+7; Init +5; Per +8, AP: 6/7

Gender

M

Size

Medium

Age

23

Special Abilities

Internal Mortification, Arcane Pool, Spell Combat, Spellstrike, Sneak Attack

Alignment

Neutral

Deity

[Insert appropriate god of Greed, Wealth and Entertainment]

Languages

Common, Infernal, Draconic, Abyssal, Auran, Aquan, Undercommon, Goblin, Nordik, Ignan, Celestial

Occupation

Con-Artist, Forger

Strength 14
Dexterity 21
Constitution 14
Intelligence 16
Wisdom 10
Charisma 10

About Jax Naismith

Wish List
Ring of Arcane Mastery (20k GP, can store 4 arcane points, can spend arcana to use pool strike an reflection arcanas)
Headband of intellect (4000gp)

Current Status/uses/changes:

Notes:
HP: 47/51
Status Effects: Shield (1 minute), Flaming Keen (1 minute)
--Current attack:
Spells used: Intensified Shocking Grasp
Arcane pool: 6/7
Items Used: Scroll of Shield, Wand of Vanish [x49], Wand of Infernal Healing (x41)

Basic Statistics:

Jax Naismith
Male Tiefling Magus 6(Fiend Flayer, Bladebound)/ Rogue 1
Neutral Evil Outsider (Native)
Init +6; Perception +8 [+6 when disarmed]

--------------------

DEFENSE 

-------------------- 

AC 21, touch 16, flat-footed 17 (+1 natural, +5 dex, +4 armor, +1 enhance)

HP 51 (6d8(32)+1d8(5)+14)

Fort +9, Ref +11, Will +7
[Math: Fort +2 Con, +5 level. Ref: +4 level, +5 dex. Will +5 level]
[All: +2 resistance]
Special: Scroll of Shield (+4 AC shield)
Scroll of Obscuring Mist (Blocks vision, 2m, 20 ft radius)

-------------------- 

OFFENSE 

-------------------- 

Speed 30 ft. 

Melee +13 Brink (+2 Scimitar) 1d6+8, 18-20/x2
Ranged +10 Composite Longbow 1d8+2/x3 (110 ft)
Space 5 ft., Reach 5 ft., Range 80 ft.

Special Abilities:

--------------------
SPECIAL ABILITIES
--------------------

Internal Mortification (Su): Standard action: Sacrifice blood to increase your arcane pool by 1 point for each 2 points of Constitution damage taken. Any arcane pool points gained this way and not spent disappear the next time the magus prepares spells. This damage cannot be healed by lesser restoration, only time.

Arcane Pool (Su): [Pool Size: 7 (1/3 level + Int modifier+6/4 favored class)] 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, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. [+5/4 favored class bonus]

Spell Combat (Ex): This functions like Two-Weapon Fighting, but the off-hand is used to cast spells. As a full-round action, make all of your attacks with a melee weapon at a -2 penalty and cast one spell with a casting time of 1 standard action. Can only be used with a light or one-handed weapon and you must have a hand free.

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 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.

Sneak Attack: +1d6 damage when target is denied dexterity bonus to AC or when target is flanked. Not multipled on critical hits.

Trapfinding: Add +1/2 level to Perception skill checks to locate traps & disable device skill checks. +4 perception v traps, +8 Disable device.

Brink the Black Blade +2 scimitar, 12 Int, 8 Wis/Cha, Ego 8; Alertness, Black blade strike, telepathy, unbreakable, energy attunement Arcane Pool: 2

Black Blade strike Free action, magus can spend point from black blade's arcane pool to grant +1 to damage rolls for 1 minute. For every 4 levels beyond 1st, this ability gives the black blade another +1 on damage rolls. (+2)

Spell Recall (Su): At 4th level, the magus learns to use his arcane pool to recall spells he has already cast. With a swift action he can recall any single magus spell that he has already prepared and cast that day by expending a number of points from his arcane pool equal to the spell’s level (minimum 1). The spell is prepared again, just as if it had not been cast.

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.

Magus Arcana:
---Wand Wielder (Su) Benefit: The magus can activate a wand or staff in place of casting a spell when using spell combat.


Feats & Traits:

--------------------
STATISTICS
--------------------
Str 14, Dex 19[21], Con 14, Int 16, Wis 10, Cha 10
Base Atk +4; CMB +7; CMD 20
Feats: Weapon Finesse (1st), Stealth Synergy (Bonus TW), Dervish Dance (3rd), Weapon Focus (Scimitar) (5th), Intensified Spell (Bonus magus 5), Leadership (7th) Zoren Cladius
Traits: Forgery, Magical Lineage (Shocking Grasp)
Bonus Trait: +2 Concentration

Skills:

Skills: Appraise +13, Acrobatics +8, Craft (Alchemy) +7, Disable Device +12, Fly +10, Knowledge(Arcana) +8, Knowledge(Dungeoneering) +7, Knowledge (Planes) +7, Bluff +10 (+14 when lying), Linguistics +12 (+14 forgery), Perception +8, Perform (Dance) +5, Profession (Painter) +4, Sense Motive +6, Sleight of Hand +9, Spellcraft +8, Stealth +12 [+9 in armor]

Racial and Special Modifiers:

Racial Modifiers: +2 Dex, +2 Int, -2 Cha, Beguiling Liar [+4 Bluff to lie], Prehensile Tail [Recover item with swift action], Scaled Skin [Fire resistance 5, +1 natural AC], Darkvision 60', Darkness 1/day

Lore Warden Benefits: +2 Charisma, Chance to learn 9 spells (succeeded on 6: Bear's Endurance, Blood transcription, Darkness, Scorching Ray, Frigid Touch and Web)

Deck of Many Things Benefits Rogue 1: Skills (+1 Perception, +1 Bluff, +2 Stealth, +2 Sleight of Hand, +1 Disable Device, +2 Acrobatics, +2 Perform (Dance), Sneak Attack, Trapfinding, +5 HP

Team Evil Benefits +1 Appraise rank per level, Stealth Synergy

ream Journal of the Pallid Seer He sees his own death — though, as before, he cannot remember the details. If a character who has had this vision comes near death at any point afterward, at the moment he is about to die he may reroll any failed saving throw made within the last round or force an opponent to reroll a killing attack. The character must accept the result of the second roll, regardless of its outcome.

Stat Increases (Level) +1 Dexterity (4th)


Languages:


Languages Common, Infernal, Draconic, Abyssal, Auran, Aquan, Undercommon, Goblin, Nordik, Ignan, Celestial

Gear and Possessions:


-------------------- 

GEAR/POSSESSIONS
--------------------
Wealth: 226gp, 113 silver, 4 copper

Armor: +1 Chain Shirt +5 AC, +4 Max Dex, -1 armor check.
Weapon: MW Silver Dagger +9, 1d4+4 x2
Brink (+2 Black Blade Scimitar); 1d6 18-20/x2
Light Crossbow 1d8 19-20/x2
MW Composite Longbow (+2)
Sling
Spiked Gauntlet (1d4, x2)
Pickaxe (1D8, X4, 12LB)

Belt: Belt Buckle of the Ninth Knot (DC 25 caster level check to use divination on him) Currently resembles fancy silver belt buckle.

Neck: Circlet of the Ninth Knot: Disguises Jax as a rather meek-looking young man with light brown hair, the beginnings of a bald spot, and rather soulful, liquid brown eyes. He looks completely human. He could be a clerk who writes poetry in his spare time.

Shoulders: +2 Cloak of Resistance - +2 resistance bonus to all saving throws

Feet:

Gloves: Gloves of Dexterity +2
Slotless: Cracked Dusty Rose Prism (+1 Initiative)

Miscellaneous Magic: Pearl of Power (1st) x2, Heart of Fire spellbook

Magic Consumables:
Wand of Vanish x49
Potion of Lesser Restoration (1d4 stat points)
Potion of Cure Light Wounds
Empty magic flask
Scroll of Shocking Grasp (CL3) x2
Scroll of Shocking Grasp (CL4)
Scroll of Mount
Scroll of Obscuring Mist
Scroll of Protection from Good
Scroll of Invisibility
Scroll of Reduce Person
Scroll of Blood Transcription
Scroll of Gust of Wind
Scroll of Levitate

Party Consumables
Wand of Infernal Healing x48
1 Cure Disease
1 Potion of Slow Poison
1 Scroll of CLW
1 Scroll of Enhance Water
1 Potion of Jump
1 Potion of Spider Climb
2 Potions of Cure Light Wounds
1 Potion of Cure Moderate Wounds
2 sponges of water breathibg

Special Ammunition/Alchemical Items
Pheromone Arrow (1)
Whistling Arrow (20gp)
Stubborn Nail

Sack:
Rations for 10 days

Adventuring Kit:
Backpack -2gp
bedroll - 1sp
Winter blanket 5sp
Small tent -10gp
Signal whistle -8sp
waterskin 1gp
3 x Charcoal sticks -1.5gp
1 inkpen -1sp
1 vial of ink - 8gp
5x Parchment - 1gp
1 scroll case - 1gp
Small steel mirror
Noble's outfit
bottle of whiskey that's mostly empty
Mwk thieves tools
2 Spring loaded wrist sheathes (Mwk silver dagger & dagger)


Spellcasting:

Spellcasting: Casting: [Prepared]
Concentration Check: 1d20+11 [level6+Int3+Trait2]
Caster Level Checks: 1d20+6
Caster level: 6
Spells per day:
0: 4 [Ghost sound, Arcane mark, Detect Magic, Read Magic]
1: 6 [Prepped: Intensified Shocking Grasp x3, Frostbite, Vanish, Obscuring Mist]
2: 4 [Prepped: Mirror Image x2, Frigid Touch, Bladed Dash]

Spellbook:

Spells Known (Spellbook):
0: All; Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Spark

1: Blood Money, Color Spray, Frostbite, Grease, Ray of Enfeeblement, Mount, Magic Missile, Obscuring Mist, Shield, Shocking Grasp, Reduce Person, Vanish

2: Alter Self, Bear's Endurance, Bladed Dash, Blood Transcription, Bull's Strength, Cat's Grace, Darkness, Eagle's Splendor, Flaming Sphere, Frigid Touch, Fog Cloud, Fox's Cunning, Glitterdust, Gust of Wind, Invisibility, Levitate, Mirror Image, Mount (Communal), Pyrotechnics, Scorching Ray, Web

3: Dispel Magic, Flame Arrow, Fireball, Fly

4: Fire Shield, Icestorm, Stoneskin, Wall of Fire


Spoiler:

Flask
Jax gets a flask. It's a lovely thing -- silver inlaid with green semiprecious stones of an unknown nature, chased and worked in some elaborate, abstract design. The style is exotic and utterly unfamiliar. The flask is accompanied by an envelope. The envelope contains a note, lightly perfumed with a pleasant, familiar scent.
Contains Extended bear's endurance, Irin wants exotic liquor brought back in it.

Background:

Background
Not every villain is a cruel, black-hearted curr. In fact, some even have a bit of heart and spirit to them...some just do what they do for fun.

[The black and white dressed merchant looks through the magnifying glass once again. “I still don't see what you're referring to. There's nothing here to indicate a forgery.”

Across the scarred wooden table, a man with impeccable black hair pulled back in a short ponytail lets out a sigh and cracked his fingers. He leans over the table and taps a gloved finger on the scroll. “Right here, the curve of the lettering indicates that the left hand was used to sign this. Sir Rosencruz is right-handed, sir. I do believe you have a forgery on your hands.”

The merchant's brow furrows and he nods. “Okay, alright..I see what you mean. I'm glad that Sergeant Jennings sent you over here to identify this. So, I shouldn't transfer the funds, Mr. Warrington?”

“No, of course not. Unless Sir Rosencruz's family heirlooms are to end up in the hands of a scoundrel. The proper documentation is what Jennings sent me here with. Its a very good forgery, but not quite good enough to fool Sir Rosencruz's assistant, luckily for you and him. Hmn..wonder if I'll get a raise for noticing this.” The man in the red and gold coat laughs, smiling at the merchant. “Thank you for contacting us about the possibility of a forgery, I'm glad I could help prove the matter. Now if you'll just furnish the case..?”

The merchant nods and turns, pulling a long, black leather case off of the shelves. The box is covered in silver embroidery and, by the way the man struggles to lift it, is carrying a small fortune. “Right you are, my man. Good fortune to you on that raise. Give me best to Sir Rosencruz and that delightful daughter of his.”

A sly smile crosses the Sparrow's face and he nods once while taking the case. “Quite right, I will indeed. Good day to you, Mr. Grunin. Give my best wishes to Jennings.” He spins, his tailored coat flaring out behind him and strides to the door. Expensive, black boots clicking with each step. As he reaches a hand to open the door, it swings open and a fat man in a uniform with a large mustache blinks in surprise. “Ah..bugger.”

The uniformed man swings one hand, clubbing the faux noble across the skull with his baton. “Got you, scoundrel!”


Personality:

Jax Naismith is a man known by many names. The mysterious, faceless Sparrow. The well-dressed and mild-mannered noble Jacob Warrington III. The silver-tongued merchant from foreign lands Filippe Demiso. The ever-friendly soldier Argon Steeljaw. He is a man who takes whatever face he can when he needs to, or did, anyway, until he forgot to add enough taggit root to Sergeant Jennings morning meal. Jax grew up with his aunt, his father a corrupt policeman who'd been hung when Jax was only eight. His mother ran away, leaving him in the care of her sister. Despite a rough upbringing, he's friendly toward nearly everyone—usually lying through his teeth the entire time.

Jax is a con-artist and a forger, he grew in talent until he was, presumably, one of the best in the city. He's attractive, but his demonic features usually put others off a bit. His eyes are a pale yellow, his nails are hard and dark, and he has a slender, pale-skinned tail. Most of these features aren't hard to hide and he does his best to do so.

Jax doesn't think about the effect of his crimes on others, and frankly cares little about that. What he cares about is his own greed-acquiring a massive amount of money and enjoying the process of getting that money. He has a love for luxury, the exotic and challenge. Obeying the rules is simply too easy. Working in a salt mine seems so...unappealing. Jax has sworn to escape his prison and amuse himself by getting some revenge.

Magus Training:

Why would the hedonistic son of a corrupt policeman concern himself with mixing arcane and martial? For perfection. Jax isn't just hedonistic, he's a complete narcissist--and its hard not to be when you can do so many things, and do them perfectly. He's a perfectionist at heart. His forgeries are better than they need to be, because he wants them to be. He routinely creates forgeries of famous artwork, just to hang on his walls to fool friends. He's a fantasy Renaissance man--he values art, wine, dance, dueling and the thing that makes all of those easier--Magic. Jax sees magic as his "trick" as the way up. A normal forger may be able to create a perfect work of art..but what if you want to replicate the image-shifting pattern of the Fabrezio Alruso or the accurate violin-playing of Lucresius in the painting Garden Nights?

A true man of fashion knows a little bit about everything--magic, dueling and the arts. He takes full advantage of his unique heritage to harness his blood for even more power in severe situations.


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