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Orc

Jorin's page

320 posts. Pathfinder Society character for Kydeem de'Morcaine.


About Jorin

Jorin de'Morcaine
Male Half-Orc (Mystic) Magus (Kensai) 3
N Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +1
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Defense
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AC 17, touch 15, flat-footed 12 (+2 armor, +5 Dex)
hp 21 (3d8+3)
Fort +6 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +5, Will +5
Defensive Abilities canny defense
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Offense
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Speed 30 ft.
Melee +1 whip +7 (1d3+4/×2) and
. . dagger +5 (1d4+3/19-20/×2) and
. . masterwork cold iron light flail +6 (1d8+3/×2) and
. . silver punching dagger +5 (1d4+2/×3)
Ranged masterwork underwater heavy crossbow +5 (1d10/19-20/×2)
Special Attacks spellstrike
Magus (Kensai) Spells Prepared (CL 3rd; concentration +6):
1st (3/day)—burning hands (DC 14), chill touch (DC 14)
0 (at will)—detect magic, prestidigitation (DC 13), spark (DC 13), open slot
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Statistics
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Str 17, Dex 14, Con 12, Int 16, Wis 10, Cha 7
Base Atk +2; CMB +5; CMD 20
Feats Combat Expertise, Endurance, Weapon Focus (whip), Whip Mastery
Traits magic is life, watchdog
Skills Acrobatics +3, Climb +7, Craft (siege engines) +5, Intimidate +2, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (local) +4, Knowledge (planes) +7, Perception +1, Ride +6, Sense Motive +5, Spellcraft +8, Swim +7 (+11 to resist nonlethal damage from exhaustion), Use Magic Device +2
Languages Common, Draconic, Orc, Osiriani, Polyglot
SQ half-orc magus, arcane pool, chosen weapon, magus arcana (wand wielder), spell combat
Combat Gear Oil of daylight, Pearl of power (1st level) (1/day), Potion of cure light wounds, Wand of Cure Light Wounds, Wand of Endure Elements, Wand of Summon Monster I (CL 3), Wand of True Strike, Acid (2), Alchemist's fire (2), Weapon blanch (adamantine), Weapon blanch (cold iron), Weapon blanch (silver); Other Gear +1 Darkleaf Cloth Silken ceremonial armor, +1 Whip, Crossbow bolts (40), Dagger, Masterwork Cold Iron Light flail, Masterwork Underwater heavy crossbow, Silver Punching dagger, Cloak of resistance +1, Backpack, masterwork (14 @ 34 lbs), Bedroll, Belt pouch (10 @ 7.14 lbs), Fishhook, Flint and steel, Grappling hook, Sewing needle, Signal whistle, Silk rope, Soap, Spell component pouch, Swarmsuit, Trail rations (3), Waterskin, Whetstone, 38 PP, 3 GP, 9 SP, 7 CP
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Special Abilities
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+1 Fire Spell Damage Add +1/2 point of fire damage to spells that deal fire damage cast by the magus.
Arcane Pool (+1) (4/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Canny Defense +3 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Whip) Kensai abilities only function when wielding a weapon of this type.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Endurance (Shaman's Apprentice) +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Magic is Life While under the effects of a spell, gain +2 to save vs. death effects, and automatically stabilize bleeding.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Swarmsuit DR 5/- vs. Diminutive Swarms, DR 10/- vs. Fine swarms.
Wand of Cure Light Wounds Add this item to create a wand of a chosen spell.
Wand of Endure Elements Add this item to create a wand of a chosen spell.
Wand of Summon Monster I (CL 3) Add this item to create a wand of a chosen spell.
Wand of True Strike Add this item to create a wand of a chosen spell.
Wand Wielder (Su) The magus can activate a wand or staff in place of casting a spell when using spell combat.
Whip Mastery Using a whip does not provoke attacks of opportunity
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4: +1 intelligence
5: feat: improved trip, bonus feat: ?
6: arcana: familiar, greensting scorpion
7: improved whip mastery
8: +1 intelligence
9: feat: greater trip, arcana: ghost strike
11: feat: improved disarm, bonus feat: greater disarm

Other Boons
Evoking Day 4712
1) You gain a +5 competence bonus on any single knowledge (arcana) or spellcraft check, declared before attempting the skill check. After using this ability, cross this boon off the chronicle sheet.
2) When adding a spell or fomula to a spellbook or formula book, you may ignore the material component cost of scribing a single spell or formula. Once you have used this boon, cross it off the chronicle sheet.

Crystalhue 4712
1) Crystalhue Artisian - You gain a +4 bonus on any one craft or perform check. (This bonus may be used for a day job check.) You must declare you are using this boon before attempting the check. Once you have used this boon, cross it off the chronicle sheet.
2) Zonzon Doll - Anytime you attempt a diplomacy check to influence a creature's attitude and fail the check by 5 or more, shifting the creatures attitude toward hostile, you can give the target this Zonzon doll, the decreased attitude is restored to the point it was before the failed diplomacy check. Once you have used this boon, cross it off the chronicle sheet.

Plans:

4: +1 intelligence
5: feat: improved trip, bonus feat: ?
6: arcana: familiar, greensting scorpion
7: improved whip mastery
8: +1 intelligence
9: feat: greater trip, arcana: ghost strike
11: feat: improved disarm, bonus feat: greater disarm


discussion


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