Seltyiel

Raveneau Delahaye's page

235 posts. Alias of Mark Sweetman.


Full Name

Raveneau Delahaye

Race

Elven

Classes/Levels

Magus (Spell Dancer) 11

Gender

Male

Size

Medium

Strength 12
Dexterity 18
Constitution 12
Intelligence 18
Wisdom 12
Charisma 12

About Raveneau Delahaye

Current Notes: 96/96 HP, 8/9 Arcane Pool

Spells Memorized:
0th: 5; 1st: 5+1 Burning Hands [ ] Magic Missile [ ][ ][ ] Shield [ ] Touch of Gracelessness [ ]
2nd: 4+1 Cats Grace [ ] Frigid Touch [ ] Scorching Ray [X][ ][ ]
3rd: 4+1 Force Punch [ ][ ] Lightning Bolt [ ] Greater Magic Weapon [ ] Ray of Exhaustion [ ]
4th: 2+1 Dimension Door [X] Stoneskin [ ] Wreath of Blades [X]

Hit Points: 96 (8 + 10*4 +10d4 + 11 + 5)
BAB: +8/+3
Fortitude: +10 (7 +1 Con +2 Cloak)
Ref: +9 (3 +4 Dex +2 Cloak)
Will: +10 (7 +1 Wis +2 Cloak)

Melee Attack: +15 (8 +4 Dex +2 Sword +1 WF)

AC: 24 (10 +5 Armor +4 Dex +2 DoA +1 Dodge +2 Insight)

Free Feats:
Combat Expertise: can take a -2 on attack and CMB to gain +2 to AC.
Weapon Finesse: can use Dex mod instead of Str for melee attacks with eligible weapons.

Feats:
Arcane Strike: as a swift action, gain +3 to attack and damage for 1 round.
Blindfight: reroll miss chance due to concealment. Invisible attacker gets no advantage against me. No need for Acrobatics skill checks to move at full speed while blinded.
Disruptive: DC to cast spells defensively increases by +4 for all enemies that are within your threatened area. This increase to casting spells defensively only applies if you are aware of the enemy's location and are capable of taking an attack of opportunity
Dodge: +1 dodge bonus to AC
Mobility: +4 dodge bonus to AC caused by AoO from moving into or out of an area.
Spring Attack: as full round action, may move up to speed and make a single melee attack without provoking AoO. Can move both before and after the attack, minimum of 10ft. Cannot use to attack an adjacent foe.
Wind Stance: If move at least 5ft, get 20% concealment against ranged attacks for 1 round.
Canny Tumble: when use Acrobatics to move through opponent’s area without provoking an attack, gain +2 circumstance bonus on next melee attack, and that opponent is denied Dex bonus to AC.
Weapon Focus: +1 on attack with shortsword

Racial Traits:
Medium, 30ft Base speed
Low-Light Vision: see twice as far as humans in conditions of dim light.
Elven Immunities: immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Keen Senses: +2 racial bonus on Perception skill checks.
Favored Class: 6 of magus arcana, 5 of HP

Skills: (2 + Int)
Acrobatics: +18 (11 Ranks +3 Class +4 Dex)
Knowledge (Arcana): +18 (11 Ranks +3 Class +4 Int)
Knowledge (Planes): +13 (6 Ranks +3 Class +4 Int)
Perform (Dance): +18 (11 Ranks +3 Class +4 Dex)
Ride: +9 (5 Ranks +4 Dex)
Spellcraft: (11 Ranks +3 Class +4 Int)
Use Magic Device: +15 (11 Ranks +3 Class +1 Cha)

Class Abilities:
Weapon and Armor Proficiency: all simple and martial weapons. Light armor which can be worn without incurring the normal arcane spell failure chance.
Spell Combat (Ex): 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. 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.
Spellstrike (Su): whenever 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.
Spell Recall (Su): 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.
Improved Spell Recall (Su): when recall a spell, expend points equal to ½ spell’s level. As swift action can prepare spell in spellbook, expends points equal to spell level for this.
Arcane Movement (Su): whenever casts a magus spell, gains a competence bonus on Acrobatics, Climb, Escape Artist, and Stealth checks equal to the spell's level until the beginning of his next turn.
Dance of Avoidance (Su): while wearing light armor or no armor, gain a +2 insight bonus to Armor Class.
Improved Spell Combat (Ex): when using the spell combat ability, receive a +2 circumstance bonus on concentration checks, in addition to any bonus granted by taking an additional penalty on the attack roll.
Fighter Training (Ex): counts 1/2 his total magus level as his fighter level for the purpose of qualifying for feats.

Magus Arcana: (3 +1 FC)
Close Range (Ex): can deliver ranged touch spells as melee touches.
Lingering Pain (Su): can spend one arcane pool point as immediate action after hitting target with weapon. All damage is considered continuous damage for concentration checks prior to magus’ next turn.
Spell Blending (Ex): select one spell from wizard spell list and add to spells known. Or two spells if level is 1 lower than highest I can cast. (Ray of Sickening, Touch of Gracelessness)
Disruptive (Ex): gain Disruptive as a bonus feat.

Arcane Pool:
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.
Knowledge Pool (Su): At 7th level, when a magus prepares his magus spells, he can decide to expend 1 or more points from his arcane pool, up to his Intelligence bonus. For each point he expends, he can treat any one spell from the magus spell list as if it were in his spellbook and can prepare that spell as normal that day. If he does not cast spells prepared in this way before the next time he prepares spells, he loses those spells. He can also cast spells added in this way using his spell recall ability, but only until he prepares spells again.
Spell Dance (Su): expend 1 point from arcane pool as a swift action to gain a +30 enhancement bonus to his movement rate and a +6 dodge bonus to Armor Class against attacks of opportunity provoked by moving through threatened spaces for 1 minute.
Once per spell dance as a swift action, may use one of the following on himself as a swift action: blur, fly, or haste. These abilities last for 1 round. Or can take a swift action to use dimension door as a spell-like ability once during a spelldance.

Known Spells:
1st: Burning Hands, Magic Missile, Mount, Ray of Enfeeblement, Shield, Touch of Gracelessness, Ray of Sickening
2nd: Cat’s Grace, Frigid Touch, Pilfering Hand, Scorching Ray
3rd: Displacement, Force Punch, Greater Magic Weapon, Lightning Bolt, Ray of Exhaustion
4th: Dimension Door, River of Wind, Stoneskin, Wreath of Blades

Gear:
+2 agile shortsword
4 x mithral daggers
+2 Darkleaf Studded Leather

Rod of Thunderous Force (1/day can slam rod against ground. 20ft burst – DC 19 Fort save or fall prone and be deafened for 1d4 rounds. Wielder unaffected. Force and sonic effect)

Belt of Tumbling (+4 Competence on Acrobatics to move through threatened space)
Tunic of Careful Casting (+2 on Concentration checks)
Acrobat Slippers (retain Dex to AC while climbing, running or using Acrobatics to move on narrow surfaces / uneven ground. Also +2 competence to CMD against trip and on Reflex saves vs falling prone)
Cloak of Resistance +2
Vambraces of Defense (+1 Deflection to AC. 1/day as immediate action, deflect a ranged weapon as if with Deflect Arrows feat)