Cale the Calistrian

Thanion Aeraviel's page

105 posts. Alias of Slayde77.


Full Name

Thanion Aeraviel

Race

| HP: 07/08 | AC: 16 (15 Tch, 11 Fl) | CMB: +1, CMD: 15 | F: +3, R: +5, W: +0 | Init: +4 | Perc: +4, SM: +1

Classes/Levels

| Speed 30ft | Arcane Pool: 3/4 | Spells: 1st 1/1 | Active conditions: Arcane Bonus 8/10 rounds

Gender

Male LG Elf (Artic) Magus (Kensai) 1

Size

Medium

Age

116

Alignment

LG

Languages

Common, Elven, Sylvan, Draconic, Celestial

Strength 13
Dexterity 19
Constitution 11
Intelligence 17
Wisdom 13
Charisma 12

About Thanion Aeraviel

Basics:
AC: 15 (+1 with Canny Defense)
Touch: 15 Flat: 11
CMD: 15

HP: 08/08 (dead at -11)

BAB: +0
CMB: +1
Fort: +3
Ref: +5
Will: +0

Init: +4
Speed: 30'

Racial traits:

Keen Senses: +2 racial bonus on Perception checks.
Weapon Familiarity: Proficient with longbows, longswords, rapiers, shortbows, and any weapon with elven in its name is martial.
Darkvision: Darkvision with a range of 60' but also sensitive to light and dazzled in areas of bright light or within the radius of daylight. This racial trait replaces low-light.
Desert Runner: Elves with this racial trait receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot or cold environments. This racial trait replaces elven magic.
Elemental Resistance: Elves with this racial trait gain elemental resistance 5 to cold. This racial trait replaces elven immunities.
FCB: 1/6 Magus Arcana

Class Features:

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.
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..
Canny Defense (Ex): At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name, save that his chosen weapon may be of any type.

Feats and Traits:
Feats
Exotic Weapon Proficiency (Estoc) [From Kensai]: Choose one type of exotic weapon, such as the spiked chain or whip. You understand how to use that type of exotic weapon in combat, and can utilize any special tricks or qualities that exotic weapon might allow.
Weapon Focus (Estoc) [From Kensai]: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Arcane Strike: As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.

Traits
Warded Against Witchery: Sometime in your youth, you encountered a location, object, or being steeped in the power of evil witchcraft. Whether you were the victim of this force, were a conduit for it, or merely witnessed its effects, the event changed your life. You have tried to put the strange incident behind you and forget it, but nebulous premonitions of danger and eerie feelings of deja vu have dogged your steps ever since. For some inexplicable reason, you feel drawn to the lands of the North, though you fear another encounter with the evil witchcraft that touched you once before. Whether through your purity, the blessing of goodly spirits, an innate determination, or an intuitive and inexplicable familiarity with the ways of black magic, you have acquired a resilience against the power of the dark arts. You gain a +1 trait bonus on saving throws against the spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters, and a +1 trait bonus on Spellcraft checks to identify spells cast by evil arcane spellcasters..
Magical Lineage (Shocking Grasp): When you apply metamagic feats to shocking grasp that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.

Basic Attacks:

Estoc: +5, 2d4+1 damage, crit 18-20x2, pierce
Shortbow (range 60'): +4, 1d6 damage, crit x3, pierce

Skills (*trained):

+5 Acrobatics* 1r
+3 Appraise
+1 Bluff
+1 Climb
+7 Craft Bows* 1r
+1 Diplomacy
+4 Disable Device
+1 Disguise
+4 Escape Artist
+4 Fly
+1 Handle Animal
+1 Heal
+1 Intimidate
+7 Knowledge (Arcana)* 1r
+4 Perception* (Keen Senses +2) 1r
+1 Perform
+4 Ride
+1 Sense Motive
+7 Spellcraft 1r
+4 Stealth
+2 Survival* 1r
+1 Swim
+5 Use Magic Device* 1r

Spells:
Spells/Day: 2/0th, 1/1st
Concentration: +4
Spellbook:
0th - Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Open/Close, Prestidgitation, Ray of Frost, Read Magic, Spark
1st - Frostbite, Shocking Grasp, Shield, Color Spray, Chill Touch, Vanish
Spells Prepared:
0th - DC 13 Ray of Frost, Daze
1st - DC 14 Shield

Equipment:

Encumbrance: 47/50 lbs
Gear:
Estoc [4 lbs]
Shortbow [2 lbs]
Haramaki [1 lbs]
60 Arrows [9 lbs]
Spellbook [3 lbs]
Spell Component Pouch [2 lbs]
Backpack [2 lbs]
Flint and Steel [-]
Ink [-]
Ink Pen [-]
Rope [10 lbs]
5 Trail Rations [5 lbs]
Water Skin [4 lbs]
Bedroll [5 lbs]

Money:
PP: 0
GP: 3
SP: 3
CP: 0

Background:

"Focus... Control... Discipline..." These are the words going through Thanion's mind as he moves through his morning sword form ritual.

There was before the event and there was after the event but what the event was is a mystery. Thanion was born in a small village in Irrisen, the youngest of 4 children. Unlike his siblings, Thanion showed no apptitude for magic and was therefore often left to his own devices while his siblings studied. He filled that time with stories of exotic places and grand adventures. One such story that always filled his mind were the stories of the White Witches. As he grew, Thanion began to explore the wilderness around his village. It was one such day of exploring when the event happend.

Thanion was working his way through the woods, going further than he ever has before when he suddenly heard chanting like that of the witches of the stories from somewhere deeper in the woods. Not one to feel fear, Thanion went to investigate. However, before he had gotten even five yards further a chill shot down his spine. He could no longer move. Thanion was stuck perfectly rigid. He could no longer hear the chanting, just a buzzing sound that seemed to originate with him. The buzzing got louder and louder and then everything went black.

Some time later Thanion awoke in a room he didn't recognize. His body thrumed, not like the buzzing he last remembered, but a feeling as if full of energy. A woman then entered the room. After the shock of seing Thanion awake the woman introduced herself as the innkeeper and informed Thanion that a traveler had found him in the woods outside of town and brought him here. When asked where here was, the woman replied, "The silver Stoat, the inn of Heldren in Taldor.

Shock flew through Thanion. It was impossible! He was just in Irrisen yesterday. There is no way he can be in Taldor. With his heightened emotional state, the thruming in his body reached a crechendo and snapped. Ice flew from Thanion's fingertips barely missing the innkeeper. Shock and fear gripped Thanion. What happend to him!?! Fight or flight response kicked in and he rushed out the door nearly crashing into a man in the hall. Thanion didn't stop at all and kept running straight out the front door. Upon exiting he froze again. He really was somewhere else. Gone was the snow and town he was used to, instead a new town and green grass. His body began to thrum again.

"Calm down kid" Thanion heard behind him. Thanion turned to face the voice, it was the man he nearly crashed into. The man took a step towards Thanion and the thruming started to reach another creshendo as lightning arced from Thanion's fingers. "You need to relax, control yourself" the man said. "I don't know how! I don't know what I'm doing!" Thanion replied. The man smirked, "I'll teach you" and then said something Thanion couldn't comprehend. Sleep enveloped Thanion.

Thanion awoke again in the room in the inn. This time the man was sitting there with him. He introduced himself as Vitus. Vitus explained that he was a kensai and made it clear that he had no idea how or why Thanion became attuned to magic but he would teach him to control his power through discipline and focus. The next morning, Vitus presented Thanion with an Estoc and their training began. After Thanion gained control over his powers, Vitus moved on with Thanion choosing to remain in Heldren.

The event lingers in the back of Thanion's mind. He has an underlying fear of his magic especially since he feels a pull back to the lands of the north. Is the pull a longing to see his family, the event pulling him back to it, or something else entirely. All he knows is he must focus, maintain control, and be disciplined.

Level Up Info:

Level 1: +1/6 Magus Arcana FCB | Skills: Acrobatics, Craft Bows, Knowledge (Arcana), Perception, Spellcraft, Survival, UMD | Kensai Weapon: Estoc

Hero Lab Output:

Thanion Aeraviel
Male arctic elf magus (kensai) 1 (Pathfinder RPG Ultimate Combat 55, Pathfinder RPG Ultimate Magic 9)
LG Medium humanoid (elf)
Init +4; Senses darkvision 60 ft.; Perception +4
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Defense
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AC 16, touch 15, flat-footed 11 (+1 armor, +4 Dex, +1 dodge)
hp 8 (1d8)
Fort +2 (+4 vs. fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot or cold environments), Ref +4, Will +3; +1 trait bonus vs. the spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters.
Defensive Abilities canny defense +1; Resist cold 5
Weaknesses light sensitivity
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Offense
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Speed 30 ft.
Melee estoc +5 (2d4+1/18-20)
Ranged shortbow +4 (1d6/×3)
Special Attacks arcane pool (+1, 4 points), spell combat
Magus (Kensai) Spells Prepared (CL 1st; concentration +4)
. . 1st—shield
. . 0 (at will)—daze (DC 13), ray of frost
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Statistics
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Str 13, Dex 19, Con 11, Int 17, Wis 13, Cha 12
Base Atk +0; CMB +1; CMD 16
Feats Arcane Strike, Weapon Finesse, Weapon Focus (estoc)
Traits magical lineage, warded against witchery
Skills Acrobatics +5, Craft (bows) +5, Knowledge (arcana) +7, Perception +4, Spellcraft +7 (+8 to identify spells cast by evil arcane spellcasters.), Survival +2, Use Magic Device +5; Racial Modifiers +2 Perception
Languages Celestial, Common, Draconic, Elven, Sylvan
SQ chosen weapon, desert runner[APG]
Other Gear haramaki[UC], arrows (60), estoc, shortbow, backpack, bedroll, flint and steel, hemp rope (50 ft.), ink, inkpen, magus starting spellbook, spell component pouch, trail rations (5), waterskin, 3 gp, 3 sp
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Special Abilities
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Arcane Pool +1 (4/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Canny Defense +1 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Estoc) Kensai abilities only function when wielding a weapon of this type.
Darkvision (60 feet) You can see in the dark (black and white only).
Desert Runner +4 Con checks and Fort vs. fatigue, exhaustion, running, forced marches, hot or cold environments.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.