Half-Orc

Torsk's page

342 posts. Organized Play character for Gilthanis.


Full Name

Torsk

Race

Half-Orc

Classes/Levels

Magus (Kensai) 2

Gender

HP: 17/17, AC/FF/TCH: 14 /10/14, Perception +0, Initiative +2, F/R/W: 4/2/3 | CMD 15

Size

6' 0"

Age

28

Special Abilities

Arcane pool 3

Alignment

CN

Location

Osirion (Sothis)

Languages

Osirion, Orc, Taldan, Qadira, Chelish

Homepage URL

Pathfinder # 63386-3

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

About Torsk

Level 2.1

VITALS:
BAB: +1
Stats: 14/14/12/14/10/13
Hp: 17 [2d8+4]

Fort: 3+1=4
Reflex: 0+2=2
Will: 3+0=3

OFFENSE:

Melee: Falchion, Atk +4, Dam 2d4+4, Crit 18-20/x2
Melee: Katana, Atk +5, Dam 1d8+3, Crit 18-20/x2
Melee: Dagger, Atk +4, Dam 1d4+3, Crit 19-20/x2
Ranged: Sling, Atk +3, Dam 1d4+3, Crit x2, 50' range, 20 bullets

ARCANE POOL: 3

DEFENSE:
AC: 14 (10 + 2 dex + 2 dodge)
FF: 10
TCH: 14

SKILLS: 2 + int (2+2+FC)

Climb (Str) 1+3+3=7
Craft Alchemy (Int) 2+2+3=7
Fly (Dex)
Intimidate (Cha) 1+2+3+2=8
Knowledge (arcana) (Int) 1+2+3=6
Knowledge (dungeon) (Int) 1+2+3=6
Knowledge (planes) (Int) 1+2+3=6
Profession Mercenary (Wis)
Ride (Dex)
Spellcraft (Int) 1+2+3=6
Swim (Str)
Use Magic Device (Cha) 2+0+3=5

FEATS:

EWP: Katana
(1st) Power Attack
(Kensai) Weapon Focus: Katana

TRAITS:

1) Arcane Revitalization: regain 1 arcane pool point when confirm critical hit
2) Bruising Intellect: Intimidate is class skill & use Intelligence for intimidate checks in place of charisma

CLASS ABILITIES

Spoiler:

Weapon and Armor Proficiency: A kensai is proficient in simple weapons and in a single martial or exotic melee weapon of his choice. A kensai is not proficient with armor or shields and suffers normal arcane spell failure chance when casting magus spells while armored.

Diminished Spellcasting: A kensai may cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level.

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 (Core Rulebook 382), save that his chosen weapon may be of any type.

Weapon Focus (Ex): At 1st level, a kensai gains Weapon Focus with his chosen weapon as a bonus feat.

Perfect Strike (Ex): At 4th level, when a kensai hits with his chosen weapon, he can spend 1 point from his arcane pool in order to maximize his weapon damage. Don't roll for damage—the weapon deals maximum damage. This affects only the weapon's base damage dice, not additional damage from sneak attack, magical weapon properties, spellstrike, or critical hits.

If the kensai confirms a critical hit, he can instead spend 2 points from his arcane pool to increase his weapon's critical multiplier by 1. This ability replaces spell recall.

Fighter Training (Ex): Starting at 7th level, a kensai counts his magus level –3 as his fighter level for the purpose of qualifying for feats (if he has levels in fighter, these levels stack), but forfeits the benefit of such feats with weapons other than his favored weapon. This ability replaces knowledge pool.

Iaijutsu (Ex): At 7th level, a kensai applies his Intelligence modifier as well as his Dexterity modifier on initiative rolls (minimum 0). A kensai may make attacks of opportunity when flat-footed, and may draw his favored weapon as a free action as part of taking an attack of opportunity. This ability replaces the medium armor ability.

Critical Perfection (Ex): At 9th level, a kensai adds his Intelligence bonus (minimum 0) on critical hit confirmation rolls with his favored weapon. In addition, the kensai may use his magus levels in place of his base attack bonuses to qualify for Critical Focus and any feat for which it is a prerequisite; these feats apply only with a kensai's favored weapon. This ability replaces the magus arcana normally gained at 9th level.

Superior Reflexes (Ex): At 11th level, kensai can make a number of attacks of opportunity in a round equal to his Intelligence modifier (minimum 1). This effect stacks with the Combat Reflexes feat. This ability replaces improved spell recall.

Spoiler:

Spells: A magus casts arcane spells drawn from the magus spell list. A magus must choose and prepare his spells ahead of time.

To learn, prepare, or cast a spell, the magus must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magus's spell is 10 + the spell level + the magus's Intelligence modifier.

A magus can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high Intelligence score (see the Ability Modifiers and Bonus Spells Table).

A magus may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the magus decides which spells to prepare.

Spellbooks: A magus must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook except for read magic, which all magi can prepare from memory. A magus begins play with a spellbook containing all 0-level magus spells plus three 1st-level magus spells of his choice. The magus also selects a number of additional 1st-level magus spells equal to his Intelligence modifier to add to his spellbook. At each new magus level, he gains two new magus spells of any spell level or levels that he can cast (based on his new magus level) for his spellbook. At any time, a magus can also add spells found in other spellbooks to his own (see Arcane Spells).

A magus can learn spells from a wizard's spellbook, just as a wizard can from a magus's spellbook. The spells learned must be on the magus spell list, as normal. An alchemist (see the Alchemist description) can learn formulae from a magus's spellbook, if the spells are also on the alchemist spell list. A magus cannot learn spells from an alchemist.

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.

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. Adding these properties consumes an amount of bonus equal to the property's base price modifier (see the Magic Weapon Special Ability Descriptions). These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

SPELLS: 4-1 / 2-1+1 /

0-level: *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.

1st Level: color spray, grease, shield, magic missile, ray enfeeblement, corrosive touch, shocking grasp, chilling touch

EQUIPMENT: current wealth: 2133gp

Falchion / 75gp
Katana / 50gp
Dagger / 2gp
Masterwork Backpack / 50gp
Hemp Rope 50' / 1gp
Magus Kit / 22gp
Spellbook / free
Wayfinder / free
Scroll Shield / 25gp
(2) Bandolier / 1gp
** Alchemist Fire / 25gp
** Antitoxin / 50gp
** Potion Mage Armor / 50gp
** Potion Protection Evil / 50gp
** (2) Acid Flask / 20gp

PFS Chronicles:

XP: 5
Fame/PP: 9/9

The Confirmation / 1 XP/ +450gp / 2 PP
Access to: Potion Barkskin (300gp), Ring Protection +1 (2000gp), Scroll Gust of Wind (150gp), Scroll Mage Armor (CL 6th, 150gp), Wand Burning Hands (CL 3rd, 4 charges, 180gp, limit 1), Wand Cure Light Wounds (CL 3rd, 8 charges, 360gp, limit 1)

First Steps I / 1 XP / + 417gp / 2 PP
Access to: Elixir Hiding (250gp), Wand Disguise Self (75gp, 5 charges), Wand Knock (990gp, 11 charges), Potion Invisibility (300gp), Scroll Remove Disease (375gp)

Master of Fallen Fortress / 1 XP / +484gp / 1 PP
Access to: Cloak Resistance +1 (1000gp), Potion Cat's Grace, Potion Lesser Restoration, Scroll Shatter, Scroll Shield Other, Wand Summon Monster I (CL 3rd, 9 Charges, 135gp, limit 1)

Trial By Machine / 1 XP / +521gp / 2PP

Access to: brown e-pick (300gp, limit 2), medlance (500gp, limit 1), subsonic vermin manipulator (300gp, limit 1, functions as ]i]Pipe of the Sewers[/i] for 60 rounds then becomes inert)

Merchant's Wake / 1 XP / +524gp / 2PP

Access to: light fortification steel shield, ring protection +1, black adder poison, scroll animate dead

Boons:

Confirmed Field Agent: free wayfinder with engraved initials, improvements cost one less PP (min 1).

Explore, Report, Cooperate: learn if action will help/hinder/neither secondary goals.

Friend of Janira Gavix: +1 Knowledge checks with in Grand Lodge