The Cinderlander

Toxim ir' Kinain's page

746 posts. Alias of Dax Thura.


Classes/Levels

Ranger 2/ Magus 7

Occupation

Adventurer

About Toxim ir' Kinain

Toxim ir’ Kinain
Male Human, Ranger 2/ Magus 7
NG Medium Humanoid (human)
Init +4 (dex +4); Senses Perception +9

-=DEFENSE=-
AC 25, touch 15, flat-footed 21 (dex +4, armor +10, defl +1)
HP 86 (HD +(2d10+7d8), Con +18, Favored Class +2)

Fort +10 (Class +8, Con +2)
Ref +9 (Class +5, Dex +4)
Will +6 (Class +5, Wis -1, Other +2)

-=OFFENSE=-
Speed 30ft

Melee Scimitar +1, Holy: AB +13 (1d6+5, 18-20x2); Type: Slash; Size: Medium
Breakdown: BAB +7, Dex +4, Magic +1, Other +1

Range Composite Longbow, mw, str +1: AB +12 (1d8+2, x3); Type: Pierce; Size: Medium; Range Incr: 110ft; Ammo 60
Breakdown: BAB +7, Dex +4, Masterwork +1

-=Statistics=-
Str 12, Dex 18, Con 14, Int 16, Wis 8, Cha 10
BAB +7 ; CMB +8 ; CMD 22

Feats
B- Extra Traits
1- Weapon Finnesse: use Dex to hit with light wpn
B- Precise Shot: no penalty for shooting into melee
3- Dervish Dance: with scimitar use dex to hit and damage
5- Weapon Focus: +1 to hit with scimitar
7- Iron Will: +2 Will save
B- Deadly Aim: with ranged attack -2 ab for +4 dmg
9- Craft Wand

Skills 72 (Class +(12+30), Int +(27), Racial +9, Fav Class +5)
+6 Climb (Str +1, Rank +2, Class Skill +3)
+11 Diplomacy (Cha +0, Rank +7, Class Skill +3, Other +1)
+5 Handle Animal (Cha +0, Rank +2, Class Skill +3)
+7 Craft: Weapons (Int +3, Rank +1, Class Skill +3)
+7 Craft: Armor (Int +3, Rank +1, Class Skill +3)
+8 Knowledge: Arcana (Int +3, Rank +2, Class Skill +3)
+8 Knowledge: Dungeoneering (Int +3, Rank +2, Class Skill +3)
+9 Knowledge: Geography (Int +3, Rank +3, Class Skill +3)
+9 Knowledge: Nature (Int +3, Rank +3, Class Skill +3)
+11 Knowledge: Planes (Int +3, Rank +5, Class Skill +3)
+13 Linguistics (Int +3, Rank +7, Class Skill +3)
+9 Perception (Wis -1, Rank +7, Class Skill +3)
+6 Perform: Dance (Cha +0, Rank +3, Class Skill +3)
+6 Profession: Sailor (Wis -1, Rank +2, Class Skill +3, Other +2)
+13 Spellcraft (Int +3, Rank +7, Class Skill +3)
+13 Stealth (Dex +4, Rank +7, Class Skill +3)
+10 Survival (Wis -1, Rank +8, Class Skill +3)
+6 Swim (Str +1, Rank +1, Class Skill +2, Other +2)
+11 Use Magic Device (Cha +0, Rank +8, Class Skill +3)

Languages: Common, Draconic, Goblin, Gnome, Halfling, Elf, Sylvan, Riedran, Giant, Abyssal, +1
Deity: Sovereign Host

-= Traits, Racial Abilities, Class Abilities =-
-=Traits=-
- Sea Legs: +2 profession: sailor and swim
- World Traveler: +1 diplomacy
- Magical Knack: +2 bonus to CL for Magus class

-=Racial Abilities=-
- Favored Class: Magus
- Bonus Feat: gain a bonus feat at 1st level
- Bonus Skill points: +1 per level

-=Class Abilities=-
- Favored Enemy: Evil Outsider +2 to Bluff, Perception, Sense Motive, and Survival; +2 AB and Dmg
- Track Bonus: add half level to survival for tracking
- Wild Empathy: d20+(Rgr lvl)to effect animals or magical beasts with Int 1 or 2 as per diplomacy to improve attitude
- Combat Style: Archer
- Spells: prepared caster using Int; cantrips
- Armored Caster: cast spell in light and medium armor without ASF
- Arcane Pool: (1/2)lv + Int (9) points for arcana and to enhance weapon; up to +2 bonus or enhancement (dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal)/Used: 0
- Spell Combat: 2Wpn Fight with sword and spell
- Spellstrike: deliver touch spell with melee weapon attack
- Arcana: Wand Wielder: use wand or staff with spell combat
- Spell Recall: recast any spell already cast that day
- Bonus Feats:
- Arcana: spell blending (gravity bow and protection from evil)
- Knowledge Pool: 1 arcane pool point to memorize a spell from the magus list even if he doesn't have it in his spellbook.

Spells and Spellbook:

Spoiler:

Prepared Spells
3rd Level: 2 (Class +1, Int +1)
DC 16: Displacement, Haste

2nd Level: 4 (Class +3, Int +1)
DC 15: Cat's Grace, Glitterdust, Mirror Image, Scorching Ray

1st Level: 5 (Class +4, Int +1)
DC 14: Enlarge Person, Gravity Bow, Magic Missile, Shocking Grasp, True Strike

Cantrips: 5 (Class 5)
DC 13: Acid Splash, Detect Magic, Disrupt Undead, Daze, Light

Spellbook (00 of 100 pages used)
3rd level- Dispel Magic, Displacement, Fly, Haste, Monstrous Physique

2nd level- Acid Arrow, Bull's Strength, Cat's Grace, Flaming Sphere, Glitterdust, Gust of Wind, Levitate, Magic Weapon- Legion's, Minor Image, Mirror Image, Scorching Ray, Spider Climb

1st level- Burning Disarm, Burning Hands, Enlarge Person, Expeditious Retreat, Featherfall, Floating Disk, Frostbite, GRAVITY BOW, Grease, Ice Dagger, Jump, Magic Missile, Magic Weapon, Mount, Orb of Acid (lesser), Orb of Cold (lesser), Orb of Fire (lesser), PROTECTION FROM EVIL, Ray of Enfeeblement, Reduce Person, Shield, Shocking Grasp, True Strike, Vanish

Cantrips- Acid Splash, Arcane Mark, Dancing Light, Daze, Detect Magic, Disrupt Undead, Electric Jolt, Light, Mage Hand, Open/Close, Prestidigitation, Ray of Frost, Read Magic

* indicates used
SPELL BLENDING

New Spells:

Spoiler:

- Electric Jolt
Evocation [Electricity]
Level: Sorcerer/wizard 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
A white-hot electric spark dances on your fingertip and then bolts toward your target. You release a small stroke of electrical energy. You must succeed on a ranged touch attack with the ray to strike a
target. The spell deals 1d3 points of electricity damage.

- Launch Bolt
Transmutation
Level: Sorcerer/wizard 0
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One crossbow bolt in your
possession
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
The crossbow bolt in your hand glows a bright red, then flies off at your foe. You cast this spell on a crossbow bolt, causing it to fly at a target of your choice as if you had fired it from a light crossbow, using a ranged attack roll. The bolt has a range increment of 80 feet. Any properties of the crossbow bolt (such as magical abilities, masterwork quality, and so on) or feats you possess (such as Point Blank Shot, Weapon Focus [light crossbow], and so on) apply. Drawing a bolt for this spell is a free action.
Material Component: The crossbow bolt to be fired (1 sp).

- Burning Disarm
School transmutation (fire); Level cleric 1, druid 1, sorcerer/wizard 1
Casting
Casting Time 1 standard action
Components V, S
Effect
Range close (25 ft. + 5 ft./2 levels)
Target held metal item of one creature or 15 lbs. of unattended metal
Duration instantaneous
Saving Throw Reflex negates (object, see text); Spell Resistance yes (object)
Description
This spell causes a metal object to instantly become red hot. A creature holding the item may attempt a Reflex save to drop it and take no damage (even if it is not their turn), otherwise the hot metal deals 1d4 points of fire damage per caster level (maximum 5d4). Circumstances that prevent the creature from dropping the item (such as a locked gauntlet) mean the creature gets no saving throw. The heat does not harm the item, and it does not get hot enough or last long enough to ignite flammable objects. The item cools to its previous temperature almost instantly. If cast underwater, burning disarm deals half damage and boils the surrounding water.

-Magic Weapon, Legion's
Transmutation
Level: Cleric 2, paladin 2, sorcerer/wizard 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Melee or ranged weapons held by allied creatures
in a 20-ft.-radius burst
Duration: 1 round/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

This spell functions like magic weapon , except as noted above and as follows. It affects only weapons held by allies when the spell is cast. It has no effect on ammunition.

- Ray of Resurgence
Evocation
Level: Cleric 1, sorcerer/wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
A glowing beam of rejuvenating yellow light springs from your fingers, unerringly striking your target. A ray of resurgence has the following three effects on the target.
• Restores up to 1 point per caster level (maximum 5 points) of Strength damage.
• Negates any Strength penalties affecting the target, to a total
of 1d6 +1 per caster level (maximum 1d6+5).
• Makes an exhausted target fatigued, or removes the fatigued
condition from a target affected by it.

- Suffer the Flesh
Transmutation
Level: Sorcerer/wizard 2
Components: V, S, M
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round
You can draw upon your physical endurance to increase the power of your spells. You voluntarily deal Constitution damage to yourself when you cast this spell. For each 2 points of damage dealt, your caster level increases by 1. You cannot take more Constitution damage than your caster level (maximum 10 points for a +5 caster level increase).
Your maximum and current hit points drop appropriately for your lower Constitution score. A creature that has no Constitution score, or that has immunity to Constitution damage, cannot cast this spell.
Material Component: A ruby worth 250 gp.

Equipment:

Spoiler:

Wealth
- GP 1061
- SP 5
- Colony Investment 2500GP

Scimitar +1, Holy
Scimitar +2
Mithril Breastplate +4 (ac +10, dex +5, pen -1, asf 15%)
Mithril Chain Shirt +1 (ac +5, dex +6, pen -0, asf 10%)
Ring of Protection +1
Winged Boots

- Efficient Quiver -
-Composite Longbow, MW, +1 str
-Composite Short bow, MW +1 str
-Scimitar, Cold Iron
-Scimitar +1
-Short Spear, Silver
-Long Spear, MW
-Arrows x20
-Arrows, MW x24
-Arrows, Silver, MW x12
-Arrows, Cold Iron, MW x4

- Handy Haversack -
-Spellbook
-Spell Component Pouch
-Rope, silk 50'
-Rations x 4 days
-Waterskin x 4
-sunrod x6
-Arrows 3 bundles of 20
-Wand of CLW 25ch
-Eternal Wand of Comprehend Languages
-Eternal Wand of Endure Elements
-Scrolls: Expeditious Retreat x2, Shield x8, Repair Light Damage x4

Description:

Spoiler:
Toxim is an outdoorsman and his clothes show it. He is from a noble lineage, and on some level, wants to project that as well. His clothes are well made and cared for in forest greens and brown. He doesn't wear jewelry that doesn't serve a purpose, like his magic items, though he does have an amulet with his family's coat of arms engraved on it. I picture him as looking much like Aragorn (you may not know the name, he's the character in Lord of the Rings that had a way of making an entrance).
5’10”; 30 years old

Background:

Spoiler:
Toxim loves to travel. He thrills at seeing new places, encountering new people, and discovering new things. At the age of 14 Toxim decided to leave home and see the world. He has not been back since. To earn money during his travels, Toxim has been a teamster, a sailor, a scout, an interpreter, a researcher, a merchant, a thief, a highwayman, and pirate.

Sea Wyvern

Spoiler:

Sea Wyvern Map
===PCs===
- Toxim: Second Mate
- Ardanto: Captain of the Sea Wyvern
- Finn: Master at Arms
- Daurros: Ship's Wizard
- Guard: Captain's Guard
- Karkalla: Master Mariner

===Crew===
- Amella Venkalie: 1st mate
- Tavey Nesk: human, male; cabin boy
- Avos: human, male; missing an ear; cheats at dice
- Selios: ex-Breland Navy
- Ben Dagwood: good gambler; changeling?
- Thomas: ship's surgeon
- Velous Coust: Older human, speaks with a karrnath accent; chief gunner
- Vash: Half orc male; ballista crew
- Morpere: Orc:male; ship cook
- Arainn: Elven female; full body tattoos with a death motif
- Dorn: Dwarf male, likes to dice
- Fella: Half elf female: from Breland; former hobgoblin captive
- Jander: Human male; from Cyrain; former hobgoblin captive

===Passengers===
- Lirith Venlirose: seems to be out for adventure
- Avner ir'Meravenchi: investor in this journey

===The Dead===
- Malnos: Human male; hung for killing crew mate
- Unnamed Sailor: Human male; murdered by Malnos
- Blaemvor: Human male; crew; Played the lute; sea ooze
- Janos: Human male; crew; sea ooze
- Urol Forol: gnome druid; rather hyperactive; turned to stone
- Mouse :Human female; ballista crew; hobgoblin slavers
- Ziathtan: Elf male; crew; hobgoblin slavers
- Denas: Human male; speaks with a cyrain accent; crew; hobgoblin slavers
- Dyndan : changling; believed to be a human female until fort greenrock where she changed identities and moved on to other things; kept the crew 'entertained' during the voyage
- Jagred: shifter storyteller; slain by saboteur
- Eberc: Human male; from Cyrain; former hobgoblin captive; slain by saboteur
- Bran: Human male; from Cyrain; former hobgoblin captive; slain by saboteur
- Kaiz danzo: Human male; former captive; from Breland; killed in storm
- Ander: Human male; from Cyrain; former hobgoblin captive; killed in storm
- Tavisk: Human male; former Blood of Vol captive; killed in storm
- Kassric: Human male; former Blood of Vol captive; killed in storm
- Rawon: Human female; from Cyrain; former hobgoblin captive; killed in storm
- Skald: wary of others; rather shady looking; killed in shipwreck by a giant eel
- Saska: Avner's warforged bodyguard; laconic; killed washed overboard in shipwreck; may still be alive
- Father Feres: criminal con-man masquerading as a priest; killed in shipwreck
- Zago: Human male; from Cyrain; former hobgoblin captive; killed by mega-centipede on the Isle of Dread
- Kiyat : Half elf male; killed by mega-centipede on the Isle of Dread
- Fathom: a passenger; came aboard at Fort Greenrockl; swam away at Isle of Dread
- Deven: Human male; former Blood of Vol captive; died in first pirate attack against Far Shore

Treasure

Spoiler:

- gauntlet +1 wounding
- scimitar +1 holy

Dice:

Spoiler:

[spoiler]AC 25, T15, FF 21; HP 86/86
Arcane Pool -/9
[/spoiler ]

Initiative [dice]1d20+4[/dice]

Perception [dice]1d20+9[/dice]

Concentration [dice]1d20+7+2+3[/dice]

Scimitar +2: enhanced (keen, flaming)
to hit [dice]1d20+14[/dice] damage [dice]1d6+6+1d6[/dice]

Scimitar +2: enhanced (keen, flaming)
to hit [dice]1d20+9/dice] damage [dice]1d6+6+1d6[/dice]

Composite Longbow, mw: enhanced (+1, shock), deadly aim
to hit [dice]1d20+12+1-2[/dice] damage [dice]1d8+1+1+1d6+4[/dice]

Composite Longbow, mw: enhanced (+1, shock), deadly aim
to hit [dice]1d20+7+1-2[/dice] damage [dice]1d8+1+1+1d6+4[/dice]

Touch Spell:
to hit [dice]1d20+11[/dice]