Ancient-Born

Volaticus Teufel's page

6 posts. Alias of ClevrGamer.


Full Name

Volaticus Teufel

Race

HP 9/9 | AC 15 | Touch 15 | Flat-footed 10 | CMD 15 | Fort +4, Ref +4, Will +2 | Init +4 |

Gender

NN Male Strix Bladebound Kensai Magus 1 |

Size

Medium

Age

19

Deity

Irori

Strength 10
Dexterity 18
Constitution 12
Intelligence 16
Wisdom 10
Charisma 7

About Volaticus Teufel

Dice rolls:

[ooc]Please add 2 to both if in dim light or Darkness; add +1 to stealth in hilly/rocky areas[/ooc]
[dice=Perception]1d20+5[/dice]
[dice=Stealth]1d20+9[/dice]


Skills (5 per level):

Acrobatics 4 (DEX:4 + Ranks:0)
Appraise 3 (INT:3 + Ranks:0)
Bluff -2 (CHA:-2 + Ranks:0)
Climb* 0 (STR:0 + Ranks:0)
Craft* 3 (INT:3 + Ranks:0)
Diplomacy -2 (CHA:-2 + Ranks:0)
Disable Device 4 (DEX:4 + Ranks:0)
Disguise -2 (CHA:-2 + Ranks:0)
Escape Artist 4 (DEX:4 + Ranks:0)
Fly* 8 (DEX:4 + Ranks:1 + Class:3)
Handle Animal -2 (CHA:-2 + Ranks:0)
Heal 0 (WIS:0 + Ranks:0)
Intimidate* -2 (CHA:-2)
Knowledge (Arcana)* 3 (INT:3 + Ranks:0)
Knowledge (Dungeoneering)* 3 (INT:3 + Ranks:0)
Knowledge (Engineering) 3 (INT:3 + Ranks:0)
Knowledge (Geography) 3 (INT:3 + Ranks:0)
Knowledge (History) 3 (INT:3 + Ranks:0)
Knowledge (Local) 3 (INT:3 + Ranks:0)
Knowledge (Nature) 3 (INT:3 + Ranks:0)
Knowledge (Nobility) 3 (INT:3 + Ranks:0)
Knowledge (Planes)* 3 (INT:3)
Knowledge (Religion) 4 (INT:3 + Ranks:1)
Linguistics 3 (INT:3 + Ranks:0)
Perception* 5 (WIS:0 + Ranks:1 + Class:3 + Trait:1) [+2 in Dim light or darkness]
Perform -2 (CHA:-2 + Ranks:0)
Profession* 0 (WIS:0 + Ranks:0)
Ride* 4 (DEX:4 + Ranks:0)
Sense Motive 0 (WIS:0 + Ranks:0)
Sleight of Hand 4 (DEX:4 + Ranks:0)
Spellcraft* 7 (INT:3 + Ranks:1 + Class:3)
Stealth* 9 (DEX:4 + Ranks:1 + Class:3 + Trait:1) [+2 in Dim light or darkness; +1 in hilly/rocky areas]
Survival* 0 (WIS:0 + Ranks:0)
Swim* 0 (STR:0 + Ranks:0)
Use Magic Device* 2 (CHA:-2 + Ranks:1 + Class:3)

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. 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. 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.

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.

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, save that his chosen weapon may be of any type.

d20pfsrd.com wrote:
When wearing light or no armor and not using a shield, a duelist adds 1 point of Intelligence bonus (if any) per duelist class level as a dodge bonus to her Armor Class while wielding a melee weapon. If a duelist is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.

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

Spells:

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Prepared
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1st (1/day) - Shocking Grasp DC 15
Cantrips (2/day) - Prestidigitation, Ray of Frost DC 14
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Spellbook
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Cantrips: 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: Feather Fall, Grease, Infernal Healing, Obscuring Mist, Shield, Shocking Grasp


Racial Traits:

Stat bonuses +2 Dex, -2 Cha
Type Humanoid (Strix)
Size Medium
Speed 30 ft, Fly 60 ft. (average)
Darkvision: Strix can see perfectly in the dark for up to 60 feet.
Low-light Vision: See twice as far as humans in dim light
Hatred: +1 on attack rolls against Humanoids w/ human subtype.
Nocturnal: +2 racial to perception and stealth in dim light or darkness.
Tough: The strix receives a +1 racial bonus on Fortitude saves. This racial trait replaces suspicious.

Feats/Traits:

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Feats
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Weapon Finesse (1st): With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Weapon Focus (Kensai Bonus): You gain a +1 bonus on all attack rolls you make using the selected weapon. Whip

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Traits
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Eyes and Ears of the city (Religion?) - You gain a +1 trait bonus on Perception checks and Perception is a class skill for you.

Magical Lineage (Magic) - Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell's final adjusted level. Shocking Grasp

Highlander (Regional) - You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.

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Drawbacks
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-

Gear:

Whip 1gp [2 lbs]
Light Crossbow 35 gp [4 lbs]
MWK Backpack 50gp [4lbs]
Spell Component Pouch 5gp [2 lbs]
Spellbook [3 lbs]
Glowing Ink 5gp
Inkpen 1sp
Trail rations (5 days) 2gp 5sp [5 lbs]
Canteen 2gp [1 lb]
Flint and Steel 1gp
Crossbow Bolts (40, w/ quiver) 4gp [4 lbs]
Cold Weather Outfit

Appearance:

Age: 19 Height: 6'8" Weight: 225 lbs

Volaticus is an immensely tall figure with skin as dark as charcoal. He normally keeps his wings folded around him and covers them with a large cloak. This gives him the appearance of being much more broadly built than he actually is. Eyeglasses sit atop his long, pointy nose. His wings are large and are full of long black feathers. A bald head sits on moderately broad shoulders.

Backstory:

Rough version
Volaticus was born to a family of wealthy Syrinx. His life was short, he had a terminal deformity that could not be healed by normal medicine nor magic. Upon his death his parents spent a large portion of their fortune in the attempt to bring him back. They managed to find a priest who could but at a cost. He would likely not have the same body. Despite this his parents had the priest reincarnate him. He came back in the body of a Strix. Now, the thing you have to know about Strix is they are one of the most common slaves of Syrinx. His parents, disgusted by the fact that he was now a lowly Strix, disowned him. Without a family Volaticus had to become a slave and live off the rations. A few months later a revolt was staged by the Strix. In the confusion Volaticus managed to escape. At war with the intelligent mind that came from the scholarly Syrinx and the brutal instincts of a Strix, Volaticus fled. This conflict led to a lot of self hatred which later prompted him to adopt the name 'Volaticus Teufel', which literally means winged devil (what the strix are often called) In his travels he managed to pick up a few tidbits on magic and it intrigued him. With his natural stealthiness he was able to observe some traveling wizards and was able to pick up a few things, but they soon found and attacked him. He was forced to continue fleeing. In his travels he came upon a small, unassuming town in southern Taldor. This was Heldren. Far from where the myth of the winged devils known as Strix are told, Volaticus was able to thrive.

Volaticus Teufel
Male Strix Bladebound Kensai Magus 1
NN Medium Humanoid (Strix)
Init:+4;Senses: Darkvision 60 ft, Low-light vision, Perception +5;
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Defense
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AC 15, Touch 15, Flat-footed 10 (+4 Dex, +1 Int)
HP 9 (1d8 + 1 Con)
Fort +4, Ref +4, Will +2
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Offense
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Speed 30 ft., Fly 60 ft. (average)
Reach 5 ft. (15 ft. w/ whip)
Melee Whip +5 (1d3, *2, S, [Disarm, Non-lethal, Reach, Trip])
Ranged Light Crossbow +4 (1d8, 19-20/*2, P, 80 ft)
Special Attacks Spell Combat
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Statistics
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Str 10 Dex 18 Con 12 Int 16 Wis 10 Cha 7
BAB +0; CMB +0(+2 to disarm with whip); CMD 15;
Feats Weapon Finesse, Weapon Focus (Whip)
Traits Eyes and Ears of the city, Magical Lineage, Highlander
Languages Common, Strix, Draconic, Giant
SQ
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$$ Money $$
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PP:
GP: 34
SP: 4
CP:
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Encumbrance
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Light: 38, Medium: 76, Heavy: 115
Current 25 lbs

Resources:

The numbers listed here are how many of each resource are left

Arcane Pool: 4/4