Priest of Asmodeus

Aaron Butler 464's page

No posts. Alias of Silver Fang.


Race

Human

Classes/Levels

Magus 1

Gender

M

Size

M

Age

19

Strength 14
Dexterity 14
Constitution 13
Intelligence 17
Wisdom 10
Charisma 10

About Aaron Butler 464

Statistics:
Male Human Magus (Hexcrafter) 1
N Medium Humanoid (Human)
Init +2; Senses Perception +0
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DEFENSE
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AC 10, touch 12, flat-footed 10 (+0 armor, +2 dex, +0 shield)
hp 0
Fort +3, Ref +2, Will +2
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OFFENSE
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Speed 30 ft.

Melee

Ranged

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STATISTICS
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Str 14, Dex 14, Con 13, Int 17, Wis 10, Cha 10
Base Atk +0; CMB +2; CMD 14
Traits
Drawbacks
Feats

Skills (6 ranks; 2 class, 3 INT, human)
ACP -0
Acrobatics*
Appraise
Bluff
Climb* +6 (1 rank, class, 2 str)
Craft
Diplomacy
Disable Device*
Disguise
Escape Artist*
Fly*
Handle Animal
Heal
Intimidate +4 (1 rank, class)
Knowledge(Arcana) +7 (1 rank, class, 3 int)
Knowledge(Dungeoneering)
Knowledge(Planes)
Linguistics
Perception +1 (1 rank)
Perform
Profession
Ride*
Sense Motive
Sleight of Hand*
Spellcraft +7 (1 rank, class, 3 int)
Stealth*
Survival +1 (1 rank)
Swim*
Use Magic Device

*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Common

Special Abilities:

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SPECIAL ABILITIES
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Arcane Pool (4) - 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.
Cantrips - Cantrips: A magus can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Magus under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Spell Combat - At 1st level, a magus learns to cast spells and wield his weapons at the same time. 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).

Spells:

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Spells
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0th (at will)
Acid Splash
Arcane Mark
Brand - Brand etches an indelible rune or mark of no more than 6 characters onto a creature, inflicting 1 point of damage. The mark may be placed on any exposed portion of the creature, typically the head or forearm. A brand can be hidden by clothing or removed by scraping it away (causing 1d6 points of damage), though the brand returns if the damage is healed.
Dancing Lights
Daze
Detect Magic
Disrupt Undead
Flare
Ghost Sound
Light
Mage Hand
Open/Close
Prestidigitation
Ray of Frost
Read Magic
Spark

1st (2/day)
Chill Touch
Corrosive Touch
Enlarge Person
Frostbite
Shocking Grasp
True Strike

Gear/Possessions:

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GEAR/POSSESSIONS
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Spellbook

Carrying Capacity
Light 0-58 lb. Medium 59-116 lb. Heavy 117-175 lb.
Current Load Carried 0 lb.

Money 140 GP 0 SP 0 CP

Background:

Appearance and Personality: