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About Adam DestineBackground:
Adam was born to a rural farming family and had a fairly nondescript childhood. He got into all the normal scrapes a child gets into, attended church on Holy days and generally was thought to be following in his fathers footsteps. All this changed with puberty. Joining a local Militia, he trained with the quarterstaff regularly and found himself to be unusually adept. Indeed, there were times when he seemed to be able to know just how his opponent would block or dodge. But weirder still was the magic that came bubbling out of him, enabling him to sheathe his weapon in ice or send a jolt of electricity down it. He found he had other abilities as time went on. At first, he was scared of his abilities, but as he came to understand them more, he began to train in secret. He began shirking his duties to concentrate on his training, and his father became disappointed in him. Realising that he was meant for more than just Farming, Adam eventually joined an expedition into nearby ruins, and hasn't looked back since. Personality:
Adam is supremely confident in his abilities, having survived a number of nasty encounters thanks to his spell repertoire. He betrays his country roots by speaking with a country bumpkin accent, sometimes appearing to be slow and uneducated, but he doesn't mind that people underestimate him, preferring to be judged by his actions. He is easygoing and tolerant, not likely to be riled,a trait that the local priest recognised and helped him to develop. Miscellaneous:
Male Human magus 5
medium humanoid (human) Init +2; Senses Perception +2, Languages Common Combat:
AC 20, touch 14, flat-footed 18 (Armor+5, Dex+2, Deflection+1, Natural+1, Luck+1)
hp 38 (5HD) Fort +6, Ref +4, Will +5 Speed 30 ft. (6 squares) TWF quarterstaff +1(two handed) +5/+5 ((two handed) 1d6+7/1d6+7, x2) Spell Combat quarterstaff+1 (two handed) +5 (1d6+6, x2) Melee quarterstaff+1 (one handed) (two handed) +7 (1d6+6, x2) Ranged sling (two handed) +5 ((two handed) 1d4+3, x2) Face 5 ft. by 5 ft. Reach 5 ft. Base Atk +3; CMB +6; CMD 19 Special Actions Spell Combat, Spellstrike, Abilities Str 17, Dex 15, Con 13, Int 10, Wis 10, Cha 14 Special Qualities Arcane Accuracy, Cantrips, Destined Strike +2(3/day), Eldritch Pool (7/day), Fated Bloodrager +1, Quarterstaff Master, Skilled, Spell Recall, Staff Magus Proficiencies, Feats:
Armor Proficiency, Light
Extra Arcane Pool Quarterstaff Master Simple Weapon Proficiency Toughness Two-Weapon Fighting Weapon Focus (Quarterstaff) Weapon Specialization (Quarterstaff) Skills:
Acrobatics +2, (Dex+2) Bluff +2, (CHA+2) Climb +7, (Ranks1 STR+3 Class+3) Diplomacy +8, (Ranks2 Cha+2 Class+3 Trait+1) Disguise +2, (CHA+2) Escape Artist +2, (DEX+2) Fly +6, (Ranks1 DEX+2 Class+3) Intimidate +6, (Ranks1 CHA+2 Class+3) Perception +2, (Ranks2) Perform (Untrained) +2, (CHA+2) Ride +2, (DEX+2) Spellcraft +8, (Ranks5 Class+3) Stealth +2, (DEX+2) Swim +7, (Ranks1 STR+3 Class+3) Use Magic Device +7, (Ranks2 CHA+2 Class+3) Spells:
Spells known 0th: Detect Magic, Ghost Sound, Light, Mage Hand, Prestidigitation, Read Magic Spells known 1st: Enlarge Person, Frostbite, Shocking Grasp, Vanish Spells known 2nd: Bull's Strength, Mirror Image, Stone Call Spells used 1st: 0/5
Possessions:
amulet of natural armor +1 Belt Pouch (contains 13gp, 10sp, 10cp) Dungeoneering kit quarterstaff +1 ring of protection +1 mithral shirt+1 outfit (peasant's) feather step slippers Masterwork Backpack Mirror Signal whistle sling bullets (10) Sling Sorcerors kit Abilities:
Arcane Accuracy (Su) You can expend 1 point from your arcane pool as a swift action to grant yourself a +2 insight bonus on all attack rolls until the end of your turn.
Arcane Pool (Su) You have a reservoir of mystical arcane energy that you draw upon to fuel your powers and enhance your weapon. This arcane pool has 5 points. The pool refreshes once per day when you prepare your spells. You can expend 1 point from your arcane pool as a swift action to grant any weapon you are holding a +2 enhancement bonus for 1 minute. 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. These bonuses can be also 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 you use this ability. These bonuses do not function if the weapon is wielded by anyone other than you. You can only enhance one weapon in this way at one time. If you use this ability again, the first use immediately ends. Bloodline (Destined) An eldritch scion gains a bloodrager bloodline. The bloodline is selected at 1st level, and this choice cannot be changed. An eldritch scion's effective bloodrager level for his bloodline abilities is equal to his eldritch scion level. He does not gain any bonus feats, and he gains bonus spells from his bloodline at different levels (see the bonus spell class feature below). To use any ability that normally functions when in a bloodrage, an eldritch scion must spend a point from his eldritch pool (see below). If an eldritch scion takes levels in another class that grant a bloodline, the bloodlines must be the same type, even if that means that the bloodline of one of the classes must change. Subject to GM discretion, an eldritch scion can change his former bloodline to make them conform. This ability replaces spell recall. Bonus Feat Humans select one extra feat at 1st level.
Additionally, any magus's class feature or spell from the magus spell list that normally uses a calculation based on Intelligence is instead based on Charisma for an eldritch scion. For example, an eldritch scion with the arcane accuracy magus arcana grants himself an insight bonus on attacks equal to his Charisma bonus, not his Intelligence bonus. This has no effect on the eldritch scion's skills or skill points. This ability replaces arcane pool, and abilities that modify arcane pool also modify eldritch pool. Fated Bloodrager (Su) At 4th level, you gain a +1 luck bonus to AC and on saving throws. At 8th level and every 4 levels thereafter, this bonus increases by 1 (to a maximum of +5 at 20th level).
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