Darius Finch

Adam Destine's page

2 posts. Organized Play character for Gavmania.


Full Name

Adam Destine

Race

Human

Classes/Levels

Magus (Eldritch Scion/Staff Magus) 5 HP 38/38, AC 20 (t 14, ff 18), Init +2, Per +2, F/R/W 6/4/5

Gender

Male

Size

4'8"

Age

23

Special Abilities

Spell Combat, Spellstrike, Eldritch Pool, Mystic Focus

Alignment

Chaotic Good

Deity

Desna

Languages

Common

Strength 17
Dexterity 15
Constitution 13
Intelligence 10
Wisdom 10
Charisma 14

About Adam Destine

Background:

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
2nd: 0/3


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.
Bonus Magus Arcane Pool (5x) Add +1/4 point to the magus' arcane pool.
Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.
Destined Strike (Su) At 1st level, as a free action up to three times per day you can grant yourself an insight bonus equal to 1/2 your Magus level (minimum 1) on one melee attack. At 12th level, you can use this ability up to five times per day.
Ease of Faith Your mentor, the person who invested your faith in you from an early age, took steps to ensure that you understood that what powers your divine magic is no different than that which powers the magic of other religions. You gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
Eldritch Pool (Su) (7/day) An eldritch scion gains an eldritch pool of personal magical energy, equal to 1/2 his magus level (minimum 1) + his Charisma modifier. As a swift action, he can spend a point of eldritch energy to enter a state of mystical focus for 2 rounds. This allows him to use abilities from his bloodrager bloodline as though he were in a bloodrage, though he gains none of the other benefits or drawbacks of bloodraging. At 4th level, an eldritch scion can also use his eldritch pool as an arcane pool, gaining all the benefits listed with the magus's arcane pool class feature.

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).
Magical Lineage (Shocking Grasp) One of your parents was a gifted spellcaster who not only used metamagic often, but developed many magical items and perhaps even a new spell or two--and you have inherited a fragment of this greatness. When you apply metamagic feats to Shocking Grasp, treat its actual level as 1 lower for determining the spell's final adjusted level.
Quarterstaff Master (Ex) You gain the Quarterstaff Master feat as a bonus feat, even if you do not meet the normal prerequisites. You only gain the benefit of this feat when wearing no armor or light armor.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Spell Combat (Ex) You can cast spells and wield your weapons at the same time. This functions much like two-weapon fighting, but the offhand weapon is a spell that is being cast. To use this ability, you 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, you can make all of your attacks with your 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 you cast this spell defensively, you can decide to take an additional penalty on your attack rolls, up to your Intelligence bonus, and add the same amount as a circumstance bonus on your concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. You can choose to cast the spell first or make the weapon attacks first, but if you have more than one attack, you cannot cast the spell between weapon attacks. An eldritch scion can only use spell combat while in a state of mystic focus (see eldritch pool, above). At 8th level, an eldritch scion can use spell combat at any time. This ability alters spell combat.
Spellstrike (Ex) Whenever you cast a spell with a range of "touch" from the magus spell list, you can deliver the spell through any weapon you are wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If you make this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon's critical range (20, 19-20, or 18-20 and modified by the keen weapon property or similar effects), but the spell effect only deals x2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.
Staff Magus Proficiencies You are proficient with simple weapons only. You can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.