![]()
About Adoven JoyswordBio:
Adovan grew up on Diamond lake. His father was a miner, and his mother kept the house and grew extra food. They were good people, who worked hard to make the best of what had fallen to them. Adovan was left to fend for himself much of the time, and his innate insecurity turned to childish bravado that landed him with Ellival Moonmeadow and his crew. Adoven quickly proved to be a skilled fighter, and with some inate magic could successfully accomplish tasks given to him. In this way he crossed Verrik's path a few times as an adversary.
But then Adoven has grown. What appealed to a teenage looking to make an impression, appeals less to an adult looking to make a better life. A grudging respect for Verrik's skill turned into a useful place to channel information about rival gangs, and sometimes the odd snippet about Ellival's crew if they were getting a touch extreme. Adoven is looking for an out now. Preferably a lucrative one. *Why is your character in Diamond Lake?
*Why have they not left yet?
*What would be your character’s motivation to explore an ancient cairn?
*Why would your character be chosen to be on the team?
*What would motivate your character to leave Diamond Lake?
*What would motivate your character to adventure in general?
*How would your character respond if they found out it may be up to them to save the world?
*Who/what does your character love?
*Who/what does your character hate? *Who/what does your character fear?
STATS:
Adoven Joysword
Male Elf magus 1 NG Medium humanoid (elf) Init +1, Senses low-light vision; Perception +2 ================================================= DEFENSE ================================================= AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex, ) hp 9 ((1d8)+1) Fort +2, Ref +1, Will +2, +2 vs. enchantment spells and effects =================================================
Prepared Spells
=================================================
Armor Proficiency (Ex) 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, heavy armor, or 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. 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. Charming Blessed with good looks, you've come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures. Dirty Fighter You wouldn't have lived to make it out of childhood without the aid of a sibling, friend, or companion on whom you could always count to distract your enemies long enough to do a little bit more damage than normal. When you hit a foe you are flanking, you deal an additional 1 point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus. Elven Immunities (Ex) Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects. Elven Magic (Ex) Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items. Keen Senses (Ex) Elves receive a +2 bonus on Perception skill checks. Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day. 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. Weapon Familiarity (Ex) Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon. SpellBook:
================================================= Magus Spellbook ================================================= Magus Spells Level 0 Acid Splash (Conjuration, EarthSchool) Saves: None DC: Casting: 1 standard action Duration: Instantaneous Range: Close (25 ft.) Components: V, S SR: No Effect: You fire a small orb of acid at the target dealing 1d3 points of acid damage. Target: One missile of acid DESC: You fire a small orb of acid at the target dealing 1d3 points of acid damage. DESC 2: You fire a small orb of acid at the target dealing 1d3 points of acid damage. Arcane Mark (Universal) Saves: None DC: Casting: 1 standard action Duration: Permanent Range: Touch Components: V, S SR: No Effect: This spell allows you to inscribe your personal rune or mark. Target: One personal rune or mark, all of which must fit within 1 sq. ft. DESC: This spell allows you to inscribe your personal rune or mark. DESC 2: This spell allows you to inscribe your personal rune or mark. Dancing Lights (Evocation) Saves: None DC: Casting: 1 standard action Duration: 1 minute [D] Range: Medium (110 ft.) Components: V, S SR: No Effect: You create up to four lights that resemble lanterns or torches. Target: Up to four lights, all within a 10-ft.-radius area DESC: You create up to four lights that resemble lanterns or torches. DESC 2: You create up to four lights that resemble lanterns or torches. Daze (Enchantment) Saves: Will negates DC: 14 Casting: 1 standard action Duration: 1 round Range: Close (25 ft.) Components: V, S, M SR: Yes Effect: This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Target: One humanoid creature of 4 HD or less DESC: This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. DESC 2: This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Detect Magic (Divination) Saves: None DC: Casting: 1 standard action Duration: Concentration, up to 1 minutes [D] Range: 60 ft. Components: V, S SR: No Effect: You detect magical auras. Target: Cone-shaped emanation DESC: You detect magical auras. DESC 2: You detect magical auras. Disrupt Undead (Necromancy) Saves: None DC: Casting: 1 standard action Duration: Instantaneous Range: Close (25 ft.) Components: V, S SR: Yes Effect: You direct a ray of positive energy dealing 1d6 points of damage to Undead. Target: Ray DESC: You direct a ray of positive energy dealing 1d6 points of damage to Undead. DESC 2: You direct a ray of positive energy dealing 1d6 points of damage to Undead. Flare (Evocation) Saves: Fortitude negates DC: 14 Casting: 1 standard action Duration: Instantaneous Range: Close (25 ft.) Components: V SR: Yes Effect: This cantrip creates a burst of light. Target: Burst of light DESC: This cantrip creates a burst of light. DESC 2: This cantrip creates a burst of light. Ghost Sound (Illusion) Saves: Will disbelief DC: 14 Casting: 1 standard action Duration: 1 rounds [D] Range: Close (25 ft.) Components: V, S, M SR: No Effect: Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. Target: Illusory sounds DESC: Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. DESC 2: Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. Light (Evocation) Saves: None DC: Casting: 1 standard action Duration: 10 minutes Range: Touch Components: V, M/DF SR: No Effect: This spell causes a touched object to glow like a torch. Target: Object touched DESC: This spell causes a touched object to glow like a torch. DESC 2: This spell causes a touched object to glow like a torch. Mage Hand (Transmutation) Saves: None DC: Casting: 1 standard action Duration: Concentration Range: Close (25 ft.) Components: V, S SR: No Effect: You point your finger at an object and can lift it and move it at will from a distance. Target: One nonmagical, unattended object weighing up to 5 lbs. DESC: You point your finger at an object and can lift it and move it at will from a distance. DESC 2: You point your finger at an object and can lift it and move it at will from a distance. Open/Close (Transmutation) Saves: Will negates (object) DC: 14 Casting: 1 standard action Duration: Instantaneous Range: Close (25 ft.) Components: V, S, F SR: Yes (object) Effect: You can open or close [your choice] a door, chest, box, window, bag, pouch, bottle, barrel, or other container. Target: Object weighing up to 30 lbs. or portal that can be opened or closed DESC: You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container. DESC 2: You can open or close [your choice] a door, chest, box, window, bag, pouch, bottle, barrel, or other container. Prestidigitation (Universal) Saves: See text DC: 14 Casting: 1 standard action Duration: 1 hour Range: 10 ft. Components: V, S SR: No Effect: Prestidigitations are minor tricks that novice spellcasters use for practice. Target: See text DESC: Prestidigitations are minor tricks that novice spellcasters use for practice. DESC 2: Prestidigitations are minor tricks that novice spellcasters use for practice. Ray of Frost (Evocation, WaterSchool) Saves: None DC: Casting: 1 standard action Duration: Instantaneous Range: Close (25 ft.) Components: V, S SR: Yes Effect: A ray of freezing air and ice projects from your pointing finger dealing 1d3 points of cold damage. Target: Ray DESC: A ray of freezing air and ice projects from your pointing finger dealing 1d3 points of cold damage. DESC 2: A ray of freezing air and ice projects from your pointing finger dealing 1d3 points of cold damage. Read Magic (Divination) Saves: DC: Casting: 1 standard action Duration: 10 minutes Range: Personal Components: V, S, F SR: Effect: You can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible. Target: You DESC: You can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible. DESC 2: You can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible. Spark (Evocation, FireSchool) Saves: Fortitude negates (object) DC: 14 Casting: 1 standard action Duration: Instantaneous Range: Close (25 ft.) Components: V or S SR: Yes (object) Effect: Ignites flammable objects. Target: one Fine object DESC: Ignites flammable objects. DESC 2: Ignites flammable objects. Level 1
|