Seltyiel

Adoven Joysword's page

82 posts. Alias of Nevynxxx.


Classes/Levels

Magus 1 AC:14 HP{9/9} Arcane Pool: {3/5}

Gender

Male

About Adoven Joysword

Bio:
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?
Adovan grew up on Diamond lake. His father was a miner, and his mother kept the house and grew extra food.

*Why have they not left yet?
The opportunity has never arisen. Adovan has managed to keep himself in relative comfort (for Diamond lake) but has never had the courage to leave.

*What would be your character’s motivation to explore an ancient cairn?
Adovan knows at some point he must face his fear of the unknown. This looks like his best chance to do this, and he's going to bite the bullet.

*Why would your character be chosen to be on the team?
He is good in a fight, and although he isn't anything like as capable as he would like to think, he's shown Verrik that he can be trusted

*What would motivate your character to leave Diamond Lake?
The grass is greener on the other side. Or at least he hopes so. His skill can make him a reasonable life. But he hopes a better one awaits him.

*What would motivate your character to adventure in general?
The grass is greener on the other side. Or at least he hopes so. His skill can make him a reasonable life. But he hopes a better one awaits him.

*How would your character respond if they found out it may be up to them to save the world?
Adoven is the reluctant hero. He puts on a front of bravado, but deep down is a decent human being who will try to overcome obstacles in front of him.

*Who/what does your character love?
Life. His circumstances have been harsh but he still sees the joy and beauty in the world.

*Who/what does your character hate?

*Who/what does your character fear?
Being caught out/the unknown. Adoven has imposter syndrome and fears that others will work out that he isn't what he makes out.

STATS:
Adoven Joysword
Male Elf magus 1
NG Medium humanoid (elf)
Init +1, Senses low-light vision; Perception +2
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DEFENSE
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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

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OFFENSE
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Speed 30 ft.
Melee rapier +2 (1d6+2/18-20)
Melee dagger +2 (1d4+2/19-20)
Ranged dagger (thrown) +1 (1d4+2/19-20)
Ranged longbow +1 (1d8/x3)
Special Attacks Spell Combat,

Prepared Spells
Magus (CL 1st; concentration +5)
1st-color spray(DC 15), grease(DC 15)
0th-acid splash, daze(DC 14), light
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TEMP Bonuses
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STATISTICS
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Str 14, Dex 12, Con 10, Int 18, Wis 11, Cha 12,
Str +2, Dex +1, Con +0, Int +4, Wis +0, Cha +1,
Base Atk +0; CMB +2; CMD 13
Feats Combat Casting
Skills Acrobatics +1, Bluff +2, Bluff (Potentially Sexually Attracted) +3, Diplomacy +2, Diplomacy (Potentially Sexually Attracted) +3, Knowledge (Arcana) +8, Spellcraft +8, Spellcraft (Identify magic item) +10, Stealth +1,
Traits Charming, Dirty Fighter,
Languages Celestial, Common, Draconic, Elven, Goblin, Orc
SQ arcane pool (5/day), armor proficiency, cantrips, elven immunities, elven magic, keen senses, low-light vision, weapon familiarity,
Combat Gear potion of cure light wounds,
Other Gear rapier, outfit (traveler's), studded leather, arrows (20), spell component pouch, backpack, common, dagger, longbow, 60.0 gp
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SPECIAL ABILITIES
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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 +1 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.

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:

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Magus Spellbook
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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
Burning Hands (Evocation, FireSchool)
Saves: Reflex half DC: 15 Casting: 1 standard action
Duration: Instantaneous Range: 15 ft. Components: V, S
SR: Yes Effect: A cone of searing flame shoots from your fingertips dealing 1d4 points of fire damage to any creature in the effect area. Target: Cone-shaped burst
DESC: A cone of searing flame shoots from your fingertips dealing (min(5,CASTERLEVEL))d4 points of fire damage to any creature in the effect area.
DESC 2: A cone of searing flame shoots from your fingertips dealing 1d4 points of fire damage to any creature in the effect area.
Color Spray (Illusion)
Saves: Will negates DC: 15 Casting: 1 standard action
Duration: Instantaneous; see text Range: 15 ft. Components: V, S, M
SR: Yes Effect: A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Target: Cone-shaped burst
DESC: A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious.
DESC 2: A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious.
Expeditious Retreat (Transmutation)
Saves: DC: Casting: 1 standard action
Duration: 1 minutes [D] Range: Personal Components: V, S
SR: Effect: This spell increases your base land speed by 30 feet. Target: You
DESC: This spell increases your base land speed by 30 feet.
DESC 2: This spell increases your base land speed by 30 feet.
Frostbite (Transmutation)
Saves: None DC: Casting: 1 standard action
Duration: Instantaneous Range: Touch Components: V, S
SR: Yes Effect: Target takes 1d6+1 nonlethal cold damage and is fatigued. Target: Up to 1 creatures touched
DESC: Target takes 1d6+(CASTERLEVEL) nonlethal cold damage and is fatigued.
DESC 2: Target takes 1d6+1 nonlethal cold damage and is fatigued.
Grease (Conjuration, EarthSchool)
Saves: See text DC: 15 Casting: 1 standard action
Duration: 1 minutes [D] Range: Close (25 ft.) Components: V, S, M
SR: No Effect: A grease spell covers a solid surface with a layer of slippery grease. Target: One object or 10-ft. square
DESC: A grease spell covers a solid surface with a layer of slippery grease.
DESC 2: A grease spell covers a solid surface with a layer of slippery grease.
Shield (Abjuration)
Saves: DC: Casting: 1 standard action
Duration: 1 minutes [D] Range: Personal Components: V, S
SR: Effect: Shield creates an invisible shield of force that hovers in front of you. Target: You
DESC: Shield creates an invisible shield of force that hovers in front of you.
DESC 2: Shield creates an invisible shield of force that hovers in front of you.
Shocking Grasp (Evocation, AirSchool)
Saves: None DC: Casting: 1 standard action
Duration: Instantaneous Range: Touch Components: V, S
SR: Yes Effect: Your successful melee touch attack deals 1d6 points of electricity damage. Target: Creature or object touched
DESC: Your successful melee touch attack deals (min(5,CASTERLEVEL))d6 points of electricity damage.
DESC 2: Your successful melee touch attack deals 1d6 points of electricity damage.