Succubus

Amaymon Filia's page

10 posts. Alias of ClevrGamer.


Full Name

Amaymon "Amy" Filia

Race

HP: 10/10 | AC 16 | Touch 14 | Flat-footed 12 | Fort: +3 | Reflex: +3 | Will: +2 | Init: +3 |

Gender

Female Tiefling Bladebound Kensai Magus 1|

Size

Medium

Age

90 y.o.; 95 lbs; 6'1";

Alignment

CN

Strength 14
Dexterity 16
Constitution 12
Intelligence 17
Wisdom 10
Charisma 9

About Amaymon Filia

Racial Traits:

+2 Dexterity, +2 Intelligence, –2 Charisma
Native Outsider
Medium
Normal Speed
Darkvision: Tieflings can see perfectly in the dark up to 60 feet.
Fiendish Resistance: Tieflings have Cold Resistance 5, Electricity Resistance 5, Fire Resistance 5

Class Features:

Arcane Pool (Su): 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 1/3 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.
At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. 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.
At 5th level, these bonuses can be 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 the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.
A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Spell Combat(Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. 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). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Canny Defense (Ex): At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name, save that his chosen weapon may be of any type.

Duelist Canny Defense wrote:
When wearing light or no armor and not using a shield, a duelist adds 1 point of Intelligence bonus (if any) per duelist class level as a dodge bonus to her Armor Class while wielding a melee weapon. If a duelist is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.

Spellstrike (Su): At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is 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 the magus makes 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 ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

Black Blade (Ex): At 3rd level, the bladebound magus’ gains a powerful sentient weapon called a black blade, whose weapon type is chosen by the magus (Bastard Sword). A magus with this class feature cannot take the familiar magus arcana, and cannot have a familiar of any kind, even from another class.
Instead of the normal arcane pool amount, the bladebound magus’s arcane pool has a number of points equal to 1/3 his level (minimum 1) plus his Intelligence bonus.
This ability changes the Arcane Pool class feature and replaces the magus arcana gained at 3rd level.

Perfect Strike (Ex): At 4th level, when a kensai hits with his chosen weapon, he can spend 1 point from his arcane pool in order to maximize his weapon damage. Don’t roll for damage—the weapon deals maximum damage. This affects only the weapon’s base damage dice, not additional damage from sneak attack, magical weapon properties, spellstrike, or critical hits. If the kensai confirms a critical hit, he can instead spend 2 points from his arcane pool to increase his weapon’s critical multiplier by 1.
This ability replaces spell recall.

Spells:
DC|Lvl|/Dy|Bonus
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13| 0 | 2 | 0
14| 1 | 0 | +1
15| 2 | 0 | +1
16| 3 | 0 | +1
17| 4 | 0 |
18| 5 | 0 |
19| 6 | 0 |


Skills (5 per level):

Acrobatics 3 (DEX:3 + Ranks:0)
Appraise 3 (INT:3 + Ranks:0)
Bluff -1 (CHA:-1 + Ranks:0)
Climb* 2 (STR:2 + Ranks:0)
Craft* 3 (INT:3 + Ranks:0)
Diplomacy -1 (CHA:-1 + Ranks:0)
Disable Device 3 (DEX:3 + Ranks:0)
Disguise -1 (CHA:-1 + Ranks:0)
Escape Artist 3 (DEX:3 + Ranks:0)
Fly* 3 (DEX:3 + Ranks:0)
Handle Animal -1 (CHA:-1 + Ranks:0)
Heal 0 (WIS:0 + Ranks:0)
Intimidate* -1 (CHA:-1 + Ranks:0)
Knowledge (Arcana)* 7 (INT:3 + Ranks:1 + Class:3)
Knowledge (Dungeoneering)* 7 (INT:3 + Ranks:1 + Class:3)
Knowledge (Engineering) 3 (INT:3 + Ranks:0)
Knowledge (Geography) 3 (INT:3 + Ranks:0)
Knowledge (History) 3 (INT:3 + Ranks:0)
Knowledge (Local) 3 (INT:3 + Ranks:0)
Knowledge (Nature) 3 (INT:3 + Ranks:0)
Knowledge (Nobility) 3 (INT:3 + Ranks:0)
Knowledge (Planes)* 7 (INT:3 + Ranks:1 + Class:3)
Knowledge (Religion) 3 (INT:3 + Ranks:0)
Linguistics 3 (INT:3 + Ranks:0)
Perception 0 (WIS:0 + Ranks:0)
Perform -1 (CHA:-1 + Ranks:0)
Profession* 0 (WIS:0 + Ranks:0)
Ride* 3 (DEX:3 + Ranks:0)
Sense Motive 0 (WIS:0 + Ranks:0)
Sleight of Hand 3 (DEX:3 + Ranks:0)
Spellcraft* 7 (INT:3 + Ranks:1 + Class:3)
Stealth 3 (DEX:3 + Ranks:0)
Survival 0 (WIS:0 + Ranks:0)
Swim* 2 (STR:2 + Ranks:0)
Use Magic Device* 7 (INT:3 + Ranks:1 + Class:3)

Feats/Traits:

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Feats
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Armor of the Pit (1st): You gain a +2 natural armor bonus.

Weapon Focus (Bonus): (Bastard Sword) You gain a +1 bonus on all attack rolls you make using the selected weapon.

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Traits
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Stolen Fury: (CAMPAIGN) - +2 trait bonus on all combat maneuver checks against demons. Associated Mythic Path: Champion.

Clever Wordplay: (SOCIAL) - Choose one Charisma-based skill (Use Magic Device). You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier.

Magical Knack: (MAGIC) - Pick a class (Magus) when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.

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Drawback
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Attached - (To Ferick) The GM chooses the object of your attachment. Whenever the object of your attachment is either threatened, in danger, or in someone else’s possession, you take a –1 penalty on Will saves and a –2 penalty on saves against fear effects. If the person or object to which you’re attached is ever lost, killed, or destroyed, exchange this drawback for the Doubt drawback.

Amaymon Filia
Female Tiefling Bladebound Kensai Magus 1
CN Medium Outsider (Native)
Init:+3;Senses:Darkvision 60 ft.; Perception+0;
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Defense
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AC 16, Touch 14, Flat-footed 12 (+3 Dex, +1 Int as Dodge, +2 Natural)
HP 10 (1d8+2)
Fort +3,Ref +3,Will +2
Resistances Cold Resistance 5, Electricity Resistance 5, Fire Resistance 5
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Offense
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Speed 30 ft. (40 ft. when charging, running, or withdrawing)
Melee Bastard Sword +3 [+1 w/ Spell combat] (1d10+3;+2 w/ spell combat);
2 Claws +2 (1d4+2, *2);
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Statistics
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Str 14 Dex 16 Con 12 Int 17 Wis 10 Cha 9
BAB +0; CMB +2; CMD 16;
Feats Armor of The Pit
Skills
Languages Common, Abyssal, Halfling, Draconic, Infernal
SQ Fiendish Resistance, Fiendish Sprinter, Maw or Claw, Prehensile Tail
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Special Abilities
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Fiendish Resistance Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

Fiendish Sprinter Some tieflings have feet that are more bestial than human. Whether their feet resemble those of a clawed predator or are the cloven hooves common to many of their kind, tieflings with this trait gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions. This racial trait replaces skilled.

Maw or Claw Claw Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings exhibit either powerful, toothy maws or dangerous claws. The tiefling can choose a bite attack that deals 1d6 points of damage or two claws that each deal 1d4 points of damage. These attacks are primary natural attacks. This racial trait replaces the spell-like ability racial trait.

Prehensile Tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.