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Full Name

Slick

Race

NG Snowcaster Elf Male Bladebound Hexcrafter Magus-7 | HP 57/59 | AC 26 / 14 T / 23 FF; DR5/bludgeoning | CMD 21 | Arcane Pool +2 5/7 | Black Blade Arcane Pool 2/2 |

Classes/Levels

Fort +9, Reflex +7, Will +7 | Init +3 | Perception +16, Sense Motive +2 | Speed 60 ft. | Conditions: Ablative Barrier, Defending Bone, Haste

Size

6'1" 140 lbs.

Age

124

Special Abilities

Arcane Focus, Arcane Pool, Elven Immunities, Elven Magic, Hex Arcana, Low-Light Vision, Spell Combat, Spellstrike

Alignment

Neutral Good

Deity

Sarenrae

Location

Absalom

Languages

Common, Draconic, Elven, Hallit, Sylvan, Tien, Ancient Osiriani, Infernal

Occupation

Twilight Speaker

Strength 14
Dexterity 14
Constitution 14
Intelligence 20
Wisdom 10
Charisma 10

About Slick, "Just call me Slick"

Slick
Male elf (Snowcaster) magus (bladebound, hexcrafter) 7 (Pathfinder RPG Ultimate Magic 9, 47, 48)
NG Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +16
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Defense
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AC 21, touch 13, flat-footed 19 (+7 armor, +1 deflection, +2 Dex, +1 natural)
hp 59 (7d8+21)
Fort +9, Ref +6, Will +7; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Melee black blade +10 (1d6+4/18-20) or
. . dagger +7 (1d4+2/19-20) or
. . sap +7 (1d6+2 nonlethal) or
. . unarmed strike +7 (1d3+2 nonlethal)
Ranged greenwood composite longbow +8 (1d8+2/×3) or
. . sling +7 (1d4+2)
Special Attacks arcane pool (+2, 7 points), hex arcana (evil eye[APG], flight[APG]), spell combat, spellstrike
Magus Spell-Like Abilities (CL 7th; concentration +12)
. . At will—feather fall (self only), fly (self only)
. . 1/day—levitate (self only)
Magus (Bladebound, Hexcrafter) Spells Prepared (CL 7th; concentration +12)
. . 3rd—haste, vampiric touch
. . 2nd—ablative barrier[UC], defending bone, frigid touch[UM], mirror image
. . 1st—intensified shocking grasp (6)
. . 0 (at will)—brand[APG] (DC 15), dancing lights, detect magic, prestidigitation, read magic
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Statistics
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Str 14, Dex 14, Con 14, Int 20, Wis 10, Cha 10
Base Atk +5; CMB +7; CMD 20
Feats Additional Traits, Intensified Spell[APG], Toughness, Weapon Focus (scimitar), Weapon Versatility
Traits ease of faith, magical lineage, student of philosophy, wayang spell hunter
Skills Acrobatics +8, Bluff +0 (+5 to lie (as a result of using Int instead of Cha)), Climb +6, Diplomacy +6 (+9 to influence members of House Thrune, the Chelish government, or the Hellknights, +10 when dealing with PFS members of the same level or below, +8 vs dwarves, +8 vs lycanthropes, +11 to persuade others but not to gather information (as a result of using Int instead of Cha)), Fly +8, Intimidate +6 (+10 when dealing with PFS members of the same level or below, +8 vs lycanthropes), Knowledge (arcana) +12 (+13 on ALL Knowledge checks attempted while in the Grand Lodge), Knowledge (dungeoneering) +10, Knowledge (local) +12, Knowledge (planes) +10 (+11 regarding demons), Linguistics +6 (+8 to decipher writing or understand a code & may use Linguistics untrained), Perception +16, Sense Motive +2, Spellcraft +15 (+17 to identify magic item properties), Survival +0 (+2 to avoid becoming lost), Swim +9, Use Magic Device +4; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Ancient Osiriani, Common, Draconic, Elven, Hallit, Infernal, Sylvan, Tien
SQ arcane focus[ARG], black blade, black blade: arcane pool, black blade: energy attunement, black blade: strike, black blade: telepathy, black blade: unbreakable, elven magic, hex (slumber[APG]), hex arcana, hex magus, knowledge pool, medium armor
Combat Gear cold iron arrows (50), pearl of power (1st level), potion of cure serious wounds, snapleaf[UE], wand of burning hands (49 charges), wand of infernal healing (42 charges), wand of mage armor (49 charges), wand of magic missile (45 charges), wand of shield (42 charges); Other Gear +1 mithral agile breastplate[APG], arrows (20), dagger, greenwood composite longbow (+2 Str), sap, sling, amulet of natural armor +1, belt of mighty constitution +2, cloak of resistance +2, cracked dusty rose prism ioun stone, eyes of the eagle, handy haversack, headband of vast intelligence +2, ring of protection +1, wayfinder[ISWG], bedroll, belt pouch, earplugs[APG], fishhook (2), flint and steel, grappling hook, hemp rope (50 ft.), hot weather outfit[APG], mug/tankard, sewing needle, signal whistle, smoked goggles[APG], spell component pouch (2), string or twine[APG], thread (50 ft.), trail rations (7), waterskin, whetstone, wrist sheath, spring loaded, wrist sheath, spring loaded, 84 gp, 7 cp
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Tracked Resources
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Arcane Pool +2 (7/day) (Su) - 0/7
Arrows - 0/20
Black Blade: Arcane Pool (2/day) (Su) - 0/2
Cold iron arrows - 0/50
Dagger - 0/1
Feather Fall (self only, At will) - 0/0
Fly (self only, 7 minutes/day) - 0/7
Levitate (self only, 1/day) - 0/1
Pearl of power (1st level, 1/day) - 0/1
Potion of cure serious wounds - 0/1
Snapleaf - 0/1
Trail rations - 0/7
Wand of burning hands (49 charges) - 0/49
Wand of infernal healing (40 charges) - 0/40
Wand of mage armor (49 charges) - 0/49
Wand of magic missile (45 charges) - 0/45
Wand of shield (42 charges) - 0/42
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Special Abilities
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Arcane Focus +2 to concentration checks to cast arcane spells defensively.
Arcane Pool +2 (7/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Black Blade (Ex) You gain an intelligent bonded weapon whose power grows with your own.
Black Blade: Arcane Pool (2/day) (Su) The Black Blade has an Arcane Pool used to fuel its own abilities.
Black Blade: Energy Attunement (Su) Replace weapon dam with fire/cold/elec for 1 point, or sonic/force for 2 points.
Black Blade: Strike +2 (Sp) The Black Blade can grant itself a damage bonus for 1 min.
Black Blade: Telepathy (Su) The magus can telepathically communicate with his black blade if it is worn or held.
Black Blade: Unbreakable (Ex) The Black Blade is immune to the broken condition while the arcane pool is not empty.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Evil Eye -2 (8 rounds, DC 18) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Hex Arcana You can substitute Hexes for Magus Arcana.
Hex Magus (Su) You gain access to witch hexes.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Knowledge Pool (Su) Spend Arcane Pool points to prepare a magus spell that is not in your spellbook for 1 day.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Medium Armor (Ex) Medium armor proficiency and no Arcane Failure chance in medium armor.
Slumber (7 rounds, DC 18) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Weapon Versatility Weapon w/ Weapon Focus: shift grip to alter damage to B/P/S (free act.).
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Slick comes from a prominent Snowcaster elven family renowned for its long line of mages in a secretive tribal community famed for its magical prowess. His own education in the arcane arts was highly unorthodox, tutored as he was by a White Witch of Irrisen, who had sought asylum among the northern elves.

Slick is a Twilight Speaker of the reclusive Snowcaster elves, an emissary to the outside world. His first assignment was to Tian Xia. He crossed the icy expanse of the Crown of the World and spent two decades among the Tian-Sing people in the southeastern corner of Tian Xia, in the great archipelago known as Minata or the Wandering Isles. His pale skin and gangly height were otherworldly to the Tian Sing, who are darker and often shorter than most other Tian peoples. However, Slick soon found reserved acceptance, perhaps because his red hair and green eyes resembled those of the local people, whose hair often has a reddish tint and among whom green eyes are more common than in the rest of the continent. He learned the ways of the wayang hunters, earning respect for his dedication to pursuing that ancient threat from the Plane of Shadow.

Of course, Slick is not his true name, but it suits him, a sly reference to his icy homeland and a name outsiders can pronounce. And a certain anonymity can be useful.

Spell Combat & Spellstrike
Order of events, assuming the Magus starts beside his target.
1. Declare Spell Combat (Full Round action).
2. Make concentration check to cast Touch range spell defensively (Shocking Grasp, for example).
3a. If the Magus fails the check, the spell fails and the Magus cannot make a either a touch attack or a Spellstrike attack. Go to 6.
3b. If the Magus makes the check, the Magus can then make either a melee touch attack or a Spellstrike attack.
4. Assuming the Magus chooses to Spellstrike, he then makes a melee attack using his weapon at a -2 (due to spell combat).
5a. If the Magus hits on his attack, the enemy is dealt both weapon damage(1d6+x) as well as being affected by the spell (damage, effects, etc). Go to 6.
5b. If the Magus misses on his attack, the enemy is not affected by the spell and the spell charge is held. Go to 7.
6. As part of Spell combat, the Magus is able to make a second attack at a -2 to hit. If he hits, he'll do normal weapon damage (1d6+x). END
7. As part of Spell combat, the Magus is able to make a second attack at a -2 to hit.
8a. If he hits, he'll do both normal weapon damage (1d6+x) as well as expend the charge on his held spell (Damage, effects, etc).
8b. If he misses, he won't do any weapon damage to the enemy but will still have the charge of his spell. END

Boiled down, you could interpret the Magus as getting a full 3 different standard actions in a single turn (Cast Spell, Attack, Attack).

Case Files: #5-08 The Confirmation, #4-18 The Veteran's Vault, #5-11 The Library of the Lion, #2-01 Before the Dawn, Part I: The Bloodcove Disguise, #23 Tide of Morning, #24 Decline of Glory, #2-21 The Dalsine Affair, #4-11 The Disappeared, Module: Risen from the Sands, #3-16 The Midnight Mauler, #6-15 The Overflow Archives, #7-21 The Sun Orchid Scheme, #7-15 The Deepmarket Deception, #51 The City of Strangers, Part I - The Shadow Gambit, #6-01 Trial by Machine, #19 Skeleton Moon, #52 The City of Strangers, Part II - The Twofold Demise, #5-18 The Stranger Within

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