Ilarris Zeleshi

Anduriel Silverthorn's page

170 posts. Alias of Mark Thomas 66 (RPG Superstar 2009 Top 16).


Full Name

Magus (Spell dancer) 10 | HP: 62/62| AC: 21 (24 w Arcane Shield/ 25 w Shield spell) , touch 14, flat-footed 19| CMD 23 (27 overrun/trip)| Fort: +7, Reflex: +5, Will: +5(+7) | Init: +3 | Perception: +3, Sense Motive: 0

Classes/Levels

Anduriel Silverthorn

About Anduriel Silverthorn

Anduriel Silverthorn

Female Half-Elf Magus (Spell Dancer) 10
CG medium humanoid (elf/human)
Height: 5'4 Wt: 122lbs Hair:Black Eyes: Blue
Init +3; Senses: Low light vision Perception +0

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DEFENSES
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AC 21 (24 w Arcane Shield/ 25 w Shield spell) , touch 14, flat-footed 19 (+5 armor, +2 Dex, +1 defl +2 Insight +1 Nat)
hp 62 (10d8+10) Current: 62
Fort +7; Ref +5; Will +5 (+7 Enchantment)
Defensive Abilities

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OFFENSE
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Speed 30 ft.
Melee +1 Cold Iron Rapier +14/ +9 (1d6+1+1+2, crit. 18-20/x2)
Melee Masterwork Dagger +12/+7 (1d4+1, crit. 20/x2)
Melee +1 Silvered Spiked chain +13 (2d4+2, crit. 20/x2, P Disarm/Trip)
Ranged Light Crossbow +12 (1d8, crit. 19-20/x2 Range 100ft)
Special Attacks - Touch spells +12

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STATISTICS
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Str 12, Dex 16, Con 13, Int 18, Wis 10, Cha 14
Base Atk +7, CMB +8, CMD 23 (27 overrun/trip)

Feats:
Weapon finesse, Weapon focus (Rapier), Combat casting, Extra Arcane pool, Weapon specialization (Rapier)

Traits:

Reckless
You have a tendency for rash behavior, often disregarding your own safety as you move across the battlefield.
Benefits: You gain a +1 bonus on Acrobatics checks, and Acrobatics is always a class skill for you.

Touched by the Sea
You’ve always felt the call of the sea and your blood surges with the ebb and flow of the tides. Perhaps one of your parents was a sailor or pirate, or maybe one of your ancestors had a bit of aquatic elf or undine blood in them. Whatever the reason, you’re as comfortable in the water as you are on land.
You came to port in search of your destiny, and after a few drinks at a tavern you went down to the docks to take in a view of the sea. The last thing you remember is a blow to the back of your head and the waves rushing up to meet you.
Benefit You gain a +1 trait bonus on Swim checks and Swim is a class skill for you. In addition, penalties on attack rolls made underwater are lessened by 1.

Racial:
Ability Score Racial Traits: Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Type: Half-elves are Humanoid creatures with both the human and the elf subtypes.
Size: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Base Speed: Half-elves have a base speed of 30 feet.
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Sea Legs: Many half-elves find their way onto the water early in their youth, whether they live with trader families, work as smugglers, or plunder alongside pirates. These half-elves receive a +2 racial bonus on Swim checks, as well as a +4 racial bonus on Acrobatics checks to move on narrow or slippery surfaces, and on Climb checks on docks and ships. This racial trait replaces adaptability. Source PCS:ISR
Child of the Sea (from Coastal Regions): [BOG] Half-elves from a coastal region with this racial trait gain a +4 racial bonus on Swim checks as well as on Profession (sailor) and Wisdom checks to pilot a sea vessel. They also have an innate sense of direction and can never get lost at sea. This racial trait replaces the low-light vision and keen senses racial traits.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Arcane Training: Half-elves occasionally seek tutoring to help them master the magic in their blood. Half-elves with this racial trait have only one favored class, and it must be an arcane spellcasting class. They can use spell trigger and spell completion items for their favored class as if one level higher (or as a 1st-level character if they have no levels in that class). This racial trait replaces the multitalented racial trait.

2+Int (3)+Favored(1)= 6 skill points/ level
*Special: Concentration +15 (+17 during spell combat)
*Acrobatics +16 / +21 if jumping (+20 on ship/ +25 if jumping on a ship)
Bluff +
Climb +8 (+12 on a ship)
*Decipher Script +
Diplomacy +2
Escape Artist +5
Fly +5
Gather Information
*Knowledge Arcana +14
*Knowledge Local +10
*Knowledge Planes +10
*Knowledge Nature +8
*Knowledge Religion
Perception +3
Profession (Sailor) +10
Sense Motive +0
Stealth +8
Sleight of Hand +2
*Spellcraft +16
Swim +12
*Use Magic Device +6

Background skills:
Appraise +2
*Linguistics +10
*Knowledge Nobility +4
*Knowledge Engineering +
*Knowledge Geography +9
*Knowledge History +8
*Perform (Dance) +12

Languages Common, Elven, Draconic, Dwarven, Gnomish, Aquan, Sylvan

Magic: +1 CL for all spell completion/spell trigger items

Spells prepared:
0-level:Known all. Prepared: 5
Mage Hand, Prestidigitation, Daze, Acid splash, Light
1st level :Known: 8 Prepared: 6
Shield, Shocking grasp (x2), Snowball, Magic Missile, Secluded Grimoire
2nd level :Known 6 Prepared 5
Bladed dash, Brow Gasher, Ablative Barrier, Mirror image, Cat’s Grace
3rd level : Known 6 Prepared 4
Storm step, Vampiric touch, Greater Magic weapon (+2), Force punch
4th level: Known 2 Prepared 2
Aggressive Thundercloud, Pellet blast

Spells Known:
0 level - All
1st -Shocking Grasp, Shield, Jump, Vanish, Snowball, Grease, Secluded Grimoir, Burning hands, Blend, Magic Missile
2nd – Bladed Dash, Brow Gasher, Ablative barrier, Mirror image, Instant Weapon, Cat’s grace
3rd –Storm step, Vampiric touch, Greater magic weapon, Displacement, Aqueous Orb, Force punch
4th – Aggressive Thundercloud, Pellet blast (5d8 piercing 30ft cone cold iron/silver/adamantine)

Combat: +1 Balanced Chain Shirt, +1 Cold Iron Rapier, Masterwork dagger, Shortbow, +1 Silvered Spiked chain

Gear Magi's kit- includes a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin. The kit does not contain a spellbook because a magus begins play with a spellbook.
5 tindertwigs, 2 sunrods, 20 doses night tea, 50ft silk rope, Wand of Obscuring mist, Wand of Monkeyfish, Ring of Jumping, Ring of Protection +1, Boots of the cat (always land on feet and take minimum damage from falls), Amulet of Nat Armor+1

Scrolls:
Floating disk, Disguise weapon
Potions:
3 CLW
1 Cat’s Grace

Gold on hand: 42 gp
Gold Stored:

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BONUS FEATS AND SPECIAL ABILITIES
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Spell Dance: Expend 1 point from his arcane pool as a swift action to gain a +20 enhancement bonus to his movement rate and a +4 dodge bonus to Armor Class against attacks of opportunity provoked by moving through threatened spaces for 1 minute. At 5th level, once per spell dance as a swift action, the spell dancer may use one of the following on himself as a swift action: blur, fly, or haste. These abilities last for 1 round. At 9th level, the spell dancer may instead take a swift action to use dimension door as a spell-like ability once during a spelldance.
Arcane Pool:11 Used:
Cantrips
Spell Combat -2 to attack and cast in same round.
Spellstrike
Magus Arcana: Spell shield. (Immediate action +3 shield bonus to AC)
Spell Recall
Arcane Movement (Su) At 5th level, whenever a spell dancer casts a magus spell, he gains a competence bonus on Acrobatics, Climb, Escape Artist, and Stealth checks equal to the spell’s level until the beginning of his next turn.
This ability replaces the bonus feat a magus receives at 5th level.

Magus Arcana: Aquatic Agility (Su) As an immediate action, the magus can spend 1 point from his arcane pool to gain the benefits of water breathing for 1 round per level. During this time, he can ignore the effects of rough water and underwater combat on his attacks and movement.

Knowledge pool
At 7th level, when a magus prepares his magus spells, he can decide to expend 1 or more points from his arcane pool, up to his Intelligence bonus. For each point he expends, he can treat any one spell from the magus spell list as if it were in his spellbook and can prepare that spell as normal that day. If he does not cast spells prepared in this way before the next time he prepares spells, he loses those spells. He can also cast spells added in this way using his spell recall ability, but only until he prepares spells again.

Dance of Avoidance (Su)
At 7th level, while wearing light armor or no armor, a spell dancer gains a +2 insight bonus to Armor Class.

This ability replaces the medium armor class feature.

Improved spell combat
At 8th level, the magus’s ability to cast spells and make melee attacks improves. When using the spell combat ability, the magus receives a +2 circumstance bonus on concentration checks, in addition to any bonus granted by taking an additional penalty on the attack roll.

Magus arcana (Prescient Defense)
Benefit: The magus can expend 1 point from his arcane pool as an immediate action after hitting a target with a weapon attack, granting him a premonition of his enemy’s intentions. The magus gains a bonus to his AC and on Reflex saves equal to his Intelligence modifier (+4) against attacks by that opponent until the beginning of his next turn.

Fighter training
Starting at 10th level, a magus counts 1/2 his total magus level as his fighter level for the purpose of qualifying for feats. If he has levels in fighter, these levels stack.