Theif

"Angel Eyes" Albus's page

474 posts. Alias of Merck.


Full Name

Albus

Race

Magus lvl 6 [ HP 41/52 | AC16+4=20 T11 FF15 | CMD 19 | F +8 R +4 W +6 (+2 ench/fear)| Init +5 Per +9/Fam +9]

Age

20

Alignment

CN

Deity

Nethys

Languages

Common (Taldan), Osiriani, Elf, Undercommon, Ancient Osiriani

About "Angel Eyes" Albus

STR 18, DEX 12, CON 14, INT 16, WIS 10, CHA 7
Half-Elf
Male
Medium Size
Magus lvl 5

BaB +4
Init +5; Senses: Perception +9, Darkvision 60ft, light blindness.
CMB +8 (+4BaB +4strength)
CMD 19 (+4BaB +4strength +1dexterity +10)
Favored class Magus (6/6 of a new magus arcana.)

Defense
AC 16, touch 11, flat-footed 15 (+ 4 armor, + 1 Dex, +1 natural)
HP 52 (6d8+12)
Fort +8
Ref +4
Will +6 (+2 vs enchantment,+2 vs fear)

Offense
Speed 30 ft, 30 ft Armored
Melee Naasir + 9 (1d10+5/19-20x2)
Melee MWk Silversheen Bastard Sword + 9 (1d10+4/19-20x2)
Melee Cold Iron Bastard Sword + 8 (1d10+4/19-20x2)
Melee Silver Warhammer+ 8 (1d8+4/x3)
Melee Dagger +8 (1d4+4/19-20x2)
Melee Cestus +8 (1d4+4/19-20x2)
Ranged Sling +5 (1d4+4/x2), range 50ft.
Space 5 ft; Reach 5 ft[/spoiler]

Traits:
Magical Lineage (Shocking Grasp)
Wati Native: You were born and raised in the city of Wati, and you know its streets and secrets well. Although it’s frowned upon by the city’s authorities, you have sneaked into the necropolis on multiple occasions to wander its dusty, abandoned streets. You gain a +2 trait bonus on saves against fear effects. In addition, your knowledge of the city grants you a +1 trait bonus on Knowledge (local) checks, and that skill is always a class skill for you.

Feats:
Combat Casting
Arcane Strike
P. Attk
Intensify Spell

Skills:
Climb 10 (3+4str+1Rank+2circunstance)
Intimidate 2 (3-2cha+1Rank)
Knowledge Arcana 11 (3+3int+5Rank)
Knowledge Dungeoneering 7 (3+3int+1Rank)
Knowledge Planes 11 (3+3int+5Rank)
Knowledge Local 12 (3+3int+5Rank+1trait)
Perception 10 (6rank+2racial+2familiar)
Ride 5 (3+1dex+1rank)
Sense Motive 2 (+2familiar)
Swim 8 (3+4str+1Rank)
Spellcraft 10 (3+3int+4Rank)

Spells::

Spellbook

0 lvl Magus spells:

Arcane Mark*
Acid Splash
Spark
Read Magic*
Ray of Frost
Disrupt Undead*
Prestidigitation
Open/Close
Mage Hand
Light
Ghost Sound
Flare
Detect Magic*
Daze
Dancing Lights*

1st lvl Magus Spells: 5 per day
Enlarge Person*
Grease*
Shocking Grasp**
Vanish
Shield*
Silent Image
True Strike
Feather Fall
Infernal Healing
Magic Missile
Obscuring Mist
Warding Weapon

2nd lvl Magus Spells: 4 per day[/i]
Mirror Image*
Frigid Touch*
Invisibility*
Levitate
Effortless Armor
Flaming Sphere
Alter Self
Web*
Scorching Ray
Bull's Strenght

* = spells memorized today

Spells per Day

0 lvl spells slots: 4
1st lvl spells slots: 4
2nd lvl spells slots: 2

Equipment::

2 Sunroads
Scroll of Shield
Scroll of Burning Hands
Wand of Grease - 10 charges
wand of shield - 9 charges
Wand of Scorching ray - 4 charges
Naasir, defending bastard sword +1, 6lbs
Amulet of natural armor +1
Cloak of resistence +1
Lamellar Leather (+4/+3/-2), 60gp, 25 lbs
MWk Silversheen Bastard Sword (S), 1D10 dmg, crit 19-20x2, 785gp, 6 lbs
Cold Iron Bastard Sword, 70 gp
Alchemical Silver Warhammer (B) 1d8 dmg, crit x3, 102gp.
Dagger (P or S), 1D4 dmg, crit 19-20 x2, 2gp, 1 lbs
Cestus (B or P) 1d4 dmg, crit 19-20x2, 5gp, 1 lbs
Sling
Sling bullets, 1sp.
Backpack, 2gp, 2 lbs
Bedroll, 0.01gp, 5 lbs
Flint and Steel, 1gp, - lbs
Grappling Hook, 1gp, 4 lbs
5x Oil (1 pint flask), 0.05gp, 5 lbs
Belt Pouch, 1gp, 1/2 lbs
Hemp Rope (50ft.), 1 gp, 10 lbs
Waterskin, 1gp, 4 lbs
Silver Ring 1gp, - lbs
Explorer's Outfit, 8 lbs
Spell component pouch, 5gp, 2 lbs
Spellbook, 15gp, 3 lbs
Ink, 8gp, - lbs
Inkpen, 0.01gp, - lbs
3x Trail Rations, 0.15gp, 3 lbs
Acid Flask
Climbers Kit 80gp, 5 lbs
1/4 of a Wand of CLW, 187.5gp

Money left:$ 3379
Total equipment weight: 78,05 lbs
Equipment carried on his body: 45 lbs
Equipment carried on backpack: 33.05 lbs

Special Class Abilities::

Cantrips: A magus can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Magus under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

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 1/2 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.

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.

Magus Arcana:
-As he gains levels, a magus learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 3rd level, a magus gains one magus arcana. He gains an additional magus arcana for every three levels of magus attained after 3rd level. Unless specifically noted in a magus arcana’s description, a magus cannot select a particular magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the magus spell list unless otherwise noted.

Familiar
The magus gains a familiar, using his magus level as his effective wizard level. This familiar follows the rules for familiars presented in the arcane bond wizard class feature.

Spell Recall (Su)
At 4th level, the magus learns to use his arcane pool to recall spells he has already cast. With a swift action he can recall any single magus spell that he has already prepared and cast that day by expending a number of points from his arcane pool equal to the spell’s level (minimum 1). The spell is prepared again, just as if it had not been cast.

Half Elf 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.

Ancestral Arms: Some half-elves receive training in an unusual weapon Bastard Sword. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level. This racial trait replaces the adaptability racial trait.

Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.

Drow-Blooded: Some half-elves born of drow parents exhibit more drow traits than others—particularly many of the physical features of the drow—and have darkvision 60 feet and light blindness. This racial trait replaces the low-light vision racial trait.

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.

Familiar: Greensting Scorpion:

N Tiny vermin
Init +3; Senses darkvision 60 ft.; Perception +4

DEFENSE
AC 18, touch 15, flat-footed 15 (+3 Dex, +3 natural, +2 size)
hp 17 (1d8)
Fort +4, Ref +4, Will +4
Immune mind-affecting effects

OFFENSE
Speed 30 ft.
Melee sting +8 (1d2–4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks poison

STATISTICS
Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2
Base Atk +3; CMB +4; CMD 10 (19 vs. trip)
Feats Weapon FinesseB
Skills Climb +7, Perception +6, Stealth +15;
Racial Modifiers +4 Climb, +6 Perception, +4 Stealth

SPECIAL ABILITIES
Familiar: A greensting scorpion familiar grants a +4 bonus on Initiative checks so long as the familiar is within 1 mile of the spellcaster. A greensting scorpion familiar loses the mindless trait and has an Intelligence score appropriate for its master's level.
Poison (Ex)

Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based.

Backstory::

Notes:

[dice=Attk]d20+9-2[/dice]
[dice=Dmg]d10+5+1[/dice]

[dice=Casting Def DC15]d20+12[/dice]
[dice=Arcane Mark Spellstrike]d20+9-2[/dice]
[dice=Dmg]d10+5+1[/dice]

Falta 2 mag arcn p o sexto.