About "Angel Eyes" AlbusSTR 18, DEX 12, CON 14, INT 16, WIS 10, CHA 7
BaB +4
Defense
Offense
Traits:
Feats:
Skills:
Spells::
Spellbook 0 lvl Magus spells: Arcane Mark*
1st lvl Magus Spells: 5 per day
2nd lvl Magus Spells: 4 per day[/i]
* = spells memorized today Spells per Day 0 lvl spells slots: 4
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
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)
Magus Arcana:
Familiar
Spell Recall (Su)
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
OFFENSE
STATISTICS
SPECIAL ABILITIES
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]
Falta 2 mag arcn p o sexto. |