Jadrenka the Mother

Anka Stoneminder's page

215 posts. Alias of Irnk, Dead-Eye's Prodigal.


Classes/Levels

Female Dwarf (Deep Delver) Magus (Bladebound) 3 [ HP: 25/25 | AC: 14/18 T: 11 FF: 13/17 | F: +4 R: +2 W: +3 | Init: +1 Perc: +2/Darkvision 90' | Effects: none]

About Anka Stoneminder

Background:
Spaceholder

Appearance:
Unusually slender for a dwarf, Anka's physique shows a wiry strength & a svelte flexibility rather than the stereotypical stocky, robust health most expect of her people. Her hair is an odd, almost slate grey, in spite of her obvious youth.

Personality:
In a word, forceful.

Current Notes: 25/25 HP, 3rd lvl. Magus, Arcane Pool 6/6

Anka Stoneminder
Female Dwarf (Deep Delver)
Magus (Bladebound) 3

N Medium humanoid
Initiative: +1; Senses: Perception +2, Darkvision 90'

Abilities
STR 16 (3) DEX 13 (1) CON 12 (1) INT 16 (3) WIS 11 (-) CHA 11 (-)

DEFENSE
AC 14/18*/16*/20*, touch 11/13*, flat-footed 13/17* (10 +3 Armor, +1 Dex, /* +4 Shield, * +2 Dodge vs. Aberrations)
CMD 16 (10 2 BAB +1 Dex +3 Str)
Hit Points 25 (21 +3 Con +1 Favored Class)
Fortitude +4 (3 Base +1 Con)
Reflex +2 (1 Base +1 Dex)
Will +3 (3 Base)

OFFENSE
Speed 20 ft
Melee Dwarven Waraxe +6, +7 vs. Elves/1d10+3S 19+/x2 crit (2 BAB +3 Str +1 Enhancement); or Dwarven Waraxe +4, +5 vs. Elves/1d10+3S 19+/x2 crit (2 BAB +3 Str +1 Enhancement -2 Spell Combat)
Ranged Longbow +3, +4 vs. Elves/1d8P 20/x3 crit. 100 ft. range inc. (2 BAB +1 Dex)
CMB 5/7 (2 BAB +3 Str/ +2 on Bull Rush & Overrun when both are on the ground)

Traits:
Cast Iron Stomach (Campaign, Throne of Night): There is little you cannot gain sustenance from. Benefit: +2 trait bonus versus ingested poisons or drugs and “get along in the wild” survival skill rolls that are trying to find food for you receive a +2 bonus.
Weathered Emissary (Social): Your travels in the wildlands gave you insight into how to survive their dangers and communicate with their inhabitants. You gain a +1 trait bonus on all Linguistics and Survival checks, and Linguistics is always a class skill for you.

Skills ({4 +Int}x2 + Favored Class)
Climb 6 (1 Skill Point + Class +3 Str -1 Armor)
Craft (Masonry) 10 (2 Skill Points + Class +3 Int +2 Racial)
Knowledge (Arcana) 8 (2 Skill Points + Class +3 Int)
Knowledge (Dungeoneering) 8 (2 Skill Points + Class +3 Int)
Knowledge (Planes) 8 (2 Skill Points + Class +3 Int)
Linguistics 9 (2 Skill Points + Class +3 Int +1 trait)
Spellcraft 8 (2 Skill Points + Class +3 Int)
Survival 2 (1 Skill Point +1 trait)
Swim 6 (1 Skill Point + Class +3 Str -1 Armor)
Languages: Aklo, Common, Dwarven, Elf, Gnome, Terran, Undercommon

Feats:
Extra Arcane Pool
(3rd level)
Alertness (Black Blade)

Racial Abilities:

Ancient Enmity: Dwarves have long been in conflict with elves, especially the hated drow. Dwarves with this racial trait receive a +1 racial bonus on attack rolls against humanoid creatures of the elf subtype.
Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone.
Deep Warrior: Dwarves with this racial trait grew up facing the abominations that live deep beneath the surface. They receive a +2 dodge bonus to AC against monsters of the aberration type and a +2 racial bonus on combat maneuver checks made to grapple such creatures (or to continue a grapple).
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Minesight: Dwarves with this racial trait increase the range of their darkvision to 90 feet; however, they are automatically dazzled in bright light and take a –2 penalty on saving throws against effects with the light descriptor.
Relentless: Dwarves are skilled at pushing their way through a battlefield, tossing aside lesser foes with ease. Dwarves with this racial trait receive a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the dwarf and his opponent are standing on the ground.
Rock Stepper: Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

Class Abilities:

Weapon and Armor Proficiency: Anka is proficient with all simple and martial weapons. She is also proficient with light armor. She can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component.
Spellbooks: Anka must study her spellbook each day to prepare her spells. She cannot prepare any spell not recorded in her spellbook except for read magic, which all magi can prepare from memory.
Arcane Pool (Su): 6/day
At 1st level, Anka gains a reservoir of mystical arcane energy that she can draw upon to fuel her powers and enhance her weapon. This arcane pool has a number of points equal to 1/3 her magus level (minimum 1) + her Intelligence modifier. The pool refreshes once per day when she prepares her spells.
At 1st level, Anka can expend 1 point from her arcane pool as a swift action to grant any weapon she 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.
Cantrips: Anka can prepare a number of cantrips, or 0-level spells, each day, as noted under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Spell Combat (Ex): At 1st level, Anka learns to cast spells and wield her 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, Anka 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, she can make all of her attacks with her 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 she casts this spell defensively, she can decide to take an additional penalty on her attack rolls, up to her Intelligence bonus, and add the same amount as a circumstance bonus on her concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. Anka can choose to cast the spell first or make the weapon attacks first, but if she has more than one attack, she cannot cast the spell between weapon attacks.
Spellstrike (Su): At 2nd level, whenever Anka casts a spell with a range of “touch” from the magus spell list, she can deliver the spell through any weapon she is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, Anka can make one free melee attack with her weapon (at her 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 Ankas 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.

Gear:

Explorer's Outfit
Masterwork Backpack (Advanced Player's Guide)
Spellbook
belt pouch
Bedroll
Studded Leather
Dwarven Waraxe
dagger
Longbow w 20 arrows


Money:
Gold 3
Silver 9