Sheriff Belor Hemolock

Antarah Khaled's page

1,066 posts. Organized Play character for Anthorg.


Full Name

Antarah ibn Nasim'Rushdi Saad Khaled

Race

| HP: 83/83 | AC: 22, T: 13, FF: 21 | CMB: +11, CMD: 22 | F: +11, R: +4, W: +10 | Init: +1 | Perc: +8, SM: +0

Classes/Levels

| Speed 30ft | Pearl of power 1 (1/1) | Arcane Pool: 6/6 | Empower arcana: 1/1 | Mirror image: 0 | conditions: none

Gender

M NG Human (Garundi) Magus 8

Size

M

Age

35

Alignment

NG

Deity

Sarenrae

Languages

Common; Elven; Draconic

Strength 20
Dexterity 12
Constitution 16
Intelligence 16
Wisdom 10
Charisma 8

About Antarah Khaled

Appearance
Antarah has a stern look and rarely smiles. He wears simple clothes over his armor and has a beautifully made scimitar hanging at his side.

Background
Antarah's parents met in the village of Kelmarane and he was born there before they had to flee the village towards Osirion. His father Ahabam later told Antarah that his mother, Gental, had died there, and they were alone in the world. As a newcomer, Ahabam managed to build a small fortune with comerce and Antarah grew with a strict magical education, which was important for him according to his father.

Despite his father's wishes, Antarah commonly trained fighting with a beautiful sword that belonged to his mother. Merry, the spirited man-at-arms hired by Ahabam, indulged the boy with lessons of fighting and of crafting weapons and told him of stories of warriors who could combine magic and blade. One day Ahabam walked in one of these training sessions and furiously blamed Merry for Antarah's lack of progress with magic. He quickly became physically violent and Antarah cut down his own father using his mother's sword. He didn't manage to escape and the hired security beat him down and left him for dead in the gutter.

After waking up, Antarah spent the next days looking for his mother's sword and, after managing to reacquire it, decided with a flute in his hand to go back to his place of birth to try to find the legacy of his mother.

Basic Info:

STR 20, DEX 12, CON 16, INT 16, WIS 10, CHA 8
Human (Garundi)
Male
Medium Size
NG Magus lvl 8
BaB 6/1
Init +1; Senses: Perception +8
CMB +11 (6BaB +5strength)
CMD 22 (6BaB +5strength +1dexterity +10)
Favored Class Magus (+8 hit point)

Defense
AC 22, touch 13, flat-footed 21 (+9 Armor +1 Dexterity +2 Deflection) (add 4 when casting Shield)
HP 83 (8 (lvl 1) + 35 (level 2 to 6) + 24 (8*3Con) + 8 Toughness + 8 Fav class)
Fort +11 (+6 base +3 Con +2 cloak of resistance)
Ref +4 (+1 base +1 Dex +2 cloak of resistance)
Will +10 (+6 base +2 feat +2 cloak of resistance)

Offense
Speed 20 ft
Melee 2H (keen) enchanted mwk scimitar +14 (1d6+9 + shocking/15-20x2) (add 2 damage with Arcane Strike)
Melee with spellstrike (keen) enchanted mwk scimitar +12/+12 (1d6+7/15-20x2 / 1d6+7/15-20x2 + shocking) (adjust to 1d8 when enlarged. Adjust for touch spell used) (add 2 damage with Arcane Strike)
Ranged Bow +7 (1d8+4/x3) - range increment 110ft
Space 5 ft, Reach 5 ft (adjust to 10/10 when enlarged)

Magus features:

Arcane Pool: 6
Arcane Pool uses:
+2 enhancement bonus (1 minute)
Properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal
Arcane Accuracy

Magus arcana
Level 3 - Arcane Accuracy (Su): The magus can expend 1 point from his arcane pool as a swift action to grant himself an insight bonus equal to his Intelligence bonus on all attack rolls until the end of his turn.
Level 6 - Empowered Magic (Su): The magus can cast one spell per day as if it were modified by the Empower Spell feat. This does not increase the casting time or the level of the spell.

Spells:

CL 8 (add 2 vs Spell Resistance)
Concentration: +14 (8 CL +2 Int +2 Trait +2 Imp. Spell Combat) (add 4 for casting on the defensive)

DC: 12+spell level

Spell level (Slots per day): Prepared
Cantrip (5): Arcane Mark, Dancing Lights, Detect Magic, Mage Hand, Prestidigitation
1 (5): Enlarge person (2), Shield, Shocking grasp (2)
2 (5): Animal Aspect, Bull's Strength, Frigid Touch, Mirror Image
3 (3): Displacement, Force Hook Charge, Fly

Spellbook
Cantrip: All
1: Enlarge person, Expeditious Retreat, Feather Fall, Frostbite, Mount, Obscuring Mist, Shield, Shocking grasp, Unerring weapon
2: Animal Aspect, Bull's Strength, Effortless Armor, Frigid Touch, Glitterdust, Mirror Image
3: Displacement, Fly, Force Hook Charge, Vampiric Touch

Traits, feats, skills and languages:

Traits:
Focused Mind: +2 Concentration Checks
Reclaiming your roots: Gain a masterwork scimitar

Feats:
1st level - Combat Casting
Human - Toughness
3rd level - Weapon Focus (Scimitar)
Bonus item creation feat - Craft Magic Arms and Armor
Magus bonus feat (level 5) - Arcane Strike
5th level - Iron Will
7th level - Spell Penetration

Skills (2 class +2 Int +1 Human = 5 ranks/level):
Climb +11 (8 Rank +4 Str +3 Class skill -4 ACP)
Knowledge arcana +14 (8 Rank +2 Int +3 Class skill)
Knowledge planes +14 (8 Rank +2 Int +3 Class skill)
Perception +8 (8 Rank)
Spellcraft +14 (8 Rank +2 Int +3 Class skill)

Background skills:
Craft Weapons +14 (8 Rank +2 Int +3 Class skill)
Perform flute +8 (7 Rank -1 Cha +2 mwk flute)
Linguistics +4 (1 Rank +3 Int)

Languages: Common, Draconic, Elven, Ignan

Equipment:

Magical gear
Ring of feather falling
Tindertwig (4)
Acid (2)
Alchemist's fire (2)
Potion of Cure Moderate Wounds
Ring of protection +2
+2 Scimitar
+1 chain shirt
+3 chainmail
Pearl of power (1st level)
Cloak of resistance +2
Headband of intellect +2

Normal gear
Book on genies
Light horse (combat trained)
Masterwork Composite longbow (+4 str)
Dagger x2
Sling
Bullets (10)
Masterwork flute
Backpack
Bedroll
Candle (10)
Flint and steel
Grappling hook
Bullseye Lantern
Ink
Inkpen
Ink vial
Oil (1 pint)
Belt Pouch
Hemp Rope
Waterskin
Parchment (5)
Trail Rations (6)
Sealing wax
Spellbook
Spell component pouch
Masterwork artisan's tools

Money left: 1025.49

Money transactions:

Money tracked in gp. Sp and cp are tracked in decimals

Spent
Starting gear - 154.5
Karazhica coffee during recruitment - 1
+1 weapon enchantment materials - 1000
Masterwork chainshirt - 250
+1 armor enchant materials - 500
Masterwork artisan's tools - 55
+2 weapon enchantment upgrade materials - 4000
Pearl of power 1st level materials - 500
Cloak of resistance +2 materials - 2000
Communal bag of holding - 1480
Light warhorse - 110

Earned
240 - Starting money
964.75 - Battle market
1000 - Reward for freeing Kelmarane
3200 - Selling Kardswann's axe
200 - Selling +1 mace
2361.24 - Selling stuff found in Nethys' temple
3000 - Earnings for the year after retaking of Kelmarane

Race abilities:

Ability Score Modifiers: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans 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.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Class abilities:

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 ways 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.

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.

Knowledge Pool (Su): 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.

Improved Spell Combat (Ex): 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.