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About Apollyon AdramelechEverything is GM approved Skills (6 per level):
Acrobatics 4 (DEX:4 + Ranks:0) Appraise 4 (INT:4 + Ranks:0) Bluff 1 (CHA:-1 + Ranks:0 + Racial:2) Climb* 0 (STR:0 + Ranks:0) Craft* 4 (INT:4 + Ranks:0) Diplomacy -1 (CHA:-1 + Ranks:0) Disable Device 4 (DEX:4 + Ranks:0) Disguise -1 (CHA:-1 + Ranks:0) Escape Artist 4 (DEX:4 + Ranks:0) Fly* 4 (DEX:4 + Ranks:0) Handle Animal -1 (CHA:-1 + Ranks:0) Heal 0 (WIS:0 + Ranks:0) Intimidate* 3 (CHA:-1 + Ranks:1 + Class:3) Knowledge (Arcana)* 4 (INT:4 + Ranks:0) Knowledge (Dungeoneering)* 4 (INT:4 + Ranks:0) Knowledge (Engineering) 4 (INT:4 + Ranks:0) Knowledge (Geography) 4 (INT:4 + Ranks:0) Knowledge (History) 4 (INT:4 + Ranks:0) Knowledge (Local) 4 (INT:4 + Ranks:0) Knowledge (Nature) 4 (INT:4 + Ranks:0) Knowledge (Nobility) 4 (INT:4 + Ranks:0) Knowledge (Planes)* 8 (INT:4 + Ranks:1 + Class:3) Knowledge (Religion) 4 (INT:4 + Ranks:0) Linguistics 4 (INT:4 + Ranks:0) Perception* 5 (WIS:0 + Ranks:1 + Class:3 + Trait:1) Perform -1 (CHA:-1 + Ranks:0) Profession* 0 (WIS:0 + Ranks:0) Ride* 4 (DEX:4 + Ranks:0) Sense Motive 0 (WIS:0 + Ranks:0) Sleight of Hand 4 (DEX:4 + Ranks:0) Spellcraft* 8 (INT:4 + Ranks:1 + Class:3) Stealth* 11 (DEX:4 + Ranks:1 + Class:3 + Racial:2 + Trait:1) Survival* 5 (WIS:0 + Ranks:1 + Class:3 + Trait:1) Swim* 0 (STR:0 + Ranks:0) Use Magic Device* -1 (CHA:-1 + Ranks:0) Class Features:
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. Diminished Spellcasting: A kensai may cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level. Canny Defense (Ex): At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name, save that his chosen weapon may be of any type. d20pfsrd.com wrote: When wearing light or no armor and not using a shield, a duelist adds 1 point of Intelligence bonus (if any) per duelist class level as a dodge bonus to her Armor Class while wielding a melee weapon. If a duelist is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus. Weapon Focus (Ex): At 1st level, a kensai gains Weapon Focus with his chosen weapon as a bonus feat. Infernal Mortification (Su): At 1st level, a fiend flayer can sacrifice some of his own infernal blood to add to his arcane pool. Sacrificing blood in this way is a standard action. For every 2 points of Constitution damage the fiend flayer takes in this way, his arcane pool increases by 1 point. Any arcane pool points gained in this way and not spent disappear the next time the magus prepares his spells. Unlike normal ability score damage, this damage cannot be healed by way of lesser restoration. Only time can heal the Constitution damage taken by way of infernal mortification. This ability cannot be used if the fiend flayer's Constitution damage is equal to or greater than 1/2 his Constitution score. Spells:
----------- Prepared ----------- 1st (1/day) - Obscuring Mist DC 15 Cantrips (2/day) - Prestidigitation, Ray of Frost DC 14 ----------- Spellbook ----------- Cantrips: Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Spark 1st: Feather Fall, Frostbite, Grease, Infernal Healing, Obscuring Mist, Shield, Shocking Grasp
Racial Traits:
Stat bonuses +2 Dex, +2 Int, -2 Cha Type Outsider(Native) Size Medium Speed 30 ft Darkvision: Tieflings can see perfectly in the dark for up to 60 feet. Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5. Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery. Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks. Spell-like ability Alternatives*: As a full-round action, you can bleed and collect 5 sp worth of precious blood per day.; You possess the scent special ability. * GM Approved
Feats/Traits:
------------ Feats ------------ Scent of Fear (1st): You can track by smell and automatically pinpoint the location of opponents by scent alone if they are within 30 feet. In addition, you gain a +2 morale bonus on attack rolls against shaken or frightened opponents, and you can detect them at twice the normal scent range (120 feet, pinpoint at 60 feet). You gain a +2 bonus on all Will saves as long as a shaken or frightened target is in range. You cannot be surprised by anyone who is shaken or frightened within range of your enhanced sense of smell. Basically changes scent ranges to: pinpoint at 30 ft, detect at 60 ft, and if they are scared those are doubled. Also grants bonuses to attack rolls and will saves. Weapon Finesse (GM Bonus): With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. Weapon Focus (Kensai Bonus): You gain a +1 bonus on all attack rolls you make using the selected weapon. Whip Additional Traits (Drawback): You gain two character traits of your choice. These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose — this feat cannot enable you to select a dwarf character trait if you are an elf, for example. ------------
Looking for Work (Campaign) - Choose one of the following skills: Bluff, Craft (any), Diplomacy, Intimidate, Perform (any), Profession (gambler), or Perception. You gain a +1 trait bonus in that skill, and that skill is always considered a class skill for you. Perception Magical Lineage (Magic) - Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell's final adjusted level. Frostbite Poverty-Stricken (Social) - You gain a +1 bonus on Survival checks, and Survival is always a class skill for you. Slippery (Combat) - You gain a +1 trait bonus on Stealth checks and Stealth is a class skill for you. -------------
Provincial (Minor) - You take a –2 penalty on Diplomacy checks and Sense Motive checks made against all creatures whose religion or alignment differs from your own.
Gear:
Scorpion Whip 5gp [3 lbs] Whip 1gp [2 lbs] Light Crossbow 35 gp [4 lbs] MWK Backpack 50gp [4lbs] Spell Component Pouch 5gp [2 lbs] Spellbook [3 lbs] Glowing Ink 5gp Inkpen 1sp Trail rations (5 days) 2gp 5sp [5 lbs] Canteen 2gp [1 lb] Flint and Steel 1gp Crossbow Bolts (40, w/ quiver) 4gp [4 lbs] Peasant's Outfit [2 lbs] Appearance:
Age: 72 Height: 6'6" Weight: 134 lbs Apollyon is a tall and lean Tiefling. His Elven heritage can be seen in his pointed ears. He has red skin and a long (about 6 ft) tail as well as very large horns sprouting from his forehead. His hair is jet black and fairly long (reaches shoulder blades), He also has a small black goatee. His feet resemble the feet of a large bird more than they resemble human feet and his fingers extend into moderately sharp tips resembling unrefined claws.
Backstory:
Rough version Apollyon was born to a relatively poor family in Riddleport. His parents died of starvation during a particularly hard year when Apollyon was only 48. Apollyon had a bit of a gambling problem for a while but found magic was able to distract him from gambling and helped him recover from his addiction. He has applied to the Cypher Mage guild 3 times but was rejected. Out of disappointment he returned to gambling and is currently looking for work to fund his habit.
Apollyon Adramelech
Resources:
The numbers listed here are how many of each resource are left Arcane Pool: 5/5.25
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