Duelist

Araklifest's page

341 posts. Alias of Kr'wyn Slechtvalk.


Full Name

Araklifest

Race

Elf

Classes/Levels

Magus 2 | HP: 12/15 AC: 16 (20 with shield) | T: 13 | FF: 13 | CMB: 3 CMD: 16 | F: +4 R: +3 W: +3 | Init: +5 | Low-light vision | Spells per day: 4/3 (4/0 left)| Arcana pool 0/4

Gender

Male

Size

1.80 m.

Age

120

Alignment

CG

Deity

Desna

Languages

Common, Elven, Draconic, Sylvan, Celestial

Occupation

Librarian

Strength 14
Dexterity 16
Constitution 12
Intelligence 16
Wisdom 10
Charisma 10

About Araklifest

Araklifest

Race: Elf
Class: Magus
Level: 2
XP: 8
Prestige: 13
Alignment: Chaotic Good
Religion: Desna
Eyes: Clear blue
Hair: blond with green streaks, bound in a long ponytail on his back
Height: 1.80 m
Weight: 68 kg.
Age: 120

Languages: Common, Elven, Draconic, Sylvan, Celestial

STR: 14 (+2)
DEX: 16 (+3)
CON: 12 (+1)
INT: 16 (+3)
WIS: 10 (0)
CHA: 10 (0)

Combat:

BAB: +1; CMB: +3 CMD: +16

Melee AB: +4
Rapier: MAB: +4, Damage: 1d6+2; 18-20/x2
Mwk. light mace: MAB: +5, Damage: 1d6+2; 20/x2
Dagger: MAB: +4; damage: 1d4+2; 19-20/x2

Ranged AB: +4
Shortbow: RAB: +4; damage: 1d6; 3x; 60 ft.
Dagger (thrown): RAB: +4; damage: 1d4; 19-20/2x; 10 ft.

HP: 2HD+2 => 15 hp

Arcane Pool: 4

AC: 16 (+3 DEX +3 Studded,); with shield: AC: 20
Touch: AC: 13
Flatfooted: AC: 13

Init: +5

Saves:
FORT: +4
REF: +3
WILL: +3

Traits, feats and skills:
Traits:
Warrior of old: +2 on initiative
Focused mind: +2 on concentration checks

Feats:
Weapon finesse

Skills:
5 skillranks per level + 1 skillranks for favored class => 6 skillranks to split

Class skills (+trained +ranks +ability =total)
Climb (STR): +0 +0 +2 = +2
Intimidate (CHA): +3 +1 +0 = +4
Knowledge (arcana) (INT): +3 +2 +3 = +8 (+1 in Grand Lodge)
Knowledge (dungeoneering) (INT): +3 +1 +3 = +7 (+1 in Grand Lodge)
Knowledge (planes) (INT): +3 +2 +3 = +8 (+1 in Grand Lodge)
Perception (WIS): +3 +1 +0 = +4
Profession (librarian): +3 +1 +0 = +4
Ride (DEX): +0 +0 +3 = +3
Spellcraft (INT): +3 +2 +3 = +8 (+10 for identifying properties of magical items)
Swim (STR): 0+0+2 = +2
Use Magic Device (CHA): +3 +2 +0 = +5

Equipment, weapons, armor, encumbrance and money:

Weapons:
Rapier
mwk light mace
Dagger
Shortbow + 20 arrows

Armor:
Mwk studded leather

Equipment:
wayfinder, hot wheather outfit, mwk backpack, 2 belt pouches, 1 pouch for spell components1, spellbook with vial with ink and inkpen, waterskin, flint & steel, bedroll, 5 trail rations, rope (silk, 50 ft), 5 scrolls of endure elements, wand of cure light wounds (44 charges), 2 flasks of Holy Water

Encumbrance:
65 lbs (= light)

Money:
GP: 2046
SP: 3
CP: 0

Class and race features:
Class Features:

Arcane Pool: The Magus has a point pool equal to 1/3 of his level plus his intelligence bonus. The pool refreshes after a full rest. The Magus can spend 1 point as a swift action to grant his weapon 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: 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.
Spell Combat: As a full-round action, the Magus can make all melee attacks at a -2 penalty and can also cast any Magus spell with a cast time of 1 standard action, also at a -2 attack penalty. If he casts defensively, he can take an additional penalty on his attack roll up to his Intelligence modifier and add the amount to the concentration check. If the check fails, the spell is wasted but the attack still has a penalty.
Spellstrike: 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.

Race Features:

Mechanical Intolerance: An elf is not proficient with any crossbows or firearms. Also, any check involving a complex machine will fail with a roll under 3.
Weapon Familiarity: The elf is also proficient with any weapon with the word "Elven" in its name. Chakrams can be used in melee without a penalty, and are one-handed weapons.
Low-Light Vision: Can see twice as far in low light conditions
Elven Immunities: Elves are immune to magic sleep and get a +2 bonus on saves against enchantment
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Spells:

Spells Per Day
Level 0: 4
Level 1: 2+1

Spells Prepared
Level 0: detect magic, light, ray of frost, prestidigitation
Level 1: shield, shocking grasp, chill touch

Spells known
Level 0
All Magus Cantrips

Level 1
Chill touch, color spray, shield, shocking grasp, true strike, vanish

Boons:

Confirmed field agent: wayfinder enhancement: reduce PP cost by 1 (minimum 1).
Explore, report, cooperate:
Friend of Janira Gavix: +1 bonus on Knowledge checks while in the Grand Lodge
Inside knowledge: +2 on Knowledge (local) about Aspis Consortium, even untrained.
Lord Avid's Recommendation: +2 circumstance bonus on all CHA-based skill checks while on the Isle of Kortos.
Debt of Cyphers: When in Riddleport, you gain a +2 bonus on Knowledge (arcana) and Linguistics checks when you consult Gurukaza before making the check. In addition, the Order's connection to some of Riddleport's more powerful criminal elements also provides you a future benefit in the form of a +2 bonus on Diplomacy checks made in the city to gather information.
Riddleport Respect: You receive a +2 bonus on Intimidate checks made in Riddleport as a result.

Background: