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About Sar Xeng

Sar Xeng
Male Elf Magus 20
TN Medium Humanoid (elf)
Init +14; Senses darkvision (60 feet), low-light vision, arcane sight, see invisibility, read magic; Perception +22
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Defense
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AC 37, touch 23, flat-footed 29 (+9 armor, +8 Dex, +5 natural, +5 deflection)
hp 274 (20d8+114)
Fort +21, Ref +19, Will +17; +2 vs. enchantments
Immune sleep; Resist elven immunities
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Offense
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Speed 40 ft.
Melee Æther Shard (+1 agile, nullifying, phase-locking, planar, spell storing adamantine rapier) +27/+22/+17 (1d6+12, 15-20/x2)
Ranged Keravnos (+3 endless ammunition, seeking, shocking burst darkwood longbow) +27/+22/+17 (1d8+4+1d6 electricity/x3+2d10 electricity)
Magus Spells Prepared (CL 21):
6th-lvl chain lightning (DC 24), greater heroism, true seeing, greater dispel magic (x3)
5th-lvl cone of cold (DC 23), greater bladed dash, overland flight, wall of force, teleport (x2)
4th-lvl black tentacles, greater invisibility, stoneskin (x2), dimension door (x3)
3rd-lvl dispel magic, displacement, greater magic weapon, heroism, haste, vampiric touch (x2)
2nd-lvl blur, frigid touch, invisibility (x2), mirror image (x3)
1st-lvl corrosive touch, shield (x2), magic missile (x3), maximized intensified shocking grasp (x6)
0-lvl arcane mark, detect magic, light, mage hand, prestidigitation (DC 18)

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Statistics
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Str 12, Dex 27, Con 18, Int 26, Wis 10, Cha 8
Base Atk +15; CMB +16; CMD 39
Feats Extend Spell, Extra Arcane Pool (x2), Greater Weapon Focus (Rapier), Improved Critical (Rapier), Improved Initiative, Intensified Spell, Maximize Spell, Spell Perfection (Shocking Grasp), Toughness, Weapon Finesse
Traits Magical Lineage (Shocking Grasp), Reactionary
Skills Climb +12, Fly +29, Knowledge (Arcana) +31, Knowledge (Dungeoneering) +31, Knowledge (Planes) +31, Knowledge (Religion) +28, Perception +22, Spellcraft +31, Stealth +26, Use Magic Device +22
Languages Celestial, Common, Draconic, Elven, Gnoll, Gnome, Goblin, Infernal, Orc, Sylvan
SQ elven magic, elven weapon familiarity, keen senses,
Combat Gear Celestial Armor, Amulet of Natural Armor +5, Ring of Protection +5, Cloak of Resistance +5, Belt of Physical Might (Dex and Con +6), Headband of Aerial Agility (Int +6; Fly, Knowledge [Dungeoneering], Knowledge [Religion]), Boots of Striding and Springing, Gauntlets of Skill at Arms, Ioun Stone (Orange Prism), Ring of Wizardry I, Scroll of Summon Monster VII (CL 20) Other Gear Blessed Book, Handy Haversack, Ioun Stone (Iridescent Spindle), Pearl of Power (1st level, x3), Pearl of Power (2nd level, x2), Pearl of Power (3rd level, x2), Pearl of Power (4th level), Pearl of Power (5th level), Pearl of Power (6th level), Scroll of Greater Scrying (CL 20, x3)
Currency 16,670 gp
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Special Abilities
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Arcane Pool 22/day

Spoiler:
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/True Magus
Spoiler:
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.

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.

At 14th level, the magus gains the ability to seamlessly cast spells and make melee attacks. Whenever he uses the spell combat ability, his concentration check bonus equals double the amount of the attack penalty taken.

At 20th level, the magus becomes a master of spells and combat. Whenever he uses his spell combat ability, he does not need to make a concentration check to cast the spell defensively. Whenever the magus uses spell combat and his spell targets the same creature as his melee attacks, he can choose to either increase the DC to resist the spell by +2, grant himself a +2 circumstance bonus on any checks made to overcome spell resistance, or grant himself a +2 circumstance bonus on all attack rolls made against the target during his turn.


Spellstrike
Spoiler:
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
Spoiler:
As he gains levels, a magus learns arcane secrets tailored to his specific way 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.

Arcane Accuracy: 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.

Spell Shield: The magus can expend a point from his arcane pool as an immediate action to grant himself a shield bonus to AC equal to his Intelligence bonus until the end of his next turn.

Enduring Blade: Whenever the magus enchants his weapon using his arcane pool, he may spend 1 additional point from his arcane pool to increase the duration to 1 minute per magus level.

Arcane Edge: The magus can expend 1 point from his arcane pool as an immediate action after hitting a target with a slashing or piercing weapon in order to deal an amount of bleed damage equal to his Intelligence modifier (minimum 0).

Hasted Assault: The magus can expend 1 point from his arcane pool as a swift action to move more quickly. This functions as haste, but only targets the magus and lasts for a number of rounds equal to the magus’s Intelligence bonus.

Spell Blending (Permanency): When a magus selects this arcana, he must select one spell from the wizard spell list that is of a magus spell level he can cast. He adds this spell to his spellbook and list of magus spells known as a magus spell of its wizard spell level. He can instead select two spells to add in this way, but both must be at least one level lower than the highest-level magus spell he can cast.

Accurate Strike: The magus can expend 2 points from his arcane pool as a swift action to resolve all of his melee weapon attacks until the end of his turn as melee touch attacks.

Note: 1 extra Magus Arcana gained through Elf Magus favored class bonus from levels 1-6 (1/6th of a magus arcana per level). All other favored class bonuses taken as HP


Spell Recall
Spoiler:
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.

At 11th level, the magus’s ability to recall spells using his arcane pool becomes more efficient. Whenever he recalls a spell with spell recall, he expends a number of points from his arcane pool equal to 1/2 the spell’s level (minimum 1). Furthermore, instead of recalling a used spell, as a swift action the magus can prepare a spell of the same level that he has in his spellbook. He does so by expending a number of points from his arcane pool equal to the spell’s level (minimum 1). The magus cannot apply metamagic feats to a spell prepared in this way. The magus does not need to reference his spellbook to prepare a spell in this way.


Bonus Feats
Spoiler:
At 5th level, and every six levels thereafter, a magus gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat, item creation, or metamagic feats. He must meet the prerequisites for these feats as normal.

Feats Selected: Intensify Spell, Extend Spell, Improved Critical (Rapier)


Knowledge Pool
Spoiler:
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.

Medium Armor/Heavy Armor
Spoiler:
At 7th level, a magus gains proficiency with medium armor. A magus can cast magus spells while wearing medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component.

At 13th level, a magus gains proficiency with heavy armor. A magus can cast magus spells while wearing heavy armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component.


Fighter Training
Spoiler:
Starting at 10th level, a magus counts 1/2 his total magus level as his fighter level for the purpose of qualifying for feats. If he has levels in fighter, these levels stack.

Counterstrike
Spoiler:
At 16th level, whenever an enemy within reach of the magus successfully casts a spell defensively, that enemy provokes an attack of opportunity from the magus after the spell is complete. This attack of opportunity cannot disrupt the spell.

Greater Spell Access
Spoiler:
At 19th level, the magus gains access to an expanded spell list. He learns and places 14 spells from the wizard’s spell list into his spellbook as magus spells of their wizard level. He gains two of each of the following wizard spells not on the magus spell list: 0-level (Message, Mending); 1st-level (Charm Person, Protection from Evil); 2nd-level (See Invisibility, False Life); 3rd-level (Hold Person, Heroism); 4th-level (Dimensional Anchor, Bestow Curse); 5th-level (Dominate Person, Break Enchantment); and 6th-level (Greater Heroism, Legend Lore). He can ignore the somatic component of these spells, casting them without the normal chance of spell failure.

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Background
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Confident to the point of being occasionally cocky and driven by the need for knowledge above all else, Sar Xeng has dedicated his life to the merging of spell and sword. Trained by both the late wizard Olisirus the Learned and the elven duelist known simply as Lavender, Sar has spent the better part of the last 10 years journeying across the Outer Planes. Though this provided Sar with an excellent opportunity to hone his skills and grow in power (which he did), the journey's true purpose was closer to heart: find the extraplanar beings responsible for the slaughter of the entire town of Whitewind, home to his wizarding master Olisirus (now deceased). Thus far, Sar has only determined that the perpetrators of the mass killing were not of the Material Plane; whether they were demons wreaking havoc, summoned alien beings from the Astral Plane or angels meting out misplaced divine wrath does not concern Sar Xeng; only vengeance for those he lost. Armed with Æther Shard (a weapon he specifically commissioned to battle the denizens of the planes) and his spellbook, Sar has looked for powerful figures like himself to aid him in his task.