Palaveen

Artos Scanderghast's page

2 posts. Organized Play character for Gavmania.


Full Name

Artos Scanderghast

Race

Tiefling Init+6, AC15 (t15, ff10), HP9/9, F/R/W +3/+6/+2

Classes/Levels

Magus (Kensai/Fiend flayer) 1//Investigator 1

Gender

Male

Size

5'7"

Age

50

Special Abilities

Spell Combat, Inspiration, trapfinding

Alignment

LN

Deity

Abadar

Strength 14
Dexterity 18
Constitution 12
Intelligence 18
Wisdom 10
Charisma 6

About Artos Scanderghast

Background:
Artos remembers very little about his parents - a sense of peace and comfort, the smell of lavender and a song. His earliest memories are of the Brotherhood.
The Brotherhood are a LE organization dedicated to infiltration and assassination. As such he was introduced at a very early age to many of the disciplines necessary for their agents, at which he proved quite adept.
So it was that he was destined to become an agent for the Brotherhood, if it were not for the intervention of fate.
Like most adolescents, Artos exhibited some form of rebellion. This would have been confined to harmless pranks were it not for the fact that he had access to details of past operations and their outcomes. One such caught his eye because of the names of the victims: Scanderghast. He did not know that it was his own family name at the time, but he thought he recognised it. It was when he read the report that the memories came flooding back. He remembered seeing his parents butchered and himself ttaken away, and to confirm it the report had listed under assets removed: 1 Tiefling child.
From that day forward, he realised that the Brotherhood was the Enemy. Focusing first on escaping from them, he realised that the best way was to excel in his studies so that he would be sent on assignment. So he threw himself into his studies to be the best he could be.
Outwardly, he was a model student, repeating the Ethos of the Brotherhood with a great deal of insight; inwardly however he was playing a role. He persuaded his tutors to alow him access to other philosophies so that he may emulate students of them, and worked his way through a few religious texts.
In particular, he felt an affinity - which he kept from his tutors - for the Holy texts of Abadar. It was somewhat fitting then, that the first assignment he was given was to assassinate a cleric of Abadar.

Everything went smoothly. He infiltrated the Temple, approached the cleric stealthily, and was all set to carry out the assassination.
But instead, he woke the Cleric and offered him a deal; his life in exchange for the Cleric's assistance. So it was the next morning that the Cleric announced that he had killed a Tiefling assassin, and Artos simply...disappeared.

Believing that he covered his tracks, Artos moved to a location far from the Brotherhood, where he hopes to establish himself before attempting to take out the Brotherhood.


ARTOS SCANDERGHAST
Male Tiefling magus (Kensai/Fiend flayer) 1//Investigator 1
LN medium outsider (native)
Combat Stats:

Init +6; Senses Darkvision (60 ft.), Perception +4,
AC 15, touch 15, flat-footed 10
hp 9 (1HD)
Fort +3, Ref +6, Will +2
Resistances Cold 5, Electricity 5, Fire 5,
Speed 30 ft. (6 squares)
Melee TWF kama (double-chained/cold iron;-) +3 (1d6+2/+1)
Melee 2HF kama (double-chained/cold iron) +3 (1d6+3)
Melee Spell Combat kama (double-chained/cold iron;-) +3 (1d6+2)
Melee 2H Reach kama (double-chained/cold iron) +3 (1d6+3), Reach 5'
Ranged shortbow +4 (1d6/x3)
Face 5 ft. by 5 ft. Reach 5 ft.
Base Atk +0; CMB +2; CMD 17
Special Actions Spell Combat, Inspiration

Spells:

Prepared Spell List
Magus (CL 1st):
1st - grease
0th - detect magic , mage hand
Prepared Extracts (CL 1st}:
1st - Longarm, Shield
Innate Spell-Like Abilities: darkness ( 1/day)

Feats, Traits and Abilities:
Special Qualities Alchemy, Arcane Pool (5/day), Bonus Magus Arcane Pool, Canny Defense, Cantrips, Darkvision, Diminished Spellcasting, Fiendish Language, Fiendish Resistance, Infernal Mortification, Inspiration pool {5/day), Kensai Chosen Weapon (Kama (Double-Chained)), Kensai Weapon Proficiency (Kama (Double-Chained)), Magus Arcana, Magus Arcana, Prehensile Tail, Skilled, Spell-Like Ability, trapfinding, Weapon and Armor Proficiency, Weapon Focus,
Feats Exotic Weapon Proficiency (Double-Chain Kama), Weapon Finesse, Weapon Focus (Kama (Double-Chained))
Traits Pragmatic Activator, Reactionary

Skills:

Acrobatics +8,
Appraise +4,
Bluff +4,
Climb +2,
Craft (Untrained) +4,
Craft (Alchemy) +5,
Diplomacy -2,
Disable Device +9,
Disguise -2,
Escape Artist +4,
Fly +4,
Intimidate -2,
Knowledge (Arcana) +8,
Knowledge (Planes) +8,
Linguistics +8,
Perception +4,(+1 to spot traps)
Perform (Untrained) -2,
Ride +4,
Spellcraft +8,
Stealth +10,
Swim +2,
Use Magic Device +8,

Possessions:
kama (double-chained/cold iron;-);
outfit (traveler's);
Alchemist formula book;
Belt Pouch (contains 23gp, 10sp);
Caltrops;
thieves picks and tools, common;
scroll (magic weapon);
arrows (20/cold iron);
arrow, smoke;
magus spellbook;
Rope (50');
Shortbow ;
Magus Spellbook 0th - acid splash , arcane mark , dancing lights , daze (DC 14) , detect magic , disrupt undead , flare (DC 14) , ghost sound (DC 14) , light , mage hand , open/close (DC 14) , prestidigitation (DC 14) , ray of frost , read magic (DC ) , spark (DC 14) 1st - frostbite , grease (DC 15),
Alchemist Formulae 1st (DC14) - Anticipate Peril, Cure Light Wounds, Heightened Awareness, Long Arm, Monkey Fish, Shield

Description of abilities:
Alchemy (Su): Investigators are highly trained in the creation of mundane alchemical substances and magical potionlike extracts.

When using Craft (alchemy) to create an alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition, an investigator can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check.

Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator's level as the caster level.

An investigator can create only a certain number of extracts of each level per day. His base daily allotment of extracts per day is given on the table above. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.

When an investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator's possession, then reactivates as soon as it returns to his keeping—an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must prepare his extracts anew every day. Mixing an extract takes 1 minute of work.

Creating extracts consumes raw material, but the cost of those materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement.

An investigator uses the alchemist formula list to determine the extracts that he can know. An investigator can prepare an extract of any formula he knows. To learn or use an extract, an investigator must have an Intelligence score equal to at least 10 + the extract's level. The saving throw DC of an investigator's extract is equal to 10 + the extract's level + the investigator's Intelligence modifier.

An investigator may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an investigator starts with two 1st-level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula of any level that he can create. An investigator can also add formulae to his book just as a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator's or an alchemist's formula book (and vice versa). An investigator does not need to decipher arcane writing before copying formulae.
Arcane Pool (Su) You have a reservoir of mystical arcane energy that you draw upon to fuel your powers and enhance your weapon. This arcane pool has 5 points. The pool refreshes once per day when you prepare your spells. You can expend 1 point from your arcane pool as a swift action to grant any weapon you are holding a +1 enhancement bonus for 1 minute. 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.
Bonus Magus Arcane Pool Magus: Add +1/4 point to the magus's arcane pool.
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 (Core Rulebook 382), save that his chosen weapon may be of any type. [AC Bonus +1 / Actual AC Bonus +1]
Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
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.
Fiendish Language (Ex) Tieflings speak either Abyssal or Infernal.
Fiendish Resistance (Ex) Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Infernal Mortification (Su) 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 6.
Inspiration (Ex): An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in his investigations, but can also use these flashes of inspiration in other situations.

An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 (his inspiration die) to the result of that check, including any on which he takes 10 or takes 20. This choice is made after the check is rolled and before the result is revealed. An investigator can use inspiration once only per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft checks without expending a use of inspiration, provided he's trained in the skill.

Inspiration can also be used on attack rolls and saving throws, at the cost of two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
Kensai Chosen Weapon (Kama (Double-Chained)) This is the Kensai's Chosen Weapon.
Kensai Weapon Proficiency (Kama (Double-Chained)) Kensai additional weapon proficiency selection.
Magus Arcana A fiend flayer gains access to the following magus arcana. He cannot select any arcana more than once.
Magus Arcana The following magus arcana complement the kensai archetype - concentrate*, critical strike*, deadly follow-up, precise prowess, prescient attack, prescient defense, spell shield*.
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.
Resistance to Cold (Ex) You may ignore 5 points of Cold damage each time you take cold damage.
Resistance to Electricity (Ex) You may ignore 5 points of Electricity damage each time you take electricity damage.
Resistance to Fire (Ex) You may ignore 5 points of Fire damage each time you take fire damage.
Skilled (Ex) Tieflings have a +2 racial bonus on Bluff and Stealth checks.
Spell Combat (Ex) You can cast spells and wield your weapons at the same time. This functions much like two-weapon fighting, but the offhand weapon is a spell that is being cast. To use this ability, you 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, you can make all of your attacks with your 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 you cast this spell defensively, you can decide to take an additional penalty on your attack rolls, up to your Intelligence bonus, and add the same amount as a circumstance bonus on your concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. You can choose to cast the spell first or make the weapon attacks first, but if you have more than one attack, you cannot cast the spell between weapon attacks.
Spell-Like Ability (Sp) Tieflings can use darkness 1/day as a spell-like ability.
Trapfinding: An investigator adds 1/2 his level (minimum 1) to Perception checks made to locate traps and to Disable Device checks. An investigator can use Disable Device to disarm magical traps.
Weapon and Armor Proficiency A kensai is proficient in simple weapons and in a single martial or exotic melee weapon of his choice. A kensai is not proficient with armor or shields and suffers normal arcane spell failure chance when casting magus spells while armored.
Weapon Focus (Ex) At 1st level, a kensai gains Weapon Focus with his chosen weapon as a bonus feat. (Kama (Double-Chained))