Nephlei

Beansidhe's page

156 posts. Alias of Merddyn.


Race

Sylph

Classes/Levels

Magus (Eldritch Archer) 5/Slayer (Sniper) 1

Gender

Female

Size

Medium

Alignment

N

Languages

Common, Auran

Strength 14
Dexterity 22
Constitution 10
Intelligence 20
Wisdom 8
Charisma 10

About Beansidhe

Stats
Init +8;
Senses Perception +15; Darkvision
Speed 30 ft; HP 68/68
Victory Points: 18

Defenses:
AC 23, touch 16, flat-footed 16 (+6 Dex, +4 Armor, +2 Enhancement, +1 Deflection)
CMD 24
Fort +7, Ref +11, Will +5
Energy Resistance: Electricity 5

Offense & Weapons:
Melee MW Longsword +9 (1d8+2/19-20)
Ranged +1 Seeking Composite Longbow (+2 Str) +14/+9 (1d8+3/x3/110')
Special Attacks Studied Target
CMB +8

Spellbook (69/100 Pages):
0-level (DC 15): Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Disrupt Undead, Flare, Ghost Sound, Grasp, Light, Mage Hand, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Spark
1st (DC 16): Burning Hands, Color Spray, Dancing Darkness, Deadeye's Arrow, Expeditious Retreat, Grease, Magic Missile, Obscuring Mist, Ray of Enfeeblement, Snowball, Shocking Grasp, True Strike, Vanish, Windy Escape
2nd (DC 17): Acid Arrow, Glitterdust, Invisibility, Spider Climb, Web, Scorching Ray, Blur, Armor Lock, Extreme Flexibility, Mirror Image
3rd (DC 18): Clay Skin, Fly, Haste, Vampiric Touch, Bloody Arrows

Spells Prepared:
Concentration +12; Caster Level: 8
0-Level: Acid Splash, Dancing Lights, Flare, Ghost Sound, Ray of Frost
1st: Expeditious Retreat, Grease, Obscuring Mist, Snowball, True Strike, Vanish
2nd: Armor Lock, Acid Arrow, Invisibility, Scorching Ray
3rd: Clay Skin, Haste

Feats:
•Point-Blank Shot
•Rapid Shot
•Extra Magus Arcana (Arcane Cloak)
•Weapon Focus (Longbow)
•Precise Shot

Traits:
•Magical Knack (Magus)
•Reactionary

Racial Traits:
•Energy Resistance
•Whispering Wind
•Darkvision
•Breeze-kissed

Skills:
•Acrobatics +17 (8 Ranks, +6 Dex, +3 Class)
•Disable Device +16 (5 Rank, +6 Dex, +3 Class, +2 Circumstance)
•Escape Artist +23 (8 Ranks, +6 Dex, +3 Class)
•Climb +9 (4 Ranks, +2 Str, +3 Class)
•Knowledge (Arcana) +10 (2 Ranks, +5 Int, +3 Class)
•Spellcraft +20 (7 Ranks, +5 Int, +3 Class, +5 Competence)
•Perception +15 (8 Ranks, -1 Wis, +3 Class, +5 Competence)
•Stealth +21 (8 Ranks, +6 Dex, +3 Class, +4 Racial)
•Swim +7 (2 Ranks, +2 Str, +3 Class)
•Use Magic Device +11 (8 Ranks, +0 Cha, +3 Class)

Gear:
Combat Gear
•+1 Seeking Composite Longbow (+2 Str) (3 lbs)
•MW Longsword (4 lbs)
•Arrows x27 ()
•Whistling Arrows x15 ()
•+1 Bane (Humanoid Human) Arrows x2 ()
•+1 Bane (Humanoid Dwarf) Arrows x2 ()
•+1 Bane (Outsider Native) Arrows x2 ()
•Trip Arrow
•Tangleshot Arrows x2
•+2 Mithral Chain Shirt (12.5 lbs)
•Eyes of the Eagle
•Belt of Incredible Dexterity (+2)
•Cloak of Resistance +1
•Ring of Protection +1
•Headband of Vast Intelligence 4000 GP (+2: Escape Artist, Goblin)

Other Gear
•Spellbook (3 lbs)
•Spell Component Pouch (2 lbs)
•Silk Rope (5 lbs)
•Grappling Hook (5 lbs)
•Masterwork Thieves Tools (2 lbs)
•Amillary Amulet
•Potion of CLW
•Scroll Dancing Darkness

Wealth: 1234 gp

Special Abilities:
Arcane Pool (8/8) 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. At 5th level this bonus increases to +2.

At 5th level, these bonuses can be used to add any of the following weapon properties: distance, flaming, flaming burst, frost, icy burst, nimble shot, shock, shocking burst, speed, or returning.

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.

Ranged Spell Combat: 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.

Instead of a light or one-handed melee weapon, an eldritch archer must use a ranged weapon for spell combat. She doesn’t need a free hand for ranged spell combat. The eldritch archer cannot accept an attack penalty to gain a bonus on concentration checks to cast a spell defensively.

Ranged Weapon Bond: At 1st level, an eldritch archer gains a bonded object as per the wizard’s arcane bonded object; it must be a ranged weapon, and it can’t be used to cast a spell once per day. Holding her bonded item does not prevent the eldritch archer from providing somatic components for her spells.

Studied Target: A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.

If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).

Accuracy: At 1st level, a sniper halves all range increment penalties when making ranged attacks with a bow, crossbow, or firearm.

This ability replaces track.

Ranged Spellstrike: At 2nd level, whenever an eldritch archer casts a spell that calls for a ranged attack, she can deliver the spell through a ranged weapon she wields as part of a ranged attack. Instead of the free ranged attack normally allowed to deliver the spell, an eldritch archer can make one free ranged attack with a ranged weapon (at her highest base attack bonus) as part of casting this spell. The attack does not increase the spell’s range.

If the spell can normally affect multiple targets, only a single missile, ray, or effect accompanies each attack; if the spell allows multiple attacks and the eldritch archer can make additional ranged attacks as part of a full-round action with spell combat, one additional ray, missile, or effect from the spell accompanies each subsequent ranged attack the eldritch archer makes in the same round until all attacks allowed by the spell are made. Unused missiles, rays, or effects remaining at the end of the eldritch archer’s turn are wasted.

This ability alters spellstrike.

Magus Arcana (Reach Spell): The magus can cast one spell per day as if it were modified by the Reach Spell feat. This doesn’t increase the spell’s casting time or level.

Magus Arcana (Arcane Cloak): The magus can expend 1 point from his arcane pool to add his Intelligence bonus to Stealth checks and Bluff checks to create a diversion in order to hide. This bonus lasts for 1 minute.

Spell Recall: 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: 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: 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.