Lord Almir

Branthis Alp's page

49 posts. Organized Play character for PbemDM.


Full Name

Branthis Alp

Race

Human

Classes/Levels

Magus 3 (AC:17, HP:20/24, F+5 R+4 W+4, Arcane Pool: 2/3, Concentrate: 1/1)

Gender

Male

Size

Medium

Age

28

Special Abilities

Arcane Pool, Cantrips, Spell Combat, Spellstrike, Magus Arcana (Concentrate)

Alignment

Lawful Neutral

Deity

Abadar

Location

Oppara

Languages

Common, Aklo, Draconic

Strength 16
Dexterity 14
Constitution 13
Intelligence 15
Wisdom 10
Charisma 10

About Branthis Alp

HP 24 (+1 favored class, +1 CON)
AC 17 (+4 armor, +2 DEX, +1 dodge, +1 trait when adjacent to single foe)

attacks
Longsword +5 (+3 STR, +2 BAB, +1 MW)(-2 Spell Combat), 1d8+3 (+1 AP, +1 trait)
Brass knuckles +4 (+3 STR, +2 BAB)(-2 Spell Combat), 1d3+3 (+1 AP, +1 trait)
Sling +4 (+2 DEX, +2 BAB) 1d4+3

BAB: +2
Fort: +5 (+3, +1, +1) Ref: +4 (+1, +2, +1) Will: +4 (+3, +0, +1)

Traits (Taldor Faction)
Expert Duelist: In your youth, you spent countless hours perfecting the art of the duel, focusing your
efforts on defeating a single foe. You gain a +1 trait bonus to your Armor Class so long as you are adjacent
to a single foe. This trait bonus is not applied to your Armor Class for touch attacks or when you are denied
your Dexterity bonus.

Vindictive: Your family is prone to endless feuds, and you were raised by people who simply do not forgive a
slight easily. Once per day, you can declare a creature that has dealt you hit point damage to be your vindictive
target as an immediate action when the damage is dealt. You receive a +1 trait bonus on damage rolls against this
target for 1 minute.

Feats
Dodge (Combat Dex 13 +1 dodge bonus to AC)
Combat Expertise (Combat Int 13 Trade attack bonus for AC bonus)
Mobility* (Combat Dodge +4 AC against attacks of opportunity from movement)

Special

Arcane Pool (Su) 3 points - expend 1 point as a swift action to grant weapon +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.

5th level - 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.

Spell Combat (Ex) - cast spells and wield weapons at the same time
As a full-round action, make all attacks with melee weapon at a –2 penalty and also cast any spell from the magus spell list with a casting time of 1 standard action.
cast defensively - can take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on concentration check.

Casting on the Defensive - does not provoke AoO - requires concentration check (DC 15 + double the spell's level).
Failure means that you lose the spell.

Spellstrike (Su) deliver touch spell through weapon. Make one free melee attack at highest base attack bonus as part of casting this spell. This attack uses the weapon’s critical range (×2 damage)

Magus Arcana:
Concentrate (Ex, 1/day) - reroll any concentration check at +4 bonus
Use this ability after the roll is made, but before the roll’s outcome is determined. Take second roll, even if worse.

Skills (12)

Climb (Str) +9 1 +3 (+2 circumstance bonus w/kit)
Craft (Int)
Fly (Dex)
Intimidate (Cha)
Knowledge
(arcana) (Int) +7 2 +3 +2
(dungeoneering) (Int) +6 1 +3 +2
(planes) (Int) +7 2 +3 +2
Profession (Wis)
Ride (Dex)
Spellcraft (Int) +8 3 +3 +2
Swim (Str)
Use Magic Device (Cha) +6 3 +3 +0

Spells

0th (cast 4/day)
Daze - A single humanoid creature with 4 HD or less loses its next action.
Detect Magic - Detects spells and magic items within 60 ft.
Light - Object shines like a torch
Acid Splash - (25 ft. + 5 ft./2 levels) ranged touch - orb deals 1d3 acid damage (disappears after 1 round)

1st (cast 4/day) Feather Fall, Chill Touch, Burning Hands, Shield

Spellbook:
0th: all
1st:
Burning Hands - 1d4/level fire damage (max 5d4).
Chill Touch - One touch/level deals 1d6 damage and possibly 1 Str damage.
Corrosive Touch - Touch attack deals 1d4 acid/level.
Feather Fall - Objects or creatures fall slowly.
Magic Missile - 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Shield - Invisible disc gives +4 to AC, blocks magic missiles
Shocking Grasp - 1d6 electricity damage / lvl (no save, max 5d6) +3 att if opponent is carrying metal
True Strike - +20 on your next attack roll
Vanish - invisibility for 1 round/level (5 max)

Spellbooks: A magus must study his spellbook each day to prepare his spells.
He cannot prepare any spell not recorded in his spellbook except for read magic, which all magi can prepare from memory.
A magus begins play with a spellbook containing all 0-level magus spells plus three 1st-level magus spells of his choice.
The magus also selects a number of additional 1st-level magus spells equal to his Intelligence modifier to add to his spellbook.
At each new magus level, he gains two new magus spells of any spell level or levels that he can cast
(based on his new magus level) for his spellbook.
At any time, a magus can also add spells found in other spellbooks to his own.

Stuff (208 gp)
Cloak of Resistance
Chain shirt 100 gp +4 +4 –2 20% 30 ft. 20 ft. 25 lbs.
MW Longsword 315 gp 1d8 19–20/×2— 4 lbs. S
Brass knuckles 1 gp 1d3 ×2 — 1 lb. B
Sling — 1d4 ×2 50 ft. — B
Bullets (10) 1 sp — — — 5 lbs.
Backpack, common 2 gp 2 lbs.
Rope, hemp (50 ft.) 1 gp 10 lbs.
Kit, climber's 80 gp 5 lbs.
Spellbook, traveling 10 gp 1 lb.
Book, journal 10 gp 1 lb.
Scrolls: Cat's Grace, Minor Image
Potion of CMW (2d8+3)

Taldor: Assist Lady Gloriana Morilla in gathering forces to march to Mendev.