Toth Bhreacher

Bry-Anne's page

52 posts. Organized Play character for Hawthwile.


Race

| HP 10/10 | AC 14 T 11 FF 13 | CMB +3, CMD 14 | F: +4, R: +1, W: +3 | Init: +1 | Perc: +1, SM: +1, Darkvision 60 ft

Classes/Levels

| Speed 30ft | Spells: 1st 2/2 | Arcane Pool 4/4 | Active conditions: None

Gender

M LN Aphorite Hexcrafter Staff Magus 1

About Bry-Anne

PFS # 264524-26
Experience 0
Faction Exchange
Wealth 5 GP, 0 PP 0 Fame

Your continued resistance is highly illogical. It would be in your best interest to cease at the soonest opportunity. Which would be now.

Male Aphorite Hexcrafter Staff Magus 1
LN Medium Outsider (native)
Init +1; Senses Perception +1, Sense Motive +1, Darkvision 60 ft
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DEFENCE
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AC 14, touch 11, flat-footed 13 (+3 armor, +1 dex)
hp 10
Fort +4, Ref +1, Will +3 (+2 vs poison, mind-affecting)
Resistances: Electric 5
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OFFENSE
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Speed 30 ft.

Melee Quarterstaff +3 (1d6+3)
Dagger +3 (1d4+3, 19-20/x2)

Ranged Ranged Touch +1
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STATISTICS
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Str 16, Dex 12, Con 14, Int 17, Wis 12, Cha 7
Base Atk +0; CMB +3; CMD 14
Traits Bruising Intellect, Magical Lineage (Frostbite)
Feats Enforcer, Quarterstaff Master
Skills (6 points; 2 class, 3 INT, 1 FCB)
ACP -2
(1) Craft (books) +7
(1) Intimidate +7
(1) Knowledge (arcana) +7
(1) Knowledge (planes) +7
(1) Linguistics +4
(1) Spellcraft +7
*ACP applies to these skills

Non-Standard Skill Bonuses
None
Languages Aquan, Auran, Common (Taldane), Ignan, Infernal, Terran, Tien

Special Abilities:
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SPECIAL ABILITIES
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Aphorite Resistances: Aphorites have electricity resistance 5 and a +2 bonus on saves versus poison and mind-affecting effects.

Crystalline Dust: An aphorite can manifest a haze of crystalline dust that forms into indistinct runes and glyphs surrounding its body. This effect grants the aphorite a 20% miss chance against melee and ranged attacks. Activating this dust is a move action, but it can be maintained each round as a free action. The effect cannot be disrupted, but it ends immediately if the aphorite is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. An aphorite can use this ability a number of rounds per day equal to its Hit Dice, but the rounds do not need to be consecutive.

Darkvision: Aphorites can see in the dark up to 60 feet.

Planar Envoy: Aphorites with this racial trait begin play speaking Common and either Abyssal, Aquan, Auran, Celestial, Ignan, Infernal, or Terran. Aphorites with this racial trait and a high Intelligence score can choose any languages at character creation (except for secret languages, such as Druidic). They learn two languages rather than one each time they gain a rank in Linguistics. This racial trait modifies languages and replaces skilled.

Spell-Like Ability: Aphorites can use protection from chaos once per day as a spell-like ability (caster level equal to the aphorite’s class level).

Bruising Intellect: Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.

Magical Lineage: Pick one spell when you choose this trait (frostbite). When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.

Arcane Pool: 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
- 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.

Quarterstaff Master: At 1st level, the staff magus gains the Quarterstaff Master feat as a bonus feat, even if he does not meet the normal prerequisites. He only gains the benefit of this feat when wearing no armor or light armor.

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.

Spells:
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SPELLS
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Cantrips (3/day)
(*) Acid Splash
( ) Arcane Mark
( ) Dancing Lights
(*) Daze Will 13
(*) Detect Magic
( ) Disrupt Undead
( ) Flare Fortitude 13
( ) Ghost Sound Will 13
( ) Grasp
( ) Light
( ) Mage Hand
( ) Open/Close
( ) Prestidigitation
( ) Ray of Frost
( ) Read Magic
( ) Spark Fortitude 13

1st (2/day)
( ) Burning Hands Reflex 14
( ) Feather Fall
(1) Frostbite
( ) Grease Reflex 14
( ) Long Arm
(1) Shield

Feats:
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FEATS
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Enforcer: Whenever you deal nonlethal damage with a melee weapon, you can make an Intimidate check to demoralize your target as a free action. If you are successful, the target is shaken for a number of rounds equal to the damage dealt. If your attack was a critical hit, your target is frightened for 1 round with a successful Intimidate check, as well as being shaken for a number of rounds equal to the damage dealt.

Quarterstaff Master: At the start of your turn, you decide whether or not you are going to wield the quarterstaff as a one-handed or two-handed weapon. When you wield it as a one-handed weapon, your other hand is free, and you cannot use the staff as a double weapon. You can take the feat Weapon Specialization in the quarterstaff even if you have no levels in fighter.

Gear/Possessions:
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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-76 lb. Medium 77-153 lb. Heavy 154-230 lb.
Current Load Carried 43 lb.
Quarterstaff (0 gp) (4 lb)
Dagger (2 gp) (1 lb)
Studded Leather Armor (25 gp) (20 lb)
Spell Component Pouch (5 gp) (2 lb)
Backpack (2 gp) (2 lb)
*Charcoal (0.5 gp) (0 lb)
*Crowbar (2 gp) (5 lb)
*Flint and Steel (1 gp) (0 lb)
*Ink (8 gp) (0 lb)
*Inkpen (0.1 gp) (0 lb)
*Paper x6 (2.4 gp) (0 lb)
*Parchment x10 (2 gp) (0 lb)
*Spellbook (- gp) (3 lb)
*Waterskin (1 gp) (4 lb)
*Acid Flask x 2 (20 gp) (2 lb)
*Scroll: Infernal Healing (25 gp) (0 lb)
*Scroll: Obscuring Mist (25 gp) (0 lb)
*Scroll: Unseen Servant (25 gp) (0 lb)

*Stored in Backpack

Bot Me!:

Boons:
Child of Axis: You may play an aphorite character.

Background:

Appearance and Personality: