Shadow

Cepsihir's page

113 posts. Organized Play character for JLeeBly.


Full Name

Cepsihir

Race

Wayang

Classes/Levels

Magus (Bladebound / Hexcrafter) 3 / Ninja 1 | HP 21/21 | AC 18 / T 15 / FF 14 / CMD 14 | F+4 R+6 W+3 | Init+4 | Percept+8 Dark Vis |

Gender

Male

Size

Small

Age

51

Alignment

Chaotic Neutral

Deity

None

Languages

Common, Wayang, Tien, Kelish, Abyssal, Varisian

Occupation

Former Lantern Lodge Dashi

Homepage URL

https://www.dropbox.com/s/w5cm987t7f2c6r9/Cepsihir.pdf

Strength 10
Dexterity 18
Constitution 12
Intelligence 17
Wisdom 10
Charisma 11

About Cepsihir

Trained by Amara Li's own disciples, Cepsihir's unconventional appearance and fighting style make him a frightful battlefield presence.

Pronounced Chep-See-Hear

Cepsihir
Male Wayang Magus (Bladebound/Hexcrafter) 2 / Ninja 1
CN Medium Humanoid (Wayang)
Init +4; Senses Darkvision 60'; Perception +8
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Defense
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AC 18, touch 15, flat-footed 14 (+3 armor, +4 Dex, +1 size)
hp 21 (3d8+3)
Fort +4, Ref +6, Will +3 (+2 versus Shadow)
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Offense
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Base Atk +1; CMB +0; CMD 14
Speed 20 ft.
Melee
Scimitar +6 (1d4+4/18-20,x2)
Coldiron Shortsword +6 (1d4/19-20,x2)
Throwing Axe +6 (1d4/x2)
Light Mace +6 (1d4/x2)
Touch Spell Delivery +6

Ranged
Shortbow +6 (1d4/x3) [60']
Throwing Axe +6 (1d4/x2) [10']
Ranged Touch Spell Delivery +6

Special Attacks

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.

Spell Strike:
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.

Spell-Like Abilities
Light and Dark (Su): Once per day as an immediate action, a wayang can treat positive and negative energy effects as if she were an undead creature, taking damage from positive energy and healing damage from negative energy. This ability lasts for 1 minute once activated.

Dissolution's Child (Su): Once per day, you may change your appearance to look as if you were little more than a 4-foot-tall area of shadow. Your physical form still exists and you are not incorporeal—only your appearance changes. This works like invisibility, except it only lasts 1 round per level (maximum 5 rounds). This racial trait replaces shadow magic.

Spells Prepared (CL 3):

Level 1 (3/day) DC 14
Shocking Grasp
Shield
Chill Touch

Level 0 (Cantrips) DC 13
Acid Splash
Detect Magic
Disrupt Undead
Ray of Frost

Spell Book:

1:Burning Hands, Chill Touch, Corrosive Touch, Frostbite, Hydraulic Push, Illusion of Calm, Shield, Shocking Grasp
0:Acid Splash, Detect Magic, Disrupt Undead, Prestidigitation, Ray of Frost

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Statistics
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Abilities:

Str 10
Dex 18
Con 12
Int 17
Wis 10
Cha 11

Feats:

Weapon Finesse (Lv1)
Dervish Dance (Lv3)

Traits:

Dissolution's Child (Alternate Racial): Once per day, you may change your appearance to look as if you were little more than a 4-foot-tall area of shadow. Your physical form still exists and you are not incorporeal—only your appearance changes. This works like invisibility, except it only lasts 1 round per level (maximum 5 rounds). This is a supernatural ability. This racial trait replaces shadow magic.
Metamagic Master (Regional): When you use Shocking Grasph with a metamagic feat, it uses up a spell slot one level lower than it normally would.
Magical Knack (Magic): Your Magus caster level gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.

Boons:

Way of the Kirin (Season 4): +1 Intelligence

Skills:

Acrobatics +7
Appraise +7
Disable Device +7
Escape Artist +7
Kn: Arcane +7
Kn: Dungeoneering +7
Kn: Planes +7
Kn: Local +7
Kn: Nobility +7
Linguistics +7
Perception +8
Perform: Dance +5
Sense Motive +4
Sleight of Hand +11
Spellcraft +8
Stealth +16
UMD +4

Languages:

Common
Wayang
Tien
Abyssal
Kelish
Varisian

Equipment:

Combat Gear
Studded Leather, Shadow Stencils

Other Gear
Pathfinder's Kit, Traveler's Outfit, Pocketed Scarf, Traveling Spellbook

Coin
TBD

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TRACKED RESOURCES
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Wand of Infernal Healing (46)
Arrows (20)

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Special Abilities
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Arcane Pool (4)
Sneak Attack +1d6
Poison Use