Chao Yuan Xu's page

9 posts. Alias of Joshua Hirtz.


About Chao Yuan Xu

Chao Yuan Xu

Story:
Chao Yuan Xu is a proud and noble man with aspirations of gaining the power of the dragons so that he may one day wield it in a similar fashion to his master. Having been orphaned at an early age, he was picked up by a wandering monk, a disguised imperial sky dragon, who realized the child's heritage and affinity for the sky. Finding such a meeting to be more than mere chance, the disguised dragon took the child with him and trained him in the arts of magic and combat. While he tried to teach the art of hand to hand combat, they both quickly came to realize that the child was much more at ease while wielding a staff.

As Chao has grown, he has become more aware of his innate connection with the sky above and learned to use their power to propel him into the sky so that he might join his master in flight.

Realizing that his master is by far more durable in combat, Chao has spent much of his time creating various tools to help protect himself.

Stats:

Male Sylph Soul Forger Staff Magus 10
N Medium Outsider (Native)
Deity
Init +5; Senses Darkvision; Perception +15
XP Depends on advancement track
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DEFENSE
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AC 28, touch 16, flat-footed 23 (+9 armor, +5 Dex, +2 shield, +1 deflection, +1 natural armor)
hp 83 Current: 83/83
Fort +11, Ref +10, Will +11

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OFFENSE
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Spd 30 ft., Fly 30 ft. (Good)
Melee

  • Staff of Electricity +12 (1d6+4, x2)

Ranged

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STATISTICS
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Str 14, Dex 20 (18), Con 14 (12), Int 18 (16), Wis 14, Cha 10
Base Atk +7; CMB +9; CMD 23
Feats Staff Magus Quarterstaff Master, 1st Airy Step, 3rd Craft Wondrous Items, 5th Craft Magic Arms and Armor, Magus Weapon Focus (Quarterstaff), 7th Craft Construct, 9th Wings of Air
Traits
Skills
  • Acrobatics 11 = 2 Ranks + 3 Dex + 3 Class + 2 Racial + 1 Trait

Skill Modifiers
Languages Common, Auran, Ignan, Terran
Combat Gear Staff of Electricity, Mithral Cobra Gauntlet, Maw of the Wyrm, Amulet of Natural Armor +1, Cloak of Resistance +2, +3 Mithral Breastplate, Vambraces of Defense
Other Equipment Headband of Intellect +2, Belt of Physical Might +2 (Con/Dex)

Coin
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SPECIAL ABILITIES
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Ability Score Modifiers +2 Dexterity, +2 Intelligence, -2 Constitution
Native Outsider Sylph are outsiders with the native subtype.
Medium Sylphs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed Sylphs have a base speed of 30 feet.
Darkvision Sylphs can see in the dark up to 60 feet.
Spell-Like Ability Feather Fall 1/day (caster level equals the sylph's total level).
Energy Resistance Sylphs have electricity resistance 5.
Breeze-Kissed Breezes seem to follow most sylphs wherever they go, but some sylphs are better able to control these winds than others. A sylph with this racial trait surrounds herself with swirling winds, gaining a +2 racial bonus to AC against nonmagical ranged attacks. The sylph can calm or renew these winds as a swift action. ONce per day, the sylph can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Whether or not the attempt succeeds, the winds are exhausted and no longer provide a bonus to the sylph's AC for 24 hours. This is a supernatural ability. This raicail trait replaces air affinity.
Arcane Bond (Quarterstaff) At 1st level, a soul forger gains a weapon as an arcane bond item. This is identical to the wizard class ability, but the soul forger must select a weapon.
Arcane Pool [i]At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enchance 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, or vorpal. adding these properties consumes an amount of bonus equal to the property's base price modifier (see the Magic Weapon Special Ability Descriptions). 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 aiblity again, the first use immediately ends.
Cantrips A magus can prepare a number of cantrips, or 0-level spells, each day, as noted in the table above under "Spells per Day." These spells are cast like any other spell, but they are not expended when you cast and may be used again.
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 the 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 attack.

A soul foger may use this ability only when wielding his bonded weapon.
Spellstrike At 2nd level, whenever a magus casts a spell with a range of "touch" from the magus spell list, he can deliever the spell through any weapon he is wielding as aprt 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 only deals x2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

A soul forger may use this ability only when wielding his bonded weapon.
Magus Arcana - Spell-Scars The magus can use special scar-based tattoos called spell-scars on his skin to cast or prepare spells, much like scrolls. He can cast a spell from a spell-scar exactly like casting from a scroll; the ink and scars vanish when the spell is cast. The magus can also prepare spells from his spell-scars without expending them, similar to a wizard using the Spell Mastery feat. The magus does not need to be able to see his spell-scar to use it. A magus has room on his skin for 18 total spell levels of spell-scars, which he can create using the rules for scribing scroll (although they do not require the Scribe Scroll feat).
Fortify Bond At 4th level, a soul forger may spend 1 point from his arcane pool to increase the hardness and hit points of his bonded item by an amount equal to his magus level. These hit points last until expended or until the soul forger next prepares spells. Multiple uses of this ability overlap and do not stack. This ability replaces spell recall.
Bonus Feat Weapon Specialization (Quarterstaff)
Magus Arcana - Scroll Mastery Whenever the magus uses a scroll, he may expend 1 point from his arcane pool to allow him to calculate the DC for any spell contained on the scroll using his Intelligence modifier, instead of the minimum modifier needed to cast a spell of that level. The magus must be at least 6th level before selecting this arcana.
Master Smith (+10) A soul forger adds his magus class level on Craft checks to manufacture armor, shields, and weapons. This bonus applies on skill checks required when using Craft Magic Arms and Armor.

At 7th leve, a soul forger uses the 1/10 gp value of armor, shields, and weapons to determin how much time it takes to craft mundane items, and he requires only half the normal amount of time to enchant magical arms and armor. This ability replaces knowledge pool.
Quarterstaff Defense At 7th level, while wielding a quarterstaff, the staff magus gains a shield bonus to his Armor Class equal to the enhancement bonus of the quarterstaff, including any enhancement bonus on that staff from his arcane pool class feature. At 13th level, this bonus increases by +3. This ability replaces the medium armor and heavy armor class abilities.[/i]
Improved Spell Combat At 8th level, the magus's abilit yto cast spells and make melee attacks improves. When using ht espell combat ability, the magus receives a +2 circumstance bonus on concentration checks, in addition to any bonus granted by taking an additional penltay on the attack roll.
Magus Arcana - Wand Wielder The magus can activate a wand or staff in place of casting a spell when using spell combat.
Staff Weapon At 10th level, a staff magus treats any magical staff he is wielding as a magical quarterstaff with an enhancement bonus to attack and damage equal to the staff's caster level divided by 4 (minimum +1). The staff must have at least 1 charge for the magus to use this ability. A staff magus can restore 1 charge to a staff by expending a number of points from his arcane pool equal to the level of the highest-level spell cast in the staff, as long as at least one spell in the staff is on the magus spell list. The magus cannot restore charges to more than one staff per day. This ability replaces fighter training.
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SPELLS
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0 - Known All - 4 - DC 1





1st - Known 9 - 4+1/Day - DC 1





2nd - Known 6 - 3+1/Day - DC 1




3rd - Known 6 - 2+1/Day - DC 1



4th - Known 2 - 0+1/Day - DC 1