Lion Blade

Cinder Thanax's page

19 posts. Alias of Wolfwaker (RPG Superstar 2013 Top 8).


Full Name

Cinder Thanax

Race

Human (Chelaxian)

Classes/Levels

Magus (Kensai) 10 (HP 65, AC 24/T 20/FF 20, Fort +9, Ref +7, Will +7, Perc +12, Init +11)

Gender

Male

Alignment

N

Deity

Ragathiel

Languages

Common, Infernal, Chelaxian, Ignan, Draconic, Abyssal, Elven, Sylvan

Strength 18
Dexterity 19
Constitution 14
Intelligence 20
Wisdom 10
Charisma 10

About Cinder Thanax

Image

Stats before items:
Str 16, Dex 17, Con 12, Int 18, Wis 8, Cha 12

Cinder was a tiefling, an unwanted child of a Chelaxian noble house. He was sent off to a distant relative's house to be a servant. While he was every bit as skilled at swordplay and social niceties as his pureborn cousins, he was never accepted as anything but a bastard child. Desparately smitten by the daughter of another noble house wo barely even noticed him, he vowed to prove his worth through deeds, and joined the Hellknight Order of the Pike to become a monster hunter. Now he seeks out the toughest fights available. If he can't impress the nobility, at least he can shame them.

Personality:
Cinder is resentful of the his inherited station but at the same time he desparately wants to earn the respect of his family and the nobility. He usually keeps those emotions in check but he is still driven by a desire to prove that his skill is equal to any man's. Ironically, he is most at peace in battle, when he can achieve total focus.

Tiefling
Standard Racial Traits
Ability Score Racial Traits: Tieflings are quick in body and mind, but are inherently strange and unnerving. They gain +2 Dexterity, +2 Intelligence, and –2 Charisma.
Type: Tieflings are outsiders with the native subtype.
Size: Tieflings are Medium creatures and thus receive no bonuses or penalties due to their size.
Speed: Tieflings have a base speed of 30 feet.
Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fireresistance 5.
Magical Racial Traits
Spell-like ability: Tieflings can use darkness once per day as a spell-like ability. Thecaster level for this ability equals the tiefling's class level.
Senses Racial Traits
Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.
Other Racial Traits
Fiendish Sprinter Some tieflings have feet that are more bestial than human. Whether their feet resemble those of a clawed predator or are the cloven hooves common to many of their kind, tieflings with this trait gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions. This racial trait replaces skilled.
Prehensile Tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
Favored Class: Magus Add +1/4 point to the magus's arcane pool.

Offense
Attack: 7 BAB +4 Str +1 Weapon Focus=+12/+7 with keen +1 katana (d8+5/15-20)
*Crit confirm roll is at +4
ranged: 7 BAB +4 Dex=+11/+6
Initiative: +4 Dex +2 trait +5 Int=+11
CMB: +7 BAB +4 Str=+11

Defense
CMD: 10 +7 BAB +4 Str +4 Dex=25
fire/cold/electric resistance 5
Armor: +1 spell-storing haramaki (+1+1 AC, 0% spell failure, 0 ACP)
AC: 10+4 Dex + 5 Int +2 natural +2 armor +1 deflection=24
T: 10+4 Dex + 5 Int +1 deflection=20
FF: 10 + 5 Int +2 natural +2 armor +1 deflection=20
HP 10d8+10=65

Fort 7 +2 Con=+9
Ref 3 +4 Dex = +7
Will 7 + 0 Wis = +7

The magus’s class skills are Climb (Str), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge(arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (planes) (Int), Profession (Wis),Ride (Dex), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha).

Skills:

70 skills
Acrobatics 5 +4 Dex=+9 (+5 move through threatened spaces)
Appraise 1 +5 Int=+6
Bluff 1 +0 Cha=+1
Climb 2 +3 class +4 Str=+9
Craft: Alchemy 2 +3 class +5 Int=+10
Craft: Trap 2 +3 class +5 Int=+10
Craft: Weapon 2 +3 class +5 Int=+10
Diplomacy 0+0 Cha=+0
Disable Device 1 +4 Dex=+5
Disguise 0 +0 Cha=+0
Escape Artist 3 +4 Dex=+8
Fly 1 +3 class=+4
Handle Animal 1 +0 Cha=+1
Heal 1 +0 Wis=+1
Intimidate 1 +3 class +0 Cha=+4
Kn. Arcana 2 +3 class +5 Int=+10
Kn. Dung. 1 +3 class +5 Int=+9
Kn. Eng. 1 +5 Int=+6
Kn. Geog. 1 +5 Int=+6
Kn. Hist. 2 +5 Int=+7
Kn. Local 1 +5 Int=+6
Kn. Nature 1 +5 Int=+6
Kn. Nobility 1 +5 Int=+6
Kn. Planes 3 +3 class +5 Int=+11
Kn. Religion 1 +5 Int=+6
Linguistics 2 +5 Int=+7
Perception 10 +0 Wis +2 alert=+12
Ride 3 +3 class +4 Dex=+10
Sense Motive 2 +0 Wis +2 alert=+4
Sleight of Hand 1 +4 Dex=+5
Spellcraft 2 +3 class +5 Int=+10
Stealth 9 +4 Dex=+13
Survival 1 +0 Wis=+1
Swim 1 +3 class +4 Str=+8
Use Magic Device 2 +3 class +0 Cha=+5

Proficient: simple weapons plus katana

Trait: Suicidal: Once per day, as an immediate action, you can make yourself the target of any attack originally directed against a creature occupying an adjacent square.
Trait: Desperate focus (Cheliax): +2 concentration
Trait: Reactionary: +2 Initiative
Drawback: Dependent. When you fail a Diplomacy check, become shaken for 1 hour.

Feat(1st) Armor of the pit (+2 natural AC)
Feat(3rd) Extra Arcana: Pool Strike (1 pt, free action, touch atk, 2d6 energy damage)
Feat(5th) Celestial Obedience (Ragathiel) +4 on saves vs evil spells/effects if you have slain a proven wrongdoer that day
Feat(7th) Improved Familiar (Smoke Mephit)
Feat(9th) Critical Focus +4 to crit conf.

Diminished Spellcasting (1 fewer of each level per day)

Canny Defense (Light or no armor, no shield, adds Int bonus (up to class level) as dmge bonus to AC while wielding a chosen weapon)

Weapon Focus: katana

Arcane pool (½ level + Int. 1 pt. to give +1 for 1 minute, or or dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.)
(5+4+2.5 (favored class) ->11 arcane points)

Cantrips

Spell Combat (may attack at -2 and cast a spell)

Spellstrike (gets free attack to deliver touch spell)
Arcana (Familiar)
Perfect Strike (1 arcane point to maximize weapon damage; 2 points to increase crit multiplier)
Bonus Feat : Arcane Strike
Arcana (Spell-scars. Can inscribe spell tattoos like scrolls, up to 18)
Fighter Training (count as fighter of level magus-3 for feats)
Iajutsu (add INT to initiative, may AoO flat-footed, draw favored weapon as a free action as part of AoO)
Imp. Spell Combat (+2 concentration checks)
Critical Perfection (9th) Add INT to crit conf. rolls. May use Magus level rather than BAB to qualify for Critical Focus et.
Ftr. Training (qualifies for fighter feats at half level)

Spells:

Spells known
all level 0
11 at 1st: Reduce Person,Obscuring Mist,Grease,Feather Fall,Chill Touch,Corrosive Touch,Enlarge Person, Burning Hands, Floating Disk, Shield, Infernal Healing
6 at 2nd: Spider Climb,Frigid Touch, Bull's Strength, Alter Self, Defensive Shock, Mirror Image
6 at 3rd: Fly, Water Breathing, Phantom Steed, Greater animal aspect,Vampiric Touch,Fireball
2 at 4th: Arcana theft, Mass enlarge person

Spells per day
5/5/4/3/1 at 0/1/2/3/4 (reduced by 1 for kensai, then +1 from Int)

Familiar:

Tephros, a smoke mephit
Int 10
nat armor +5
alertness
improved evasion
share spells
empathic link

Mephit, Smoke
This small winged humanoid has soot-colored skin, crimson eyes, and dark wings. Small trails of smoke stream from its body as it flies along.

N Medium outsider (air, extraplanar, fire)
Init +6; Senses darkvision 60 ft.; Perception +4
DEFENSE
AC 17, touch 14, flat-footed 14 (+1 size, +2 Dex, +1dodge, +3 natural)
hp (half mine); fast healing 2
Fort +1, Ref +5, Will +3
DR 5/magic; Immune fire, outsider traits
Weakness vulnerability to cold
OFFENSE
Speed 30 ft., fly 50 ft. (perfect)
Melee 2 claw +3 (1d3)
Special Attacks breath weapon (15-foot cone of black soot, DC 12 for half, 1d4 fire)
Spell-like Abilities (CL 6th)
1/hour--blur
1/day--ember storm, summon (level 2, 1 smoke mephit 25%)
STATISTICS
Str 10, Dex 14, Con 10, Int 6, Wis 11, Cha 15
Base Atk +3; CMB +3; CMD 17
Feats Dodge, Improved Initiative
Skills Bluff +7, Diplomacy +7, Disguise +6, Escape Artist+8, Fly +12, Intimidate +6, Perception +4, Stealth +8
Languages Ignan, Common
SPECIAL ABILITIES
Ember Storm (Sp)
Once per day a smoke mephit can create a downpour of white-hot embers that affects a 20- foot radius. Living creatures caught in the storm take 2d6 points of fire damage (Reflex DC 14 half, caster level 6th). This ability is the equivalent of a 2nd-level spell. The save DC is Charisma-based.
Fast Healing (Ex)
A smoke mephit heals only if it is exposed to smoke or soot (whether magically created or mundane in nature).
Sooty Breath (Su)
Living creatures that fail their saves against the smoke mephit's breath weapon are tormented by burning eyes. This effect imposes a -4 penalty to AC and a -2 penalty onattack rolls for 3 rounds. The save DC is Constitution-based and includes a +1 racial bonus.

A smoke mephit's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. A smoke mephit stands about 4 feet tall and weighs about 2 pounds.

items:

Items: (62000 to spend)
Reservoir Tattoo (10,000)...as a standard action, may store one ongoing spell effect (3rd level or less) to be resumed later in the day.
Headband of vast intelligence (+2) 4000
Belt of physical perfection (+2/+2/+2) 16000
+1 keen katana (4000)
+1 spell-storing haramaki armor (4000)
Pearls of power for 1st, 2nd (4000, 1000)
Ring of Protection +1 (1000) (+1 deflection AC)
cloak of human guise (900)
Daredevil softpaw boots (1400)
Gloves of elvenkind (7500)
Efficient quiver (1800)

2x silversheen (500 total)
5400 left

Mundane items
Spellbook
Alchemy crafting kit (5 lbs, 25 gp)
Heavy crossbow, 20 cold iron bolts, 20 +1 bolts, 20 silver bolts
2 bandoliers
silver dagger
cold iron dagger

Pathfinder's Kit (Price 12 gp; Weight 22 lbs.)

This kit consists of a backpack, a bedroll, a belt pouch, a clay mug, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week's worth of trail rations, and a whetstone. For Small creatures, the weight of a Pathfinder's kit is 7-1/2 pounds. Leaving the bedroll and rations at camp or on a mount reduces the weight by 12 pounds for Medium creatures and by 3 pounds for Small creatures.

Change log:

3/24 removed 3rd level pearl of power
added gloves of elvenkind, efficient quiver, silversheen, more bolts, spellbook

Daily Abilities:

Spells memorized: 5/5/4/3/1 at level 0/1/2/3/4
Free recast of a 1st and 2nd level spell (pearls of power)
Arcane pool: 11 points
Spell-storing armor
Reservoir tattoo (store one spell in progress to be resumed later)
Once per day, as an immediate action, you can make yourself the target of any attack originally directed against a creature occupying an adjacent square. (trait)

Familiar:
1/hour--blur
1/day--ember storm, summon (level 2, 1 smoke mephit 25%)