Shorafa Pamodae

Clarice_'s page

82 posts. Alias of J4RH34D.


Full Name

Clarice

Race

Tiefling

Classes/Levels

Magus Bladebound/Kensai 2

Gender

F

Size

M

Age

Young

Alignment

?E

Deity

?

Location

?

Strength 11
Dexterity 18
Constitution 12
Intelligence 18
Wisdom 12
Charisma 8

About Clarice_

Clarice looks young for her age, always has. She uses this to her advantage, letting people assume she doesn't know whats going on due to her age.

Crunch:
Clarice
Female Tiefling magus 1 Archetypes Bladebound, Kensai,
None Medium outsider (native)
Init +4, Senses darkvision (60 ft.); Perception +1
=================================================
DEFENSE
=================================================
AC 16, touch 15, flat-footed 11 (+1 armor, +4 Dex, +1 dodge, )
hp 9 ((1d8)+1)
Fort +3, Ref +4, Will +3
Resistances cold 5, electricity 5, fire 5,
=================================================
OFFENSE
=================================================
Speed 30 ft.
Melee rapier +5 (1d6/18-20)
Melee dagger +4 (1d4/19-20)
Ranged dagger (thrown) +4 (1d4/19-20)
Special Attacks Spell Combat,
Innate Spell-Like Abilities darkness (1/day),

Prepared Spells
Magus (CL 1st; concentration +5)
1st-shocking grasp
0th-arcane mark, prestidigitation(DC 14)
=================================================
TACTICS
=================================================

=================================================
STATISTICS
=================================================
Str 11, Dex 18, Con 12, Int 18, Wis 12, Cha 8,
Base Atk +0; CMB +0; CMD 15
Feats Weapon Finesse, Weapon Focus (Rapier)
Skills Bluff +6, Climb +4, Intimidate +3, Knowledge (Arcana) +8, Knowledge (Planes) +8, Perform (Sing) +4, Profession (Farmer) +5, Spellcraft +8,
Traits Missionary (Perform (Sing)), Student of Philosophy,
Languages Abyssal, Common, Dwarven, Elven, Halfling, Infernal
SQ arcane pool (5/day), bonus magus arcane pool, canny defense, cantrips, darkvision, diminished spellcasting, fiendish language, fiendish resistance, kensai chosen weapon (rapier), kensai weapon proficiency (rapier), magus arcana, prehensile tail, skilled, spell-like ability, weapon and armor proficiency, weapon focus,
Combat Gear potion of cure light wounds (2),
Other Gear rapier, outfit (peasant's), haramaki, backpack, masterwork, pathfinder's kit, scarf (pocketed), dagger (3), magus spellbook, 41.0 gp
=================================================
SPECIAL ABILITIES
=================================================
Arcane Pool (Su) You have a reservoir of mystical arcane energy that you draw upon to fuel your powers and enhance your weapon. This arcane pool has 5 points. The pool refreshes once per day when you prepare your spells. You can expend 1 point from your arcane pool as a swift action to grant any weapon you are holding a +0 enhancement bonus for 1 minute. 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.

Attached You have a strong emotional attachment to a person or object that you're terrified of losing. The GM chooses the object of your attachment. Whenever the object of your attachment is either threatened, in danger, or in someone else's possession, you take a -1 penalty on Will saves and a -2 penalty on saves against fear effects. If the person or object to which you're attached is ever lost, killed, or destroyed, exchange this drawback for the Doubt drawback.

Background Skill (Perform (Sing), Profession (Farmer))

Bonus Magus Arcane Pool Add +1/4 point to the magus' arcane pool.

Canny Defense (Ex) At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name (Core Rulebook 382), save that his chosen weapon may be of any type. [AC Bonus +1 / Actual AC Bonus +1]

Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Darkvision

Diminished Spellcasting A kensai may cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level.

Fiendish Language (Ex) Tieflings speak either Abyssal or Infernal.

Fiendish Resistance (Ex) Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

Infernal

Kensai Chosen Weapon (Rapier) This is the Kensai's Chosen Weapon.

Kensai Weapon Proficiency (Rapier) Kensai additional weapon proficiency selection.

Looking for Work (Bluff) Pick one of the following skills: Bluff, Craft (any), Diplomacy, Intimidate, Perform (any), Profession (gambler), or Spot. You gain a +1 trait bonus in that skill, and that skill is always considered a class skill for you.

Magus Arcana The following magus arcana complement the kensai archetype - concentrate*, critical strike*, deadly follow-up, precise prowess, prescient attack, prescient defense, spell shield*.

Missionary (Perform (Sing)) You've spent much of the last several years serving your faith, and the conviction and dedication to your church has impressed many.

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.

Resistance to Cold (Ex) You may ignore 5 points of Cold damage each time you take cold damage.

Resistance to Electricity (Ex) You may ignore 5 points of Electricity damage each time you take electricity damage.

Resistance to Fire (Ex) You may ignore 5 points of Fire damage each time you take fire damage.

Skilled (Ex) Tieflings have a +2 racial bonus on Bluff and Stealth checks.

Spell Combat (Ex) You can cast spells and wield your weapons at the same time. This functions much like two-weapon fighting, but the offhand weapon is a spell that is being cast. To use this ability, you 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, you can make all of your attacks with your 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 you cast this spell defensively, you can decide to take an additional penalty on your attack rolls, up to your Intelligence bonus, and add the same amount as a circumstance bonus on your concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. You can choose to cast the spell first or make the weapon attacks first, but if you have more than one attack, you cannot cast the spell between weapon attacks.

Spell-Like Ability (Sp) Tieflings can use darkness 1/day as a spell-like ability.

Student of Philosophy You were trained in a now� defnct philosophical tradition-such as that of the now� destroyed Gaitan universities or Lirgeni astrologers-and learned to use logic and reason to persuade others. You can use your Intelligence modifer in place of your Charisma modifer on Diplomacy checks to persuade others and on Bluf checks to convince others that a lie is true. (This trait does not afect Diplomacy checks to gather infrmation or Bluf checks to fe int in combat.)

Tiefling

Weapon and Armor Proficiency A kensai is proficient in simple weapons and in a single martial or exotic melee weapon of his choice. A kensai is not proficient with armor or shields and suffers normal arcane spell failure chance when casting magus spells while armored.

Weapon Focus (Ex) At 1st level, a kensai gains Weapon Focus with his chosen weapon as a bonus feat.

Weapon Focus (Rapier)

[/b]

=================================================
Magus Spellbook
=================================================
[b]Magus Spells