Jadrenka the Mother

Corrina Rand's page

68 posts. Organized Play character for jamie noone.


Full Name

Corrina Rand

Race

Human

Classes/Levels

Magus 1 | AC 14 T 11 FF 13 | HP 10/10 | F +4 R +1 W +2 | Init +1 | Perception +0

Gender

Female

Age

42

Strength 14
Dexterity 13
Constitution 14
Intelligence 16
Wisdom 10
Charisma 12

About Corrina Rand

Condition none

Current mission details:

Corrina Rand
PFS # 80181-6
XP 1
Fame 2; Prestige Points 0

Scenarios completed:
1.1 The Infernal Vault (at tier 3-4)

Female Human Magus
CG Medium Humanoid

Favored class bonus Add +1/4 point to the magus' arcane pool.

Init +1; Senses Perception +0
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Spells prepared & abilities
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Arcane pool: 4.25 used 2
weapon enhancement (swift action, 1 point: +1 enhancement bonus to weapon for 1 minute)
Spell combat (full round, -2 to melee attacks to cast spell with off-hand)
Level 0 disrupt undead
Level 0 flare
Level 0 daze
Level 1 shocking grasp
Level 1 vanish
Concentration check +8 (1 caster lvl, +3 int, +4 combat casting)
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Spellbook
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0 acid splash, arcane mark, dancing lights, daze, detect magic, disrupt undead, flare, ghost sound, light, mage hand, open/close, prestidigitation, ray of frost, read magic, spark
1 color spray, grease, shield, shocking grasp, true strike, vanish
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Consumables
sling bullets, silver blanched (10) used 1
potion CLW (1) used 1
wand CLW (50 charges) used 4
wand magic missile (50 charges) used 4
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Potions and Alchemy
Scrolls
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Defense
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AC 14, touch 11, flat-footed 13 (+3 armor, +0 shield, +1 dex)
HP 10 (1d8 +2 con)
Fort +4, Ref +1, Will +2
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Offense
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Speed 30 ft. (light encumbrance)
Melee +2 (1d8+2, 19–20/×2)
Ranged +1
Special Attacks
power attack (-1 to hit, +2 to damage; +3 to damage 2-H)
arcane pool weapon enhancement (1 point for +1 enhancement for one minute)
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Statistics
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Str 14, Dex 13, Con 14, Int 16 (+2 human), Wis 10, Cha 12
Base Atk +0; CMB +2; CMD 13
Feats power attack, combat casting
Traits
Indomitable You gain a +1 trait bonus on saving throws versus enchantment spells and effects.
Magical Lineage: shocking grasp When you apply metamagic feats to this spell, treat its actual level as 1 lower for determining the spell's final adjusted level.
Skills Climb (Str)* +1, Craft (Bookbinder) (Int) +7, Fly (Dex)*, Intimidate (Cha) +5, Knowledge (arcana) (Int) +7, Knowledge (dungeoneering) (Int), Knowledge (planes) (Int) +7, Profession (Wis), Ride (Dex)* +0, Spellcraft (Int) +7, Swim (Str)* +1, and Use Magic Device (Cha) +5 *ACP -1 factored
Languages Common, Varisian, Orc, Draconic
Armor & Weapons longsword (4 lbs, 1d8 19-20x2, S), dagger (1 lb, 1d4 19-20x2, 10 ft, P or S), sap (2 lbs, 1d6 x2, B, nonlethal), sling (0 lbs, 1d4 x2, 50 ft, B), bullets (10) (5 lbs), studded leather (20 lbs, +3 AC, -1 ACP)
Other gear magus's kit (31 lbs), waterproof bag (0.5 lbs), travelling spellbook (1 lb)
Money 20 GP, SP, 45 CP 40
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Special Abilities
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Weapon and Armor Proficiency A magus is proficient with all simple and martial weapons. A magus is also proficient with light armor. He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells A magus casts arcane spells drawn from the magus spell list. A magus must choose and prepare his spells ahead of time.

To learn, prepare, or cast a spell, the magus must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magus's spell is 10 + the spell level + the magus's Intelligence modifier.

A magus can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high Intelligence score (see the Ability Modifiers and Bonus Spells Table).

A magus may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the magus decides which spells to prepare.

Spellbooks A magus must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook except for read magic, which all magi can prepare from memory. A magus begins play with a spellbook containing all 0-level magus spells plus three 1st-level magus spells of his choice. The magus also selects a number of additional 1st-level magus spells equal to his Intelligence modifier to add to his spellbook. At each new magus level, he gains two new magus spells of any spell level or levels that he can cast (based on his new magus level) for his spellbook. At any time, a magus can also add spells found in other spellbooks to his own (see Arcane Spells).

A magus can learn spells from a wizard's spellbook, just as a wizard can from a magus's spellbook. The spells learned must be on the magus spell list, as normal. An alchemist (see the Alchemist description) can learn formulae from a magus's spellbook, if the spells are also on the alchemist spell list. A magus cannot learn spells from an alchemist.

Arcane Pool (Su) 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, 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 ability 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 cast and may be used again.

Spell Combat (Ex) 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.
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Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
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Verbal components:

From French, per Google translate
Color spray "Vague de couleur!"
Grease "Chaussée glissante!"
Shocking grasp "Foudre toucher!"

Background:
A modest Taldan from Almas, Andoran. Her husband joined the Society 10 years prior. She waited until the children were grown, and then joined herself. During her early spellcasting training, she was tasked with binding books, and she's continued doing it in her off-time.

Finances:

Begin 150 gp
Starting gear longsword 15 gp, dagger 2 gp, sap 1 gp, studded leather 25 gp, bullets (10) 1 sp, magus's kit 22 gp, waterproof bag 5 sp, traveling spellbook 10 gp, potion CLW (1) 50 gp Total -125 gp, 6 sp
Purchases during 1.1 silver weapon blanch 5 gp
1.1 pay+1634 gp
Sell mundane longsword +7 gp, 5 sp
Prestige purchase wand of CLW (2 PP)
Purchases MW longsword 315gp, potion CLW 50 gp, potion hide from undead 50 gp, scroll case 1 gp, wayfinder 250 gp, acid flask (2) 20 gp, thunderstone (1) 30 gp, antitoxin (2) 100 gp, scrolls: burning hands (2) 50 gp, unseen servant 25 gp, wand of magic missile 750 gp Total 1641 gp

Eligible items:

oil of bless weapon (100 gp) 1.1 Infernal Vault
wand of magic missile (50 charges) (750 gp) 1.1 Infernal Vault
cloak of resistance +1 (1000 gp) 1.1 Infernal Vault
potion of CMW (300 gp) 1.1 Infernal Vault
ring of protection +1 (2000 gp) 1.1 Infernal Vault
wand of magic missile (50 charges, CL 5th) (limit 1, purchased 0; 3750 gp) 1.1 Infernal Vault

Skill ranks:

craft 1
intimidate 1
kn (arcana) 1
kn (planes) 1
spellcraft 1
umd 1

Corrina Rand build:

S: 14 D: 13 Con: 14 I: 14+2 W: 10 Cha: 12
Faction: Grand Lodge

HP: 10 (8 +2 con)
skill points: 6 (2 +3 int +1 human)
ranks: craft, intimidate, kn (arcana), kn (planes), spellcraft, umd
class skills: 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)

Human
No alt traits

Feats:
lvl 1: power attack, combat casting

Traits:

Equipment:

Potential feats:

lvls: 1, 1, 3, 5*, 6, 9, 11*, 12, 15, 17*, 18
* = magus bonus feat
! = must take

spell penetration
greater spell penetration

Metamagic
empower spell (+2 lvls)
extend spell (+1 lvl)
heighten spell (varies)
maximize spell (+3 lvls)
quicken spell (+4 lvls)
widen spell (+3 lvls)
bouncing spell (+1 lvl)
!intensified spell (+1 lvl)
merciful spell (0 change)
persistent spell (+2 lvls)
reach spell (+1 lvl and up)
selective spell (+1 lvl)
flaring spell (+1 lvl)
piercing spell (+1 lvl)
rime spell (+1 lvl)
toppling spell (+1 lvl)

Potential arcana:

Arcane Accuracy (Su) The magus can expend 1 point from his arcane pool as a swift action to grant himself an insight bonus equal to his Intelligence bonus on all attack rolls until the end of his turn.
Close Range (Ex) The magus can deliver ray spells that feature a ranged touch attack as melee touch spells. He can use a ranged touch attack spell that targets more than one creature (such as scorching ray), but he makes only one melee touch attack to deliver one of these ranged touch effects; additional ranged touch attacks from that spell are wasted and have no effect. These spells can be used with the spellstrike class feature.
Empowered Magic (Su) The magus can cast one spell per day as if it were modified by the Empower Spell feat. This does not increase the casting time or the level of the spell. The magus must be at least 6th level before selecting this magus arcana.
Hasted Assault (Su) The magus can expend 1 point from his arcane pool as a swift action to move more quickly. This functions as haste, but only targets the magus and lasts for a number of rounds equal to the magus's Intelligence bonus. The magus must be at least 9th level before selecting this magus arcana.
Maximized Magic (Su) The magus can cast one spell per day as if it were modified by the Maximize Spell feat. This does not increase the casting time or the level of the spell. The magus must be at least 12th level before selecting this magus arcana.
Pool Strike (Su): The magus can expend 1 point from his arcane pool as a standard action to charge his free hand with energy. He can make a melee touch attack with that hand as a free action as part of activating this ability. If the touch attack hits, it releases the charge and deals 2d6 points of energy damage (acid, cold, electricity, or fire, chosen when he spends the arcane pool point to activate this ability). He can use this ability with the spellstrike class feature. If he misses with this attack, he can hold the charge for up to 1 minute before it dissipates. At 6th level, and every three levels thereafter, the amount of damage dealt by this attack increases by 1d6.
Quickened Magic (Su): The magus can cast one spell per day as if it were modified by the Quicken Spell feat. This does not increase the level of the spell. The magus must be at least 15th level before selecting this magus arcana.
Pool Strike, Arcing (Su): The magus can expend 1 additional point from his arcane pool when using the pool strike arcana. If his attack hits, the magus can target a number of enemies within 15 feet equal to his Intelligence modifier (minimum 0) with a ranged touch attack as a free action. Those struck take the same energy damage as the primary target of the pool strike, including increased damage on a critical hit. The magus must be at least 12th level and must have the pool strike magus arcana before selecting this magus arcana.