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About Corrina RandCondition none
Current mission details:
Corrina Rand
Scenarios completed:
1.1 The Infernal Vault (at tier 3-4) Female Human Magus
Favored class bonus Add +1/4 point to the magus' arcane pool. Init +1; Senses Perception +0
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.
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)
Human
Feats:
Traits: Equipment: Potential feats:
lvls: 1, 1, 3, 5*, 6, 9, 11*, 12, 15, 17*, 18 * = magus bonus feat ! = must take spell penetration
Metamagic
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. |