Ordikon

Dakash Rami Mindu's page

99 posts. Alias of KingOfAnything.


Race

hp 24/24 | AC 14, t11 f13 | Fort: +3 Ref: +2 Will: +4 | Perception +6 | Arcane Pool: 4/5 |

Classes/Levels

Conditions: none

Gender

NG Male Samsaran Magus 3 |

About Dakash Rami Mindu

Bot:

[dice=Attack]1d20+5[/dice]
[dice=Damage]1d6+3[/dice]

Dakash Rami Mindu
Male samsaran magus (staff magus) 3 (Pathfinder RPG Bestiary 4 230, Pathfinder RPG Ultimate Magic 9, 49)
NG Medium humanoid (samsaran)
Init +1; Senses low-light vision; Perception +8
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Defense
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AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
hp 24 (3d8+6)
Fort +3, Ref +2, Will +4; +2 vs. death effects, negative energy effects, negative levels
Defensive Abilities lifebound
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Offense
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Speed 30 ft.
Melee quarterstaff +5 (1d6+2)
Ranged light crossbow +3 (1d8/19-20)
Special Attacks arcane pool (+1, 5 points), magus arcana (spell shield[UM]), spell combat, spellstrike
Spell-Like Abilities (CL 3rd; concentration +3)
. . 1/day—comprehend languages, deathwatch, stabilize
Magus (Staff Magus) Spells Prepared (CL 3rd; concentration +7)
. . 1st—burning hands (DC 15), chill touch (DC 15), long arm[ACG], shield
. . 0 (at will)—detect magic, light, prestidigitation, touch of fatigue (DC 14)
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Statistics
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Str 14, Dex 12, Con 10, Int 18, Wis 12, Cha 11
Base Atk +2; CMB +4; CMD 15
Feats Quarterstaff Master[UM], Toughness, Weapon Focus (quarterstaff)
Traits methodical mind (planes, arcana, dungeoneering; planes, arcana, dungeoneering, planes), seeker, soaring sprinter
Skills Acrobatics +6 (+8 to keep balance or jump), Climb +5, Craft (weapons) +8, Knowledge (arcana) +10, Knowledge (dungeoneering) +10, Knowledge (geography) +5, Knowledge (history) +5, Knowledge (planes) +11, Knowledge (religion) +5, Perception +8, Perform (dance) +1, Spellcraft +10
Languages Abyssal, Celestial, Common, Draconic, Infernal, Samsaran
SQ mystic past life[ARG]
Other Gear studded leather, crossbow bolts (20), light crossbow, quarterstaff, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), ink, inkpen, magus starting spellbook, masterwork backpack[APG], mess kit[UE], soap, spell component pouch, torch, trail rations (2), waterskin, 16 gp
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Special Abilities
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Arcane Pool +1 (5/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Lifebound (Ex) +2 to save vs. death/neg energy/neg levels and Con checks to stabilize.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mystic Past Life (Magus [Staff Magus]) You can add spells from another spellcasting class to the spell list of your current spellcasting class. You add a number of spells equal to 1 + your spellcasting class’s key ability score bonus (Wisdom for clerics, and so on). The spells must be t
Quarterstaff Master Use a quarterstaff one-handed
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spell Shield +4 (Su) 1 Arcane Pool: +4 to AC until the end of your turn.
Spellstrike (Su) Deliver touch spells as part of a melee attack.

Level 2:
Dakash Rami Mindu
Male samsaran magus (staff magus) 2 (Pathfinder RPG Bestiary 4 230, Pathfinder RPG Ultimate Magic 9, 49)
NG Medium humanoid (samsaran)
Init +1; Senses low-light vision; Perception +7
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Defense
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AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
hp 18 (2d8+5)
Fort +3, Ref +1, Will +4; +2 vs. death effects, negative energy effects, negative levels
Defensive Abilities lifebound
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Offense
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Speed 30 ft.
Melee quarterstaff +3 (1d6+3)
Ranged light crossbow +2 (1d8/19-20)
Special Attacks arcane pool (+1, 5 points), spell combat, spellstrike
Spell-Like Abilities (CL 2nd; concentration +2)
. . 1/day—comprehend languages, deathwatch, stabilize
Magus (Staff Magus) Spells Prepared (CL 2nd; concentration +6)
. . 1st—chill touch (DC 15), cure light wounds, shield
. . 0 (at will)—detect magic, light, prestidigitation, touch of fatigue (DC 14)
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Statistics
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Str 14, Dex 12, Con 10, Int 18, Wis 12, Cha 11
Base Atk +1; CMB +3; CMD 14
Feats Quarterstaff Master[UM], Toughness
Traits methodical mind (planes, arcana, dungeoneering; planes, arcana, dungeoneering, planes), seeker, soaring sprinter
Skills Acrobatics +5 (+7 to keep balance or jump), Climb +5, Craft (weapons) +6, Knowledge (arcana) +10, Knowledge (dungeoneering) +10, Knowledge (geography) +5, Knowledge (history) +5, Knowledge (planes) +10, Perception +7, Perform (dance) +1, Spellcraft +8
Languages Abyssal, Celestial, Common, Draconic, Infernal, Samsaran
SQ mystic past life[ARG]
Other Gear studded leather, crossbow bolts (20), light crossbow, quarterstaff, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), ink, inkpen, magus starting spellbook, masterwork backpack[APG], mess kit[UE], soap, spell component pouch, torch, trail rations (2), waterskin, 16 gp
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Special Abilities
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Arcane Pool +1 (5/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Lifebound (Ex) +2 to save vs. death/neg energy/neg levels and Con checks to stabilize.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mystic Past Life (Magus [Staff Magus]) You can add spells from another spellcasting class to the spell list of your current spellcasting class. You add a number of spells equal to 1 + your spellcasting class’s key ability score bonus (Wisdom for clerics, and so on). The spells must be t
Quarterstaff Master Use a quarterstaff one-handed
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spellstrike (Su) Deliver touch spells as part of a melee attack.