Golem-Breaker

Dolres's page

228 posts. Organized Play character for CrystalStorm.


Full Name

Dolres

Race

Dwarf

Classes/Levels

Magus/2

stats:
HP 14/14 GN, AC=15, T=12 , FF=13 | CMD=16, CMB=4 | F=5 , R=3 , W=4 | Init +6 | Perc= +8 | (Battle Axe+4(-2 when casting)/1d8 + 2/20/X3, Short Bow +4/1d6 /20/x3) Speed 20

Gender

Female - Dex(-5)

Alignment

NN

Languages

Common, Dwarf, Giant, Goblin

Strength 14
Dexterity 14
Constitution 14
Intelligence 14
Wisdom 12
Charisma 11

About Dolres

38299-10
Osirion

Feats:
Improved Initiative

SpellStrike= (Su): At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon's critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier

Magus Arcana:
Close Range: 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.

Skills:
(Number of skills Class=2 + IQ=2+ Favored Class=1 total 5
Knowledge Arcane = 7 (Ability 2 + Class 3 + Rank 2)
Knowledge Dungeoneering = 8 (Ability 2 + Class 3 + Trait 1 +Rank 2)
Knowledge Planes = 7 (Ability 2 + Class 3 + Rank 2)
Perception = 7 (Ability 0 + Class/Trait 3 + Trait 1 + Rank 2)
+2 on stoneworks with traps or hidden doors
Spellcraft = 7 (Ability 2 + Class 3 + Rank 2)

Arcane Pool:
Arcane pool = 3 used 2
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.


spells Memorized:

Used: Burning hands
Concentration check = +3 ( caster level1 +IQ 2)
Must make 15 + twice spell level
Level =0 (# spells 4)
Detect magic
Ray of Frost
Disrupt undead
Read Magic
Level = 1 concentration check= 17 (# spells 3)
Shocking Grasp
Shocking Grasp
Burning Hands
Chill Touch


Traits:

Magical lineage - Shocking Grasp
One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Pick one spell when you choose this trait. When you apply metamagic feats to this spell, treat its actual level as 1 lower for determining the spell's final adjusted level.

Tomb Raider = You’ve spent most of your life exploring
the ancient tombs and catacombs of Osirion. You gain a
+1 bonus on Perception and Knowledge (dungeoneering)
checks, and one of these skills (your choice) becomes a
class skill for you.

Equipment:
Leather Studded Armor
Battle Axe
Short bow
40 Arrows
Spell Book
Tent - Medium
Magus Kit:
Backpack
Bedroll
Belt Pouch
Bandolier
Flint & Steel
Ink
Ink Pen
Iron Pot
Mess Kit
Rope 50 ft
Soap
Spell component Pouch
10 Torches
5 Trail Rations
Waterskin
Grapple Hook
3 Alchemist fire
3 Acid
3 Potion Cure light wounds
48 Cure Light Wounds wand

"items found in this module"


Experience:

Master of the Fallen Fortress
13 The Prince of Augustance
6-01 Trail by Machine

Gold 426.5
Experience Points = 3
Prestige = 3
Fame = 5

"items found in this module"

Background:
Dolres was born in the deep, arid desert of Osirion. Her parents were exploring ruins in the desert when she was born. They simply could not miss the chance to explore one more ruin, even with a child on the way.
Her parents raised her in the traditions of all dwarves, the mighty axe and her small size to take advantage of those taller than her. She learned her lessons well and became very proficent with the mighty axe her father had made for her. She spent many nights when they were actually home to admire her fathers personal axe, hoping that one day it would be hers.
Dolres was quite surprise when she learned that her parents apprenticed her to a mage. She had been showing signs of magic in her sleep, which she had not realised. Dolre was not willing to give up her dream of wielding her fathers axe, so she incorporated the use of her axe with her spells.
While she was apprenticed, her parents earned the right to explore the legendary Sphinx. They had excitedly pack their things and promised Dolre they would return soon. They never did.
In the faint hope of finding her parents, or at least the their remains, Dolre joined the pathfinders. Perhaps, with help and experience, she might succeed where her parents had failed.

Purchases:

Purchased after Master of the Fallen Fortress
Received 479 gd
Grapple Hook 1 gp
1 Alchemist fire 60 gd
3 Acid 30 gd
Bandolier .5 gd
2 Potion Cure light wounds 100 gd
Total spent 191.5
----------------
The prince of Augustana
Purchased
two cure light wound spells = 40 gp
two cure light wound potions = 100 gp
Used one Cure Light Wounds Potion
Received = 462 gd
--------------------
Trail by Machine
Purchased
Battle Axe - masterwork silver - 400 gd
Battle Axe - masterwork Cold Iron - 320 gd
sell battle axe +10
Recived = 511 gd
--------------------
Half Dead City
Purchased
Cure Light Wounds Wand = 2 pp
Used 2 Alchemist Fire