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About DolthInit +1; Senses darkvision 60 ft.; Perception +0 [+2 to notice unusual stonework]
spells:
Magus Spells Prepared (CL 5th; concentration +8)
2nd—cat’s grace, frigid touch, mirror image 1st—chill touch (Fort DC 14), color spray (Will DC 14), grease (Reflex DC 14), ray of enfeeblement, shield 0—acid splash, detect magic, mage hand, prestidigitation STATISTICS Base Atk +2; CMB +5; CMD 17 (21 vs. bull rush and trip) Feats Extra Arcane Pool, Steel Soul, Toughness, Weapon Focus (scimitar) Traits Armor Expert (-1 to armor check penalty), Bladed Magic (+1 trait bonus to craft mwk/magic weapons; arcane pool enchantment bonuses last 2 min.) Skills:
Climb +7, Craft (armor) +8, Craft (weapons) +7 (+8 to craft magic or masterwork weapons), Knowledge (arcana) +10, Knowledge (dungeoneering) +6, Knowledge (planes) +9, Spellcraft +10, Swim +7; Racial Modifiers +2 Craft or Profession (metal or stone [not included above]), +2 Perception (unusual stonework) Languages Common, Dwarven, Gnome, and Orc SQ arcane pool (7 points/day, +2 bonus) craftsman, magus arcana (arcane accuracy), slow and steady, spell recall, stonecutting, weapon familiarity. Gear:
Combat Gear arrows (40), scroll of blood transcription, scroll of spider climb, wand of enlarge person (50), wand of unerring weapon (50); Other Gear amulet of natural armor +1, mwk chain shirt, cloak of resistance +1, mwk dwarven waraxe, mwk longbow, magus’s kit [backpack, bedroll, belt pouch, flint and steel, ink, inkpen, iron pot, mess kit (plate, bowl, cup, fork, knife, spoon), rope, soap, spell component pouch, torches [10], trail rations [5 days], waterskin], pearl of power (1st), ring of protection +1, +1 scimitar, spellbook [all cantrips and spells prepared, plus expeditious retreat, glitterdust, ironbeard, obscuring mist, true strike, vanish], 178 gp SPECIAL ABILITIES:
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. 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. Craftsman Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed. Magus Arcana As he gains levels, a magus learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 3rd level, a magus gains one magus arcana. He gains an additional magus arcana for every three levels of magus attained after 3rd level. Unless specifically noted in a magus arcana’s description, a magus cannot select a particular magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the magus spell list unless otherwise noted. The magus can expend 1 point from his arcane pool as a swift action to grant himself an insight bonus equal to hisIntelligence bonus on all attack rolls until the end of his turn. Slow and Steady Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. 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. Spell Recall (Su) At 4th level, the magus learns to use his arcane pool to recall spells he has already cast. With a swift action he can recall any single magus spell that he has already prepared and cast that day by expending a number of points from his arcane pool equal to the spell’s level (minimum 1). The spell is prepared again, just as if it had not been cast. 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. Stonecutting Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking. Weapon Familiarity Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon. background:
Dolth hails from Janderhoff in the Mindspin mountains. He came from a family of miners and blacksmiths. During his childhood and young adult years he worked in the family blacksmith shop. Upon reaching his majority, he enlisted in the militia that guards Janderhoff's entrance to the Darklands. He served 15 years in the militia, distinguishing himself in combat against both the duergar and the drow. Eventually, he worked his way up to officer's rank. Everything was going well until one day when Dolth's platoon was standing guard in the outskirts of Nar-Voth when a raiding group of drow ambushed them. Normally in the face of such overwhelming force he would have ordered his men to retreat behind Janderhoff's fortifications, but among the drow was a noble spellcaster who silence-ed the area around Dolth, preventing him from giving orders. Recognizing his duty to warn the city but unable to send anybody else, Dolth ran. Dolth returned with reinforcements just in time to see the last of his men fall to one of the noble's spell. Dolth charged the noble and decapitated him, but that didn't bring back his men. The inevitable court-martial acquitted him, since it was clearly a case of weighing his platoon against the havoc a noble-led drow raiding party could wreak if they caught the city unawares. Officially, Dolth was a hero, but the sidelong glances and dead-end assignments he received revealed how people really felt about him. Unable to deal with the stress of staying in Janderhoff, Dolth decided to become a traveling adventurer. |