Armistril

Draco Anabolis's page

62 posts. Organized Play character for G-Lightning.


Race

Magus

Classes/Levels

Magus/(1) HP 13/13 AC 15/T=11/FF=14 Saves:F=+3/R=+1/W=+2(+2 vs. ench.)CMB/+3 CMD/14 Speed/30 ft. Init./+1 Perc./+3

Gender

Male

About Draco Anabolis

DRACO ANABOLIS
CR 1/2
Male Elf Magus 1
CG Medium humanoid (elf)
Init +1; Senses Low-Light Vision, Perception +3,

DEFENSE

AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex, )
hp 13 (1d8)+5
Fort +3, Ref +1, Will +2, +2 vs. enchantment spells and effects

OFFENSE

Speed 30 ft.
Melee elven curve blade (two handed) +3 ((two handed) 1d10+4/18-20)
Ranged acid (flask) +1 (1d6-3)
Ranged alchemist's fire (flask) +1 (1d6-3)
Special Attacks Spell Combat,
Prepared Spells Prepared Spell List
Magus (CL 1st):
1st - shocking grasp (2)
0th - dancing lights , detect magic , ray of frost

STATISTICS

Str 16, Dex 12, Con 13, Int 16, Wis 10, Cha 8
Base Atk +0; CMB +3; CMD 14
Feats Armor Proficiency, Light, Martial Weapon Proficiency, Simple Weapon Proficiency, Toughness
Skills Appraise +3, Bluff -1, Climb +6, Craft (Untrained) +3, Diplomacy -1, Disguise -1, Intimidate -1, Knowledge (Arcana) +7, Knowledge (History) +4, Perception +3, Perform (Untrained) -1, Spellcraft +7, Spellcraft (Identify magic item) +9, Swim +2,
Languages Celestial, Common, Draconic, Elven, Sylvan
SQ Arcane Pool (4/day), Armor Proficiency, Cantrips, Elven Immunities, Elven Magic, Keen Senses, Low-Light Vision, Weapon Familiarity,
Possessions elven curve blade; outfit (explorer's); masterwork chain shirt; elven trail rations (x5); bell; candle; chalk (1 piece); charcoal (1 stick); fishhook; oil (1 pint flask) (x2); parchment (sheet) (x3); sewing needle; signal whistle; tindertwig; wand of shield; rope (silk/50 ft.); magus spellbook; acid (flask) (x2); alchemist's fire (flask) (x2);
Magus Spellbook

SPECIAL ABILITIES

Anatomist You have studied the workings of anatomy, either as a student at university or as an apprentice mortician or necromancer. You gain a +1 trait bonus on all rolls made to confirm critical hits.
Arcane Pool (Su) You have a reservoir of mystical arcane energy that you draw upon to fuel your powers and enhance your weapon. This arcane pool has 4 points. The pool refreshes once per day when you prepare your spells. You can expend 1 point from your arcane pool as a swift action to grant any weapon you are holding a +1 enhancement bonus for 1 minute. 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.
Armor Proficiency (Ex) You 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.
Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.
Elven Immunities (Ex) Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic (Ex) Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Keen Senses (Ex) Elves receive a +2 bonus on Perception skill checks.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Magical Lineage (Shocking Grasp) One of your parents was a gifted spellcaster who not only used metamagic often, but developed many magical items and perhaps even a new spell or two--and you have inherited a fragment of this greatness. When you apply metamagic feats to Shocking Grasp, treat its actual level as 1 lower for determining the spell's final adjusted level.
Spell Combat (Ex) You can cast spells and wield your weapons at the same time. This functions much like two-weapon fighting, but the offhand weapon is a spell that is being cast. To use this ability, you 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, you can make all of your attacks with your 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 you cast this spell defensively, you can decide to take an additional penalty on your attack rolls, up to your Intelligence bonus, and add the same amount as a circumstance bonus on your concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. You can choose to cast the spell first or make the weapon attacks first, but if you have more than one attack, you cannot cast the spell between weapon attacks.
Weapon Familiarity (Ex) Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.