Garuda-Blooded Aasimar

Drelsh's page

167 posts. Alias of CampinCarl9127.

Full Name





Magus/Rogue 5










Common, Infernal, Black Blade, Abyssal, Gnoll, Goblin, Orc

Strength 10
Dexterity 18
Constitution 16
Intelligence 18
Wisdom 10
Charisma 6

About Drelsh

Male Tiefling Magus (Bladebound) 5/Rogue 5
CN Medium Outsider (Native)
Init +5; Senses Perception +10 (+12 vs traps); darkvision 60 ft.
Defense 14, flat-footed 10 (+4 dex) (+1 vs traps, Uncanny Dodge)
hp 60
Fort +7, Ref +8, Will +4 (+1 vs traps)
DR 7/armor (+3 armor, +3 natural, +1 HD) Resist cold 5, electricity 5, fire 5
Speed 30 ft.

Melee Scimitar +10 (1d6+6)
Dagger +7 (1d4)

Ranged Longbow +7 (1d8)
Str 10, Dex 18, Con 16, Int 18, Wis 10, Cha 6
Base Atk +3; CMB +3; CMD 17
Traits Magical Lineage (Shocking Grasp), Arcane Temper
Feats Armor of the Pit, Weapon Finesse, Weapon Focus (Scimitar), Slashing Grace (Scimitar), Heighten Spell, Preferred Spell (Shocking Grasp), Alertness
Skills (60 points; 40 rogue, 20 INT)
ACP -1
(5) Acrobatics* +12
(5) Bluff +6
(3) Climb* +6
(5) Disable Device* +14
(5) Escape Artist* +12
(5) Knowledge (arcana) +12
(5) Knowledge (dungeoneering) +12
(5) Perception +10 (+12 vs traps)
(5) Sense Motive +10
(5) Sleight of Hand* +12
(5) Spellcraft +12
(5) Stealth* +12
(2) Swim** +5
*ACP applies to these skills
Non-Standard Skill Bonuses
+2 Perception vs traps (class)
+2 Disable Device (class)
+2 Perception (feat)
+2 Sense Motive (feat)
Languages Common, Infernal, Black Blade, Abyssal, Gnoll, Goblin, Orc

Special Abilities:

Scaled Skin The skin of these tieflings provides some energy resistance, but is also as hard as armor. Choose one of the following energy types: cold, electricity, or fire. A tiefling with this trait gains resistance 5 in the chosen energy type and also gains a +1 natural armor bonus to AC.

Fiendish Sprinter Some tieflings have feet that are more bestial than human. Whether their feet resemble those of a clawed predator or are the cloven hooves common to many of their kind, tieflings with this trait gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.

Spell-like ability Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level.

Darkvision Tieflings can see perfectly in the dark for up to 60 feet.

Prehensile Tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action.

Magical Lineage Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell's final adjusted level.

Arcane Temper You gain a +1 trait bonus on concentration and initiative checks.

Sneak Attack +3d6 If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

Trapfinding A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Evasion At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Finesse Rogue A rogue that selects this talent gains Weapon Finesse as a bonus feat.

Trap Sense At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.

Combat Trick A rogue that selects this talent gains a bonus combat feat.

Uncanny Dodge Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.

Arcane Pool 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 1/3 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.

Spell Combat 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.

Spellstrike 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.

Black Blade At 3rd level, the bladebound magus’ gains a powerful sentient weapon called a black blade, whose weapon type is chosen by the magus (see sidebar). A magus with this class feature cannot take the familiar magus arcana, and cannot have a familiar of any kind, even from another class.

Spell Recall 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.

Bonus Feats At 5th level, and every six levels thereafter, a magus gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat, item creation, or metamagic feats. He must meet the prerequisites for these feats as normal.


0th (at will) Arcane Mark
Detect Magic
Mage Hand
Read Magic

1st (5/day) Chill Touch
Expeditious Retreat
Feather Fall (prepared)
Infernal Healing (prepared)
Recharge Innate Magic
Silent Image
Shield (prepared)
Shocking Grasp
True Strike (prepared)
Vanish (prepared)

2nd (3/day) Frigid Touch (prepared)
Invisibility (prepared)
Mirror Image
Levitate (prepared)


Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 33 lb.

Money 0 GP 0 SP 0 CP
Black Blade (Scimitar) (4 lb.)
Dagger (2gp) (1 lb.)
Longbow (75gp) (4 lb.)
Arrows x20 (1gp) (3 lb.)
Hide Shirt (18 lb.)
Thieves' Tools (20gp) (1 lb.)
Backpack (2gp) (2 lb.)

Black Blade:

Enchantment Bonus +2

Int 12 Wis 8 Cha 8

Ego 8

Languages Common, Black Blade, Draconic

(1) Knowledge (arcana) +5

Senses A black blade is aware of everything around it like a creature that can see and hear. It can be blinded and deafened as if it were a creature. It uses the saving throws of its magus, even if the magus is not currently wielding the black blade.

Black Blade Arcane Pool A black blade has an arcane pool with a number of points equal to 1 + its Intelligence bonus.

Alertness While a magus is wielding his black blade, he gains the Alertness feat.

Black Blade Strike As a free action, the magus can spend a point from the black blade’s arcane pool to grant the black blade a +1 bonus on damage rolls for 1 minute. For every four levels beyond 1st, this ability gives the black blade another +1 on damage rolls.

Telepathy While a magus is wielding or carrying his black blade, he can communicate telepathically with the blade in a language that the magus and the black blade share.

Unbreakable As long as it has at least 1 point in its arcane pool, a black blade is immune to the broken condition. If broken, the black blade is unconscious and powerless until repaired. If destroyed, the black blade can be reforged 1 week later through a special ritual that costs 200 gp per magus level. The ritual takes 24 hours to complete.

Energy Attunement At 5th level, as a free action, a magus can spend a point of his black blade’s arcane pool to have it deal one of the following types of damage instead of weapon damage: cold, electricity, or fire. He can spend 2 points from the black blade’s arcane pool to deal sonic or force damage instead of weapon damage. This effect lasts until the start of the magus’s next turn.