Arlindil

Easlis Taer's page

359 posts. Alias of Jaspen.


Full Name

Easlis Taer

Race

Half-Elf

Classes/Levels

Magus 4 AC 16, HP 4/32, Fort +4 Ref +2, Will +4 , Init +1, Cold resistance 2

Usages:
Used 1lvl: 0/4, Arcane pool 5/8,Rations 5/5

Gender

Male

Size

M

Age

44

Special Abilities

x

Alignment

CN

Languages

Celestial, Common, Draconic, Dwarven, Elven, Skald, Sylvan

Occupation

Explorer

Strength 14
Dexterity 12
Constitution 8
Intelligence 19
Wisdom 10
Charisma 8

About Easlis Taer

Easlis Taer
Male Half-Elf (Taldan) magus 4 Archetypes Hexcrafter,
CN Medium humanoid (elf, human)
Init +1, Senses low-light vision; Perception +6
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DEFENSE
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AC 16, touch 11, flat-footed 15 (+4 armor, +1 Dex, +1 natural, )
hp 32 ((4d8)+11)
Fort +7, Ref +2, Will +4, +2 vs. enchantment spells and effects
Resistances cold 2,
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OFFENSE
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Speed 30 ft.
Melee scimitar +5 (1d6+2/18-20) (1d6+4/18-20 if wielded two hands)
Melee dagger +5 (1d4+2/19-20)
Ranged dagger (thrown) +4 (1d4+2/19-20)
Ranged masterwork composite longbow (+2) +5 (1d8+2/x3)
Special Attacks Spell Combat, Spellstrike,

Prepared Spells
Magus (CL 4th; concentration +8)
1st-frostbite, grease(DC 15), ill omen
0th-detect magic, brand(DC 14), mage hand, open/close(DC 14)
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TACTICS
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STATISTICS
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Str 14, Dex 12, Con 14, Int 19, Wis 10, Cha 8,
Base Atk +3; CMB +5; CMD 16
Feats Extra Arcane Pool, Magical Lineage, Rime Spell, Skill Focus (Spellcraft)
Skills Climb +4, Fly +4, Intimidate +8, Knowledge (Arcana) +11, Knowledge (Dungeoneering) +8, Knowledge (Dungeoneering) (Navigate) +9, Knowledge (Local) +5, Knowledge (Planes) +8, Linguistics(Celestial) +5, Perception +6, Spellcraft +14, Use Magic Device +3,
Traits Magical Lineage (Frostbite), Northern Ancestry,
Languages Celestial, Common, Draconic, Dwarven, Elven, Skald, Sylvan
SQ adaptability, arcane accuracy, arcane pool (8/day), armor proficiency, bonus magus arcana, cantrips, elf blood, elven immunities, hex arcana, hex magus, keen senses, low-light vision, multitalented, slumber, spells,
Combat Gear potion (feather step/bard/1st), scroll of endure elements (arcane), scroll of magic weapon (arcane) (2), trail ration (5), torch (2), sunrod, gallon of ale,
Other Gear scimitar, lamellar (leather), cloak of the yeti, cold-weather outfit, compass, flint and steel, spell component pouch, spellbook, dagger, masterwork composite longbow (+2), mule, winter blanket, silk rope (50 ft.), grappling hook, common, inkpen, paper, sack, waterskin, 1.15 gp
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SPECIAL ABILITIES
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Adaptability (Ex) Half-elves receive Skill Focus as a bonus feat at 1st level.

Arcane Accuracy (Su) You can expend 1 point from your arcane pool as a swift action to grant yourself a +4 insight bonus on all attack rolls until the end of your turn.

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 8 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.

Bonus Magus Arcana Magus: The magus gains 1/6 of a new magus arcana.

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.

Elf Blood (Ex) Half-elves count as both elves and humans for any effect related to race.

Elven Immunities (Ex) Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Hex Arcana You gain access to the Accursed Strike magus arcana, or may select any witch hex in place of a magus arcana. You cannot select any hex or arcana more than once.

Hex Magus (Su) You gain access to a small number of witch's hexes (see the Advanced Player's Guide). The hexcrafter magus picks one hex from the witch's hex class feature. He gains the benefit of or uses that hex as if he were a witch of a level equal to his magus level.

Keen Senses (Ex) Half-elves receive a +2 bonus on Perception skill checks.

Language Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

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 (Frostbite) 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 Frostbite, treat its actual level as 1 lower for determining the spell's final adjusted level.

Multitalented (Ex) Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

No Racial Subtype You have chosen no racial subtype.

Northern Ancestry One of your parents came from the North, and the tales of the frozen lands at the top of the world that you grew up listening to excited your imagination. Alternatively, maybe one of your ancestors passed on the blood of some frost-rimed creature. You feel most alive during the chill of winter, and as a child, you spent hours playing in the snow. You rarely feel the cold, and you've always had a restless longing to travel north. You gain a +1 trait bonus on Fortitude saves, as well as cold resistance 2; this resistance does not stack with cold resistance gained from any other source.

Resistance to Cold (Ex) You may ignore 2 points of Cold damage each time you take cold damage.

Slumber (Su) DC 16 If the creature fails a will save, it falls into a deep, magical sleep for 4 rounds. This hex can affect a creature of any HD.

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.

Spells (Su) You add the following spells to your magus spell list: bestow curse, major curse, and all other spells of 6th level or lower that have the curse descriptor.

Spellstrike (Ex) Whenever you cast a spell with a range of "touch" from the magus spell list, you can deliver the spell through any weapon you are 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 you make 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 x2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

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Spellbook
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Magus Spells
1st -burning hands, enlarge person, frostbite, grease, ill omen, magic weapon, obscuring mist, true strike
0th -acid splash, arcane mark, dancing lights, daze, detect magic, disrupt undead, flare, ghost sound, brand, light, mage hand, open/close, prestidigitation, ray of frost, read magic, spark