Seltyiel

Edoom's page

166 posts. Alias of scranford.


Full Name

Edoom

Race

Elf, Perception +3 : HP 15/15, Wounded 0

Classes/Levels

Magus 1 : AC 17 (+2), Speed 30, Hero Points 3/1

Gender

Male: Fort +6 : Ref +5 : Wil +5 : Focus 1/1

Size

Medium

Age

156

Special Abilities

Detect Magic - At Will, Heavy Hauler +2 Bulk, Shield Block Also for spells, and saves

Alignment

N

Deity

Yuelral

Languages

Common, Elven, Hallit, Draconic, Sylvan

Occupation

Trader

Strength 16
Dexterity 14
Constitution 12
Intelligence 16
Wisdom 10
Charisma 10

About Edoom

Edoom

Character Sheet

Spoiler:

Edoom

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Statistics
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Str 16, Dex 14, Con 12, Int 16, Wis 10, Cha 10

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Actions
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Speed 30 feet
Melee Katana (Potency Rune) +7 [1d6+3S]; (deadly d8, 2H d10 versatile P) (.9gp) 1H
Dagger +6 [1d4+3P] (Agile, Finesse, thrown 10', versitile S)
Ranged
Shortbow +5 (1d6P 60' deadly d10)
Hand Crossbow +5 (1d6P 60')

Defenses
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Hit Points 15
AC 17/19* (+2 Shield Bonue)
Fort +6, Ref +5, Will +5

Skills
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Acrobatics +2
*Arcana +6
*Athletics +6
*Crafting +6
Deception 0
Diplomacy 0
Intimidation 0
*Lore (Elven) +6
*Lore (Farming) +6
Medicine +0
*Nature +3
*Occultism +6
*Perception +5
Performance 0
Religion +0
*Society +6
*Stealth +5
*Survival +3
*Thievery +5


Feats and Abilities:

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Seer Elf
You have an inborn ability to detect and understand magical phenomena. You can cast the detect magic cantrip as an arcane innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.
In addition, you gain a +1-circumstance bonus to checks to Identify Magic and to Decipher Writing of a magical nature. These skill actions typically use the Arcana, Nature, Occultism, or Religion skill.

ANCESTRY FEATS:
Elven Lore (Arcana/Nature trained)

CLASS CHOICES:
1: Hybrid = Sparkling Targe

Spells
1st: 1st *Shocking Grasp, Alarm, Burning Hands, Illusory Object
Cantrips: *Detect Magic, Acid Splash, Chill Touch, *Ghost Sound, *Gouging Claw, Produce Flame, *Message, *Phase bolt, *Tanglefoot
Focus: Shielding Strike

SKILL FEATS:
Streetwise (Society for Gather Info)

Encumbered at 7 bulk, overloaded at 14 bulk
WORN: Backpack B1, Signal Whistle, minor healing potion

WEAPONS: Shortbow, hand crossbow, dagger (x2), (12) bolts

Armor: Leather
Adventurer’s pack (1.5gp) B1
backpack (containing the other goods), bedroll, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks - 2 days rations, soap, 5 torches, and a waterskin.
10 Candles (.1gp), mug (.01gp), signal whistle (.08gp), caltrops (.6gp), 10 pitons (.1gp) Hero of Aldori Medal (10 GP)
Consumables: Barkskin, Healing

WEALTH: 0

Perception – Trained
Simple Weapons – Trained
Unarmed – Trained
Martial - Trained
Advanced -

Unarmored - Trained
Light / medium - Trained
Magus DC - Trained

Fortitude – Expert
Reflex – Trained
Will – Expert

Sparkling Targe:

Spoiler:

You’ve studied the applications of magic, training yourself to perform not just offensive maneuvers but defensive tactics as well. When magic flows through you, your shield can block impossible things, even a dragon’s breath or a magic missile.

You gain the Shield Block general feat.

When you’re in Arcane Cascade stance with your shield raised, your circumstance bonus to AC from your shield also applies to your saves against spells and other magical effects. In addition, damage you take as a result of a spell or magical effect while you’re in Arcane Cascade can trigger your Shield Block reaction, even if the damage isn’t physical. When blocking damage in this way, increase your shield’s Hardness by an amount equal to the extra damage from Arcane Cascade (typically 1, but 2 if you have weapon specialization, or 3 if you have greater weapon specialization). These benefits apply whether you’re using an actual shield, the shield spell, or something else that works like a shield (such as a raised tome if you have the Raise a Tome feat).

Arcane Cascade

Spoiler:

Arcane Cascade
After you wield magic, you can enter a special stance to make your attacks more effective.

ARCANE CASCADE
CONCENTRATEMAGUSSTANCE
Requirements You used your most recent action to Cast a Spell or make a Spellstrike.

You divert a portion of the spell’s magical power and keep it cycling through your body and weapon using specialized forms, breathing, or footwork. While you’re in the stance, your melee Strikes deal 1 extra damage. This damage increases to 2 if you have weapon specialization and 3 if you have greater weapon specialization. Any Strike that benefits from this damage gains the arcane trait, making it magical.

If your most recent spell before entering the stance was one that can deal damage, the damage from the stance is the same type that spell could deal (or one type of your choice if the spell could deal multiple types of damage). If the spell couldn’t deal damage, this stance’s bonus damage depends on the spell’s school.

Abjuration or Evocation force
Conjuration or Transmutation same type as your weapon or unarmed attack
Divination, Enchantment, or Illusion mental
Necromancy negative

Conflux Spells

Spoiler:

You learn a conflux spell from your hybrid study, and you can cast additional conflux spells by selecting certain feats. Conflux spells are magus-specific spells created for combat and are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to both study your spellbook and perform a physical regimen. Magus conflux spells appear in the Focus Spells section.

Focus spells are automatically heightened to half your level rounded up. Focus spells don’t require spell slots, nor can you cast them using spell slots. Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 points. The full rules can be found in the Focus Spells section of the Core Rulebook.
shielding strike

Spellstrike

Spoiler:

SPELLSTRIKE
MAGUS
Frequency until recharged (see below)

You channel a spell into a punch or sword thrust to deliver a combined attack. You Cast a Spell that takes 1 or 2 actions to cast and requires a spell attack roll. The effects of the spell don’t occur immediately but are imbued into your attack instead. Make a melee Strike with a weapon or unarmed attack. Your spell is coupled with your attack, using your attack roll result to determine the effects of both the Strike and the spell. This counts as two attacks for your multiple attack penalty, but you don’t apply the penalty until after you’ve completed the Spellstrike. The infusion of spell energy grants your Strike the arcane trait, making it magical.

After you use Spellstrike, you can’t do so again until you recharge your Spellstrike as a single action, which has the concentrate trait. You also recharge your Spellstrike when you cast a conflux spell that takes at least 1 action to cast; casting a focus spell of another type doesn’t recharge your Spellstrike.

Shield Block

Spoiler:

Damage you take as a result of a spell or magical effect while you’re in Arcane Cascade can trigger your Shield Block reaction, even if the damage isn’t physical. When blocking damage in this way, increase your shield’s Hardness by an amount equal to the extra damage from Arcane Cascade (typically 1, but 2 if you have weapon specialization, or 3 if you have greater weapon specialization). These benefits apply whether you’re using an actual shield, the shield spell, or something else that works like a shield (such as a raised tome if you have the Raise a Tome feat).

Shield Block
Trigger While you have your shield raised, you would take damage from a physical attack.

You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.

All kinds of experiences and training can shape your character beyond what you learn by advancing in your class. While you learn some abilities from your ancestry, those that require a degree of training but can be learned by anyone—not only members of certain ancestries or classes—are called general feats.

Appearance

Spoiler:

Tall and thin even for an elf Edoom sits quietly under a tree reading from a battered leather covered book, and constantly pushing his long white hair behind one of his long-pointed ears. The fact that the other ear seemed to be missing the tip was made more obvious by his constant fastidious grooming. Occasionally he looked up from his reading and the icy glare of his light violet eyes made brief contact with those looking. Upon closer examination his hands were calloused and tanned like someone who had been no stranger to conflict, which contradicted his studious mannerisms.

His well used leather armor peeked from beneath a fancy but worn cloak of dark blue with silver scrollwork. The cloak was obviously expensive at one time, but definitely showed signs of weathering and wear. The inside of the reversable cloak seemed to be a more practical dark brown. Dark blue vambraces covered his sinewy arms from just below the elbow to the wrist, and the right one showed heavy wear about halfway down where the blue had been worn unevenly to its natural brown. Dark brown slacks and laced up boots completed his ensemble.

At the sound of thunder, he squinted up at the sky, and frowned wrapping the book he had been studying in a oiled leather pouch and reaching for the long cloth bag leaning against the tree beside him. He opened the bag and pulled forth a quiver of arrows with alternating blue, yellow, and red dyed fletching, and pulled one forth, taking a whetstone, and beginning to sharpen the chosen arrow. The bag hanging open revealed at least one bow of fine craftsmanship.

BACKGROUND

Spoiler:

Just the beginning rumblings as the history of Edoom festers in my imagination.
Edoom had almost no social skills. His warrior father insisted he spend every possible moment practicing the Sword, bow and other martial skills, while his arcane mother insisted, he spend time he didn't really have studying and learning to harness his arcane tendencies. The problem was that he enjoyed both activities, and really didn't want to disappoint either parent. He often prayed for a sibling so that some of the disappointment and expectations could be shared, but that wasn't to be. Add that to the fact that their home lacked any neighbors his practice at social interaction was sorely lacking.

Finally he decided that always being told what to do, and what to do next, and how to prepare for what he needed to do in the future forced his hand. Both parents Esteria, and Falcondun insisted he was not ready to leave yet... that his training was incomplete... but he knew in his heart that it was time to go out on his own. To see the world through his own eyes. To decide when it was appropriate to use force, and when to rely upon his magic... And yes... To make his own decisions.