Damiel

Ehlers Danlos's page

93 posts. Alias of Louxman.


Full Name

Ehlers Danlos

Race

Stats:
CN Elf Magus 1 | HP: 8/8 | AC: 16 (T: 12, F: 14) | CMB: +2, CMD: 14 | F: +2, R: +2, W: +3 | Init: +2 | Perc: +8 | Speed 30ft | Effects: 4 str damage:

Size

Medium

Alignment

CN

Deity

Desna

Strength 14
Dexterity 14
Constitution 10
Intelligence 18
Wisdom 12
Charisma 8

About Ehlers Danlos

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EHLERS DANLOS
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Male Elf Magus (Hexcrafter/Staff Magus) 1
CN Medium Humanoid (Elf)

Init +2; Senses Perception +8 (Low Light Vision)

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Daily Uses: Spells 1, 2, Arcane Pool 4/5
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Defense
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AC 16, touch 12, flat-footed 14 (+4 Armour, +2 Dex)
HP 8/8
Fort +2, Ref +2, Will +3

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Offense
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Speed 30 ft.

Melee
Dagger (+2) D4+2
Staff (one handed) (+3) D6+2 (trip)
Staff (two handed) (+3) D6+3 (trip)

Ranged
Dagger (+2) D4+2 10ft

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Statistics
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Str 14 (+2), Dex 14 (+2), Con 10 (0), Int 18 (+4), Wis 12 (+1), Cha 8 (-1),
Base Atk +0; CMB +2; CMD 14

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Spells:
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CL 1
Concentration +5*

Orisons:
DC 14

1 Brand
2 Light
3 Ray of Frost

Level-1:
DC 15

1 Magic Missile
2 Magic Missile

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Traits
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Elven Immunities:
Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses:
Elves receive a +2 racial bonus on Perception checks.

Elven Magic:
Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonuson Spellcraft skill checks made to identify the properties of magic items.

Arcane Focus:
Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively.

Seeker:
You gain a +1 trait bonus on Perception checks, and Perceptionis always a class skill for you.

Signature Moves:
Your starting equipment includes a single masterwork item worth less than 900 gp, and you gain a +1 trait bonus on Bluff and Intimidate checks while wielding this item in one or both hands.

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Feats
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Quarterstaff Master:
By employing a number of different stances and techniques, you can wield a quarterstaff as a one-handed weapon. At the start of your turn, you decide whether or not you are going to wield the quarterstaff as a one-handed or two-handed weapon. When you wield it as a one-handed weapon, your other hand is free, and you cannot use the staff as a double weapon. You can take the feat Weapon Specialization in thequarterstaff even if you have no levels in fighter.

Dirty Fighting:
Benefit(s): When you attempt a combat maneuver check against a foe you are flanking, you can forgo the +2 bonus on your attack roll forflanking to instead have the combat maneuver not provoke an attack of opportunity. If you have a feat or ability that allows you to attempt thecombat maneuver without provoking an attack of opportunity, you can instead increase the bonus on your attack roll for flanking to +4 for thecombat maneuver check.
Special: This feat counts as having Dex 13, Int 13, Combat Expertise, andImproved Unarmed Strike for the purposes of meeting the prerequisites of the various improved combat maneuver feats, as well as feats that require those improved combat maneuver feats as prerequisites.

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Skills
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Intimidate +3* (-1+3+1)
Knowledge: Arcana +8 (4+3+1)
Knowledge: Dungeoneering +8 (4+3+1)
Knowledge: Planes +8 (4+3+1)
Perception +8 (1+3+1+3)
Spellcraft +8 (4+3+1)

ACP -1

Languages Common, Elven, Gnomish, Dwarven, Orc, Draconic,

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Special Abilities
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Arcane Pool:
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.
A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.
The pool refreshes once per day when the magus prepares his spells.
Arcane Pool: 5

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 somaticcomponents), 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.

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Gear
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Masterwork Leather Lamellar 25lbs
Masterwork Greenwood Quarterstaff 4lbs
4 Daggers 4lbs
Magus’ Kit 31lbs

Carrying Capacity
Light 0-43 lb. Medium 44-86 lb. Heavy 87-130 lb.
Current Load Carried 64lbs. Mediium
Money 50gc

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Character Fluff
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Background:
Elhers is a good man, but not a kind man.

As the elf grew was clear to his parents that he was a genius and by the time he reached young adulthood he was running intellectual rings around all but the wisest of the townsfolk in his little home hamlet. Things came to a head when he challenged the town elder on a point of historic law. The challenge was valid, but not well spoken, and Ehlers was sent away to see if the world could turn some of his intelligence into wisdom.

Thus far it has not.

In the years since leaving his home Ehlers has lost much and gained little. The only tangible remnant of his past that he retains is the staff ‘Telpu’ a gift from Ehlers’ favourite maternal aunt, a woman who had failed to teach Ehlers humility. The staff reminds Ehlers that, though few like him, there are some who appreciate him.

He abhors those who use might, be it physical or mental, to subjugate others and has, on a few occasions set his fierce intellect to the overthrowing of tyrants and slavers. He is only recently mastering his more physical talents with sword and spell but does not let this dent his adamantine ego. He is not an easily likable character, arrogant in the extreme, and never afraid to speak his mind.