Male Elf Magus 2/Rogue (Unchained) 3 | - (Inactive)
Gender
HP 41/41 AC 23 TAC 17 FF 17 (+1 vs traps) | CMD 21 | F +6 R +10 W +4 (evasion,inmune sleep,+2 vs enchantments,+1 vs traps) | Init +7 | Senses Low-light +9 (+10 vs traps) | AP: 3/5 Dare: 9/10 L1: 3/3+
Relevant boons
- Friend of Janira Gavix #2: +1 to Knowledge checks while in the Grand Lodge.
- Confirmed Field Agent #2: Free wayfinder acquired. Vanity purchases for the wayfinder are reduced by 1PP.
- Explore, Report, Cooperate #2 and #4: Cross this boon to require the GM if certain action is good, bad or have no effect to accomplish the secondary success condition.
- Prized Find #4: Obtain back 1 PP from a failed Success Condition. Then cross this boon.
- Crisis Averted #6: The Society have to remember you rescued dwarven emissaries.
- Subtle Revenge #8: Torch did not found about your sabotage. He might miscalculate a risk or fail an important scheme in the future.
- Dragonkiller #10: You defeated Aralantryx and gained insight on how to kill others of her kind. Add 1d6 of damage to any roll and then cross this boon.
- Inner Struggle #11: Cross the boon when failing a save against a mind-affecting compulsion effect. Get stunned 1 round but can repeat the save at the end of it.
- Debt of Cyphers #12: Rescued Hirako Gurukaza. When in Riddleport, can check with him to get a +2 on Knowledge (arcana) and Linguistic checks. Your connections give you a +2 Diplomacy on all gather information checks at Riddleport.
- Riddleport Respect #12: +2 Intimidate while at the City of Cyphers.
- Hero of the Five Kings #13: +2 on all Charisma-based checks with dwarves of the Five Kings Mountains.
- Codebreaker #15: +2 on Linguistics (decipher writings or understand code)
- A Friend Indeed #16: You have rescued Arvellos Rand, a Pathfinder who has operated in the Mwangi Expanse for several years. He offers to accompany you, reducing the follower vanity cost by -2 PP.
- Reading the Threads #16: You have studied A Thread of Silver, an incomplete guide to crash sites near Starfall in Numeria. When using the book as a dungeon guide, you increase its accuracy bonus by 1 and gain +2 competence on skill checks to increase its accuracy.
- Righteous Redemption [X] #17: Thanks to your work bringing a lost hero's legacy to light, key leaders in the crusader nation of Lastwall have begun seeing Pathfinders less as ruffians and more as potential allies. Between adventures or while in Lastwall, check the box to require the following items (this gear is yours but has 0 resell value): six flasks of holy water, an oil of bless weapon, two scrolls of lesser restoration, a combat-trained warhorse (heavy or light) with a military saddle, bit, bridle and a week of feed, and a mwk longsword or lance.
- Worthy Foe [ ][ ][ ] #17: Lastwall is the Inner Sea's bulwark against countless evils, and you have proven yourself against a local villain (orcs). As a swift action, you can check a box to gain one of these benefits until your next turn: +2 on attack and weapon damage as well as a +2 dodge bonus to AC; or, +2 caster level to overcome SR, increase the save DC of spells and abilities by 1, and gain +2 bonus on saving throws.
- Archaeological Expert #20: +1 bonus on Appraise and Knowledge (history) checks to identify the cultural significance of art and objects.
- Imperium Initiate #20: Your study of Jistkan ruins and golems has taught you a few tricks for handling the supernatural soldiers of ancient Garund. Cross this boon to cast a spell against constructs and divs imposing a -2 on their saving throws for 1 round, or to lessen their hardness and damage reduction by 5 for 1 round against your attacks.
FJC (Grand Lodge)
#8 Visited Osirion
#10 GMed scenario
#11 GMed scenario
#12 GMed scenario
#13 Success in 3 consecutive missions #8, #9, #13
#13 Visited Cheliax (Aspodell Mountains)
#14 Visited Andoran (Sauerton)
#? Success in 6 consecutive missions #14, #15, #
#? Written report to the Society #15, #, #
Short description: Eldon is a cunning swordsman with some limited access to magic.
Character sheet
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Magus UM 2/Rogue (Unchained) 3
N Medium humanoid (elf)
Init +7 (+6 Dex, +1 ioun); Senses Low-light vision +9 (+10 vs traps)
DEFENSE AC 23, touch 17, flat-footed 17 (+6 Dex, +5 armor, +1 deflection, +1 natural; +1 vs traps)
hp 41 (5d8+5+5+3)
Fort +6 (4 class, 1 Con, 1 item), Ref +10 (3 class, 6 Dex, 1 item), Will +4 (4 class, -1 Wis, 1 item) [evasion, immune to sleep; +2 vs enchantments, +1 vs traps]
OFFENSE Speed 30 ft.
Melee adamantine/cold iron rapier +10 (1d6+6+sneak attack) 18/x2 [power attack +9 (1d6+8)], or
arcane pooled rapier +11 (1d6+7+sneak attack) 18/x2 [power attack +10 (1d6+9)], or
alchemical silver light mace +9 (1d6+1+sneak attack) 20/x2 bludgeoning, or
arcane pooled silver light mace +10 (1d6+2+sneak attack) 20/x2 bludgeoning, or
dagger +9 (1d4+1+sneak attack) 19/x2 slashing or piercing, or
touch +9 (spell effect) 20/x2
Ranged composite longbow +9 (1d8+1+sneak attack) 20/x3 piercing, or
ray +9 (spell effect) 20/x2
Attack templates:
[dice=Concentration DC 15]1d20+9[/dice]
[dice=+1 cold iron rapier-PA]1d20+11-2[/dice]
[dice=Cold iron/Piercing/Magical damage+PA+sneak attack]1d6+7+4+3d6[/dice]
STATISTICS Str 13, Dex 22, Con 12, Int 16, Wis 8, Cha 7
Ability increases +2 Dex/+2 Int racial, +1 Dex (4th), +2 Dex (belt)
Base Atk +3; CMB +4 (+9 to Disarm, Sunder and Trip); CMD 21 (10 Base, 3 BAB, 1 Str, 6 Dex, 1 deflection)
Feats Weapon finesse B, Toughness, Power attack, Weapon focus (rapier) RT, Breadth of Experience
Skills (5/level x2 + 11/level x3= 43) Acrobatics +13/+18 (6 Dex, 4 rank, 3 class; +5 tumble), Bluff +5 (-2 Cha, 4 rank, 3 class), Climb +7 (1 Str, 1 rank, 3 class, 2 item), Craft (weapons) +9 (3 Int, 1 rank, 3 class, 2 item), Diplomacy +2 (-2 Cha, 1 rank, 3 class), Disable Device +17 (6 Dex, 5 rank, 3 class, 1 rogue, 2 item), Disguise +2 (-2 Cha, 1 rank, 3 class), Escape Artist +10 (6 Dex, 1 rank, 3 class), K. arcana +9 (3 Int, 1 rank, 3 class, 2 feat), K. dungeoneering +9 (3 Int, 1 rank, 3 class, 2 feat), K. engineering +9 (3 Int, 1 rank, 3 class, 2 feat), K. local +9 (3 Int, 1 rank, 3 class, 2 feat), K. history +9 (3 Int, 1 rank, 3 class, 2 feat), K. planes +9 (3 Int, 1 rank, 3 class, 2 feat), K. religion +9 (3 Int, 1 rank, 3 class, 2 feat), K. other +5 (3 Int, 2 feat), Linguistics +9 (3 Int, 1 rank, 3 class, 2 boon), Spellcraft +10 (3 Int, 4 rank, 3 class), Perception +9/+10 (-1 Wis, 5 rank, 3 class, 2 racial; +1 vs traps), Profession +1 (-1 Wis, 2 feat), Sense motives +3 (-1 Wis, 1 rank, 3 class), Sleight of Hand +10 (6 Dex, 1 rank, 3 class), Stealth +11 (6 Dex, 2 rank, 3 class), Swim +5 (1 Str, 1 rank, 3 class), Use magic device +9 (3 Int, 3 rank, 3 class)
Traits Magical Knack UCg: +2 magus caster level; Max. CL is equal to HD.
Pragmatic activator UCg: Use Int instead of Cha for UMD checks
Languages Elf, Common, Draconic, Sylvan, Celestial, Kellid
Favoured class hp, hp, hp
SPECIAL ABILITIES Weapon proficiencies: All simple and martial weapons (Magus).
Armor proficiencies: Any light armor (Magus and Rogue), plus can cast any of his magus spells without spell failure while wearing light armor (Magus). No proficiency with shields, medium or heavy armor.
Elven stats: +2 Dex, +2 Int, -2 Con, Medium size (30’ speed), elven weapon familiarity.
Low-Light Vision: See twice as far in dim light.
Elven Immunities: Immune to magic sleep and +2 racial bonus vs enchantment spells and effects.
Elven Magic: +2 racial bonus to overcome spell resistance and on Spellcraft items magical properties identify skill checks.
Keen Senses: +2 racial bonus on Perception.
Arcane focus: +2 racial bonus to Concentration to cast defensively. Replaces Weapon familiarity.
Cantrips: Can prepare level 0 magus cantrips and cast them at will.
Spells: Can cast magus spells, with DC depending on Int.
Spellbook: Can prepare spells from the magus spell list. Can learn magus spells from other magus or wizard spellbooks.
Arcane pool UM (Su): Swift action, +1 enhancement to hit and damage to any weapon held for 1 minute. Stackable with any previous enhancement bonus from the weapon. Weapon is treated as magical. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus. From level 5th the enhancemtn 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. The weapon shall be +1 or made +1 with part of the arcane pool bonus.
Spell combat UM (Ex): Full-round action, requires one free hand, and the other hand shall not be holding other than a light or one-handed weapon. Allows to make all the normal attacks for the round with a -2 to hit, and cast a magus spell with a casting time of 1 standard action (spell attacks also apply the -2 penalty). An penalty can be applied to get a circumstance bonus to defensive concentration cast checks up to Int. The spell can be done before or after the attacks but not in between. FAQs: unnarmed strike, unnarmed attacks are light weapons (finessable)
Trapfinding (Ex): Level/2 to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). Can use Disable Device to disarm magic traps.
Sneak attack (Ex):2d6 extra precision damage against flanked enemies or those negated their Dex bonus to AC (flat-footed, helpless, etc.). Doesn’t work from farther than 30’, over creatures with concealment or immune to critical hits or precision damage.
Finesse training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level. 3rd Rapier
Spellstrike (Su): Can deliver "touch" spells with the weapon using it to attack instead of the normal "free attack". If successful, the melee attack deals normal damage and the effects of the spell. Can be combined with spell combat. The weapon critical range is used, but the spell effect multiplier is always x2. If the spell grants further touch attacks, they can be delivered with later weapon attacks.
Evasion (Ex): No damage when saving a Ref roll for half damage.
Rogue talent: 2nd Weapon focus
Trap Sense (Ex): +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.
SPELLBOOK * Prepared spell.
* Spent spell.
Caster level: 4 or 6 vs SR (2 magus, 2 magical knack; 2 elven magic), Concentration: +9 (3 Int, 4 magus, 2 elf)
Level 0 (4/at will, DC 13)
All cantrips learned, showing only prepared. Daze Dancing Lights Detect magic Arcane mark
Weapons
adamantine rapier, 3040 gp
cold iron rapier, 40 gp
alchemical silver light mace, 25gp 4 lbs
dagger, 2gp 1 lbs
sling, 0gp - lbs
sling bullets, 0.1gp 5 lbs
composite longbow, 75 gp
arrows x20, 1 gp
cold iron arrows x20, 2 gp
silver arrows x20, 41 gp
mwk longsword, - gp (#17)
Worn
+1 mithral chain shirt, 2100 gp 12.5 lbs (+5 AC, max. +6 Dex, 0 p. check, 10% arcane failure)
Belt of incredible dexterity +2, 4000 gp
Ring of protection +1, 2000 gp
Amulet of natural armor +1, 2000 gp
Cloak of resistance +1, 1000 gp
Daredevil boots (+5 acrobatics to avoid AoO and +1 untyped attack 10 rounds/day), 1400 gp
Pearl of power (1st level), 1000 gp
Cracked Dusty Rose Prism, 500 gp (+1 Initiative)
Wayfinder, 1 PP
Belt
Spell component pouch, 5gp 2 lbs
Scroll of silent image, 25gp - lbs
Scroll of magic weapon, 25gp - lbs
Scroll of feather fall, 25gp - lbs
Scroll of protection from evil (UMD+2 DC 21), 25gp - lbs
Scroll of endure elements (UMD+2 DC 21), 25gp - lbs
Scroll of create water (UMD+2 DC 20), 12.5gp - lbs
Wand of summon monster I (CL 3; 9 charges; Chr#1), 135gp - lbs
Wand of cure light wounds (40 40 charges), 2PP
Wand of shield (4036 35 charges), 2PP
Wand of burning hands (CL 3: 4 1 charges; Chr#2), 180gp - lbs
Wand of faerie fire (50 charges #17), 2 PP
Bandolier
flasks of holy water [6/6], - gp
oil of bless weapon, - gp (#17)
scrolls of lesser restoration x2, - gp (#17)
Backpack
Antitoxin x2, 50gp (1 for 25 gp at #15)
mwk Thieves' tools, 100gp 2 lbs
Climber's kit, 80gp 5 lbs
mwk Artisan's tools, 55gp 5 lbs
Flint and steel, 1gp
Rations (x2), 0.5gp 1 lbs + Rations for 2 weeks in the desert
Waterskin, 1gp 4 lbs + Water for 2 weeks in the desert
Backpack, 2gp 2 lbs
combat-trained warhorse (heavy or light) with a military saddle, bit, bridle and a week of feed, - gp (#17)
Interesting chronicle items
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Wand of CMW, 5 charges, 450 gp #17
Wand of Burning hands, CL5, 23 charges, 1725 gp #17
Total lbs: 4+1+12.5+5+2+2+4+2+2=34.5 lbs (light encumbrance)
Light encumbrance: 50 lbs
Medium encumbrance: 100 lbs
Acquired during current adventure potion of CMW and coiled rope
Spell strike research:
Frostbite and Chilltouch have more than one touch attacks.
Through spell strike you can cast, move, free attack, normal attack.
In addition to the free attack on casting, you can later on perform more attacks with the yet not discharged touches allowed by the spell, even in the same turn! You don't need to deliver the remaining touches through your unarmed hand.
Future levels ideas:
Feats: Extra arcana, Shadow strike combat
Arcanas: Prescient Attack (6th level; negates Dex to oponent), Spell Blending (add a wizard spell), Spell-Scars (like tattoo scrolls but better), Throwing Magus (make the weapon throwable and returning)
Buy Adamantine Rapier (because cold iron +1 will be 4340gp, mithral +1 4020gp, adamantine +1 5020gp)
Equipment
daredevil boots (+5 acrobatics to avoid AoO, +1 attack), 1400gp