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About ErwarthElf Magus 7 NE
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Spoiler:
BAB: +5 CMB: +6 Melee Masterwork Scimitar +11 (1d6+5 18-20/x2) Melee dagger +10 (1d4+0 19-20/x2) Ranged Longbow +10 (1d8 x3) -------------------- Statistics -------------------- STR: 10+0 DEX: 20+5 CON: 12+1 INT: 18+4 WIS: 10+0 CHA: 8-1 Speed: 30ft Languages: Common, Elven, Draconic, Celestial, Sylvan Arcane Pool: 6/7 Concentration Check: +13 (+19 Defensive Casting) -------------------- Feats & Traits -------------------- Spoiler:
Feats: Weapon Finesse Dervish Dance Experimental Spellcaster (Accelerate Effect Word) Combat Casting Traits:
Archetypes:
Alternate Racial Traits:
Favored Class (Magus):
-------------------- Skills -------------------- Spoiler:
Skills: Acrobatics +15 Fly +15 Knowledge (Arcana) +12 Perception +9 Perform (Dance) +4 (2 Ranks) Spellcraft +14 Stealth +16 Swim +8 -------------------- Spells -------------------- Spoiler:
0th Brand Detect Magic Read Magic Dancing Lights Prestidigitation 1st
2nd
3rd
-------------------- Gear -------------------- Spoiler:
Gear: Belt of Incredible Dexterity +2 Spellbook Masterwork Scimitar Masterwork Studded Leather Armor Magi Kit Grooming Kit Explorer's Outfit Cards Coffee Beans (2 lbs) Longbow Arrows x60 Dagger Scroll of Haste Gold: 55
-------------------- Special Abilities -------------------- Arcana: Spoiler:
Healing (Hex): Acts as Cure Moderate Wounds. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. Slumber (Hex): Creature in 30 feet falls asleep, as per the spell Sleep. Will save to negate the effect (10+4+3 = 17), if save fails the creature falls asleep for a number of rounds equal to caster level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. Flight (Hex): +4 Racial Bonus to Swim checks. Can use Feather Fall at will. Can cast Levitate 1xday. Can Fly, as per the Spell, for a number of minutes per day equal to caster level. These minutes do not need to be consecutive, but need to be spent in 1-minute increments. Only affects the caster. Evil Eye (Hex): The target takes a -2 penalty on one of: AC, Ability Checks, Attack Rolls, Saving Throws, or Skill Checks. This hex lasts 3+Int rounds. A Will Save (17) reduces this to just 1 round. (8th level, penalty increases to -4) Abilities:
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Weapon Armor and Proficiency: Simple and Martial Weapons. Light Armor. Ignores Arcane Spell Failure for Light Armor. Arcane Pool (Su): Arcane Pool points is equal to 1/2 Magus Level + Int, refreshes once per day when Magus prepares spells. Spell Dance (Su): Spend 1 Arcane Pool Point as a Swift Action, +20 Enhancement Bonus to Movement Rate and +4 dodge Bonus to Armor Class for 1 minute (+10 and +2 ever 4 beyond the 1st). Further, once per Spell Dance as a Swift Action the spell dancer can use Blur, Fly, or Haste that lasts for 1 Round. Spell Combat (Ex): Full Round Action, -2 penalty to all attacks for making all MH-Attacks and cast a spell of 1 standard action. Spellstrike (Su): Deliver Touch spells through weapon. Free Touch Attack from spells can be delivered through Weapon too. Hex Magus (Su): Pick one hex from the Witch's Hex Class Feature, use Magus level for Hex instead of Witch level. Magus Arcana: Hex Arcana: May select a Witch Hex in place of Magus Arcana Arcane Movement (Su): When a spell dancer casts a Magus Spell, he gains a competence bonus on Acrobatics, Climb, Escape Artist, and Stealth equal to the spell's level until the beginning of his next turn. Dance of Avoidance (Su): While wearingin Light or no armor, +2 Insight Bonus to AC. Knowledge Pool (Su): When preparing spells, spend 1 point from Arcane Pool to prepare one of any spell from the Magus list instead of just memorized ones. Spells (Hexcrafter): Adds Bestow Curse, Major Curse, and all other spells of 6th level or lower that have the curse descriptor. Backstory:
Spoiler:
A failure and a disgrace is what his former family would call Erwarth, who they cast out for his actions by his temper. Erwarth was once Celegnir Megilagor, the eldest son of the Megilagor line of elven warriors. His training did not even start well, while he was agile enough for any swordwork, he lacked the core strength of his father to truly make use of an Elven Curve Blade. Combined with his notable different looks from his father, rumors began to spread of him being the result of adultery of his mother which slowly soured his father's emotions and gradually grew as taunts against Erwarth during his training. Such actions and results has lead to a rather negative results on Erwarth's temper and patience, which in turn affected his training. It was never his intelligence that was questioned, as he learned and studied the magic effectively. It was never his grace, which few could argue against. It was his patience and temper that turned things ugly. His peers in training taunted him during a practice duel, about how his "dance" was more fitting for a brutal orc, then the beauty of an elf, about how it kind his father must be to have taken him in, and more. It was the insult of how his mother must have had ... relations with an orc to father him that drove him into a rage, and to attack his peers maniacally. The next thing he could recall was being flat on the floor in pain and his father, Grawon, standing tall over him and glowering with a fresh cut on his cheek holding Erwarth's own practice blade in hand. Unarmed, he couldn't help but look at the devastation around. His peers either lay wounded on the ground in a variety of conditions, or against the walls trying to stay out of things. "You are no son of mine," were the last words the angered Grawon Megilagor would say to Erwarth as he turned his back and left. Since then, Erwarth has merely drifted as an adventure for a lack of focus. Any job he would take for gold, gear, or knowledge. Erwarth is pessimistic, sarcastic, and rather abrasive at times. He tries to keep his temper under control, oh so well, but it does tend to come out in bursts from time to time. Disenchanted to the "Good Fight", he takes on almost any job that comes his way. He detests tormenting his targets and foes, and would much rather end things quickly then attempt to "draw out their pain". One of his greatest, if dark, joys is whenever one of his "pessimistic predictions" actually does come out true, even if its bad against himself.
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