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About Eva UzairPFS Character Information
Game Statistics
AC: 18 (10 + 3 Dex + 4 armor + 1 Deflection)
Combat:
Melee
Ranged
Armor
Skills:
Skill Ranks Per Magus Level: 2 + 3 Int + 1 Human bonus
• Acrobatics +3 (0 ranks + 3 Dex) • Appraise +3 (0 ranks + 3 Int) • Bluff +0 (0 ranks + 0 Cha) • Climb +5 (1 rank +3 class + 1 Str) • Craft +3 (0 ranks + 3 Int) • Diplomacy +0 (0 ranks + 0 Cha) • Disguise +0 (0 ranks + 0 Cha) • Escape Artist +3 (0 ranks + 3 Dex) • Heal +0 (0 ranks + 0 Wis) • Intimidate +4 (1 rank + 3 Class + 0 Cha) • Knowledge (Arcana) +11 (5 ranks + 3 class + 3 Int) • Knowledge (Dungeoneering) +8 (2 ranks + 3 class + 3 Int) • Knowledge (Local) +5 (2 ranks + 3 Int) • Knowledge (Planes) +10 (4 ranks + 3 class + 3 Int) • Knowledge (Religion) +5 (2 ranks + 3 Int) • Perception +9 (5 ranks + 3 class + 0 Wis + 1 trait) • Perform (Dance) +2 (2 ranks + 0 Cha) • Ride +3 (0 ranks + 3 Dex) • Sense Motive +0 (0 ranks + 0 Wis) • Spellcraft +11 (5 ranks + 3 class + 3 Int) • Stealth +3 (0 ranks + 3 Dex) • Survival +1 (0 ranks + 0 Wis) • Swim +5 (1 rank + 3 class + 1 Str) • Languages: Common, Kelish, Infernal Feats:
Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. (Human Bonus Feat)
Weapon Finesse: Use Dex instead of Str on attack rolls with light weapons. (1st level Feat) Dervish Dance: When wielding a scimitar with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat the scimitar as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability). The scimitar must be for a creature of your size. You cannot use this feat if you are carrying a weapon or shield in your off hand. (3rd level Feat) Weapon Focus (scimitar): +1 to attack rolls with scimitar. (5th level Feat) Arcane Strike: As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level. (Magus Bonus 5th level Feat)
Traits:
Focused Mind: +2 trait bonus to Concentration checks [Magic Trait] Seeker: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you. [Social Trait]
Magus Abilities: Weapon and Armor Proficiency: A magus is proficient with all simple and martial weapons. A magus is also proficient with light armor. He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Spells:
Concentration: +10 0-Level Spells Known:
0-Level Spells Memorized (4)
1-Level Spells Known:
1-Level Spells Memorized (4 + 1 Int)
2-Level Spells Known
1-Level Spells Memorized (2 + 1 Int)
Arcane Pool:
At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells. At 1st level, 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. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. 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. At 5th level, these bonuses 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. Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus. 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 somatic components), 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. Spellstrike:
At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is 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 the magus makes 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 ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier. Magus Arcana:
Arcane Accuracy (Su): The magus can expend 1 point from his arcane pool as a swift action to grant himself an insight bonus equal to his Intelligence bonus on all attack rolls until the end of his turn. Spell Recall (Su):
At 4th level, the magus learns to use his arcane pool to recall spells he has already cast. With a swift action he can recall any single magus spell that he has already prepared and cast that day by expending a number of points from his arcane pool equal to the spell’s level (minimum 1). The spell is prepared again, just as if it had not been cast. Equipment:
Weapons Scimitar +1 [4 lbs] Longbow [3 lbs] 20 Arrows [3 lbs] Dagger [1 lbs] Armor
Gear
Current Gold: 941.5
Total Weight carried: 32 lbs (Light)
Scenarios Played:
First Steps Part 1: In Service to Lore (1xp/2pp/417gp) [GM Credit] 03-19: The Icebound Outpost (1xp/2pp/524gp) [GM Credit] 04-01: Rise of the Goblin Guild (1xp/2pp/520gp) [GM Credit] 01-35: Voice in the Void (1xp/2pp/501gp) [GM Credit] Pathfinder Adventure Path #79: The Half-Dead City (3xp/4pp/1536gp) 03-36: Song of the Sea Witch (1xp/2pp/1315) [GM Credit] 00-14: The Many Fortunes of Grandmaster Torch (1xp/2pp/1002gp) Pathfinder Adventure Path #80: Empty Graves (3xp/4pp/6756gp) Boons:
Echoes of the Dead (From The Half-Dead City) Your chilling experiences in the House of Pentheru have hardened your resolve and strengthened your fortitude against the effects of haunts and the troubling visions they bring. When you fail a Fortitude or Will saving throw against a haunt, you can use this boon to gain a +2 competence bonus on the save retroactively. If the bonus is enough to turn the failure into a success, the save succeeds. Twin Tomes (From Song of the Seawitch)
You owe Grandmaster Torch a favor (From The Many Fortunes of Grandmaster Torch)
Undead Expert (From Empty Graves)
Undead Type: Mummy Resources Tracking:
Starting Wealth: 150 gp Gold Earned from First Steps Part 1: 417gp Gold Earned from Icebound Outpost: 524gp Gold Earned from Rise of the Goblin Guild: 520gp Gold Earned from Voice in the Void: 501gp Gold Earned from The Half-Dead City: 1536gp Gold Earned from Song of the Sea Witch: 1315gp Gold Earned from The Many Fortunes of Grandmaster Torch: 1002gp Gold Earned from Empty Graves: 6756gp Total Wealth Earned: 12721 gp Starting Purchases:
First Steps Accounting
Icebound Outpost Accounting
Rise of the Goblin Guild Accounting
Voice in the Void Accounting
The Half-Dead City Accounting
Song of the Sea Witch Accounting
The Many Fortunes of Grandmaster Torch Accounting
Empty Graves Accounting
Total Wealth Expenditures: 11198.5 gp
Scarab Sages Season 9 Faction Card:
[ ][ ] Explore an ancient site during the course of an adventure. To qualify, the original occupants must have abandoned the site at least 1,000 years ago, and it must cover at least 2,500 square feet (a 50-ft.-by-50-ft. area). [ ][ ] Recruit a named NPC scholar, archaeologist, extraplanar authority, or similar figure to join the Scarab Sages. Recruitment requires a Diplomacy or Knowledge (local) check with a DC equal to 15 + your character level. [ ] Recover a gem worth at least 400 gp plus 100 gp × your character level during an adventure. A gem-like wondrous item such as an elemental gem or a pearl of power fulfills this goal, but its market price must be at least twice this value. [ ][ ] Participate in an adventure in which your opponents include divs, followers of divs, or evil necromancers. [ ][ ] Successfully complete a scenario in Season 3 of Pathfinder Adventure Card Guild: Season of Plundered Tombs. [ ] Become possessed by a creature using magic jar, the malevolence ability, or a similar effect. Alternatively, permanently destroy a haunt. [ ] Have a number of ranks in one of the following skills equal to your character level (minimum 4): Appraise, Knowledge (any), or Linguistics. [ ][ ][ ]/[ ][ ]Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character.
Faction: Scarab Sages
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