Sajan Gadadvara

Ezekias Silverthane's page

360 posts. Organized Play character for Caro Cogitatus.


Full Name

Ezekias Silverthane

Race

Skills:
Acro +1 Bluff +1 Climb +6 Diplo +1 Fly +1 Inti +5 Knowledge (Arcana) +6 (Dungeoneering) +6 (Local) +6 (Planes) +6 Perception -1 Ride +5 Sense Motive -1 Spellcraft +6 Stealth +1 Swim +6 Use Magic Device +6

Gender

Gender: Male Taldane Human Magus/2 (HP:14/15 | AC:15 T:12 FF:13 | CMB:+4 CMD:16 | F:+5 R:+3 W:+3 | Init:+3 | Perc:-1 | Speed:30 ft | Conc:+8) Mwk Rapier (APE, AS) +6 (1d6+4+1+1/18-20x2 S) AP 2/3

About Ezekias Silverthane

Medium Male Humanoid (Human):

Ezekias Silverthane is a lithe young bald man with a black goatee beard and mustache. He considers himself quite dashing, although the ladies he woos have varying degrees of agreement with his impression of himself. He favors thin flowing (silk or similar) shirts unbuttoned to mid chest, and mid-thigh black or brown boots.
He has a collection of earrings, among which he chooses daily to fill the three piercings in his right ear. His left ear is unpierced. He is dark skinned and svelte, and carries himself with a swagger which is either impressive or pathetic, depending on the person viewing it.
He pays homage to Cayden Cailean nominally, but those who know him would say he worships Ezekias Silverthane more.
6'0", 190 lb, dark brown skin.

Backstory:

Ezekias Silverthane grew up the only son of prosperous baker, but showed zero interest in taking over the family business, instead spending his time evenly between cajoling the militia guards to train him in weaponry and fast-talking his way into the scholars' libraries to pore over every ancient tome he could find. He dreamed of dragons and knights and fair maidens to be saved (and seduced) and faraway places of intrigue.
At age 19, his father became ill and it fell to Ezekias to make a decision: take over the family business or be cast out. His tenure as a baker lasted slightly less than one day. Slipping out of town without saying goodbye (or even closing up the shop), he set out to make his fortune.
His bravado masks a deep shame and bitterness that he failed his family. He's heard rumors that his mother and sisters are running the shop now, quite successfully, but he fears he can never go back to them after what he did. He misses them terribly but is loathe to admit this to even his closest friends. His friendships tend to be shallow and short lived, as he moves on to some new adventure which will finally gain him his fame and fortune.

HP/Init/Move/Vision/BAB:

Max HP 15 (2x(1d8+1)) Initiative +3 Normal vision Move 30 ft BAB +1
Init=(Dex +2, Trait +1)

Classes/Alignment/Deity/XP/Prestige/Point Buy:

Classes Magus/2 (Favored Magus) Alignment Chaotic Good Deity Cayden Cailean XP 4 PP 4 Point Buy 20

AC 15 (Touch 12, Flat Footed 13):

(Base +10, Armor +3, Shield +0, Dex +2, Size +0, Natural Armor +0, Dodge +0, Deflection +0)
Max Dex +5 Armor Check -1 Spell Failure 0% SR 0

Fort +5 Refl +3 Will +3:

Fortitude Base +3 Con +1 Magic +1
Reflex Base +0 Dex +2 Magic +1
Will Base +3 Wis -1 Magic +1

Skills/Languages:

+ Acrobatics +1 (DEX +2, Ranks +0, Armor -1, Encumbrance +0)
+ Appraise +2 (INT +2, Ranks +0)
+ Bluff +1 (CHA +1, Ranks +0) Feint DC=10+(Target BAB)+(Target WisMod) or 10+(Target Sense Motive), Target loses Dex AC
* Climb +6 (STR +3, Ranks +1, Class +3, Armor -1, Encumbrance +0)
* Craft (Untrained) +2 (INT +2, Ranks +0)
+ Diplomacy +1 (CHA +1, Ranks +0)
+ Disguise +1 (CHA +1, Ranks +0)
+ Escape Artist +1 (DEX +2, Ranks +0, Armor -1, Encumbrance +0)
* Fly +1 (DEX +2, Ranks +0, Armor -1, Encumbrance +0)
+ Heal -1 (WIS -1, Ranks +0)
* Intimidate +6 (CHA +1, Ranks +2, Class +3) DC=10+(Target HD)+(Target WisMod), Shaken (–2 attacks, saving throws, skill/ability checks) 1 rd
* Knowledge (Arcana) +6 (INT +2, Ranks +1, Class +3)
* Knowledge (Dungeoneering) +6 (INT +2, Ranks +1, Class +3)
* Knowledge (Planes) +6 (INT +2, Ranks +1, Class +3)
+ Perception -1 (WIS -1, Ranks +0)
+ Perform (Untrained) +1 (CHA +1, Ranks +0)
* Profession (scribe) +3 (WIS -1, Ranks +1, Class +3)
* Ride +5 (DEX +2, Ranks +1, Class +3, Armor -1, Encumbrance +0)
+ Sense Motive -1 (WIS -1, Ranks +0)
* Spellcraft +6 (INT +2, Ranks +1, Class +3)
+ Stealth +1 (DEX +2, Ranks +0, Armor -1, Encumbrance +0)
+ Survival -1 (WIS -1, Ranks +0)
* Swim +6 (STR +3, Ranks +1, Class +3, Armor -1, Encumbrance +0)
* Use Magic Device +6 (CHA +1, Ranks +2, Class +3)
(* = Class Skill, + = Useable Untrained)

Languages: Common

=== Special Qualities ===
Cast Defensively d20+9 vs. (15 + double spell level)
Arcane Pool Enhancement Spend 1 Arcane Pool for +1 enhancement for 1 minute
Arcane Strike Swift action, weapons +1 Damage and as Magic for DR
Spellstrike Deliver Spell vs. Touch via melee attack
Spell Combat (Ex) Weapon @ -2 Attack and Spell vs. Touch @ -2 Attack, as Two Weapon Fighting

=== Weapons === BAB +1 Str +3 Dex +2 Arcane Pool +1 Arcane Strike damage +1 Spell Combat -2/-2
Mwk Rapier +5 (1d6+4+1/18-20x2 S) Arcane Pool Enhanced +6 (1d6+4+1+1/18-20x2 S)
Sling +3 (1d4+4+1/20x2) B 50ft
Dagger +3 (1d4+4+1/19-20x2) P/S 10ft
Ranged Spell +3
Alchemist Fire +3 (1d6/20x2 fire, Splash 1, 1d6 fire followup) fire 10ft
Unarmed Strike +4 (1d3+3/20x2) B nonlethal

Prepared Spells: Concentration +9 (CL (+2) + Int (+2) + Trait (+1) + Feat (+4)) *=Spellstrike
Magus Level 1 DC 13, 3/day
Color Spray I pattern [mind-affecting],VSM,15ft,cone,Instant,Will neg,SR yes unconscious, blind, stunned by level
Feather Fall T,V,Close,1 creature/lvl,1 rd/lvl,Will neg,SR yes Fall 60ft/rd
*Frostbite T [cold],VS,Touch,creature touched,Instant,none,SR yes Melee touch 1d6 + 1/lvl nonlethal cold + fatigue, 1 attack/lvl

Magus Level 0 DC 12, unlimited use
Acid Splash C creation,VS,Close,one missile,Instant,none,SR no 1d3 acid
*Arcane Mark U,VS,Touch,1 sq ft,permanent,none,SR no Inscribe rune on object or creature
Disrupt Undead N,VS,Close,ray,Instant,none,SR yes 1d6 positive
Light Ev [light],VF,Touch,object touched,10 min/lvl,none,SR no As torch, 20ft radius normal, 40ft radius dim

CMB/CMD Bull Rush +4/16 Dirty Trick +4/16 Disarm +4/16 Drag +4/16 Grapple +4/16 Overrun +4/16 Reposition +4/16 Steal +4/16 Sunder +4/16 Trip
CMB = BAB (+1) + STR (+3) + Size (+0), CMD = 10 + BAB (+1) + STR (+3) + DEX (+2) + Size (+0)

Ability Scores: STR 16 (+3) DEX 14 (+2) CON 12 (+2) INT 15 (+2) WIS 9 (-1) CHA 12 (+1)

Spellbook:
*=Spellstrike capable
Magus Level 1 Conc 17
*Chill Touch N,VS,Touch,1 creature/level touched,instant,F partial or Will neg,SR yes Touch attack: 1 STR damage (Fort neg) + 1d6 cold; vs. Undead panic d4+1/level rounds (Will neg)
Color Spray I pattern [mind-affecting],VSM,15ft,cone,Instant,Will neg,SR yes unconscious, blind, stunned by level
*Corrosive Touch C creation [acid],VS,Touch,creature or object touched,Instant,none,SR yes 1d4/lvl acid, max 5d4
Feather Fall T,V,Close,1 creature/lvl,1 rd/lvl,Will neg,SR yes Fall 60ft/rd
*Frostbite T [cold],VS,Touch,creature touched,Instant,none,SR yes Melee touch 1d6 + 1/lvl nonlethal cold + fatigue, 1 attack/lvl
Shield A [force],VS,Personal,you,1 min/lvl +4 shield bonus; absorbs Magic Missiles
Shocking Grasp Ev [elec],VS,Touch,creature or object,Instant,none,SR yes Melee Touch 1d6/lvl elec, max 5d6; +3 Attack vs metal
Magus Level 0 Conc 15
Acid Splash C creation,VS,Close,one missile,Instant,none,SR no 1d3 acid
*Arcane Mark U,VS,Touch,1 sq ft,permanent,none,SR no Inscribe rune on object or creature
Dancing Lights Ev light,VS,Medium,10ft rad,1 minute,none,SR no Up to 4 glowing spheres or 1 vaguely humanoid shape
Daze En compulsion [mind-affecting],VSM,Close,1 humanoid 4HD or less,1 rd,Will neg,SR yes Once creature dazed
Detect Magic D,VS,60ft,cone,Concentration 1 min/lvl,none,SR no More information the longer you detect
Disrupt Undead N,VS,Close,ray,Instant,none,SR yes 1d6 positive
Flare Ev [light],V,Close,burst of light,Instant,Fort neg,SR yes Dazzled 1 min
Ghost Sound I figment,VSM,Close,sounds,1 rd/lvl,Will disbelief,SR no Noise up to 4 humans/lvl, max 40 humans
Light Ev [light],VF,Touch,object touched,10 min/lvl,none,SR no As torch, 20ft radius normal, 40ft radius dim
Mage Hand T,VS,Close,one object,Concentration,none,SR no Lift & move object, throw up to 15ft
Open/Close T,VSF,Close,object or portal,Instant,Will neg,SR yes Open or close 30 lbs max
Prestidigitation U,VS,10ft,special,1 hour,special,SR no Lift 1 lb; color, clean, or soil 1ft cube; chill, warm or flavor 1 lb;create small crude object
Ray of Frost Ev [cold],VS,Close,ray,Instant,none,SR yes Ranged Touch 1d3 cold
Read Magic D,VSF,Personal,you,10 min/lvl Read magical inscriptions; identify Glyph of Warding or Symbol
Spark Ev [fire],V or S,Close,one Fine object,Instant,Fort neg,SR yes Object catches fire

Equipment:

Parade Armor (20 lb, 25gp)
Cloak of Resistance +1 (1 lb, 1000gp)
Rapier, Masterwork (4 lb, 320gp)
Dagger (1 lb, 2gp)
Sling (0 lb, 0gp)
Bullets, Sling, 10 (.5 lb, .01gp)
Alchemist Fire (1 lb, 20gp)
Oil, Lamp (1 lb, 0.1gp)
Explorer's Outfit (0 lb, 0 gp)
Backpack, Masterwork (4 lb, 50gp)
Rope, Silk 50ft
x10 Wandermeal
Wayfinder (Light at will, +2 Survival (avoid being lost), ioun stone slot (empty))
Wand of CLW 50/50 charges
520gp coins
Weight Allowance: 38/76/115

=== Feats ===
Arcane Strike (Combat) 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.
Combat Casting You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.

=== Class Features ===
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 A magus casts arcane spells drawn from the magus spell list. A magus must choose and prepare his spells ahead of time. A magus may know any number of spells. He must choose and prepare his spells ahead of time.
Arcane Pool (Su) At 1st level, the magus gains a reservoir (1/2 Magus level + Int mod) of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. 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. 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.
Spell Combat (Ex) 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.
Spellstrike (Su) 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.

(future):

Magus Arcana As he gains levels, a magus learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 3rd level, a magus gains one magus arcana. He gains an additional magus arcana for every three levels of magus attained after 3rd level.
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.
Bonus Feats At 5th level, and every six levels thereafter, a magus gains a bonus feat in addition to those gained from normal advancement.
Knowledge Pool (Su) At 7th level, when a magus prepares his magus spells, he can decide to expend 1 or more points from his arcane pool, up to his Intelligence bonus. For each point he expends, he can treat any one spell from the magus spell list as if it were in his spellbook and can prepare that spell as normal that day. If he does not cast spells prepared in this way before the next time he prepares spells, he loses those spells. He can also cast spells added in this way using his spell recall ability, but only until he prepares spells again.
Medium Armor (Ex) At 7th level, a magus gains proficiency with medium armor. A magus can cast magus spells while wearing medium armor without incurring the normal arcane spell failure chance.
Improved Spell Combat (Ex) At 8th level, the magus’s ability to cast spells and make melee attacks improves. When using the spell combat ability, the magus receives a +2 circumstance bonus on concentration checks, in addition to any bonus granted by taking an additional penalty on the attack roll.
Fighter Training (Ex) Starting at 10th level, a magus counts 1/2 his total magus level as his fighter level for the purpose of qualifying for feats. If he has levels in fighter, these levels stack.
Improved Spell Recall (Su) At 11th level, the magus’s ability to recall spells using his arcane pool becomes more efficient. Whenever he recalls a spell with spell recall, he expends a number of points from his arcane pool equal to 1/2 the spell’s level (minimum 1). Furthermore, instead of recalling a used spell, as a swift action the magus can prepare a spell of the same level that he has in his spellbook. He does so by expending a number of points from his arcane pool equal to the spell’s level (minimum 1). The magus cannot apply metamagic feats to a spell prepared in this way. The magus does not need to reference his spellbook to prepare a spell in this way.
Heavy Armor (Ex) At 13th level, a magus gains proficiency with heavy armor. A magus can cast magus spells while wearing heavy armor without incurring the normal arcane spell failure chance.
Greater Spell Combat (Ex) At 14th level, the magus gains the ability to seamlessly cast spells and make melee attacks. Whenever he uses the spell combat ability, his concentration check bonus equals double the amount of the attack penalty taken.
Counterstrike (Ex) At 16th level, whenever an enemy within reach of the magus successfully casts a spell defensively, that enemy provokes an attack of opportunity from the magus after the spell is complete. This attack of opportunity cannot disrupt the spell.
Greater Spell Access (Su) At 19th level, the magus gains access to an expanded spell list. He learns and places 14 spells from the wizard’s spell list into his spellbook as magus spells of their wizard level. He gains two of each zero to sixth level wizard spells not on the magus spell list. He can ignore the somatic component of these spells, casting them without the normal chance of spell failure.
True Magus (Su) At 20th level, the magus becomes a master of spells and combat. Whenever he uses his spell combat ability, he does not need to make a concentration check to cast the spell defensively. Whenever the magus uses spell combat and his spell targets the same creature as his melee attacks, he can choose to either increase the DC to resist the spell by +2, grant himself a +2 circumstance bonus on any checks made to overcome spell resistance, or grant himself a +2 circumstance bonus on all attack rolls made against the target during his turn.

=== Racial Qualities ===
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

=== Traits ===
Magical Lineage (Shocking Grasp) Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell's final adjusted level.
Arcane Temper (Magic) You gain a +1 trait bonus on concentration and initiative checks.

=== Meta ===

Bot me if:
If you're motivated enough to find this and I'm holding up the game, go ahead and bot me. Feel free to use any consumables (potions, spells, daily abilities, etc.) that you feel are necessary to get the job done.

Common Attack Vectors:

[dice=Mwk Rapier, Arcane Pool Enhanced]d20+5+1[/dice] [dice=Damage, Arcane Pool Enhanced, Arcane Strike]d6+4+1+1[/dice]

[dice=Mwk Rapier, Arcane Pool Enhanced, Spell Combat: Melee]d20+5+1-2[/dice] [dice=Damage, Arcane Pool Enhanced, Arcane Strike]d6+4+1+1[/dice]
[dice=Mwk Rapier, Arcane Pool Enhanced, Spell Combat+Spellstrike: Arcane Mark]d20+5+1-2[/dice] [dice=Damage, Arcane Pool Enhanced, Arcane Strike]d6+4+1+1[/dice]
[dice=Mwk Rapier, Arcane Pool Enhanced, Spell Combat+Spellstrike: Frostbite]d20+5+1-2[/dice] [dice=Damage, Arcane Pool Enhanced, Arcane Strike]d6+4+1+1[/dice] + [dice=Frostbite]d6+2[/dice] NL Cold + Fatigued
[dice=Mwk Rapier, Arcane Pool Enhanced, Spell Combat+Spellstrike: Shocking Grasp]d20+5+1-2[/dice] +3 vs. metal [dice=Damage, Arcane Pool Enhanced, Arcane Strike]d6+4+1+1[/dice] + [dice=Shocking Grasp]2d6[/dice] Elec
[dice=Mwk Rapier, Arcane Pool Enhanced, Spell Combat+Spellstrike: Corrosive Touch]d20+5+1-2[/dice] [dice=Damage, Arcane Pool Enhanced, Arcane Strike]d6+4+1+1[/dice] + [dice=Corrosive Touch]2d4[/dice] Acid
vs. Non-Undead:
[dice=Mwk Rapier, Arcane Pool Enhanced, Spell Combat+Spellstrike: Chill Touch]d20+5+1-2[/dice] [dice=Damage, Arcane Pool Enhanced, Arcane Strike]d6+4+1+1[/dice] + [dice=Chill Touch]1d6[/dice] Cold + 1 Str (Fort DC13 negates)
vs. Undead:
[dice=Mwk Rapier, Arcane Pool Enhanced, Spell Combat+Spellstrike: Chill Touch]d20+5+1-2[/dice] [dice=Damage, Arcane Pool Enhanced, Arcane Strike]d6+4+1+1[/dice] + Panicked [dice=for]d4+2[/dice] rds (Will DC13 negates)


Levelup History:

1 Magus HP d8+1=9 ST 14+2 (5 pts) DX 14 (5 pts) CN 12 (2 pts) IN 15 (7 pts) WS 9 (-1 pts) CH 12 (2 pts)
Skills 2+2+1+1: Knowledge (Arcana), Knowledge (Dungeoneering), Intimidate, Profession (scribe), Ride, *Use Magic Device
Feats: Arcane Strike, Combat Casting
Spellbook: Color Spray, Corrosive Touch, Feather Fall, Frostbite, Shield
2 Magus HP d8+1=6
Skills 2+2+1+1: Climb, Intimidate, Knowledge (Planes), Spellcraft, Swim, *Use Magic Device
Spellbook: Chill Touch, Shocking Grasp

Pathfinder Society:

Player: Caro Cogitatus
Character: Ezekias Silverthane
PFS#: 106336-11
Faction: Grand Lodge
Day Job: [dice=Profession Scribe]d20+3[/dice]
Master of the Fallen Fortress #43179 +1XP, +1PP, +479gp
#5-11 Library of the Lion #51231 +1XP, +2PP, +510+10gp, -1000gp Cloak of Resistance +1
#5-08 The Confirmation #76858 +1XP, +2PP, +513gp, -1PP Wayfinder; Mwk Rapier -320gp, Wand CLW -2PP
#6-08 The Segang Expedition +1XP, +2PP, +519gp
() Ragdya's Blessing One time only, 10ft Climb speed for 1d4 rds; Feather Fall if near a wall.
() The Court Grows Show this letter to an Inner Sea aristocrat for +2 Diplomacy; one time only, receive any one item 150gp or less permanently
(Future) Tier7-9 #81 Shifting Sands #52308 +3XP, +4PP, +14862gp
(Future) Tier10-12 #82 Secrets Of The Sphinx #52308 +3XP, +4PP, +23574gp