Farrokh Bulsara's page

No posts. Organized Play character for thunderspirit.


Full Name

Farrokh Bulsara

Race

Male Human Mgs (Hexcrafter) 4 | hp 27/27 | AC 19, t 14, ff 16 | CMB +4, CMD 18 |

Classes/Levels

F +5, R +5, W +5 | Prcptn +9 |

About Farrokh Bulsara

Farrokh Balsara (PFS #3601-20)
Male Human (Garundi) Magus (Hexcrafter) 4
NG Medium humanoid (human)
Init +4; Senses Perception +9

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DEFENSE
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AC 19, tch 14, flt-ftd 16 (+5 armor, +1 deflection, +3 Dex)
hp 27 (4d8+4)
Fort +5, Refl +5, Will +5

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OFFENSE
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Speed 30 ft.
Melee MW rapier +7 (1d6+1, 18-20/×2) and
. . Lt mace (alch silv) +6 (1d6+1, ×2) and
. . Sickle (cold iron) +6 (1d6+1, ×2)
Ranged Lt crossbow +6 (1d8, 19-20/×2)
Special Attacks arcane pool (+1, 5 points) x, hex arcana (arcane accuracy), spell combat, spellstrike
Magus (Hexcrafter) Spells Prepared (CL 4th; concentration +7)

. 0 — acid splash, arcane mark, detect magic, read magic
. 1st — adjuring step, burning hands (DC 14 Refl), chill touch (x2) (DC 14 Fort partial)
. 2nd — glitterdust (DC 15 Will), invisibility

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STATISTICS
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Str 12, Dex 16, Con 12, Int 16, Wis 12, Cha 12
BAB +3, CMB +4, CMD 18
Traits deft dodger, tomb raider (Perception)
Feats Arcane Strike, Piranha Strike, Weapon Finesse
Skills Acrobatics +3, Appraise +2, Bluff +7, Climb +1, Diplomacy +7, Disguise +1, Escape Artist +3, Fly +3, Heal +1, Intimidate +1, Kn (arcana) +10, Knowledge (planes) +10, Perception +9, Ride +3, Sense Motive +1, Spellcraft +10, Stealth +3, Survival +1 (+3 to avoid becoming lost), Swim +1
Languages Common, Azlanti, Hallit, Kelish, Osiriani
SQ hex (evil eye), hex arcana, hex magus, silver tongued
Gear mw rapier, lt mace (alch silv), sickle (cold iron), light crossbow & 20 bolts, cracked dusty rose prism ioun stone, +1 mithral shirt, ring of protection +1, wand of infernal healing (50 charges), wand of cure lt wnds (20 charges), scroll of fireball, scroll of fly, scroll of protection from evil, scroll of spider climb, snapleaf, wayfinder, backpack, acid (x2), alchemist's fire (x2), alkali flask (x2), spell component pouch, sunrod, 683 gp
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SPECIAL ABILITIES
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Arcane Accuracy +3 (Su) 1 Arcane Pool: +3 to attack rolls until the end of your turn.

Arcane Pool +1 (5/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.

Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.

Evil Eye -2 (6 rounds, DC 15) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).

Hex Arcana You can substitute Hexes for Magus Arcana.

Hex Magus (Su) You gain access to witch hexes.

Piranha Strike -1/+2 You can subtract from your attack roll to add to your damage with light weapons.

Silver Tongued - Human are often adept at subtle manipulation and putting even sworn foes at ease. Humans with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can shift up to three steps up rather than just two. This racial trait replaces skilled.

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. 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. 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. 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.

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.