Dwarf Wizard

Feargus of Highhelm's page

No posts. Organized Play character for Ryan Blomquist.


Full Name

Feargus of Highhelm

Race

Dwarf

Classes/Levels

Magus 11

Gender

Male

Size

Medium

Special Abilities

Arcane Pool (Su, 12 points, +3), Spellstrike (Su), Spell Combat (Ex)

Alignment

Lawful Neutral

Deity

Brigh

Location

Absalom

Languages

Abyssal, Ancient Osiriani, Draconic, Dwarven, Giant, Goblin, Infernal, Jistkan, Orc, Taldane (Common), Terran, Thassilonian

Occupation

Family black sheep, general terrible person

Strength 14
Dexterity 14
Constitution 16
Intelligence 19
Wisdom 9
Charisma 5

About Feargus of Highhelm

This blond-haired dwarf is clad in gleaming breastplate with a staff in his left hand and what appears to be a large spade slung across his back. Goggles perch precariously on his head, and spell component pouches dangle from a bandolier, as does a spellbook attached by a length of silvery chain. The rancid smell of the cheap cigar he grips in his teeth taints the air around him.

Feargus of Highhelm CR 7
Male dwarf magus (staff magus) 11
LN medium humanoid (dwarf)
Init +9; Senses Perception: +11, darkvision 60 ft.

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DEFENSE
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AC 29, touch 16, flat-footed 25 (+8 armor, +5 shield, +3 Dex, +1 deflection, +1 natural, +1 insight)
hp 102 (11d8+44)
Fort +14, Ref +11, Will +10 (+4 versus spells and spell-like abilities)

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OFFENSE
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Speed 20 ft.
Melee quarterstaff (one-handed) +14/+9 (1d6+6, x2) OR quarterstaff (two-handed) +14/+9 (1d6+7, x2)
Ranged light crossbow +12 (1d8, 19-20/x2)
Special Attacks arcane pool (12 points, +3), arcane accuracy (+6 insight to attack, 1 round, 1 pool point), spellstrike, spell combat (-2)
Space 5 ft.; Reach 5 ft.
Magus Spells Prepared (CL 11th, concentration +15):
4th-dimension door, monstrous physique I, wall of ice
3rd-arcane sight, battering blast, heroism, haste, fly
2nd-bear’s endurance[i/], [i]bladed dash, bull’s strength, fog cloud, glitterdust, pilfering hand
1st-burning hands (DC 17), color spray[i] (DC 17), [i]frostbite, magic missile, shocking grasp, vanish, weaponwand
0-acid splash, detect magic, prestidigitation, read magic

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TACTICS
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Before Combat If alerted to impending combat, Feargus will cast arcane sight and use his staff of minor arcana to cast shield before handing the staff to his familiar.
During Combat Feargus uses sleet storm to manage enemy numbers before wading into melee. He will cast burning gaze on Skoras to help whittle down foes. Against spellcasters, he will use pilfering hand to steal holy symbols or spell component pouches, hoping to limit their ability to cast spells.
Morale Feargus will attempt to flee if reduced below 15 hit points. If his familiar is near death, he will attempt to put the familiar out of harm’s way before returning to combat.

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STATISTICS
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Str 14, Dex 14 (16), Con 16, Int 19 (23), Wis 9, Cha 5
Base Atk +8, CMB +11; CMD 26
Feats Breadth of Experience, Extra Arcane Pool, Improved Initiative, Power Attack, Quarterstaff Master, Spell Penetration, Steel Soul, Weapon Focus (quarterstaff), Weapon Specialization (quarterstaff)
Skills Climb +6, Craft (armorsmith) +10, Craft (weaponsmith) +10, Fly +11, Heal +10, Knowledge (arcana) + 22, Knowledge (dungeoneering) +15, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +12, Knowledge (nature) +12, Knowledge (nobility) +9, Knowledge (the Planes) +12, Knowledge (religion) +19, Linguistics +12, Perception +12, Spellcraft +20, Swim +6, Use Magic Device +1
Traits Armor Expert, Focused Mind
Languages Abyssal, Ancient Osiriani, Draconic, Dwarven, Giant, Goblin, Infernal, Jistkan, Orc, Taldane (Common), Terran, Thassilonian
SQ arcane pool (Su), arcane accuracy (Su), improved spell combat (Ex), improved spell recall (Su), knowledge pool (Su), magus arcana, quarterstaff master (Ex), quarterstaff defense (Ex), spellstrike (Su), spell blending (Ex), staff weapon (Su), wand wielder (Su)
Combat Gear acid (5), alchemist’s fire (5), blood-boiling pill (4), darkwood (2), gravedigger’s spade (10 charges), magnesium (5), metamagic rod of extend spell, lesser, metamagic rod of intensify spell, lesser, pesh (3), spark staff (10 charges), tanglefoot bag (3), urea (5), wand of acid arrow (11 charges), wand of burning hands (CL 3; 3 charges), wand of dimension door (4 charges), wand of heightened awareness (33 charges), wand of infernal healing (4 charges)
Other Gear +2 mithral agile breastplate, bandolier, bedroll, black ink, blankets, caltrops, chalk, crowbar, fishhook, flint and steel, grappling hook, handy haversack, inkpen, light crossbow, mirror, piton (5), silk rope (50’), signal whistle, spell component pouch (2), spring-loaded wrist-sheathe (2), tankard, thread (50’), trail rations (5-day supply), waterskin (2), weapon cord, whetstone, spellbooks containing 0-acid splash, arcane mark, dancing lights, daze, detect magic, disrupt undead, flare, ghost sound, light, mage hand, open/close, prestidigitation, ray of frost, read magic, spark; 1-burning hands, color spray, frostbite, lock gaze, magic missile, magic weapon, shocking grasp, stone fist, vanish, weaponwand; 2-bear’s endurance, bladed dash, bull’s strength, burning gaze, fog cloud, glitterdust, pilfering hand, shatter, stone call, web; 3-arcane sight, battering blast, dispel magic, displacement, haste, heroism, fly, force punch, monstrous physique I, stinking cloud; 4-dimension door, elemental body I, monstrous physique II, stoneskin, wall of ice; Total Encumbrance 49.5/58 lbs (plus 52 lbs in Handy Haversack)
Vanities
Boons Expedition Manager (Con of the North 2013), Tier 1 Gen Con GM Boon (Gen Con 2017)
Chronicle Boons Forthcoming.

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SPECIAL ABILITIES
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Arcane Accuracy (Su) Feargus 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.

Arcane Pool (Su) Feargus possesses 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 (9 points). The pool refreshes once per day when the magus prepares his spells.

Feargus may expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +2 enhancement bonus for 1 minute. This 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. In lieu of increased enhancement bonus he may add any of the following properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.

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 ability is used. These bonuses do not function if the weapon is wielded by anyone other than Feargus.

Feargus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Improved Spell Combat (Ex) Feargus may 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 he 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 may make all of his attacks with his melee weapon at a –2 penalty and 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. Feargus may 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.

When using the spell combat ability, Feargus receives a +2 circumstance bonus on concentration checks, in addition to any bonus granted by taking an additional penalty on the attack roll.

Improved Spell Recall (Su) Feargus knows how 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 one half the spell's level (minimum 1). The spell is prepared again, just as if it had not been cast.

Furthermore, instead of recalling a used spell, as a swift action he 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). Feargus cannot apply metamagic feats to a spell prepared in this way. He does not need to reference his spellbook to prepare a spell in this way.

Knowledge Pool (Su) When Feargus 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.

Quarterstaff Defense (Ex) While wielding a quarterstaff, Feargus gains a shield bonus to his Armor Class equal to the enhancement bonus of the quarterstaff, including any enhancement bonus on that staff from his arcane pool class feature. This ability replaces the medium armor and heavy armor class abilities.

Quarterstaff Master (Ex) Feargus gains the Quarterstaff Master feat as a bonus feat, even if he does not meet the normal prerequisites. He only gains the benefit of this feat when wearing no armor or light armor.

Spellstrike (Su) Whenever he casts a spell with a range of “touch” from the magus spell list, Feargus 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, he may 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 he 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.

Spell Blending (Ex) When a magus selects this arcana, he must select one spell from the wizard spell list that is of a magus spell level he can cast. He adds this spell to his spellbook and list of magus spells known as a magus spell of its wizard spell level. He can instead select two spells to add in this way, but both must be at least one level lower than the highest-level magus spell he can cast; Feargus has selected battering blast and heroism. A magus can select this magus arcana more than once.

Staff Weapon (Su) Feargus treats any magical staff he is wielding as a magical quarterstaff with an enhancement bonus to attack and damage equal to the staff’s caster level divided by 4 (minimum +1). The staff must have at least 1 charge to use this ability. Feargus can restore 1 charge to a staff by expending a number of points from his arcane pool equal to the level of the highest-level spell cast in the staff, as long as at least one spell in the staff is on the magus spell list. He cannot restore charges to more than one staff per day. This ability replaces fighter training.

Wand Wielder (Ex) Feargus can activate a wand or staff in place of casting a spell when using spell combat.

Weapon and Armor Proficiency Feargus is proficient with simple weapons only. He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, wearing medium armor or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. If he multiclasses, Feargus still incurs the normal arcane spell failure chance for arcane spells received from other classes. This replaces the normal magus weapon and armor proficiency feature.

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DESCRIPTION
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History:
Character background.

Personality:
Character personality, motivations, goals.

Chronicles:
1st: 3-EX The Cyphermage Dilemma (GM), 5-08 The Confirmation (GM), 5-11 Library of the Lion (GM)
2nd: 5-12 Destiny of the Sands Part I: A Bitter Bargain (GM), 5-15 Destiny of the Sands Part II: Sanctum of the Sages (GM), Thornkeep: The Accursed Halls (GM)
3rd: Thornkeep: The Forgotten Laboratory
4th: Thornkeep: The Enigma Vault
5th: 3-24 The Golden Serpent (GM)
6th: 5-16 Destiny of the Sands, Part III: A Bitter Bargain (GM), Thornkeep: The Dark Menagerie
7th: Thornkeep: Sanctum of a Lost Age
8th: The Beacon Below, The Mantis’ Prey
9th: The Green Market (slow), Fires of Karamoss (slow), The Bronze House Reprisal (slow), Captive in Crystal (slow), Captives of Toil (slow), Tapestry’s Toil
10th: What Sleeps in Stone (slow), The Darkest Abduction, Ancient’s Anguish (slow), The Ironbound Schism (slow)
11th: Salvation of the Sages (slow)