Finekar, Magus's page

No posts. Alias of caps.


Gender

- INACTIVE -

About Finekar, Magus

Finekar
Ethnicity:
Nationality: Absalom
Birthplace:
Age:
Gender & Pronouns: male, he/him
Physical Appearance:

elf (ancient)
guard
magus; Level: 1
medium
humanoid elf
NG;
Follower of ???

Hero Points: 1

Languages:
Common
Elven
Draconic
Goblin
Sylvan
____________________
SENSES
Perception: +4 (0 (wis) +4 (prof) + (item)) [T]
Special Senses: low-light vision
____________________
DEFENSES

HP: 22/22 (6 elf + 8 magus + 0 con)

ARMOR Magus
AC: 19 (10 +2 (dex) +4 (prof) +3 (item)) [T]
Shield: +1 Hardness 3 Max HP 12 / BT 6
12/12hp

Unarmored: [T], Light: [T], Medium: [T], Heavy: []

SAVING THROWS
Fortitude: +6 (0 (con) +6 (prof) + (item)) [E]
Reflex: +6 (2 (dex) +4 (prof) + (item)) [T]
Will: +6 (0 (wis) +6 (prof) + (item)) [E]
Notes:
____________________
OFFENSE

Class DC: 18 (10 +4 (str) +4 (prof) + (item)) [T]

Speed: 30ft

Melee Strikes
[1d20+9 potent bastard sword, 2h][1d12+4 magic, slashing]

[1d20+9 potent bastard sword, 1h][1d8+4 magic, slashing]

[1d20+7 shocking grasp][2d12 electricity]

[1d20+7 hydraulic push][3d6 bludgeoning, knocked 5ft back][3d6 crit, additional 5ft]

[1d20+7 produce flame][1d4+3 fire]

glaive +8 1d8+4 reach,forceful,deadly d8
hatchet +8 1d6+4 agile,sweep,thrown 10ft
main-gauche +8 1d4+4 agile,disarm,finesse,parry,versatile S
dagger +8 1d4+4 agile,finesse,thrown 10ft,versatile S
shield boss +8 1d6+4 attached to shield
gauntlet +8 1d4+4 agile,free hand
spiked gauntlet +8 1d4+4 agile,free hand

Ranged Strikes
[1d4+3 electric arc, basic reflex DC17]

[1d20+7 produce flame][1d4+3 fire]

dagger +8 1d4+4 agile,finesse,thrown 10ft,versatile S 3/3
sling +6 1d6+2 propulsive
javelin +6 1d6+4 thrown 5/5

Weapon Proficiencies
Simple: [T], Martial: [T], Other (weapon): [T]
____________________
MAGIC

Magic Traditions
Arcane: Trained

[1d20+7 spell attack roll]

Spell DC (arcane): 17 = (10 +3 (key) +4 (prof)) [T]

Focus Points: 1/1 (maxiumum)

Spells Prepared
Cantrips (lvl1): acid splash, daze, electric arc, produce flame, shield
1st:
o - shocking grasp
o - hydraulic push

Spells Known
Cantrips (lvl1): acid splash, daze, detect magic, electric arc, light, produce flame, ray of frost, shield
1st: hydraulic push, jump, shocking grasp, spider sting, +2 more
____________________
SKILLS
2 skills from background
5 skills from feats
3 skills from class
3 skills from intelligence

Acrobatics: +6 = 2 (dex) +4 (prof) + (item) - (armor) [T]

Arcana: +7 = 3 (int) +4 (prof) + (item) [T]

Athletics: +8 = 4 (str) +4 (prof) + (item) - (armor) [T]

Crafting: +3 = 3 (int) + (prof) + (item) []

Deception: +0 = 0 (cha) + (prof) + (item) []

Diplomacy: +0 = 0 (cha) + (prof) + (item) []

Intimidation: +4 = 0 (cha) +4 (prof) + (item) [T]

Lore (elven): +7 =3  (int) +4 (prof) + (item) [T]

Lore (legal): +7 =3  (int) +4 (prof) + (item) [T]

Medicine: +4 = 0 (wis) +4 (prof) + (item) [T]

Nature: +4 = 0 (wis) +4 (prof) + (item) [T]

Occultism: +3 = 3 (int) + (prof) + (item) []

Performance: +0 = 0 (cha) + (prof) + (item) []

Religion: +4 = 0 (wis) +4 (prof) + (item) [T]

Society: +7 = 3 (int) +4 (prof) + (item) [T]

Stealth: +6 = 2 (dex) +4 (prof) + (item) - (armor) [T]

Survival: +4 = 0 (wis) +4 (prof) + (item) [T]

Thievery: +6 = 2 (dex) +4 (prof) + (item) - (armor) [T]

____________________
ABILITY SCORES

STR 18
DEX 14
CON 10
INT 16
WIS 10
CHA 10
____________________
FEATS:

Ancestry Feats and Abilities
Special 1st: low-light vision
Heritage 1st: ancient elf
1st: elven lore

Skill Feats
Background: quick coercion
Rogue dedication: battle medicine
2nd: godless healing

General Feats
N/a

Class Feats and Abilities
Feature 1st: striking spell
Feature 1st: battle spells
Feature 1st: magus synthesis (sustaining steel)
Ancient Elf: rogue dedication: surprise attack
2nd: combat assessment
Free Archetype: you're next

Bonus Feats
N/a
____________________
BOTTING

Instructions:


____________________
EQUIPMENT

Combat Gear:
*bastard sword* w/potency rune
glaive
hatchet
main-gauche
dagger x3
shield boss
gauntlet
spiked gauntlet
sling
javelin x5

Magic Items:

Other Gear:
backpack
- bedroll
- rations x2
- rope
- soap
- torch x5
- waterskin
bandolier x2
- healer's tools
belt pouch x2
- chalk
- flint and steel
sling bullets x20

Bulk: 8.5 (Encumbered at: 9 = 5 +4 (str); Maximum at: 14 = 10 + 4 (str))

____________________
ACCOMPLISHMENTS

____________________
ROLEPLAY/BACKGROUND

How did Finekar become a Magus?

What does Finekar look like?

How does Finekar behave?

Why is Finekar on this adventure?

Which nation did Finekar grow up in? How did this nation influence them?

What does Finekar love?

What does Finekar hate?

Which other Pathfinders (PCs) does Finekar rely on for teamwork, survival and butt-kicking? Does Finekar have a bro? a mentor? a father figure? maybe a rival?

How does the race of Finekar influence their views? Is Finekar a stereotype of a certain race? How are they different from most characters of their race?

What is Finekar afraid of? Does Finekar have any phobias or worries?

What is the most treasured possession of Finekar?

What are at least 5 background and concept elements for Finekar?

What are at least two goals for Finekar?

What is at least one secret about Finekar?

What are at least three people that are tied to Finekar?

What are at least three catchphrases, memories, mannerisms, or quirks that Finekar has?

____________________
FULL TEXT

Ancestry - Ancient Elf:

Ancient Elf
In your long life, you’ve dabbled in many paths and many styles. Choose a class other than your own. You gain the multiclass dedication feat for that class, even though you don’t meet its level prerequisite. You must still meet its other prerequisites to gain the feat.

ELVEN LORE FEAT 1
[ELF]
You've studied in traditional elven arts, learning about arcane magic and the world around you. You gain the trained proficiency rank in Arcana and Nature. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Elven Lore.

Background - Guard:

You served in the guard, out of either patriotism or the need for coin. Either way, you know how to get a difficult suspect to talk. However you left the guard, you might think of adventuring as a way to use your skills on a wider stage.

Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost.

You're trained in the Intimidation skill, and the Legal Lore skill. You gain the Quick Coercion skill feat.

Class - Magus:

Battle Spells
You learn the magus potency battle spell. Battle spells are magus-specific spells created for combat.They’re a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to study your spellbook.
Focus spells are automatically heightened to half your level rounded up. Focus spells don’t require spell slots, nor can you cast them using spell slots. Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3points. The full rules are on page 300 of the Core Rulebook.

MAGUS POTENCY FOCUS 1
[UNCOMMON] [EVOCATION] [MAGUS]
Cast ◈ somatic
Range touch; Targets you or one weapon you’re wielding
Duration 1 minute
The target gains the benefit of a +1 weapon potency rune, granting a +1 item bonus to attack rolls with the targeted weapon or your unarmed attacks, if you targeted yourself. If cast on a weapon, this spell ends if you cease holding the weapon.
Heightened (3rd) The unarmed attacks or weapons are +1 striking.
Heightened (4th) The unarmed attacks or weapons are +2 striking
Heightened (7th) The unarmed attacks or weapons are +3 greater striking.

Striking Spell
You’ve learned the fundamental magus technique that lets you combine magic and martial attacks together. You gain the Striking Spell metamagic action. From start to finish, using the effects of Striking Spell is a three-step process. First, you use the Striking Spell free action. Second, you Cast a Spell into your body or weapon, using Striking Spell’s metamagical properties. And third, you Strike with that weapon or your unarmed attack and discharge the spell at your target.

STRIKING SPELL [free-action]
[CONCENTRATE] [MAGUS] [METAMAGIC]
Frequency once per round
You drastically alter a spell to combine it with a martial attack. If the next action you use is to Cast a Spell that can target one creature or object, instead of casting it as normal, you place its magic into one melee weapon you’re wielding or into your body to use with an unarmed attack.
If you hit with a melee Strike using the receptacle for the spell, the spell is discharged, affecting only the target you hit. The spell still requires its normal spell attack roll or saving throw, but you don’t increase your multiple attack penalty until after attempting both the discharging Strike and the spell attack roll. If your discharging Strike was a critical success, the degree of success is one better than you rolled for a spell attack roll or one worse than the target rolls for a saving throw. If you don’t expend the stored spell with a Strike before the end of your next turn, it is lost and dissipates harmlessly. The same thing happens if you take the Striking Spell action again or if the weapon is used for a non-melee Strike (such as a thrown weapon Strike). A spell stored with Striking Spell can’t be discharged by anyone but the caster.

Magus Synthesis
Each magus uses Striking Spell to blend magic with their preferred fighting style and weapon. This particular combination of styles is your magus synthesis.

Slide Casting
You capture a portion of your spell’s magic to forcefully propel yourself while storing a spell. Each magus chooses how they do this, such as propelling themself with telekinesis or filling their body with magical speed.
After you use Striking Spell and start Casting a Spell that takes 1 action or more to cast, you can Stride or Step as part of that Cast a Spell activity. You choose whether to move before or after the other parts of Casting the Spell. Disrupting this movement doesn’t disrupt the spell, and disrupting the spell doesn’t disrupt the movement. You can Stride or Step only if you’re storing your spell in a one-handed weapon or your body, and only if you have your other hand free

Class Feats:

COMBAT ASSESSMENT ◈ FEAT 1
[MAGUS]
You make a telegraphed attack to learn about your foe. Make a melee Strike. On a hit, you can immediately attempt a check to Recall Knowledge about the target. On a critical hit, you gain a +2 circumstance bonus to the check to Recall Knowledge. The target is temporarily immune to Combat Assessment for 1 day.