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Fioralba Thehm's page

325 posts. Alias of The Rising Phoenix.


Full Name

Fioralba Thehm

Race

Aasimar

Classes/Levels

Magus 7 | HP: 51/51 | AC: 19, T: 14, FF: 15 | F: +8*, R: +7*, W: +6* | Init: +4 | Perception: +7 | Darkvision

Gender

Female

Size

5'7"

Age

20

Special Abilities

Arcane Accucary, Arcane Pool, Combat Casting, Darkvision, Dervish Dance, Disruptive, Energy Resistance (A/C/E), Intensified Spell, Spell Combat, Spell Recall, Spellstrike

Alignment

CN

Deity

Calistria

Languages

Celestial, Common, Draconic, Dwarven, Elven, Sylvan, Thassilonian

Occupation

Troublemaker

Strength 8
Dexterity 18
Constitution 14
Intelligence 17
Wisdom 10
Charisma 12

About Fioralba Thehm

[dice=+2 Keen Scimitar/15+]1d20+11[/dice] [dice=Damage]1d6+6[/dice]

[dice=Flanking, +2 Keen Scimitar/15+]1d20+11+2[/dice] [dice=Damage]1d6+6[/dice]

[dice=ST, Flanking, +2 Keen Scimitar/15+]1d20+11+2[/dice] [dice=Damage]1d6+6[/dice] + Touch of Fatigue DC14

[dice=ST, Flanking, +2 Keen Scimitar/15+]1d20+11+2[/dice] [dice=Damage]1d6+6[/dice] + Touch of Fatigue DC14
[dice=Cast Defensively, DC15]1d20+11[/Dice]
[dice=SG, ST, Flanking, +2 Keen Scimitar/15+]1d20+11+2+3[/dice] [dice=Damage]1d6+6[/dice] [dice=Shocking Grasp Damage]3d6[/dice]

Arcane Energy:
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 (see Table 15-9 on page 469 of the Core Rulebook). 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.

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

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Fioralba Thehm
Female peri-blooded aasimar (emberkin) magus 7 (Pathfinder Player Companion: Blood of Angels 23, Pathfinder RPG Bestiary 7, Pathfinder RPG Ultimate Magic 9)
CG Medium outsider (native)
Init 4; Senses darkvision 60 ft.; Perception +7
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Defense
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AC 19, touch 14, flat-footed 15 (+4 armor, +4 Dex, +1 natural)
hp 59 (7d8+21)
Fort 8, Ref 7, Will 6
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft.
Melee +2 keen scimitar +11 (1d6+6 P & S/15+) or
. . dagger +9 (1d4-1 P or S/19+)
Ranged light crossbow +9 (1d8 P/19+)
Special Attacks arcane pool (+2, 7 points), magus arcana (arcane accuracy[UM], disruptive[UC]), spell combat, spell recall, spellstrike
Magus Spells Prepared (CL 7th; concentration +11)
. . 3rd—dispel magic, slow (DC 17)
. . 2nd—bladed dash, invisibility, minor image (DC 16), shocking grasp
. . 1st—grease, shocking grasp (3), true strike
. . 0 (at will)—detect magic, disrupt undead, light, prestidigitation, touch of fatigue (DC 14)
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Statistics
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Str 8, Dex 18, Con 14, Int 18, Wis 10, Cha 12
Base Atk +5; CMB 4; CMD 18
Feats Combat Casting, Dervish Dance[ISWG], Disruptive, Intensified Spell[APG], Spell Penetration, Weapon Finesse
Traits close allies, magical lineage, two-world magic
Skills Acrobatics +7, Appraise +6, Climb +3, Diplomacy +1 (-1 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Intimidate +5, Knowledge (arcana) +13, Knowledge (dungeoneering) +12, Knowledge (planes) +15, Knowledge (religion) +7, Linguistics +9, Perception +7, Perform (dance) +4, Profession (courtesan) +7, Sense Motive +0 (-2 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Spellcraft +15, Swim +3, Use Magic Device +7; Racial Modifiers +2 Knowledge (planes), +2 Spellcraft
Languages Celestial, Common, Draconic, Dwarven, Elven, Gnome, Halfling, Skald, Sylvan, Thassilonian, Undercommon
SQ knowledge pool, medium armor, pride
Other Gear +1 studded leather, +2 keen scimitar, dagger, light crossbow, amulet of natural armor +1, cloak of resistance +1, crossbow bolts (10), runewarded gauntlets, backpack, belt pouch, flint and steel, ink, inkpen, magus starting spellbook, mess kit[UE], rr, soap, spell component pouch, 3,741 gp, 5 sp
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Special Abilities
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Arcane Accuracy +4 (Su) 1 Arcane pool: +INT to attack rolls until the end of the turn.
Arcane Pool +2 (7/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white only).
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Disruptive +4 DC to cast defensively for those you threaten.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Knowledge Pool (Su) Spend Arcane Pool points to prepare a magus spell that is not in your spellbook for 1 day.
Medium Armor (Ex) Medium armor proficiency and no Arcane Failure chance in medium armor.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spell Recall (Su) Spend your Arcane Pool to recall spells you have already cast.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
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Arcane Energy:
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 (see Table 15-9 on page 469 of the Core Rulebook). 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.

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

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