Red Rider

Galahot Renden's page

27 posts. Alias of Green Smashomancer.


Full Name

Galahot Rendan

Race

Ifrit

Classes/Levels

Magus (Hexcrafter)/ 1

Gender

Male

Size

Medium

Age

91

Special Abilities

Spell Combat

Alignment

NG

Deity

Cayden Cailean, Sarenrae

Languages

Auran, Aquan, Common, Dwarven, and Ignan

Strength 10
Dexterity 18
Constitution 12
Intelligence 16
Wisdom 8
Charisma 10

About Galahot Renden

HP: 10

AC: 17 (+3 Armor, +4 dex)

Touch AC: 14

Flat-footed AC: 13

Initiative: +8

Speed: 30 ft land speed.

Base Attack Bonus: +0

Combat Maneuver Bonus: -1 (0 BAB, size, -1 str),

Combat Maneuver Defense: 13

Fort: +3

Ref: +4

Will: +1

Feats: Weapon Finesse

Traits: Blade of Mercy, Magical Lineage (Frostbite)

Melee: Scimitar +5 (1d6 18/20)

Class Skills: Climb (str), Craft (Int), Fly (Dex), Intimidate (Cha), Know: Arcana (Int), Know: Dungeoneering (Int), Know: Planes (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Swim (Str), Use Magic Device (Cha)

Total Skill Bonuses: Trained only: +4 Acrobatics, +4 Intimidate, +7 Know: Planes, +4 Perform (Dance) [background], +3 Profession: Sailor, +7 Spellcraft, +4 Stealth.

Darkvision: Ifrits can see perfectly in the dark up to 60 feet.

Wildfire Heart: Ifrits with this trait are as swift and dangerous as a blazing wildfire. They gain a +4 racial bonus on initiative checks. This racial trait replaces energy resistance.

Efreeti Magic: Some ifrits inherit an efreeti ancestor's ability to magically change a creature's size. They can cast either enlarge person or reduce person (the ifrit chooses when using this ability) once per day as a spell-like ability (caster level equals the ifrit's level). The ifrit can use this ability to affect other ifrits as though they were humanoid creatures. This racial trait replaces the spell-like ability racial trait.

Desert Mirage: Ifrits thrive in the deserts of the world, where their keen instincts and resistance to heat give them a huge edge over their competitors. Those with this trait gain a +2 racial bonus on Stealth checks in desert environments and on saves to resist starvation and thirst. This racial trait replaces fire affinity.

Combat Gear: Scimitar, Studded Leather Armor, Decoy spellbook displayed prominently

Miscellaneous: Light horse, Magi kit (on horse)

Class Abilities:

Cantrips: A magus can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Magus under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Arcane Pool (Su):

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.

Adding these properties consumes an amount of bonus equal to the property’s base price modifier. 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.

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. 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.

Spell list:

Spells per Day: 0 level
At Will:Arcane Mark, Detect Magic, Flare

1st level: Known
Chill Touch, Color Spray, Frostbite, Grease, Shield, Shocking Grasp

1st level: Prepared
2/day: Frostbite (1d6+1)

Wealth:

240 gp
-015 (Scimitar)
225
-025 (Studded Leather Armor)
200
-015 (decoy Spellbook)
185
-075 (Light Horse)
110
-022 (Magi Kit)
088
Encumbrance: 27/33