Summoner

Gareleth Jarvinx's page

416 posts. Organized Play character for pippinTook.


Full Name

Gereleth Jarvinx

Gender

Half-Orc Kensai Magus/2, 15/15 HP, AC 18 (20 if I move 10'+), touch 16, FF 11, Saves: Fort +3, Ref +5, Will +3, Init +5, Perception +0, Speed 30', Skills: Knowledge arcana +6, knowledge dungeoneering +6, knowledge planes +6, spellcraft +6

Strength 10
Dexterity 20
Constitution 10
Intelligence 15
Wisdom 10
Charisma 7

About Gareleth Jarvinx

Half-Orc Kensai Magus 2
N Medium humanoid (Human and Orc)
Faction: Sovereign Court
Init +5; Perception +0
DEFENSE
AC 18 (20 if he moves 10' or more on his turn), touch 16, flat-footed 11 (+1 silken ceremonial armor, +2 intelligence bonus, +5 Dex), +2 from dancing scarf (if he moves 10' or more)
hp 9 (1d8+1)
Fort +3 (3 class), Ref +5 (0 class, 5 Dex), Will +3 (3 class, 0 Wis),
OFFENSE
Speed 30 ft
Melee: Scorpion Whip +7 (1d4) 20/x2 slashing
Trip Attempt +9
Ranged: Ray of Frost +6 vs touch (1d3) 20/x2 cold OR
Acid Splash +5 vs touch (1d3) 20/x2 acid
STATISTICS
Str 10, Dex 20, Con 10, Int 15, Wis 10, Cha 7
Base Atk +0; CMB -1; CMD 13
Feats: exotic weapon proficiency (scorpion whip), weapon focus (scorpion whip), weapon finesse
Traits
Draconic Infusion (+1d4 0f chosen elemental damage type added to a spell 1/day per 2 caster levels)
Heirloom Weapon (scorpion whip, +2 to trip)
Skills: Acrobatics +5 (5 Dex, -0 ACP), Climb +4 (+0 Str, 1 rank, 3 class), Diplomacy -2 (-2 Cha), Heal +0 (0 Wis), Intimidate +2 (-2 Cha, 1 rank, 3 class), K. Arcana +6 (+2 Int, 1 rank, 3 class), K. Dungeoneering +6 (2 Int, 1 rank, 3 class), K. Planes +6 (2 Int, 1 rank, 3 class), Perception +0 (0 Wis), Spellcraft +6 (2 Int, 1 rank, 3 class), Stealth +5 (5 Dex), Survival +0 (0 Wis), Swim +4 (+0 Str, 1 rank, 3 class, -0 ACP), Use Magic Device +4 (-2 Cha, 1 rank, 3 class)
Languages: Common
Prepared Spells:
Cantrips-ray of frost, acid splash, detect magic, arcane mark
1st Level (3/day)-chill touch, shocking grasp
SPECIAL ABILITIES AND RACIAL TRAITS
Canny Defense: +1 dodge bonus to AC per level up to intelligence modifier
Spell Combat: Cast cast and make a melee attack as if doing two weapon fighting
GEAR:
silken ceremonial robe, dancing scarves, spiked gauntlet, 5 days of trail rations, 40' knotted silk rope, belt pouch (x2), alchemist fire (x2), wand of infernal healing (50 charges), wand of magic missiles (50 charges), 2 spring-loaded wrist sheaths (holding his 2 wands), pearl of power (1st level), wand of mage armor (in bandolier), heirloom scorpion whip, cold iron scorpion whip, silver scorpion whip, 1,980 gp
Spellbook Spells:
Cantrips-All
1st Level-snowball, magic missile, shocking grasp, chill touch,