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63 posts. Alias of YuenglingDragon.


About Gideon Hawke

Male Human (Wanshou) Magus 7
CG Medium humanoid (human)
Init +7; Senses none; Perception +5

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DEFENSE
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AC 22, touch 16, flat-footed 17 (+5 armor, +5 Dex, +1 Def, +1 Nat)
hp 52 (7d8+1+1)
Fort +6, Ref +6, Will +5
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OFFENSE
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Speed 30 ft.
Melee Scimitar +12 (d6+6/18-20 x2) or +10 (d6+10/18-20 x2)

Magus Spells Prepared (CL 1st; concentration +10 [+14 defensively])
3rd (1+1): Haste, Lightning Bolt (DC 16)
2nd (3+1): Frigid Touch x2, Mirror Image, Glitterdust (DC 15)
1st (4+1): Shocking Grasp x2, Shield x2, Chill Touch (DC 14)
0 (5+1): Daze, Detect Magic, Light, Read Magic, Prestidigitation

Spellbook
3rd: Haste, Lightning Bolt
2nd: Mirror Image, Frigid Touch, Glitterdust, Spiderclimb, Scorching Ray, Shatter
1st: Chill Touch, Color Spray, Mount, Shocking Grasp, Shield, Mirror Strike, Frostbite
0: All
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STATISTICS
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Str 10, Dex 20 (16+2+2), Con 12, Int 16 (15+1), Wis 10, Cha 7
Base Atk +5; CMB +5; CMD 20
Feats: Weapon Finesse, Combat Casting, Dervish Dance, Weapon focus (Scimitar), Piranha Strike, Improved Familiar (Lyrakien Azata)
Traits: Rice Runner, Reactionary
Skills: Acrobatics +15, Climb +4, Intimidate +5, Knowledge (Arcane) +14, Knowledge (Dungeoneering) +8, Knowledge(Planes) +8, Perception +6, Perform (Dance) +0, Spellcraft +9, Swim +4, UMD +6
Favored Class: Magus (+1 hp)
Languages: Common (Tien), Common (Taldane), Aquos, Minkaian
Gear: +1 Spell Storing Scimitar, +1 Mithral Chain Shirt, Cloak of Resistance +1, Belt of Dex +2, Ring of Deflection +1, Amulet of Natural Armor +1, 3x Pearl of Power
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Special Abilities
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Arcane Pool: 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. (6 points, Enhance Weapon +2)
Spell Combat: 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.
Spellstrike (Su): At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he 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, a magus can 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 the magus 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.
Magus Arcana: Familiar, Empowered Arcana
Spell Recall (Su): At 4th level, the magus learns 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 the spell’s level (minimum 1). The spell is prepared again, just as if it had not been cast.
Knowledge Pool (Su): At 7th level, when a magus 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.

Tactics:
Pretty standard tactical fare here. Round 1 I will generally be using an arcane point to enhance his weapon. Keen and maybe elemental damage or just take the +1 enhancement. On Round 1 I may also use Spellstrike as I move and attack. For tougher fights, I'll be opening with Haste instead. Lightning Bolt will probably be loaded in the spell storing weapon to start and each night the highest level spell available will get dropped into it.

One interesting thing to note is his improved familiar, a Lyrakie (Azata). She's worth looking at because she has some crazy/awesome abilities. She was Truespeech which is a constant Tongues effect. She also has constant Detect Magic and Detect Evil. Once per week she can cast Commune. She has a weak 5' blast ability centered on her which Gideon is immune to because he's Chaotic Good. Once per day she can cast Cure Light Wounds. She's Tiny and rides on Gideon's shoulder but she can also fly and has dark and low light vision so she'll make an excellent scout.

Background:
Ping Doshou was a slave. But Ping escaped and remade himself in the west, changing everything about himself, ashamed of his past. He calls himself Gideon Hawke now. It is not the first name he's had since he came west, it will probably not be the last.

Gideon Hawke is a daredevil. Some call him crazy but he throws himself into danger and laughs about it.

Spark:

Lyrakien CR 2
XP 600
CG Tiny outsider (azata, chaotic, extraplanar, good)
Init +8; Senses darkvision 60 ft., detect evil, detect magic, low-light vision; Perception +9

DEFENSE

AC 20, touch 16, flat-footed 16 (+4 Dex, +4 Natural, +2 size)
hp 19 (3d10+3)
Fort +2, Ref +7, Will +6
DR 5/evil; Immune electricity, petrification; Resist cold 10, fire 10; Improved Evasion

OFFENSE

Speed 30 ft., fly 80 ft. (perfect)
Melee slam +2 (1d2–3)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks starlight blast
Spell-Like Abilities (CL 3rd; concentration +8)

Constant—detect evil, detect magic, freedom of movement
At will—dancing lights, daze (DC 15), summon instrument, ventriloquism (DC 16)
1/day—cure light wounds, lesser confusion (DC 16), silent image (DC 16)
1/week—commune (6 questions, CL 12th)

STATISTICS

Str 5, Dex 19, Con 12, Int 14, Wis 17, Cha 20
Base Atk +3; CMB +5; CMD 12
Feats Agile Maneuvers, Improved Initiative
Skills Acrobatics +10, Bluff +11, Diplomacy +11, Fly +16, Knowledge (any one) +8, Perception +9, Perform (any one) +11, Spellcraft +5, Stealth +18
Languages Celestial, Draconic, Infernal; truespeech
SQ traveler’s friend

SPECIAL ABILITIES

Starlight Blast (Su)

As a standard action once every 1d4 rounds, a lyrakien can tap into the divine power of Elysium, unleashing a blast of holy starlight in a 5-foot burst. All creatures in this area take 1d4 points of holy damage, plus 1 point for each step their alignment deviates from chaotic good. For example, a chaotic neutral or neutral good creature would take 1d4+1 points of damage, a neutral creature would take 1d4+2 points of damage, and a lawful evil creature would take 1d4+4 points of damage. A DC 12 Reflex save negates this damage. Chaotic good creatures are unaffected by this ability. The save DC is Constitution-based.

Traveler’s Friend (Su)

The performances and company of a lyrakien ease the burden of travel. Once per day, a creature may spend a minute listening to a lyrakien’s performance— doing so removes the effects of exhaustion and fatigue from the listener.

ECOLOGY

Environment any (Elysium)
Organization solitary, band (2–5), or company (6–24)
Treasure none

Lyrakien are divine musicians and messengers, mainly in the employ of deities of travel and natural wonders. They love to explore and visit beautiful places, especially locations with excellent views of rainbows, moonlight, and the stars. Whimsical and joyous, they love contests of song, dance, and knowledge, and keep journeys happy by distracting their companions from weary feet and stale food. Mortals who please them with excellent tales and new songs may be rewarded with elaborate maps, forgotten shortcuts, or rambling directions to hidden locations that hold lost magic.

Lyrakien are light-hearted creatures, but they are very protective of breathtaking natural locations. Often called “glistenwings” by gnomes and halflings, lyrakien are frequently mistaken for fey—while they are generally friendly with true fey, their origin is the plane of Elysium. Like other azatas, they grow restless if they stay in one place too long.

Male Human (Wanshou) Magus 4:

CN Medium humanoid (human)
Init +6; Senses Perception +3

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DEFENSE
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AC 19, touch 14, flat-footed 15 (+5 armor, +4 Dex)
hp 31 (4d8+1+1)
Fort +5, Ref +5, Will +4
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OFFENSE
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Speed 30 ft.
Melee Scimitar +8 (d6+5/18-20 x2)

Magus Spells Prepared (CL 1st; concentration +7 [+11 defensively])
2nd (1+1): Frigid Touch x2
1st (3+1): Shocking Grasp x2, Shield, Chill Touch
0 (4+1): Daze, Detect Magic, Light, Read Magic, Prestidigitation

Spellbook
2nd: Mirror Image, Frigid Touch
1st: Chill Touch, Color Spray, Mount, Shocking Grasp, Shield
0: All
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STATISTICS
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Str 10, Dex 18 (16+2), Con 12, Int 16 (15+1), Wis 10, Cha 7
Base Atk +3; CMB +3; CMD 17
Feats: Weapon Finesse, Combat Casting, Dervish Dance
Traits: Rice Runner, Reactionary
Skills: Appraise +3, Acrobatics +13, Climb +4, Intimidate +3, Knowledge (Arcane) +10, Knowledge (Dungeoneering) +7, Knowledge (Planes) +7, Perception +5, Perform (Dance) +0, Spellcraft +9, Swim +4, UMD +6
Favored Class: Magus (+1 hp)
Languages: common
Gear: +1 Scimitar, +1 Mithral Chain Shirt, Cloak of Resistance +1, Potion of CLW x4, Potion of Cat's Grace
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Special Abilities
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Arcane Pool: 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. (5 points)
Spell Combat: 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.
Spellstrike (Su): At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he 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, a magus can 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 the magus 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.
Magus Arcana: Familiar (Raven)
Spell Recall (Su): At 4th level, the magus learns 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 the spell’s level (minimum 1). The spell is prepared again, just as if it had not been cast.