Grundhu the Derhii

Grendolos's page

8 posts. Alias of Josh Shrader.


Full Name

Grendolos

Race

Ormanguchin

Classes/Levels

magus 12

Gender

M

Size

Medium

Age

80

Special Abilities

Arcane Pool 12/day

Alignment

N

Deity

Helios

Languages

Common, Ormanguchinian, Fluardim

Strength 22
Dexterity 18
Constitution 16
Intelligence 22
Wisdom 10
Charisma 9

About Grendolos

Background:

Grendolos Is different from his Kin. Not that he worship's another Deity, or he does not stand for Justice and honor. He's Different becuase of How he does it. Most Ormanguchin shun Magic, technoligy. They believe, byt staying "savage" or "Primal", there is less that can be held over them, or Tempt them into a darker path. But for Grendolos, This is madness. Over the Last 4 worlds, Focusing on only one aspect, war, peace, magic, has lead to Defeat by Qhuarck. Grendolos hopes, byt Training in Combat AND magic, he may stand a chance to lead others to Defeat Qhuarck this time, So the Age of torture will never be seen.

Grendolos is long lived, wizened by his Study of the Arcane arts. But do not take him for a book worm, He can cleave a Foe in two with his Axe. Mixing Blade and spell is what he does best.

Grendolos stands about 8 feet tall, weighing in at 400 pounds of Pure muscule. He has Piercing brown Eyes, that reveal just how dangeroud he is, this is no Common Ormanguchin. He is very serious, and Speaks little, however, when he does speak, People listen.

Ormanguchin(horn) Magus 12
AC 26 (+8 armor +4 dex, +2 deflect, +2 natural) T 16, FF 20
HP 112 (12d8+48)
Fort +14 Ref +11 Will +11
Initiative +6
Speed 50(40 base, +10 from boots)
Bab +9,4 CMB +15 CMD 29 Conc+22

Melee Battle axe +3
+19/+14 1d8+14 x3 (-2, +6 power atk)
Spell Combat +17/+12 1d8+14 + spell

Feats:

Toughness
Weapon Focus (Battle Axe)
Combat casting
Arcane Strike
Power Attack
Empower Spell
Weapon Spec(Battle axe)
Intensified Spell
Magus Arcanas
Close Range
Spell Shield
Hasted Assualt
Arcane Accuary

Skills:
(max 96 (2/lvl +int(6))
Climb +13 (Str 6, Ranks 5, Class 3, -1 Acp)
Fly +18 (Dex 4, Ranks 12, Class 3, -1 Acp)
K:Arcana +20 (Int 6, Ranks 11, Class 3)
K:Dungeon +20 (Int 6, Ranks 11, Class 3)
K:Planes +20 (Int 6, Ranks 11, Class 3)
Perception +12 (Wis 0, Ranks 12)
SpellCraft +21 (Int 6, Ranks 12, Class 3)
Swim 13 (Str 6, Ranks 5, Class 3, -1 ACP)
Use Magic Device +14 (Cha -1, Ranks 12, Class 3)

Gear:

Weapons
+3 Battle Axe +3 Battle Axe 18,010g
Armor
Mithril Breastplate +2 8200g

Misc
Boots of Striding and Springing 5500g
Amulet of Natural Armor +2 8,000g
Ring of Protection +2 8,000g
Belt of Physical Perfection +2(Str,Con,Dex) 16,000g
Headband of Vast Intelligence +4 16,000g
Metamagic, Extend 11,000g
Cloak of Resistance +3 9,000g
Handy haversack 2,000g
Scroll of Versatile Weapon 375g
+scribing cost 90g
Scroll of Vamp touch 375g
+scribing cost 90g
Potion Cure Mod Wounds x5 1500g

Gp 3,806gp


Spells Known:

Cantrips
Acid Splash
Arcane Mark
Dancing Lights
Daze
Detect Magic
Flare
Ghost Sound
Light
Mage Hand
Open/Close
Prestidigitation
Ray of Frost
Read Magic
Spark

1st
Chill touch
Color spray
Enlarge person
Expeditious Retreat
Feather Fall
Floating Disk
Grease
Magic Missile
Mount
Reduce Person
Shield
Shocking Grasp

2nd
Alter Self
Blur
Fire Breath
Invisibility
Scorching Ray
Web

3rd
Dispel Magic
Displacement
Fireball
Fly
Lighting bolt
Stinking Cloud
Versatile Weapon
Vampiric Touch

4th
Black Tentacles
Invisibility, Greater
Stoneskin
Shout
Dimension Door
Fire Shield

Spells prepared:

Spells Per day
1st 7 (5 +2)
2nd 6 (5 +1)
3rd 5 (4 +1)
4th 4 (3+1)

Cantrips, DC16
Detect Magic
Light
Mage Hand
Ray of Frost
Spark

1st, DC17
Intensified Shocking Grasp x3 (via Trait)
Enlarge Person
Reduce Person
Magic Missile
Expeditious Retreat

2nd, DC18
Scorching Ray x3
Alter Self
Blur
Invisibility

3rd, DC19
Vampiric Touch x2
Fireball
Displacement
Dispel Magic

4th, DC20
Stoneskin
Fire Shield
Invisibility, Greater
Empowered Scorching ray

Magus Abilities

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 each 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. This ability counts as the Arcane Strike feat for meeting any prerequisites. 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 cost (see Table 15–9
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 +1enhancement 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 offhand weapon is a spell that is being cast. To use this ability, the magus must have one hand free, 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. 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 to 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. The magus must have one hand free to use this ability, even if the spell being cast does not contain
somatic components.

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. If successful, this melee attack deals its normal damage as well as the effects of the spell. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon as part of casting this spell. If used with spell combat, this does not grant an additional attack.

Magus Arcana:

As he gains levels, a magus learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 3rd level, a magus gains one magus arcana. He gains an additional magus arcana for every three levels of magus attained after 3rd level. A magus cannot select a magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the magus’s spell list unless otherwise noted.

Arcane Accuracy
(Su): A magus with this magus arcana can expend 1 point from his arcane pool as a swift action to grant himself an insight bonus equal to his Intelligence bonus on all attack rolls until the end of his turn.

Close Range
(Ex): A magus with this magus arcana can deliver ranged touch attack spells as melee touch attack spells. These spells must have only one target. These spells can be used with the spellstrike class feature.

Spell Shield
(Su): A magus with this magus arcana can expend a point from his arcane pool as an immediate action to grant himself a shield bonus to AC equal to his Intelligence bonus until the end of his next turn.

Hasted Assault
(Su): A magus with this magus arcana can expend 1 point from his arcane pool as a swift action to move more quickly. This functions as haste, but only tagets the magus and lasts for a number of rounds equal
to the magus’s Intelligence bonus. That magus must be at least 9th level before selecting this magus arcana.

Pool Spell:

(Su): At 4th level, the magus learns to use his arcane pool to cast additional spells. He can cast any magus spell that he knows by expending a number of points from his arcane pool equal to the spell’s level (minimum 1). He can cast spells with metamagic feats in this way, but he must spend additional points from his arcane pool to do so, equal to the level increase from the metamagic feats. The spell’s overall adjusted level must still be one that he can 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 pool spell ability, but only until he prepares spells again.

Medium Armor:
(Ex): At 7th level, a magus gains proficiency
with medium armor. A magus can cast magus spells while wearing medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component.

Improved Spell Combat:

(Ex): At 8th level, the magus’s ability to cast spells and make melee attacks improves. When using the spell combat ability, the magus receives a +2 circumstance bonus on concentration checks, in addition to any bonus granted by taking an additional penalty on the attack roll.

Fighter Training:

(Ex): Starting at 10th level, a magus counts 1/2 his total magus level as his fighter level for the purpose of qualifying for feats. If he has levels in fighter, these levels stack.

Improved Pool Spell:

(Su): At 11th level, the magus’s ability to cast spells using his arcane pool increases. Whenever he casts a spell using his arcane pool, he expends a number of points from his pool equal to 1/2 the spell’s level (minimum 1). This reduction does not apply to increases in spell level due to metamagic feats.

Traits:

Magical Lineage :Shocking Grasp
One of your parents was a gifted spellcaster who not only used metamagic often, but developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Pick one spell when you choose this trait. When you apply metamagic feats to this spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.

Reactionary
You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus to Initiative checks.