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About GrendolosBackground:
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
Melee Battle axe +3
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
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
2nd
3rd
4th
Spells prepared:
Spells Per day
Cantrips, DC16
1st, DC17
2nd, DC18
3rd, DC19
4th, DC20
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
At 5th level, these bonuses can be used to add any of the following
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
Close Range
Spell Shield
Hasted Assault
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
Reactionary
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