Vampire

Haruki's page

2 posts. Alias of Nacona.


Full Name

Haruki

Race

Human (Tian La)

Classes/Levels

Magus (Kensai)/2 HP: 16/16 AC:15 Init:+3 Fort: +3 Ref: +3 Will: +3

Gender

Male

Size

Medium

Special Abilities

See Spoilers

Alignment

Chaotic Good

Languages

Hon-La, Common, Dwarven

Strength 14
Dexterity 16
Constitution 10
Intelligence 16
Wisdom 10
Charisma 10

About Haruki

Basics:

HP: 16/16 (Max 1st +2 Con +1 Favored Class + Avg 2nd lvl +2 Con +1 Favored Class)
Arcane Pool: 6/6
AC: 15 (10 +3 Dex +2 Canny Defense)

Fort: +3 (+3 Base +0 Con)
Ref: +3 (+0 Base +3 Dex)
Will: +3 (+3 Base +0 Wis)

BAB: +1
CMB: +3
CMD: 16
Initiative: +3 (+3 Dex)
Speed: 30ft
Encumbrance: Light Load: 58 lbs. or less Medium Load: 59–116lbs. Heavy Load: 117-175 lbs.

Weapon Info:

Masterwork Katana: Atk: +5 Dmg:1d8+2 Crit:18-20x2 Range:- Wgt:6lbs. Type:S Traits: Deadly
(+1 Base, +2 Str, +1 Weapon Focus, +1 Masterwork)

Racial Abilities:
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Class Features:

Weapon and Armor Proficiency: A magus is proficient with all simple and martial weapons. A magus is also proficient with light armor. He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells: A magus casts arcane spells drawn from the magus spell list. A magus must choose and prepare his spells ahead of time.

To learn, prepare, or cast a spell, the magus must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magus's spell is 10 + the spell level + the magus's Intelligence modifier.

A magus can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high Intelligence score (see the Ability Modifiers and Bonus Spells Table).

A magus may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the magus decides which spells to prepare.

Spellbooks: A magus must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook except for read magic, which all magi can prepare from memory. A magus begins play with a spellbook containing all 0-level magus spells plus three 1st-level magus spells of his choice. The magus also selects a number of additional 1st-level magus spells equal to his Intelligence modifier to add to his spellbook. At each new magus level, he gains two new magus spells of any spell level or levels that he can cast (based on his new magus level) for his spellbook. At any time, a magus can also add spells found in other spellbooks to his own (see Arcane Spells).

A magus can learn spells from a wizard's spellbook, just as a wizard can from a magus's spellbook. The spells learned must be on the magus spell list, as normal. An alchemist (see the Alchemist description) can learn formulae from a magus's spellbook, if the spells are also on the alchemist spell list. A magus cannot learn spells from an alchemist.

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.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

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

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.

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.

Archtype Features:

Weapon and Armor Proficiency:
A kensai is proficient in simple weapons and in a single martial or exotic melee weapon of his choice. A kensai is not proficient with armor or shields and suffers normal arcane spell failure chance when casting magus spells while armored.

Diminished Spellcasting:
A kensai may cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level.

Canny Defense:
When wearing light or no armor and not using a shield, a duelist adds 1 point of Intelligence bonus (if any) per duelist class level as a dodge bonus to her Armor Class while wielding a melee weapon. If a duelist is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.

Weapon Focus
At 1st level, a kensai gains Weapon Focus with his chosen weapon as a bonus feat.


Spells:

Spells per day:
Level 0: 3
Level 1: 2

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

1st:
Shield

School abjuration [force]; Level alchemist 1, magus 1, sorcerer/wizard 1, summoner 1; Domain defense 1

CASTING
Casting Time 1 standard action
Components V, S

EFFECT
Range personal
Target you
Duration 1 min./level (D)

DESCRIPTION
Shield creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance.

Shocking Grasp

School evocation [electricity]; Level magus 1, sorcerer/wizard 1

CASTING
Casting Time 1 standard action
Components V, S

EFFECT
Range touch
Target creature or object touched
Duration instantaneous
Saving Throw none; Spell Resistance yes

DESCRIPTION
Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or is carrying a metal weapon or is made of metal).

Magic Missile

School evocation [force]; Level magus 1, sorcerer/wizard 1

CASTING
Casting Time 1 standard action
Components V, S

EFFECT
Range medium (100 ft. + 10 ft./level)
Targets up to five creatures, no two of which can be more than 15 ft. apart
Duration instantaneous
Saving Throw none; Spell Resistance yes

DESCRIPTION
A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.

The missile strikes unerringly, even if the target is in melee combat, so long as it has less than total cover or total concealment. Specific parts of a creature can't be singled out. Objects are not damaged by the spell.

For every two caster levels beyond 1st, you gain an additional missile - two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.

Chill Touch

School necromancy; Level magus 1, sorcerer/wizard 1, witch 1

CASTING
Casting Time 1 standard action
Components V, S

EFFECT
Range touch
Targets creature or creatures touched (up to one/level)
Duration instantaneous
Saving Throw Fortitude partial or Will negates; see text; Spell Resistance yes

DESCRIPTION
A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of damage. The touched creature also takes 1 point of Strength damage unless it makes a successful Fortitude saving throw. You can use this melee touch attack up to one time per level.

An undead creature you touch takes no damage of either sort, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds + 1 round per caster level.

Ray of Enfeeblement
School necromancy; Level magus 1, sorcerer/wizard 1, witch 1; Bloodline accursed 1

CASTING
Casting Time 1 standard action
Components V, S

EFFECT
Range close (25 ft. + 5 ft./2 levels)
Effect ray
Duration 1 round/level
Saving Throw Fortitude half; Spell Resistance yes

DESCRIPTION
A coruscating ray springs from your hand. You must succeed on a ranged touch attack to strike a target. The subject takes a penalty to Strength equal to 1d6+1 per two caster levels (maximum 1d6+5). The subject's Strength score cannot drop below 1. A successful Fortitude save reduces this penalty by half. This penalty does not stack with itself. Apply the highest penalty instead.

Vanish

School illusion (glamer); Level bard 1, magus 1, sorcerer/wizard 1

CASTING
Casting Time 1 standard action
Components V, S

EFFECT
Range touch
Targets creature touched
Duration 1 round/level (up to 5 rounds) (D)
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

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DESCRIPTION
This spell functions like invisibility, except the effect only lasts for 1 round per caster level (maximum of 5 rounds). Like invisibility, the spell immediately ends if the subject attacks any creature.


Skills:

The magus's class skills are Climb (Str), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (planes) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha).

*Trait bonus skill Knowledge (Geography).

Skill Ranks per Level: 2 + Int modifier.

Skill: ranks + abil mod + rac mod + Trained Class bonus + Misc.

Craft (Weapons):
+8 = 2+3+0+3
Knowledge (Arcana):
+8 = 2+3+0+3
Knowledge (Geography):
+10 = 2+3+0+3+2
Spellcraft:
+8 = 2+3+0+3
Survival:
+6 = 2+0+0+3+1
Use Magic Device:
+5 = +2+0+0+3

Feats:

1.Exotic Weapon Proficiency(Katana):
2.Weapon Focus (Katana):
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.

3.Combat Expertise:
Benefit: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
4.Extra Arcane Pool:
Benefit: Your arcane pool increases by 2

Traits:
Restless Wayfarer: You have long led a nomadic life. Perhaps because your parents were travelers (whether
roaming Varisian caravaneers or traveling merchants
who traded far and wide), you belonged to a nomadic
tribe, or you ran away from home to discover the world
at a young age. Some call it wanderlust, but to you the
thought of new places and experiences is truly what
makes life worth living, and no region catches your
imagination like the windswept wilderness of the
North. You are used to getting along in unfamiliar
lands and interacting with interesting new people. You
gain a +1 trait bonus on Knowledge (geography) and
Knowledge (local) checks, and one of these skills (your
choice) is a class skill for you. You can also speak one
additional language (this does not count toward your
number of languages).

*Knowledge (geography)*

Nomadic:
You have lived many places and know how to provide for yourself.
Benefit: You gain a +1 trait bonus on Knowledge (geography) and Survival checks, and one of these skills (your choice) is always a class skill for you.

*Survival*


Languages:
Hon-La, Common, Dwarven

Equipment:

Gear:
Compass 10 .5lb
Cold weather outfit 8 7lbs
Masterwork katana 350 6lbs
Masterwork backpack 50g 4lbs
Bedroll .1 5lbs
Blanket .2 1lb
Belt pouch 1 .5lb
Gourd Canteen 2 1lb
Flint & Steel 1
Inkpen .1
Ink 8
Mess Kit .2 1lb
Rice Paper x5 .25
Scroll Case 1 .5lb
Sewing Needle .5
Soap .01 .5lb
Stove can 10 1lb
Teapot .1 1lb
Waterproof bag .5 .5lb
Whetstone .02 1lb
Spell component pouch 5 2lbs
Takuhatsugasa (Hat) .2 .5lbs
Tea .04 .5lbs
Wandermeal x4 .04 2lbs
Trail Rations 1.5 3lbs
Tinderwig x5 5
Pot .8 4lbs
Thread (50 ft)
453.66 41.5 lbs

546.34


Background:

Haruki spent his youth much the same as others in Hongal. It was in his teenage years when his knack for magic became apparent. While tending his family's flock of goats Haruki fell through a crumbling roof to an underground complex. In his search for an exit the young man discovered a long forgotten library. Dozens of texts littered the room. Many crumbled to dust when Haruki unrolled them. Several however were in good condition but written in a strange language unknown to the youth. Haruki managed to escape the complex but another collapse ensued, sealing it once more. He gathered his flock and quickly headed home. His parents hearing his tail came to the only logical conclusion. The gods sent him to find these texts. The elders from all of the other families also came to this conclusion. It was decided that he must take these texts and discover the gods reason for sending him to them. Haruki, was gifted his katana by the only warrior in his family. His great, great grandfather assured him that it was one of the finest weapons ever crafted. To Haruki it looked an old and worn heirloom. With a weeks worth of training he left his family headed south. He dare not head north to the frozen lands. Often left to scavange food where he could Haruki made his way farther south, often asking passersby if they knew anything if his texts. Many months passed with no luck or clues until one day he came across a busy road filled with merchants. Here he was informed by a pale skinned foreigner that they looked as though they were written in the language of magic. The merchant directed him to a small port city a few days away. The night before he was to arrive in the city these same men attacked him at his camp. Haruki defended himself with his sword and managed to fend them off. Now knowing these texts were valuable he made haste and arrived in the city before sunrise.

It was here that Haruki learned that the texts he had found were in fact powerful magic spells. After some time an old man approached Haruki, introducing himself as Shugenza, he offered to purchase them from him. Haruki, unwilling to part with them declined his offer. The old man unwilling to take no as an answer countered with an offer to train the boy in magic if he had the knack for it or find him a swordsman to train him with his blade. In exchange Haruki must allow Shugeza to copy and study the texts. This bargain felt right to him and he accepted. For five years Haruki studied under the old man. During this te Haruki's fascination with his family's old blade grew as fast as his love of magic. Haruki soon mastered the fundamentals of both sword and magic. Both skills lacked in areas but Haruki began to incorporate one into the other.

In the spring of his sixth year of study, Shugenza became very ill. None of the city's healers could help and on his deathbed the old man became incoherent. This carried on for several days. Finally, in a moment of sudden clarity Shugenza grabbed Haruki's arm tightly and with a raspy voice told him to board the next ship leaving the city. He died a few moments later. Haruki confused by this debated the old mans words for several hours. Eventually he concluded that this was another leg of his quest to discover the gods will. He quickly packed his belongings, and selected several of his mentors things and money and headed for the docks. He found the next ship leaving and negotiated passage with its foreign captain. The ship was headed for several ports but eventually Absolom.

Many months passed and Haruki finally landed in the city of Absolom. For several weeks he wandered the city doing odd jobs, and eventually some work for the Parhfinder society retrieving items for various persons around the city. These take were his "first steps" in this strange new world. After concluding his task he used his pay to have a Tian weapon smith clean up and repair his family weapon. Once the work was complete he discovered that his great, great grandfather had been correct. The blade was in fact crafted by a master and was once again a sight to see.

Still troubled by his decision to come to this land he decided to move on. Haruki booked passage to Taldor, and upon his arrival headed north. He now finds himself near the Border Wood looking for his next sign from the gods.

Description:

This lean warrior stands at 5' 4" and moves with the grace of a cat. A Takuhatsugasa shades his face while a closer look reveals a fur cap under this large woven hat. A neatly trimmed beard covers his round face. Piercing copper eyes stand out from the shadows of his enormous hat. A heavy red wool coat, a pattern of ferns embroidered in white is tied at the waist with a thick rolled sash. A magnificent weapon rests tucked into this sash. The hilt intricately wrapped in red and white cloth, encasing the blade is a plain scabbard of rosewood, with matching red and white wrapping. A pair of fur boots, and black wool pants with twigs and small birds embroidered in silver, along with a heavy plain blue cloak complete his ensamble.

Money/Treasure:

0gp
9sp
6cp

Potions
Cure Light Wounds x3 150g

Scrolls
Expeditious Retreat
Floating Disk
Obscuring Mist