Hekra Hawstorm's page

20 posts. Organized Play character for Trailjava.


Full Name

Hekra Hawstorm I

Race

Tiefling

Classes/Levels

Magus/1 AC:15,Touch: 12, Flat Footed:13 HP:9 Fort: 3 Ref: 2 Will: 3 Init + 6 BAB: 0 CMD: 12 CMB:1

Gender

Male

Size

Medium

Age

23

Alignment

Netural Good

Location

Inner Sea

Languages

Common,Varissan,Abyssal,Elven, Gnome

Occupation

Librarian

Strength 14
Dexterity 15
Constitution 13
Intelligence 16
Wisdom 12
Charisma 10

About Hekra Hawstorm

Hekra Hawkstorm
NG Medium Tiefling
Magus 1
Height 6'
Weight: 190
Eyes: Green
Hair: Purple
Languages: Common,Varissan,Abyssal,Elven, Gnome

Combat /Stats:

Combat
Defense
--------
AC:15,Touch: 12, Flat Footed:13
(+2 Armor +2 DEX)
HP:9(1D8+1Con)
Fort: 3
Ref: 2
Will: 3
Offensive
----------
Init + 6
BAB: 0
CMD: 12
CMB:1
Melee: Scimitar + 2 str (1d6+2(Str))
Ranged: Heavy Crossbow (1D10 + 3 Dex)
Speed: 30FT
Stats
Str 14 +2, Dex15 +2, Con13+1, Int16 +3,Wis 12+1, Cha10 0
Tiefling Bonus
Dex + 2, Int + 2, Cha -220 Point build before Racial bonus
ST 14 (5) DX 13(3)CN 13(3)IT 14(5)WI 12(2) CH12(2)
5+3+3+5+2+2 = 20
I like well rounded stats

Skills/Feats/Traits:

Skills
Skill Name: Total Bonus = Ability Modifier + Ranks + Misc. Modifier

Bluff:1
Climb: 3
Craft books: 6 = 3
Fly: 2
Intimidate: 3
Knowledge (Arcana)`*: 7
Knowledge (Dungeoneering)7
Knowledge (History)*: 4
Knowledge (Planes)*: 6
Perception: 2
Profession (Librarian)`*: 4
Ride:5
Spellcraft*: 6
Swim: 2
Use Magic Device*: 3
Feats
Improved Initiative (Combat)
Your quick reflexes allow you to react rapidly to danger.
Benefit: You get a +4 bonus on initiative checks.
Traits
Classically Schooled: Your apprenticeship or early education was particularly focused on the direct application of magic. You gain a +1 trait bonus on Spellcraft checks, and Spellcraft is always a class skill for you
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 on Initiative checks.


Special Abilities & Racial Abilities :

Special Abilities & Racial 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 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.

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.
Native Outsider: Tieflings are outsiders with the native subtype.
Medium: Tieflings are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Tieflings have a base speed of 30 feet.
Darkvision: Tieflings see in the dark for up to 60 feet.
Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks.
Spell-Like Ability: Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level.
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.


Spells:

Spells
Darkness: 20-ft. radius of supernatural shadow.
Spells per day: 0/3 1/2
0 Level
Acid Splash: Orb deals 1d3 acid damage.
Detect Magic: Detects all spells and magic items within 60 ft.
Read Magic: Read scrolls and spellbooks.
1st Level
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Shock Shield: A shield of force protects you until you dismiss it in an explosion of electricity.
SHOCKING GRASP: 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).

Gear:

25 gp Studded leather 3
Spell book
2gp Backpack
15gp Scimitar 1d6
50gp Heavy Crosswbow
2gp Bolts, Heavy
1pg travelers outtfit
[spoiler=Background]Hekra Hawkstorm
Back Story:
Hekkra was found abandoned on the steps of the Magnimar Library by Jade Hawkstorm a former Wizard who had moved to Magnimar from Sandpoint to study the Thassilon ruins. Hawkstorm felt sorry for the fiendish baby left on the doorstep. The Wizard Jade imparted a strong sense of studying the Ancient Ruins Thassilon Empire as way for the young Hekra not brood his fiendish heritage. Jade has encouraged Hekra to research his fiendish heritage. Hekra has made a attempts find his parents but realizes that is a dead end for him.
Personality
Hekra is young and naïve about the some ways of the world. After being shunned because of heritage he sought out knowledge. Know something is the most important thing to him. His current motivations are find out all that he can about the Thassilion Empire so that he may pass the knowledge on to Jade. Hekra is nervous around women and greatly admires the underdog in any group. His studies along with his blade work have made him confident that he accomplishes anything.