Vsevolod

Hiro Protagonist's page

167 posts. Alias of Chainmail.


About Hiro Protagonist

About Hiro Protagonist
Male Elven
Magus (Hexcrafter) 1

CG Medium
Init: +2, Perception: 0
Languages: Common, Elven, Draconic, Dwarven, Sylvan,
Ability Scores: Str 14, Dex 14, Con 10, Int 19, Wis 12, Cha 8
Favoured Class: Magus
Favoured Class Bonus
1st - HP

ministats:
Hiro AC 12, Touch 12, Flat-footed 10, CMD 16
HP 9/9 Fort: +2, Ref: +2, Will: +3

Defense and Offense:

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DEFENSE
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AC 12, Touch 12, Flat-footed 10, CMD 16
HP 12 (1HD) Fort: +2, Ref: +2, Will: +3

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OFFENSE
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Longsword +2 (D8 X2 19-20, LETHAL) Base Atk: +0, CMB: +2
Daggers (4) +4 (D4 x2 19-20)
Notes:

SPELLS:

Known Magus Spells (CL 1st):
0 (Cantrips) - All.
1st - Read Magic/Enlarge Person/Grease/Color Spray/Chill Touch/Expeditious Retreat/Shocking Grasp/Shield

Learned per day
1 1st - Enlarge Person, Enlarge Person
2 Cantrips - Daze, Detect Magic, Message

Feats/Skills/Racial/Traits:

FEATS: Toughness

SKILLS:
Craft (Weapon) +8 (+1+3+4)
Knowledge Arcana +6 (+1+3+4)
Spellcraft +6 (+1+3+4)
Perception +3 (+0+0+1+2)
Knowledge Dungeoneering +6 (+1+3+4)
Knowledge Arcana +8 (+1+3+4)
Knowledge Planes +8 (+1+3+4)

RACIAL:
Standard Racial Traits
•Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
•Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
•Type: Elves are Humanoids with the elf subtype.
•Base Speed: Elves have a base speed of 30 feet.
•Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.

Defense Racial Traits
•Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Feat and Skill Racial Traits
•Keen Senses: Elves receive a +2 racial bonus on Perception checks.

Magical Racial Traits
•Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Offense Racial Traits
•Arcane Focus: Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity

Senses Racial Traits
•Darkvision: Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a drow in the elf's ancestry, and can lead to persecution within the elf's home community. Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell. This racial trait replaces low-light vision.

TRAITS:
None until feat chosen

CLASS abilities::

Magus (Hexcrafter archetype) Arcane Pool 3/3
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.

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 base price modifier (see the Magic Weapon Special Ability Descriptions). These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement 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.

Equipment:
longsword
4 daggers
Haramaki (+1 AC)
bedroll
backpack
10 torches
flint and steel
winter blanket
3 empty sacks

Appearance:

Hiro has albino type elven features that do not look pleasing to the eye. Many patches of skin are unnaturally white and translucent, leaving him looking somewhat corpselike. Nevertheless, his eyes are active and inquisitive, and bely a great degree of intelligence.

BACKGROUND::

As a student of magic at an early age, Hiro was an adequate student but found his life lacking. He was turned out by his magic tutor at an early age as his dark elf blood in him made fitting into civilized society difficult. As soon as he came of age, he left to find his own way in the world.

He ran into an old dwarf weapon master who taught him the use of the sword. Although Hiro had tried to wield the elven blade his father wielded, the one-handed sword was much better suited to his style. He learned to fuse his magic with his sword using an adaption of a kata taught him by his mentor for a parrying daggger.

He returned to study magic at a magic academy, and as part of a hazing ritual, one of the upperclassmen "attacked" Hiro when returning home from his magic lessons knowing he was exhausted of magic, but not knowing he was quite handy with a blade. Unfortunately Hiro did not recognize the disguised assailant and scored a quick and lethal blow with his sword. As Hiro watched his assailant fall to the ground he realized he would have to flee again. He never was allowed to grow roots, and that bothered him.

He quickly packed his things, grabbed his possessions, and ran away as he could think of no way to explain the death of an upperclassman who had been known to taunt him. Now Hiro is seeking his fortune and destiny elsewhere. He is tired of hiring out his sword to those who seek to control others and find a truly noble cause. He makes few friends, but those he makes he is very loyal to. He has come to respect dwarves, as their taciturn nature fits his own personality and code.