Verik Vancaskerkin

Iangold's page

1 post. Alias of sunshadow21.


About Iangold

Iangold Silverblood, human magus
Male Human (Keleshite) Magus 1
NG Medium Humanoid (human)
Init +3; Senses Perception +0

21 years old; 5'10"; 180 lb
black, well trimmed hair; golden brown eyes

Background:
Born in Kelmarane to a successful merchant and his wife, Iangold, who prefers to go by Ian, and his
mother moved in with his uncle and mother's brother in Katapesh after tragedy struck the town. Never
fitting in with his cousins and uncle, who viewed him as the unfortunate result of a union they felt was
beneath his mother's proper station, Ian grew up to be a study of opposites living with each foot in a
different world.

On the one hand, despite their displeasure of his existence, his uncle saw too it that the
lad got the best training that money could buy and that the boy's mind could soak up, both in terms of
scholarly pursuits and the more practical arts of war; Ian excelled in both, giving his mother hope for the
future, and even earning the occasional grunt of approval from his uncle. At the same time, his mother
was teaching him as many social graces as she could, and he proved to be adequate, if not exceptional,
in this department.

Despite this, Ian always felt more comfortable with the servants than his cousins, and spent most of his free time amongst them. In particular,
it was a dwarven blacksmith servant who had the greatest impact on him, lighting a fire inside the lad for
adventure and battle.

Only his mother's presence restrained the lad from leaving his uncle's care; that
constraint has recently been removed, as his mother passed away after a bout of sickness. His mother's
death, along with her bedside confession that everything he had been told about his father's death was
less than completely accurate, has led Ian to finally take that final step and become an adventurer, under
the guise of looking into his father's fate

Appearance and Personality:
Appearance: Simple and functional clothes, but obviously quality, with little things like trimmed hems and
the occasional colored pattern sewed in making it clear that the wearer had a taste for finery; gear and
clothes are meticously maintained, as his hair

Personality: A bit of dual personality;
on the one hand, he is very practical, studious, and more than
capable of surviving in his chosen career; this side
also tends to be a bit rebellious; for example, his insistence on using axes as his weapon of choice rather
than the more refined rapier or any blade for that matter.
The other side shows that the noble training,
both formal and informal, he received did not get completely ignored; while polite, he does insist on the
proper use of manners in all of his dealings and maintaining what he views to be a proper appearance for
one of his rank, sometimes carrying his insistence to a level that would make most adventurers shake
their head in frustration
also, despite, or perhaps because of, his immense capacity to learn, his attention
span and focus is closer to a spoiled noble than a hardened adventure; he can do really well dealing with
what's in front of him, but the bigger picture often goes sailing by without him even noticing it's presence.

mechanics:
Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 11 (1d8+3)
Fort +4, Ref +3, Will +2
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Offense
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Speed 30 ft.
Melee Battleaxe +2 (1d8+2/x3) and
Dagger +2 (1d4+2/19-20/x2) and
Morningstar +2 (1d8+2/x2) and
Throwing axe +2 (1d6+2/x2) and
Unarmed strike +2 (1d3+2/x2)
Ranged Longbow, Comp. (Str +0) +3 (1d8/x3)
Magus Spells Prepared (CL 1):
1 (3/day) Color Spray (DC 16), Enlarge Person (DC 16), True Strike
0 (at will) Light, Detect Magic, Prestidigitation (DC 15)
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Statistics
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Str 15, Dex 17, Con 15, Int 20, Wis 11, Cha 14
Base Atk +0; CMB +2; CMD 15
Feats Combat Casting, Cosmopolitan (Diplomacy, Knowledge [local])
Traits Armor Expert, Reclaiming Your Roots, Suspicious
Skills Craft (weapons) +9, Diplomacy +6, Intimidate +6, Knowledge (arcana) +9, Knowledge (local) +9,
Sense Motive +5, Spellcraft +9, Use Magic Device +6
Languages Common, Draconic, Dwarven, Elven, Gnoll, Ignan, Kelish, Osiriani, Vudrani
SQ arcane pool (+1) (6/day), spell combat

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Special Abilities
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Arcane Pool (+1) (6/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or
selected item powers.
Armor Expert -1 Armor check penalty.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.

Gear:
Combat Gear Wand of Ray of Enfeeblement; Other Gear Studded leather armor, Battleaxe, Dagger,
Longbow, Comp. (Str +0), Morningstar, Throwing axe, Artisan's tools (Craft [weapons]), Backpack,
masterwork (empty), Bedroll, Belt pouch (empty), Belt pouch (empty), Blanket, winter, Chalk (10), Flint and
steel, Mug/tankard, Shaving kit, Signal whistle, Signet ring, Silk rope, Trail rations (5), Waterskin, 7 GP, 4
SP, 8 CP

Spellbook

level 0:
Acid Splash Magus 0
School: Conjuration / Earth Elemental (Creation) [Acid]; Components:
V, S; Casting Time : 1 action; Range: Close (25 + 5 ft./2 levels);
Effect: One missile of acid; Duration: Instantaneous; Save: None;
Resistance: No
Orb deals 1d3 acid damage.

Arcane Mark Magus 0
School: Universal; Components: V, S; Casting Time : 1 action;
Range: Touch; Effect: One personal rune or mark, all of which must
fit within 1 sq. ft.; Duration: Permanent; Save: None; Resistance: No
Inscribes a personal rune on an object or creature (visible or invisible).

Dancing Lights Magus 0
School: Evocation [Light]; Components: V, S; Casting Time : 1
action; Range: Medium (100 + 10 ft./level); Effect: Up to four lights,
all within a 10-ft.-radius area; Duration: 1 minute (D); Save: None;
Resistance: No
Creates torches or other lights.

Daze Magus 0
School: Enchantment (Compulsion) [Mind-Affecting]; Components: V,
S, M (a pinch of wool or similar substance); Casting Time : 1 action;
Range: Close (25 + 5 ft./2 levels); Target: One humanoid creature of
4 HD or less; Duration: 1 round; Save: DC 15 Will negates;
Resistance: Yes
A single humanoid creature with 4 HD or less loses its next action.

Detect Magic Magus 0
School: Divination; Components: V, S; Casting Time : 1 action;
Range: 60 ft.; Area: Cone-shaped emanation; Duration:
Concentration, up to 1 min./level (D); Save: None; Resistance: No
Detects all spells and magic items within 60 ft.

Disrupt Undead Magus 0
School: Necromancy; Components: V, S; Casting Time : 1 action;
Range: Close (25 + 5 ft./2 levels); Effect: Ray; Duration:
Instantaneous; Save: None; Resistance: Yes
Deals 1d6 damage to one undead.

Flare Magus 0
School: Evocation [Light]; Components: V; Casting Time : 1 action;
Range: Close (25 + 5 ft./2 levels); Effect: burst of light; Duration:
Instantaneous; Save: DC 15 Fortitude negates; Resistance: Yes
Dazzles one creature (-1 on attack rolls).

Ghost Sound Magus 0
School: Illusion (Figment); Components: V, S, M (a bit of wool or a
small lump of wax); Casting Time : 1 action; Range: Close (25 + 5 ft.
/2 levels); Effect: Illusory sounds; Duration: 1 round/level (D); Save:
DC 15 Will disbelief; Resistance: No
Figment sounds.

Light Magus 0
School: Evocation / Wood Elemental [Light]; Components: V, M/DF
(a firefly); Casting Time : 1 action; Range: Touch; Target: Object
touched; Duration: 10 min./level; Save: None; Resistance: No
Object shines like a torch.

Mage Hand Magus 0
School: Transmutation; Components: V, S; Casting Time : 1 action;
Range: Close (25 + 5 ft./2 levels); Target: One nonmagical,
unattended object weighing up to 5 lbs.; Duration: Concentration;
Save: None; Resistance: No
5-pound telekinesis.

Open/Close Magus 0
School: Transmutation; Components: V, S, F (a brass key); Casting
Time: 1 action; Range: Close (25 + 5 ft./2 levels); Target: Object
weighing up to 30 lbs. or portal that can be opened or closed;
Duration: Instantaneous; Save: DC 15 Will negates (object);
Resistance: Yes (object)
Opens or closes small or light things.

Prestidigitation Magus 0
School: Universal; Components: V, S; Casting Time : 1 action;
Range: 10 ft.; Target: See text; Effect: See text; Area: See text;
Duration: 1 hour; Save: DC 15 See text; Resistance: No
Performs minor tricks.

Ray of Frost Magus 0
School: Evocation / Water Elemental [Cold]; Components: V, S;
Casting Time : 1 action; Range: Close (25 + 5 ft./2 levels); Effect:
Ray; Duration: Instantaneous; Save: None; Resistance: Yes
Ray deals 1d3 cold damage.

Read Magic Magus 0
School: Divination; Components: V, S, F (a clear crystal or mineral
prism); Casting Time : 1 action; Range: Personal; Target: You;
Duration: 10 min./level
Read scrolls and spellbooks.

Spark Magus 0
School: Evocation / Fire Elemental [Fire]; Components: (V or S);
Casting Time : 1 action; Range: Close (25 + 5 ft./2 levels); Target:
one Fine object; Duration: Instantaneous; Save: DC 15 Fortitude
negates (object); Resistance: Yes (object)
Ignites flammable objects.

level 1:
Chill Touch Magus 1
School: Necromancy; Components: V, S; Casting Time : 1 action;
Range: Touch; Target: Creature or creatures touched (up to
one/level); Duration: Instantaneous; Save: DC 16 Fortitude partial or
Will negates; see text; Resistance: Yes
One touch/level deals 1d6 damage and possibly 1 Str damage.

Color Spray Magus 1
School: Illusion (Pattern) [Mind-Affecting]; Components: V, S, M (red,
yellow, and blue powder or colored sand); Casting Time : 1 action;
Range: 15 ft.; Area: Cone-shaped burst; Duration: Instantaneous; see
text; Save: DC 16 Will negates; Resistance: Yes
Knocks unconscious, blinds, and/or stuns weak creatures.

Corrosive Touch Magus 1
School: Conjuration (Creation) [Acid]; Components: V, S; Casting
Time: 1 action; Range: Touch; Target: creature or object touched;
Duration: Instantaneous; Save: none; Resistance: Yes
Touch attack deals 1d4 acid/level.

Enlarge Person Magus 1
School: Transmutation; Components: V, S, M (powdered iron);
Casting Time : 1 round; Range: Close (25 + 5 ft./2 levels); Target:
One humanoid creature; Duration: 1 min./level (D); Save: DC 16
Fortitude negates; Resistance: Yes
Humanoid creature doubles in size.

Frostbite Magus 1
School: Transmutation [Cold]; Components: V, S; Casting Time : 1
action; Range: Touch; Target: creature touched; Duration:
Instantaneous; Save: none; Resistance: Yes
Target takes cold damage and is fatigued.

Reduce Person Magus 1
School: Transmutation; Components: V, S, M (a pinch of powdered
iron); Casting Time : 1 round; Range: Close (25 + 5 ft./2 levels);
Target: One humanoid creature; Duration: 1 min./level (D); Save: DC
16 Fortitude negates; Resistance: Yes
Humanoid creature halves in size.

Stone Fist Magus 1
School: Transmutation / Earth Elemental [Earth]; Components: V, S,
M (a chip of granite); Casting Time : 1 action; Range: Personal;
Target: you; Duration: 1 minute/level (D)
Your unarmed strikes are lethal.

True Strike Magus 1
School: Divination / Void Elemental; Components: V, F (small
wooden replica of an archery target); Casting Time : 1 action; Range:
Personal; Target: You; Duration: See text
+20 on your next attack roll.