Full Name |
Ibrahim al Sahure |
Race |
Male Human (Garundi) Magus (Eldritch Scion) 4 |
Classes/Levels |
|
About Ibrahim al Sahure
Ibrahim al Sahure
Male Human (Garundi) Magus (Eldritch Scion) 4
CG Medium Humanoid (Human)
Init +3 (+3 Dex);
Senses Perception +3/+1 (sight-based)
DEFENSE
AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 luck)
hp 27 (23 + 4 con)
Fort +6 (4 base, +1 Con, +1 luck)
Ref +5 (1 base, +3 Dex, +1 luck)
Will +5 (4 base, -1 Wis, +1 trait, +1 luck)
OFFENSE
Spd 30 ft
Melee Scimitar +8 (+3 BAB, +3 dex, +1 feat, +1 MW) (1d6+3/18-20/x2)
Melee Dagger +6 (+3 BAB, +3 dex) (1d4+1/19-20/x2)
Ranged Composite (+1) Longbow +7 (+3 BAB, +3 dex, +1 MW) (1d8+1/x3)
Ranged Dagger +6 (+3 BAB, +3 dex) (1d4+1/19-20/x2)
Space 5 ft.; Reach 5 ft.
STATISTICS
Str 13 (+1)
Dex 17 (+3) (14 base, +2 racial, +1 level 4)
Con 12 (+1)
Int 12 (+1)
Wis 8 (-1)
Cha 14 (+2)
Base Atk +3 (+3 Magus)
CMB +4/+6 with Finesse (+3 BAB, +1 Str/+3 Dex)
CMD 18 (10 +3 BAB, +3 Dex, +1 Str, +1 luck)
Feats
Weapon Finesse [Level 1], use Dex instead of Str on attack rolls with light or one-handed piercing melee weapons
Weapon Focus: Scimitar [Human Bonus - Retrained], +1 feat bonus to attack rolls
Slashing Grace: Scimitar [Level 3], can treat a scimitar as a one-handed piercing melee weapon for feats and class abilities. Can add Dex mod instead of Str to damage.
Power Attack [House rule], take a -1 penalty to melee attack rolls to gain +2 to melee damage
Traits
Campaign- Blood of Pharaohs: +1 trait bonus on Will saves. +1 trait bonus on Knowledge (nobility) and it is a class skill for Ibrahim. He may choose Ancient Osiriani as a bonus language.
Combat- Fencer: +1 trait bonus on attacks of opportunity made with bladed weapons
Equipment- Extremely Fashionable: +1 trait bonus on Bluff, Diplomacy, and Intimidate when wearing 150+ gp in clothes or jewelry. Diplomacy is a class skill.
Drawback- Oblivious: -2 to Sense Motive and sight-based Perception checks
Skills
Bluff +6 (3 ranks, +2 Cha, +1 trait)
Climb +6 (2 ranks, +3 class, +1 Str)
Diplomacy +9 (3 ranks, +3 class, +2 Cha, +1 trait)
Intimidate +3 (0 ranks, +2 Cha, +1 trait)
Knowledge (Nobility) +9 (4 ranks, +3 class, +1 Int, +1 trait)
Perception +3/+1 for sight-based (4 ranks, -1 Wis, -2 trait sight-based)
Ride +8 (2 ranks, +3 class, +3 Dex)
Sense Motive -3 (0 ranks, -1 Wis, -2 trait)
Spellcraft +8 (4 ranks, +3 class, +1 Int)
Survival +1 (2 ranks, -1 Wis)
Use Magic Device +9 (4 ranks, +3 class, +2 Cha)
Total Points: 28 ([2 Magus + 2 Background + 1 Int +1 Human +1 Favored] x4 level)
AC penalty is -0
Languages Common, Osiriani, Ancient Osiriani(2 base, +1 Int)
Equipment
Hot Weather Outfit, free (+2 on Fort saves to resist hot weather)
Mithral Chain Shirt, 1100 gp, 12.5 lbs., Max Dex: +6, A.Check: -0
Muleback Cords, 1000 gp, 0.25 lbs.
Sleeves of Many Garments, 200 gp, 1 lb.
Runestone of Power (level 1), 2000 gp, 0 lbs.
Wand of Infernal Healing (19 charges), 0 lbs.
Masterwork Scimitar, 315 gp, 4 lbs.
Spring-Loaded Wrist sheath with Dagger, 7 gp, 2 lbs.
Darkwood Composite (+1) Longbow, 530 gp, 1.5 lbs.
20 blunt arrows, 2 gp, 3 lbs.
Masterwork Backpack, 50 gp, 4 lbs.
Waterskin, 1 gp, 4 lbs.
4 days trail rations, 2 gp, 4 lbs.
2 sunrods, 4 gp, 2 lbs.
2 Tindertwigs, 2 gp
1 Vial of Silversheen, 250 gp, 0 lbs.
1 Vial of Holy Water, 50 gp, 1 lb.
1 Dose of Antiplague, 50 gp, 0 lbs.
Belt pouch, 1 gp, 0.5 lbs.
Spell Component pouch, 5 gp, 2 lbs.
2833/6000 gp needed for sword, 7 sp, 6 cp in belt pouch
(50 gp paid to store sword at bank)
Weight Carried: 41.75 lbs. (173 lbs or less is light, 174-346 is medium, 347-520 is heavy)
SPECIAL ABILITIES
Bonus Feat Ibrahim selects one extra feat at 1st level (Weapon Focus: Scimitar, retrained)
Skilled Ibrahim gains an additional skill rank at first level and one additional rank whenever he gains a level.
Proficiencies Ibrahim is proficient with all simple and martial weapons, and light armor. He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance.
Bloodline Ibrahim gains a bloodrager bloodline (Destined). The bloodline is selected at 1st level, and this choice cannot be changed. Ibrahim's effective bloodrager level for his bloodline abilities is equal to his eldritch scion level. He does not gain any bonus feats, and he gains bonus spells from his bloodline at different levels (see the bonus spell class feature below). To use any ability that normally functions when in a bloodrage, an eldritch scion must spend a point from his eldritch pool (see below). If an eldritch scion takes levels in another class that grant a bloodline, the bloodlines must be the same type, even if that means that the bloodline of one of the classes must change. Subject to GM discretion, an eldritch scion can change his former bloodline to make them conform. This ability replaces spell recall.
Destined Strike (Su) At 1st level, as a free action up to three times per day Ibrahim can grant himself an insight bonus equal to 1/2 his bloodrager level (minimum 1) on one melee attack. At 12th level, he can use this ability up to five times per day.
Fated "Bloodrager" (Su) At 4th level, you gain a +1 luck bonus to AC and on saving throws. At 8th level and every 4 levels thereafter, this bonus increases by 1 (to a maximum of +5 at 20th level).
Eldritch Pool (Su) Ibrahim gains an eldritch pool of personal magical energy, equal to 1/2 his magus level (minimum 1) + his Charisma modifier (3 total points). As a swift action, he can spend a point of eldritch energy to enter a state of mystical focus for 2 rounds. This allows him to use abilities from his bloodrager bloodline as though he were in a bloodrage, though he gains none of the other benefits or drawbacks of bloodraging. At 4th level, Ibrahim can also use his eldritch pool as an arcane pool, gaining all the benefits listed with the magus's arcane pool class feature.
Additionally, any magus's class feature or spell from the magus spell list that normally uses a calculation based on Intelligence is instead based on Charisma for Ibrahim. For example, an eldritch scion with the arcane accuracy magus arcana grants himself an insight bonus on attacks equal to his Charisma bonus, not his Intelligence bonus. This has no effect on Ibrahim's skills or skill points. This ability replaces arcane pool, and abilities that modify arcane pool also modify eldritch pool.
Arcane Pool (Su) At 4th level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. The pool refreshes once per day when Ibrahim prepares his spells.
At 4th level, Ibrahim 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. 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 Ibrahim.
Ibrahim can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.
Cantrips (Sp) Ibrahim knows a number of cantrips, or 0-level spells, equal to the number a bard of the same level knows. These spells are cast like any other spell, but they do not consume any slots and may be used again.
Spell Combat (Ex) At 1st level, an eldritch scion 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, Ibrahim 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 Charisma 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. Ibrahim 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.
Ibrahim can only use spell combat while in a state of mystic focus (see eldritch pool, above). At 8th level, an eldritch scion can use spell combat at any time. This ability alters spell combat.
Spellstrike (Su) At 2nd level, whenever Ibrahim 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, he 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 Ibrahim 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.
Magus Arcana- Flamboyant Arcana (Ex) Ibrahim gains the derring-do and opportune parry and riposte deeds from the swashbuckler's list of deeds. Ibrahim can spend only points from his arcane pool (not panache points) to use these deeds and any other deeds he gains from the deed arcana. He can't use points from his arcane pool to use deeds from other classes or those gained by feats, nor can he regain points to his arcane pool as a swashbuckler would regain panache points.
Derring-Do (Ex) At 1st level, Ibrahim can spend 1 eldritch pool point when he makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. He can do this after he makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, he rolls another 1d6 and adds it to the check. He can continue to do this as long as he rolls natural 6s, up to a number of times equal to his Dexterity modifier (minimum 1).
Opportune Parry and Riposte (Ex) At 1st level, when an opponent makes a melee attack against Ibrahim, he can spend 1 eldritch pool point and expend a use of an attack of opportunity to attempt to parry that attack. Ibrahim makes an attack roll as if he were making an attack of opportunity; for each size category the attacking creature is larger than Ibrahim, the magus takes a –2 penalty on this roll. If his result is greater than the attacking creature's result, the creature's attack automatically misses. Ibrahim must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if he has at least 1 eldritch pool point, Ibrahim can as an immediate action make an attack against the creature whose attack he parried, provided that creature is within his reach.
Spell Casting Ibrahim casts arcane spells drawn from the magus spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, an eldritch scion must have a Charisma score equal to at least 10 + the spell's level. The DC for a saving throw against an eldritch scion's spell is 10 + the spell's level + the eldritch scion's Charisma modifier. Ibrahim can cast only a certain number of spells of each spell level per day. His base daily spell allotment is the same as a bard of the same level. In addition, he receives bonus spells per day if he has a high Charisma score.
Ibrahim's selection of spells is limited. He has the same number of spells known as a bard of the same level, and can choose new spells to replace old ones at 5th level and every 3 class levels after that, just as a bard does. See the bard for more information on swapping spells known. This ability replaces the magus's spells class feature.
Spells Known
0: Arcane Mark, Detect Magic, Ghost Sound, Light, Prestidigitation, Ray of Frost
1: Frostbite, Shield, Shocking Grasp, True Strike
2: Frigid Touch, Mirror Image
Spells Per Day
0: At will
1: 4/day
2: 2/day