Cleric of the Moon

Ic's page

167 posts. Organized Play character for Kludde.


Full Name

Ic

Race

Human

Classes/Levels

Magus 3 |HP 24/24 | AC 17, T 14, FF 13, CMD 16| FRT +5, RFX +5, WLL + 2 | Init +4, Perc -1 |

Strength 10
Dexterity 18
Constitution 14
Intelligence 16
Wisdom 9
Charisma 7

About Ic

Ic
Male Human (Tian-La) magus 3
None Medium humanoid (human)
Init +4, Senses Perception -1
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DEFENSE
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AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex, )
hp 24 ((3d8)+6)
Fort +5, Ref +5, Will +2

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OFFENSE
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Speed 30 ft.
Melee scimitar +1 +7 (1d6+5/18-20)
Ranged acid (flask) +6 (1d6)
Special Attacks Spell Combat, Spellstrike, Wand Wielder,

Prepared Spells
Magus (CL 3rd; concentration +6)
1st-color spray(DC 14), grease(DC 14), reduce person(DC 14), shocking grasp
0th-acid splash, arcane mark, detect magic, read magic(DC )
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TACTICS
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STATISTICS
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Str 10, Dex 18, Con 14, Int 16, Wis 9, Cha 7,
Base Atk +2; CMB +2; CMD 16
Feats Combat Casting, Dervish Dance, Weapon Finesse
Skills Climb +4, Fly +8, Knowledge (Arcana) +9, Knowledge (Dungeoneering) +8, Knowledge (Planes) +9, Perform (Dance) +0, Ride +8, Spellcraft +9, Swim +4, Use Magic Device +2,
Traits Magical Lineage (Shocking Grasp), Master of Pentacles (Cheliax Faction),
Languages Common, Goblin, Hon-La, Shoanti, Tien, Undercommon
SQ arcane pool (4/day), armor proficiency, bonus feat, bonus magus arcane pool (3x), cantrips, skilled, , ,
Combat Gear PP Wand of True Strike (50 charges), potion of cure light wounds (2), acid (flask),
Other Gear scimitar +1, outfit (pickpocket's), masterwork studded leather, magus spellbook, 153.0 gp
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SPECIAL ABILITIES
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Arcane Pool (Su) You have a reservoir of mystical arcane energy that you draw upon to fuel your powers and enhance your weapon. This arcane pool has 4 points. The pool refreshes once per day when you prepare your spells. You can expend 1 point from your arcane pool as a swift action to grant any weapon you are holding a +1 enhancement bonus for 1 minute. 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.

Armor Proficiency (Ex) You 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.

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

Bonus Magus Arcane Pool (3x) Add +1/4 point to the magus' arcane pool.

Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Magical Lineage (Shocking Grasp) One of your parents was a gifted spellcaster who not only used metamagic often, but developed many magical items and perhaps even a new spell or two--and you have inherited a fragment of this greatness.

Master of Pentacles (Cheliax Faction) Your many years spent studying the art of summoning have given you a unique knowledge of these subtle and complicated arts. Once per day, when casting a spell of the Conjuration school, you are at +2 caster level when determining the duration of the spell.

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

Spell Combat (Ex) You can cast spells and wield your weapons at the same time. This functions much like two-weapon fighting, but the offhand weapon is a spell that is being cast. To use this ability, you 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, you can make all of your attacks with your 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 you cast this spell defensively, you can decide to take an additional penalty on your attack rolls, up to your Intelligence bonus, and add the same amount as a circumstance bonus on your concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. You can choose to cast the spell first or make the weapon attacks first, but if you have more than one attack, you cannot cast the spell between weapon attacks.

Spellstrike (Ex) Whenever you cast a spell with a range of "touch" from the magus spell list, you can deliver the spell through any weapon you are 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 you make 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 x2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

Wand Wielder (Su) You can activate a wand or staff in place of casting a spell when using spell combat.

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Magus Spellbook
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Magus Spells
1st -color spray, reduce person, shield, shocking grasp, true strike
0th -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