Janus Arellian's page

18 posts. Alias of Chukie1188.


Full Name

Janus Arellian

Race

Elf

Classes/Levels

Magus 15

Gender

Male

Size

Medium Hieght Lean Frame

Age

100

Alignment

Chaotic Good

Location

Valandaer

Languages

All except secret tongues

Occupation

Magus of the Arcanum Protectorum posing as Magnus Linarin's Apprentice, Duke of Namre

Strength 10
Dexterity 16
Constitution 12
Intelligence 18
Wisdom 14
Charisma 10

About Janus Arellian

Statistics:
Str 10(+0) Dex 22(+6) Con 18(+4) Int 24(+7) Wis 20(+5) Cha 10
Base Atk:11 CMB:11 CMD:27 Init:+12(6+2+4*) HP:236/360 TempHP:34
Offense:
Speed: 30' Fly 60'
Melee: Dueling Speed Ghost Touch Scimitar +5 +28/+23/+18 1d6+17 18-20*2
Spellstrike +19 to overcome SR
Spell Combat +24 to Concentration Check when casting defensively
CMB:11

Defense:
AC:41 Flat:35 Touch: 31
SR:25
CMD:27

Saves:
Fort: +14(5+4+5) Ref:+20(9+6+5) Will:+19(9+5+5)

Background:
Janus was the born the second son of the minor noble house of Arellian. His youth was spent much like that of any other elven boy, study of basic magic, swordplay and elven history. He of course knew of the troubles in the world but it was of little concern to a carefree youth. The lad even showed some promise with luck he might of gained apprenticeship to a commander in the army or perhaps one of the king's wizards. When he was barely eight, a third son of Arellian was born and joy filled their noble house until the boy's mother passed less than a day later. Lord Arellian was filled with deepest mourning and focused the bulk of his attentions on his youngest and oldest sons for the next twenty two years largely ignoring young Janus.

It was on the eve of his thirtieth birthday that a massive celebration was thrown, not in honor of Janus' birthday but rather in salute to his elder brother having recently gained the attention and apprenticeship of a high general of the king's army. It was here that he was reintroduced to, Magnus Lirian, a man he scarcely remembered having met despite having been introduced to him on no less than three occasions. Janus merely remembered that he was someone to always be polite to as his father seemed to think him terribly important. The Magus who rarely forgot anyone he met no matter how small, saw an ignored and despondent adolescent. He approached the boys father and offered to take him out of his sire's hand. Lord Arellian who saw his middle son as an inconvenience not yet old enough to make his own way but too young to help with his younger brother was all too happy to be rid of the child though it would have shamed him to admit it. The next morning was the last Janus would see his father or brothers for many years.

Janus spent the next decade of his life ostensibly attending the Academy of the Librarian's guild. The lad would tell you he was the Magnus' servant spending the bulk of his time outside of classes dusting books in the library or scrubbing Lirian's floor. The truth was neither. Janus learned far more from Magnus and the books he cleaned than he did any of his school teachers. His appetite for magical learning stunned ever Lirian and his education progressed accordingly. His chores hardened his body so before long he was among the most physically fit of his peers as well. It was five years before he even heard the whispered name of the Arcanum Protectorum and another five before Magnus told Janus of it openly and offered to take him as an apprentice.

Sixty years later Janus stands as a fully vested Magus of the Protectorum with all the knowledge and skill that role entails. Through the generosity and prestige of Magnus, Janus now sits on the Cahnder, the elven high council, as the Duke of Namre. Few doors are closed to the apprentice of Magnus Lirian.

Feats/Traits:

Weapon Finesse
Dervish Dance Dex to hit and damage when using a scimitar
Combat Casting +4 to concentration checks when casting defensively
Quicken Magic
Weapon Focus (scimitar) +1 to attack
Greater Weapon Focus (scimitar) +1 to attack
Weapon Specialization (scimitar) +2 to damage
Extra Arcana

Warrior of old +2 to init

Class Features:

Arcane Pool: 4/31

Arcane Armor: Int to AC
Fighter Training: 1/2 Magus Level as fighter for purpose of qualifying for feats

Spellstrike (Su): As a full round action, the magus may make an attack while channeling a touch spell into it. If the attack hits, the spell is resolved and then the weapon damage is rolled. If the attack misses, the touch spell is held in your weapon for a number of rounds equal to your int modifier. Spellstrike cannot be used again until the current touch spell is discharged. The touch spell or spells cast during Spellstrike do not provoke attacks of opportunity. If you score a critical hit while using spellstrike, the effects of the spell or spells are not altered in any way. At level 8, this becomes a standard action, and the magus gains the option to Spellstrike as a full round action to channel a touch spell into each attack. Spellstrike cannot be used with spell combat.

Greater Spellstrike (Ex): At 12th level, the magus gains +4 to the caster level check to overcome the sr of the target he is spell striking. This does not stack with the bonus from improved spell strike.

Spell Combat(Ex): At 3rd level the magus gains the ability to cast spells freely while wielding his weapon. To use this ability, the magus must have one hand free while wielding a light or one-handed 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. He can also cast any spell with a casting time of 1 standard action or less from the magus spell list. He must cast this spell defensively and takes a -2 penalty on the concentration check. If the check fails, the spell is wasted, but the attacks still suffer the -2 penalty. The magus may choose to increase the penalty on his attack rolls to gain a bonus on the concentration check equal to the increase in penalty. A magus can choose to cast the spell first or make the weapon attacks first, but he cannot cast the spell between weapon attacks if he has more than one attack. Casting a spell in this manner does not provoke. The magus must have one hand free regardless of whether the spell has somatic components or not. The magus cannot use spellstrike and spell combat simultaneously.

Greater Spell Combat (Ex): At 15th level, the magus gains +3 to the dc of any spells cast with spell combat, this does not stack with the bonus from improved spell combat.

Magus Arcana:
Arcane Affinity: Convert Prepared spells to Arcane Points at 3 points per spell level as a free action
Maximized Magic: 1 Spell per day as if modified by the Maximized Magic Feat 15 arcane points per additional casts.
Spell Touch Mastery: Vampiric Touch Convert any prepared 3rd level spell or higher into VT
Critical Strike: Free touch spell on confirmed critical
Quickened Magic: 1 Spell per day as if modified by Quicken Magic feat 18 arcane points for additional casts.
Arcane Resistance: Grants SR 25
Arcane Accuracy: 3 Arcane Points to grant a +1 insight bonus to attack rolls up to +5
Empower Magic: 1 Spell per day as if modified by Empower Spell free of cost additionals at 9 arcane points
Concentrate: Reroll any concentration check with a +4 bonus up to 9 times per day
Reflection: Reflect up to a 5th level spell at 3 points per spell level

Arcane Weapon (Su): At 5th level, a magus gains the ability to imbue a melee weapon with powerful abilities. When he prepares his spells, he can also spend a portion of this time bonding with a single melee weapon. At 5th level, this grants the weapon a +1 enhancement bonus. For every three levels beyond that, this bonus increases by another +1, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5, or they can be used to add any of the following weapon properties: dancing, ghost touch, 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 cost. 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 weapon is bonded and cannot be changed until the next time the magus prepares spells. Additionally, the weapon functions as a bonded weapon exactly like the bonded object arcane bond option for the wizard.

Weapon Call (Su): At 13th level, if the magus is bonded to a weapon through the arcane weapon class feature, he can call that weapon to his hand as a swift action. The weapon appears in his hand instantly, even if it is in the possession of another creature or on another plane. This ability does not function in an area that prevents teleportation or planar travel. Additionally, if the weapon is not in his possession, he can scry on it at will and any creature in possession of the item takes a -4 penalty on its saving throw to resist the scrying.

Equipment:

5950 Wealth
Belt of Physical Perfection +6 Dex,Con 90,000
Headband of Mental Prowess +6 Int,Wis 90,000
Cloak of Resistance +5 25,000
Dueling Speed Ghost Touch Scimitar +5 44,000
Fly on Command Perma Mage Armor Shield
Ring of Sustenance 2,500
Ring of Wizardry II 40,000
Ring of Wizardry III 70,000
Ring of Protection +5 50,000
Amulet of Natural Armor +5 50,000
Potion of Cure Serious Wounds x15 10,500
Used Scrolls: 2,550
Scrolls of Permanency x4
Dark Vision,
Arcane Sight,
Tounges,
Detect Invisibility

Skills:

Acrobatics (Dex)* 24 = 15 skill + 6 + 3
Bluff (Cha) 15 = 15 skill + 0
Climb (Str)* 0 = 0 skill + 0
Craft (Int)* 25 = 15 skill + 7 + 3
Diplomacy (Cha) 15 = 15 skill + 0
Disable Device (Dex) 0 = 0 skill
Disguise (Cha) 0 = 0 skill + 0
Escape Artist (Dex) 6 = 0 skill + 6
Fly (Dex)* 17 = 0 skill + 6 + 4 + 7
Handle Animal (Cha) 0 = 0 skill
Heal (Wis) 5 = 0 skill + 5
Intimidate (Cha)* 18 = 15 skill + 0 + 3
Knowledge-Dungeon (Int) 23 = 13 skill + 7 + 3
Knowledge-Planes (Int) 25 = 15 skill + 7 + 3
Knowledge-Arcana (Int) 25 = 15 skill + 7 + 3
Linguistics (Int) 0 = 0 skill
Perception (Wis) 25 = 15 skill + 5 + 3 + 2
Perform - Dance (Cha) 2 = 2 skill
Profession (Wis)* 0 = 0 skill
Ride (Dex) 6 = 0 skill + 6
Sense Motive (Wis) 20 = 15 skill + 5
Sleight of Hand (Dex) 0 = 0 skill
Spellcraft (Int)* 25 = 15 skill + 7 + 3
Stealth (Dex) 6 = 0 skill + 6
Survival (Wis) 5 = 0 skill + 5
Swim (Str)* 0 = 0 skill + 0
Use Magic Device (Cha)* 15 = 15 skill + 0

Spells Prepared:

7 7 7 12 5 4
0th Level 7/7
1st Level 7/7
Shocking Grasp
Shocking Grasp
Shocking Grasp
Touch of Gracelessness
Touch of Gracelessness
True Strike

2nd Level 12/12
Mirror image
Mirror image x
Elemental Touch
Elemental Touch
Elemental Touch x
Scorching Ray
Scorching Ray
Scorching Ray x
Invisibility
Invisibility x
Blur
Blur

3rd Level 12/12
Haste
Haste x
Versatile Weapon
Keen Edge
Hydraulic Torrent
Dispel magic
Dispel magic
Dispel magic x
Slow
Lightning bolt x
Lightning bolt x
Lightning bolt x

4th Level 5/5
Calcific Touch
Dimension Door
Detonate
Detonate
Stoneskin

5th Level 4/4
Cloudkill
Teleport x
Cone of cold
Cone of cold

Spells Known:

0th Level
Detect Magic
Detect Poison
Read Magic
Prestidigitation
Message
Touch of Fatigue

1st Level
Shield
Mage Armor
Chill Touch
Shocking Grasp
Enlarge Person
Reduce Person
Shocking Grasp
Expeditious Retreat
Touch of Gracelessness
True Strike

2nd Level

3rd Level

4th Level

5th Level