Fire Elemental

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About John Crandall

Ezra Whitesmith - Advancement

2nd Level:

F +1, R +0, W +1
Fighter Bonus Feat II - Dervish Dance

Weapon Guard (Ex) - +1 bonus to CMD vs disarm and sunder while wielding chosen weapon. This bonus also applies to any effect that targets the weapon.

Spellstrike (Su) - A magus an deliver a melee touch spell through any weapon he is wielding as part of a melee attack. This melee attack deals its normal damage as well as the effects of the spell.


3rd Level:

F +0, R +1, W +0
Bonus Feat - Weapon Focus (scimitar)
Weapon Training I (Ex) - +1 bonus to attack and damage with chosen weapon.

Magus Arcana - Concentrate (Ex): Reroll any concentration check just made with a +4 bonus. Must use this ability after the roll is made, but before it is determined if the roll is a success. The magus must take the second roll, even if it is worse. (1/day)


4th Level:

F +1, R +0, W +1
+1 Dexterity
Fighter Bonus Feat III - Weapon Specialization (scimitar)

Pool Spell (Su): The magus can cast any magus spell that he knows by expending a number of points from his arcane pool equal to the spell’s level (minimum 1).


5th Level:

Bonus Feat - Arcane Strike
Reliable Strike (Ex) - Reroll an attack roll, critical hit confirmation roll, miss chance check, or damage roll as an immediate action. You must accept the result of the second roll. (1/day)

Magus Bonus Feat I - Toughness


6th Level:

F +1, R +1, W +1
Fighter Bonus Feat IV - Vital Strike

Magus Arcana - Spell Shield (Su): Expend a point from your arcane pool as an immediate action to gain a shield bonus to AC equal to Intelligence bonus until the end of your next turn.


7th Level:

Bonus Feat - Improved Initiative
Weapon Training II (Ex) - +2 bonus to attack and damage with chosen weapon.

Knowledge Pool (Su) - When a magus prepares his magus spells, he may spend 1 or more points from his arcane pool, up to his Intelligence bonus. For each point spent, he can treat any one spell from the magus spell list as if it were in his spellbook and can prepare that spell as normal that day. He can also cast spells added in this way using his pool spell ability, but only until he prepares spells again.

Medium Armor (Ex) - A magus gains proficiency in medium armor and can cast magus spells while wearing medium armor without incurring the normal arcane spell failure chance.


8th Level:

F +1, R +0, W +1
+1 Dexterity
Fighter Bonus Feat V - Improved Critical
REPLACE IMPROVED INITIATIVE WITH GREATER WEAPON FOCUS
Greater Weapon Focus (scimitar)
Improved Spell Combat (Ex) - When using the spell combat ability, the magus receives a +2 circumstance bonus on concentration checks, in addition to any bonus granted by taking an additional penalty on the attack roll.

9th Level:

F +0, R +1, W +0
Bonus Feat - Critical Focus
Mirror Move (Ex) - Gain an insight bonus to AC equal to Weapon Training bonus when attacked by chosen weapon.

Magus Arcana - Arcane Accuracy (Su): Expend 1 point from your arcane pool as a swift action to gain an insight bonus equal to your Intelligence bonus on all attack rolls until the end of this turn.


10th Level:

F +1, R +0, W +1
Fighter Bonus Feat VI - Improved Initiative

Fighter Training (Ex) - A magus counts 1/2 his total magus level as his fighter level for the purpose of qualifying for feats. If he has levels in fighter, these levels stack.


11th Level:

Bonus Feat - Bleeding Critical
Weapon Training III (Ex) - +3 bonus to attack and damage with chosen weapon.

Magus Bonus Feat II - Agile Maneuvers

Improved Pool Spell (Su) - Whenever he casts a spell using his arcane pool, he may spend a number of points from his pool equal to 1/2 the spell’s level (minimum 1). This reduction does not apply to increases in spell level due to metamagic feats.


12th Level:

F +1, R +1, W +1
+1 Dexterity
Fighter Bonus Feat VII - Greater Weapon Specialization (scimitar)
REPLACE IMPROVED INITIATIVE WITH IMPROVED VITAL STRIKE
Improved Vital Strike
Magus Arcana - Pool Strike (Su): A magus can expend 1 point from his arcane pool as a standard action. He can make a melee touch attack as a free action as part of activating this ability. The charge and deals 5d6 points of energy damage of a type of his choosing. He can use this ability with the spellstrike class feature. If he misses, he can hold the charge for up to 1 minute.

13th Level:

Bonus Feat - Crippling Critical
Deadly Critical (Ex) - When you confirm a critical hit, increase the weapon's damage multiplier by 1 as an immediate action. (1/day)

Heavy Armor (Ex) - A magus gains proficiency with heavy armor and can cast magus spells while wearing heavy armor without incurring the normal arcane spell failure chance.


14th Level:

F +1, R +0, W +1
Fighter Bonus Feat VIII - Improved Initiative

Greater Spell Combat (Ex) - Whenever he uses the spell combat ability, the bonus to his concentration check equals double the amount of the attack penalty taken.


15th Level:

F +0, R +1, W +0
Bonus Feat - Lightning Reflexes
Weapon Training IV (Ex) - +4 bonus to attack and damage with chosen weapon.

Magus Arcana - Maximized Magic (Su): Cast one spell per day as if it were modified by the Maximize Spell feat. This does not increase the casting time or the level of the spell.


16th Level:

F +1, R +0, W +1
+1 Dexterity
Fighter Bonus Feat IX - Greater Vital Strike

Counterstrike (Ex) - Whenever an enemy within reach of the magus successfully casts a spell defensively, that enemy provokes an attack of opportunity from the magus after the spell is complete. This attack of opportunity cannot disrupt the spell.


17th Level:

Bonus Feat - Dodge
Critical Specialist (Ex) - The DCs of any effects caused by a critical hit with your chosen weapon are increased by +4.

Magus Bonus Feat III - Run


18th Level:

F +1, R +1, W +1
Fighter Bonus Feat X - Exhausting Critical

Magus Arcana - Quickened Magic (Su): Cast one spell per day as if it were modified by the Quicken Spell feat. This does not increase the level of the spell.


19th Level:

Bonus Feat - Fleet
Unstoppable Strike (Ex) - Make one attack as a standard action with chosen weapon as a touch attack that ignores damage reduction or object hardness.

Weapon Training V (Ex) - +5 bonus to attack and damage with chosen weapon.

Greater Pool Spell (Su) - Whenever you cast a spell using the pool spell class feature, it can be any spell from the wizard spell list, but if the spell is not also on the magus spell list, you must expend a number of points from your arcane pool equal to the spell’s wizard spell level.


20th Level:

F +1, R +0, W +1
+1 Dexterity
Fighter Bonus Feat XI - Stunning Critical

True Magus (Su) - Whenever he uses his spell combat ability, he does not need to make a concentration check to cast the spell defensively. Whenever the magus uses spell combat and his spell targets the same creature as his melee attacks, he can choose to either increase the DC to resist the spell by +2, grant himself a +2 circumstance bonus on any checks made to overcome spell resistance, or grant himself a +2 circumstance bonus on all attack rolls made against the target during his turn.