Armistril

Jotune Aribell's page

125 posts. Alias of Gerald.


Race

HP 17/17, AC 16/13/13

Classes/Levels

F+4, R+4, W+3; Init +4, Per. +2

About Jotune Aribell

Jotune Aribell
XP: 2PP and 2 Fame with PFS (spent 2 pp on wand of Enlarge Person)
Male Elf Magus 2
Age: 145
NG
Medium Humanoid
6' 2" tall; 150 lbs.
Init. +4; Perception +2
Low Light Vision
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Defense
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AC 16 (Dex + 3, Armor +3), touch 13, flat footed 13
HP: 17/17 (2d8 plus 2 Con + 2 Favored Class)
Fort: +4, Ref: +4, Will +3
+2 to saves versus Enchantment; immune to magical Sleep
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Offense
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Speed 30'

Melee:
+5 Scimitar, 1d6+1 (18-20/x2)

+5 Dagger, 1d4+1 (19-20/x2)

Ranged: +5 Longbow w/ 20 arrows, 1d8 (x3) 100' range
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Statistics
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STR 13, DEX 18, CON 12, INT 17, WIS 10, CHA 10

BAB: +1; CMB +2, CMD 16

Feats:

Spoiler:

1. Weapon Finesse

Skills:

Spoiler:

(2 per level + 3 Int)=10 total

Climb +5 ( 1 rank + 1 Str + 3 Class)
Know. Arcana +8 ( 2 ranks + 3 Int + 3 Class)
Know. Dungeoneering +7 (1 rank + 3 Int + 3 Class)
Know. Planes +7 (1 rank + 3 Int + 3 Class)
Perception +2 (0 ranks + 0 Wis + 2 racial)
Perform Dance +1(1 rank + 0 Chr)
Ride +8 (1 rank + 4 Dex + 3 Class)
Spellcraft +8/+10 (+2 ranks + 3 Int + 3 Class)
*+2 to identify magical items.
Use Magic Device +4 (1 rank + 0 Chr + 3 Class)

Traits:

Spoiler:

*Serpent Runner--When fighting with two weapons, the penalty imposed on your primary weapon is reduced by 1.
*Anatomist--You know where to aim your blows to strike vital organs and you gain a +1 trait bonus on all rolls made to confirm critical hits.
*Magical Lineage (Shocking Grasp)--Pick one spell when you choose this trait. When you apply metamagic feats to this spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.

Languages:

Spoiler:

Celestial, Common, Draconic, Elven, Goblin

Current Load 46 lbs.
Light load: 50 lbs.

Wealth:

Spoiler:
378 in gold and gems, 4 sp., 1 cp.

Gear:

Spoiler:

Wand of Enlarge Person, (x50)

Potion of Cure Light Wounds, 50 gp
Studded Leather Armor, 20 lbs, 25 gp.

Scimitar, 15 gp, 4 lbs.
Dagger, 2 gp, 1 lb.
Longbow w/ 20 arrows 76 gp, 6 lbs.

Explorer's Outfit 8 lbs.--free, no weight
Backpack 2 gp, 2 lbs.
Waterskin 1 gp, 4 lbs.
Belt Pouch 1 gp, .5 lbs.
5 day's rations 2.5 gp, 5 lbs.
1 oil flask 1 sp, 1 lb.
5 tindertwigs - 5 gp
Fish hook -1 sp
Spellbook, 3 lbs, 15 gp.
Spell component pouch, 2 lbs., 5 gp

Racial Abilities:

Spoiler:

Elf Racial Traits
*+2 to Dex and Int. -2 to Con.
*Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
*Normal Speed: Elves have a base speed of 30 feet.
*Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
*Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
*Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
*Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
*Languages: Elves begin play speaking Common and Elven.
*Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Magus Class Abilities:

Spoiler:

*Spellcasting
*Arcane Pool (4 points): At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells. At 1st level, a magus 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.
*Spell Combat: At 1st level, a magus 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, the magus 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 Intelligence 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. A magus 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.
*Spellstrike (Su)--At 2nd level, whenever a magus 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, 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 the magus 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.

Spellcasting:

Spoiler:

*0 level spells known: 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.
*1 level spells known: Color Spray, Expeditious Retreat, Grease, Obscuring Mist, Shield, Shocking Grasp, Snowball, Vanish.

Spells Typically Memorized:
0-Daze (DC 13), Disrupt Undead, Light, Open/Close
1-Color Spray (DC 14), Shield, Snowball (DC 14)

Appearance:

Spoiler:

Jotune is a typical plain looking male elf. His eyes are a deep blue, th only thing that stands out about him at all. He has a lithe build, and he typically wears his favorite explorer's outfit, and covers that with studded leather armor, which has saved in hide in many a scrape. He is very calm, a trait learned over the near century and a half he has been on Golarion.

Backstory:

Spoiler:

Jotune was born and raised in Magnimar. His parents were barely able to feed the family, so at an early age, he began doing what he needed to survive.As he grew up, there were the inevitable fights and run ins with other people of the same ilk. He was quite adept with the scimitar, he learned, and combining that skill with his slight bit of magic he could wield, made him formidable. He engaged in several mock battles at Serpent's Run at the hippodrome, and decided he skills were advanced enough to pursue a career in adventuring. His style of battle was akin to a violent dance, moving and striking with his scimitar as if he was hearing a tune no one else could, performing his own steps, helping him to success. When this was intermingling with his magic, he was truly fearsome. No one could help him more in his prospective field than the Pathfinders, so he joined as soon as they would have him.