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Kageryu Takeda's page

92 posts. Organized Play character for Shadow Dragon.


Full Name

Kageryu Takeda

Race

LN Male Elf Magus 2 (Bladebound & Hexcrafter) | HP 15 / 15 | AC 17 / 13 T / 14 FF | CMD 16 | Fort + 3, Reflex + 3, Will + 2 |

Classes/Levels

Init + 3 | Perception + 7 (low-light vision)| Speed 30 ft. | Conditions: None | Magus Spells: 1st Level (3/3) Arcane Pool: 4 / 4 points

Gender

Male

Size

6'0" 180 lbs.

Age

120

Special Abilities

Spellcasting, Cantrips, Arcane Pool (3), Spell Combat

Alignment

Lawful Neutral

Location

Minata - Atlas Pulu

Languages

Common, Elven, Sylvan, Draconic

Occupation

Magus

Strength 12
Dexterity 18
Constitution 12
Intelligence 16
Wisdom 10
Charisma 8

About Kageryu Takeda

Kageryu Takeda
Male Elf Magus 2 (Bladebound & Hexcrafter)
N Medium humanoid (elf)
Init + 3; Senses: Perception + 7 (low-light vision)

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Defense

AC 17, touch 13, flat-footed 14 (+4 Armor, +3 Dexterity)
HP 15 (2d8 + 2)
Fort + 3, Reflex + 3, Will + 2

BAB= + 1 CMB= + 2 CMD= + 16

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Offense

Speed 30 ft.

Melee

Scimitar (+ 5 to hit, + 1 to damage, 1d6/18-20/x2), Deals S damage
Club (+ 3 to hit, + 1 to damage, 1d6/x2), Deals B damage
Dagger (+ 5 to hit, + 1 to damage, 1d4/19-20x2), Deals P or S damage
Sap (+ 5 to hit, + 1 to damage, 1d6/x2), Deals B nonlethal damage

Ranged

Dagger (+ 5 to hit, + 1 to damage, 1d4/19-20x2), Deals P damage; Range: 10'
Crossbow, Light (+ 5 to hit, + 0 to damage, 1d8/19-20x2), Deals P damage; Range: 80'
Bolts: 20

Space: 5 ft.; Reach: 5 ft.

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Skills

Climb 5 (1 rank, + 1 Str, + 3 class skill bonus)
Linguistics 4 (1 rank, + 3 Int)
Knowledge (Arcana) 7 (1 rank, + 3 Int, + 3 class skill bonus)
Knowledge (Dungeoneering) (1 rank, + 3 Int, + 3 class skill bonus)
Knowledge (Planes) 7 (1 rank, + 3 Int, + 3 class skill bonus)
Perception 7 (2 ranks, + 3 class skill bonus, + 1 trait bonus, + 2 racial bonus)
Spellcraft 7 (2 ranks, + 3 Int, + 3 class skill bonus
Swim 7 (1 rank, + 1 Str, + 3 class skill bonus)

Languages: Common, Elven, Sylvan, Draconic, Orc, and Minatan

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Elf Racial Traits:

Standard Racial Traits

+2 Dexterity, +2 Intelligence, –2 Constitution : Elves are nimble, both in body and mind, but their forms are frail.

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 bonus on saving throws 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 checks made to identify the properties of magic items.

Keen Senses: Elves receive a +2 racial bonus on Perception checks.

Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following languages: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Alternate Racial Traits

Arcane Focus: Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively.

This racial trait replaces weapon familiarity.

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Traits:

Traits

Magical Lineage:
Category: Basic (Magic)
One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.
Spell Selected: Shocking Grasp

Seeker:
Category: Basic (Social)
You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Feats:

Feats

1st Level
Weapon Finesse:

You are trained in using your agility in melee combat, as opposed to brute strength.

Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Special: Natural weapons are considered light weapons.

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Class Features

Magus Class Features:

Class Skills: The Magus's class skills are Climb (Str), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (planes) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha).

Skill Points at each Level: 2 + Int modifier.

Weapon and Armor Proficiency: A magus is proficient with all simple and martial weapons. A magus is also proficient with light armor. He 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.

Spells: A magus casts arcane spells drawn from the magus spell list. A magus must choose and prepare his spells ahead of time.

To learn, prepare, or cast a spell, the magus must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magus's spell is 10 + the spell level + the magus's Intelligence modifier.

A magus can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high Intelligence score (see the Ability Modifiers and Bonus Spells Table).

A magus may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the magus decides which spells to prepare.

Spellbooks: A magus must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook except for read magic, which all magi can prepare from memory. A magus begins play with a spellbook containing all 0-level magus spells plus three 1st-level magus spells of his choice. The magus also selects a number of additional 1st-level magus spells equal to his Intelligence modifier to add to his spellbook. At each new magus level, he gains two new magus spells of any spell level or levels that he can cast (based on his new magus level) for his spellbook. At any time, a magus can also add spells found in other spellbooks to his own (see Arcane Spells).

A magus can learn spells from a wizard's spellbook, just as a wizard can from a magus's spellbook. The spells learned must be on the magus spell list, as normal. An alchemist (see the Alchemist description) can learn formulae from a magus's spellbook, if the spells are also on the alchemist spell list. A magus cannot learn spells from an alchemist.

Arcane Pool (Su): 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.

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 (see the Magic Weapon Special Ability Descriptions). 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 the magus.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Cantrips: A magus can prepare a number of cantrips, or 0-level spells, each day, as noted in the table above under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spell Combat (Ex): 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.

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Spells:

Spells
0 Level Spells 4 per day
Detect Magic
Read Magic
Acid Splash
Light

1st Level Spells 3 per day
Shield
Shocking Grasp

Spellbook:

All 0 level spells

1st Level:
Burning Hands
Shocking Grasp
Grease
Secluded Grimoire
Shield
Color Spray
Vanish
Chill Touch

Arcane Pool:

Pool Points = 4

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Inventory Tracking Sheet

Item Tracking Sheet:

Lamellar (Leather)
Crossbow, Light
Bolts (10) [2]
Scimitar, Alchemical Silver
Scimitar, Cold Iron
Backpack (masterwork)

Magic Items:

Wand of Cure Light Wounds [50 charges]
Wand of Magic Missile [50 charges]

Scrolls:

Scroll of True Strike [2]
Scroll of Magic Weapon
Scroll of Monkey Fish
Scroll of Expeditious Retreat [2]
Scroll of Long Arm
Scroll of Obscuring Mist
Scroll of Shield [3]
Scroll of Grease
Scroll of Secluded Grimoire
Scroll of Enlarge Person

Alchemical Gear:

Alchemist's Fire (flask) [2]
Acid (flask) [2]
Tanglefoot Bag
Holy Water
Holy weapon balm

Mundane Gear:

Explorer's Outfit
Scimitar
Club
Sap
Dagger
Bedroll
Blanket
Soap [2]
Rope, hemp (50 ft.)
Whetstone [2]
Candle [10]
Oil, lamp [2]
Torch [4]
Rations, trail [6]
Backpack, common
Sack [4]
Poncho
Pouch, belt
Pouch, spell component [2]
Waterskin
Chalk [10]
Bandolier [2]
Flint & Steel
Weapon Cord [2]
Wrist Sheath
Mess Kit
Spellbook
Canvas (square yard)
Crowbar
Grooming Kit
Grappling hook (common)
Parchment (sheet) [5]
Book, Journal
Ink
Inkpen [3]
Scroll Box
Gear maintenance kit
Wrist sheath (spring loaded)

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Kageryu Takeda's Boons:

Pathfinder Society Scenario #8-16: 'House of Harmonious Wisdom'

Impressive Find: The Pathfinder Society is impressed with your discoveries in Xian Tia. Once you earn 12 or more Fame, your superiors award you one additional Prestige Point (but not Fame) in recognition of your excellence. You cannot have more Prestige Points than Fame, and if you would exceed the maximum, the bonus Prestige Point must be spent immediately or be lost. When you use this boon, cross if off your Chronicle Sheet.

Legacy of a Princess: You have discovered the lost Summer Palace and interacted with the phantom of Song Rui, one of the last princesses of Imperial Lung Wa. You may call upon Song Rui's dedication as a swift action that lasts for one minute. During this time, the first time you hit a creature with a melee attack each round, you gain a +2 bonus to your AC against that creature until the beginning of your next turn. When you use this boon, cross it off your Chronicle Sheet.

Sun Shogun Talismans: Your return of the sovereign dragon scroll case to Shokuro has impressed the Sun Shogun, and he makes available to you certain magical talismans normally available only to his trusted agents. You may purchase a talisman of freedom (900 gp), talisman of good fortune (1,680 gp), talisman of warrior's courage (450 gp). When you purchase a talisman in this way, note that it is a Sun Shogun talisman and mark off one box. Sun Shogun talismans function as normal except that you may, as an immediate action, prevent a talisman from activating when it would otherwise do so, allowing you to save its magic for later. When you have purchased a total of 3 Sun Shogun talismans of any type, cross this boon off your Chronicle Sheet.
All 3 boxes available