![]()
About Hoshiko Masaru KodoHoshiko Masaru Kodo
COMBAT:
Defense -------------------- AC: 28/26 FF: 15/17, T: 18 (Armor +2, DEX +5, Def +1, dodge +4, Shield +2, NA +1/+Mage Armor+4) HP: 39 (6d8+6) Fort: +9, Ref: +9, Will: +7 -------------------- Offense -------------------- Speed 30 ft. Ranged: Longbow +10 (1d8 +0) Melee: +2 Blackblade Aldori Dueling Sword +11 (1d8+7/18x2) [dice=BB ADS+PS]1d20+11[/dice]
[dice=BB ADS+WE+PS]1d20+11+2[/dice]
[dice=BB ADS+SG+PS]1d20+11[/dice]
-------------------- Statistics:
-------------------- Str: 12, Dex: 20*, Con: 12, Int: 18*, Wis: 10, Cha: 8 BAB: +5; CMB: +4; CMD: 27 Languages: Abyssal, Common, Draconic, Elven, Osriani, Ancient Osiriani, Sylvan, Tien -------------------- Feats and Traits:
-------------------- Magus- Weapon Focus- Aldori Dueling Sword 1st- Weapon Finesse 3rd- Slashing Grace:When wielding your chosen weapon one-handed, you can treat it as a one-handed piercing melee weapon for all feats and class abilities that require such a weapon (such as a swashbuckler’s or a duelist’s precise strike) and you can add your Dexterity modifier instead of your Strength modifier to that weapon’s damage. BNS- Quick Draw 5th- Aldori Dueling Mastery:gain a +2 bonus on initiative checks as long as you start combat with an Aldori dueling sword in your hand. As long as you wield only a single Aldori dueling sword in one hand (not using a shield, an off-hand weapon, armor spikes, unarmed strikes, or natural weapons), you gain a +2 shield bonus to your AC. 7th- Piranha Strike: -2/+4 -------------------- Traits and Drawbacks -------------------- Trait- Reactionary +2 Initiative Trait- Magical Lineage- Shocking Grasp FCB= 5/6 to Magus Arcana -------------------- SPELLS:
-------------------- Prepared:4/4/3 0 Level: *Disrupt Undead: 1d6 damage *Detect Magic: *Light: *Touch of Fatigue: DC 14 Fort 1st Level: *Liberating Command *Shocking Grasp: 7d6 *Shocking Grasp: 7d6 *Mage Armor: 6 hours 2nd Level: *Frigid Touch: 4d6 cold and staggered for one round *Mirror Image: 1d4+1 images *Invisibility: ------------------- SpellBook: 0 Level: Acid Splash, Arcane Mark, Dancing Lights, Detect Magic, Daze, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Touch of Fatigue (paid) 1st Level:
2nd Level:
--------------------
MAGUS:
-------------------- *Weapons: A kensai is proficient in simple weapons and in a single martial or exotic melee weapon of his choice (ADS). A kensai is not proficient with armor or shields and suffers normal arcane spell failure chance when casting magus spells while armored. *Reduced Casting:A kensai may cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level. *Defense: At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense ability. +1 from INT to AC for each Magus lvl. Current: +4 *Weapon Focus: At 1st level, a kensai gains Weapon Focus with his chosen weapon as a bonus feat.
*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. *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 1/3 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells. Current: 6 * Weapon Enhancement: 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. * Perfect Strike (Ex): At 4th level, when a kensai hits with his chosen weapon, he can spend 1 point from his arcane pool in order to maximize his weapon damage. Don’t roll for damage—the weapon deals maximum damage. This affects only the weapon’s base damage dice, not additional damage from sneak attack, magical weapon properties, spellstrike, or critical hits. If the kensai confirms a critical hit, he can instead spend 2 points from his arcane pool to increase his weapon’s critical multiplier by 1. This ability replaces spell recall.
Magus Arcana
-------------------- Racial Abilities:
-------------------- *Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. *Keen Senses: Elves receive a +2 racial bonus on Perception checks. * Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size. *Type: Elves are Humanoids with the elf subtype. *Base Speed: Elves have a base speed of 30 feet. *Languages: Elves begin play speaking Common and Elven. *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. *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. *Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. -------------------- Skills 35:
-------------------- Acrobatics:+12/7* Bluff:+0 Craft: Weapons: +8/1 Climb: +5/1 Diplomacy: +0 Fly: +9/1 Handle Animal: +0 Intimidate: +2/1 Linguistics: +4/1 Perception: +11/7 Sense Motive:+0 Ride:+0 Spellcraft:+12/5 Swim:+5/1 Stealth: +6/1 Know: Nobility: +0 Know: Arcana: +14/7 Know: Planes: +14/7 UMD: +0 -------------------- Gear:
-------------------- BB +2 Aldori Dueling Sword, Longbow, 20 Arrows, 20 Blunt arrows, +1 Ceremonial Silken Armor (+2 AC), Wand of Shield (50 charges), Wand of IH (50 charges), Belt of DEX +2, Amulet of NA +1, Cloak of Res +1,Headband of INT +2 (acrobatics), Ring of Prot +2, Alc Fire x2 Coin (platinum) (x0) Coin (gold) (x2490) Coin (silver) (x19) Backpack, Common [ Bedroll ink and quill paper map case Flint and Steel Trail Rations (x5) Rope (Hemp/50 ft.) Waterskin (Filled) Smoked Goggles Earplugs Quiver Messkit Belt Pouch ] --------------------- Magical Items Placement:
--------------------- (Belt Slot) Belt of DEX +2
-------------------- Backstory:
-------------------- Hoshiko Masaru Kodo was found washed upon the shores in Tien lands as a child bundled up with a black Aldori Dueling Sword. She was given the name Hoshiko (Star-Child) by the Samurai and took his family names of Masaru Kodo. She was taken in by a kind Samurai family and grew up, rather slowly, with his children and grandchildren. When she became old enough to heft the sword she began her training in its use alongside other warriors of the family training with their Katanas. After she matured in elf years, she left her adopted family and booked passage to Absalom to join the Pathfinder Society. -------------------- Scenarios:
-------------------- The Confirmation COTEF* Tide of Morning Black Water MOTLG* Fangwood Keep* City of Golden Death* Broken Chains* |