Kaven Blackwind's page

14 posts. Alias of Lupulus.

Full Name

Kaven Blackwind




Eldritch Archer Magus 3 | HP: 24/24 | AC:19/FF:15/T:14 | F:+6 R:+6 W:+4 | Arcane Pool 5/5 | Init: +4 | Perc: +6 | Darkvision








Chaotic Good



Strength 16
Dexterity 18
Constitution 14
Intelligence 16
Wisdom 10
Charisma 6

About Kaven Blackwind

Kaven Blackwind is a tiefling magus, favoring a bow instead of sword. He is strong fast and intelligent, with light red skin, prominent horns, and a long prehensile tail. He is unmistakably teifling, and the hardship that has caused has given him an independant and chaotic bent. But he resists any urges that tainted blood may raise in him and despite the ill treatment he has often received, he strives to live a good life and turns his dark power to protection against evil. He believes in protecting the powerless and tries not to prejudge others. But in social interactions he may act threateningly to get his way, having learned that few will deal with him with reason or fairness.

Kaven grew up in Taldor, and as a tiefling infant was abandoned in the woods by parent who were obviously terrified, and probably with good reason. Tieflings were not popular in most communities, and near the border with Cheliax, a tiefling was even more suspect. A benevolent half-elf ranger found him however, and decided to raise the child following Sarenrae's techings and believeing that the child was not necessarily evil, and deserved a chance to live and prove his own character. As he raised Kaven he taught him important lessons, to not let others perceptions of him as evil to shape his own opinion of himself, and how to actually turn the dark magic to protection against evil forces.

At the side of the wandering ranger, Kaven became skilled with the bow, and it was obvious to his adoptive father that Kavin was gifted magically. His adoptive father was getting old and so apprenticed Kaven with a court wizard serving a minor house, where he began his studies of the arcane. Here the chaotic politics of the region turned fate against Kaven. A rival lord used the presence of the tiefling as pretense to attack and try and sieze the lands and power from Kaven's lord. They were able to defend their land, but it was obvious that Kaven's presence would embolden more attacks. Reluctantly Kaven agreed with his master and their lord that he should depart. By this time his adoptive father had passed away, so Kaven left the lands he knew for a fresh start. His tutor recommended he seek a friend of his in Wati across the Inner Sea in Osiris. There was some kind of exploration event that seemed a promising way to get his start as an adventurer, a lifestyle where deeds and merit would allow Kaven to overcome his heritage in the eyes of his peers.

Male Tiefling Magus 2
CG Medium outsider (native)
Init +4; Senses Darkvision (60 ft.), Perception +5


AC 19, touch 14, flat-footed 15 (+4 Dex, +1 natural )
hp 17 (2d8)+4
Fort +5, Ref +4, Will +3
Resistances Fire 5


Speed 30 ft.
Ranged masterwork composite longbow str (+3) +7 (1d8+3/x3), within 30 ft. +8 (1d8+4)
Ranged acid (flask) +6 (1d6+1), within 30 ft. +7 (1d6+1)
Melee morningstar +5 (1d8+3)
Special Attacks Spell Combat, Spellstrike,
Spell-Like Abilities: corruption resistance (evil, hours if on self) ( 1/day)
Prepared Spells
Magus (CL 3rd):
1st - frostbite , grease (DC 15) , ray of enfeeblement (DC 15) , snowball (DC 15)
0th - acid splash , detect magic , flare (DC 14) , mage hand


Str 16, Dex 18, Con 14, Int 18, Wis 10, Cha 6
Base Atk +2; CMB +5; CMD 19
Feats Magical Lineage, Point-Blank Shot, Skill Focus (Perception)
Skills Acrobatics +4, Appraise +4, Bluff -2, Climb +7, Craft (Untrained) +4, Diplomacy -2, Disguise -2, Escape Artist +4, Fly +8, Intimidate +9, Knowledge (Arcana) +9, Knowledge (Dungeoneering) +9, Knowledge (Planes) +9, Perception +6, Perform (Untrained) -2, Ride +8, Spellcraft +10, Stealth +4, Swim +7,
Languages Abyssal, Common, Elven, Gnome, Infernal, Orc
SQ Arcane Accuracy, Arcane Pool (5/day), Armor Proficiency, Bonus Magus Arcane Pool (3x), Cantrips, Darkvision, Fiendish Language, Fiendish Sprinter, Prehensile Tail, Spell-Like Ability, +1 Bonus Feat
Possessions hot weather outfit; masterwork chain shirt; cloak of resistance +1; potion of cure light wounds (x2); raining arrow (x5); arrow (x50); acid (flask) (x2); magus spellbook; morningstar; scroll (invisibility); scroll (levitate); scroll (molten orb/wizard/3rd/arcane/minor); potion of lesser restoration; Masterwork Composite Longbow STR (+3)
Magus Spellbook
0th - acid splash , arcane mark , dancing lights , daze (DC 14) , detect magic , disrupt undead , flare (DC 14) , ghost sound (DC 14) , light , mage hand , open/close (DC 14) , prestidigitation (DC 14) , ray of frost , read magic (DC ) , spark (DC 14)
1st - chill touch (DC 15) , feather fall (DC 15) , frostbite , grease (DC 15) , obscuring mist , ray of enfeeblement (DC 15) , shield (DC ) , silent image (DC 15) , snowball (DC 15) , true strike (DC ) , vanish (DC 15)


Arcane Pool (Su) You have a reservoir of mystical arcane energy that you draw upon to fuel your powers and enhance your weapon. This arcane pool has 5 points. The pool refreshes once per day when you prepare your spells. You can expend 1 point from your arcane pool as a swift action to grant any weapon you are holding a +1 enhancement bonus for 1 minute. 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.

Arcane Accuracy (Su) The magus can expend 1 point from his arcane pool as a swift action to grant himself an insight bonus equal to his Intelligence bonus on all attack rolls until the end of his turn.

Bonus Magus Arcane Pool (3x) Magus: Add +1/4 point to the magus's arcane pool.

Bruising Intellect Your sharp intellect and rapierlike wit bruise egos. Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.

Fiendish Sprinter Some tieflings have feet that are more bestial than human. Whether their feet resemble those of a clawed predator or are the cloven hooves common to many of their kind, tieflings with this trait gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions. This racial trait replaces skilled.

Light from the Darkness Tieflings who deny the evil of their heritage to go on to become heroes refuse to use the dark magic of their blood, but their struggle grants them uncanny resilience against evil’s touch. As long as they retain a good alignment, they gain the aasimar’s incorruptible alternate racial trait. Tieflings with this racial trait can cast corruption resistance against evil once per day as a spell-like ability. If an aasimar uses this ability on herself, the duration increases to 1 hour per level. This racial trait replaces the spell-like ability racial trait.

Magical Lineage (Snowball) One of your parents was a gifted spellcaster who not only used metamagic often, but developed many magical items and perhaps even a new spell or two--and you have inherited a fragment of this greatness. When you apply metamagic feats to Snowball, treat its actual level as 1 lower for determining the spell's final adjusted level.

Magus Arcana As he gains levels, a magus learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 3rd level, a magus gains one magus arcana. He gains an additional magus arcana for every three levels of magus attained after 3rd level. Unless specifically noted in a magus arcana's description, a magus cannot select a particular magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the magus spell list unless otherwise noted.

Prehensile Tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.

Scaled Skin (Fire) (Ex) You gain fire resistance 5 and a +1 natural armor bonus to AC.

Spell Combat (Ex) You can cast spells and wield your ranged weapon at the same time. This functions much like two-weapon fighting, but the offhand weapon is a spell that is being cast. To use this ability, you must use a ranged weapon and do not need a free hand. As a full-round action, you can make all of your attacks with your ranged 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). You can choose to cast the spell first or make the weapon attacks first, but if you have more than one attack, you cannot cast the spell between weapon attacks.
This ability replaces spell combat.

Spellstrike (Ex) Whenever you cast a spell with a range of "touch" from the magus spell list, you can deliver the spell through any weapon you are 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 you make 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 x2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

Ranged Spellstrike (Su) At 2nd level, whenever an eldritch archer casts a spell that calls for a ranged attack, she can deliver the spell through a ranged weapon she wields as part of a ranged attack. Instead of the free ranged attack normally allowed to deliver the spell, an eldritch archer can make one free ranged attack with a ranged weapon (at her highest base attack bonus) as part of casting this spell. The attack does not increase the spell’s range.
If the spell can normally affect multiple targets, only a single missile, ray, or effect accompanies each attack; if the spell allows multiple attacks and the eldritch archer can make additional ranged attacks as part of a full-round action with spell combat, one additional ray, missile, or effect from the spell accompanies each subsequent ranged attack the eldritch archer makes in the same round until all attacks allowed by the spell are made. Unused missiles, rays, or effects remaining at the end of the eldritch archer’s turn are wasted.
This ability alters spellstrike.

Ranged Weapon Bond (Ex) At 1st level, an eldritch archer gains a bonded object as per the wizard’s arcane bonded object; it must be a ranged weapon, and it can’t be used to cast a spell once per day. Holding her bonded item does not prevent the eldritch archer from providing somatic components for her spells.

+1 Bonus Feat GM awarded PC with +1 feat. (Eldritch archer changes UMD to Perception as class skill so took Skill focus until 10)