Kazimier Tumaz's page

83 posts. Alias of LackofFocus.


Fighter 5, Mag 10, HP: 143, AC: 36 Tch: 16, FF: 34


F: +18, R: +13, W: +13, Init: +14, Per: +16






Lawful Neutral





About Kazimier Tumaz

Appearance: This young man has long black hair with a white streak on his left temple and a beard that also has the white streak in it. He has pale blue eyes. And walks with a limp due to a wound he took when he tried his hand at standing against bandits. Kaz wears mostly grays, blacks and whites preferring suits rather than robes. The only bit of color he wears is a Purple and Green Silk scarf. Around his neck he wears a symbol of Nethys. The left side of his face is scarred from the same bandits.

Bio: 3rd Born to a minor noble house Kaz was not going to be destined for much if any of the family lands. He had to find a way to make it on his own. He strove to be the best in everything just to get his father's attention. While this was good for him it was presenting a problem with his older brothers for he was making them look bad. His brothers were devising a plan that would take care of not only his father but their overachiever brother as well.

One afternoon they suggested they all go hunting. This was an area that Kaz was never good at but it was his father's favorite, so he reluctantly agreed. While Kaz and his family were in the woods tracking a beast, they were onset by bandits. His 2 brothers began to hand over all of what they had, but his father stood up to them engaging them, trying to protect his youngest son. That was for not. The Bandits surround them both slicing and lunging at the pair; though his father fought bravely he was overpowered by sheer numbers. Kaz noted that the Bandits were moving a quite bit faster that his father and himself. One of the Bandits eyes glowed yellow and it charged his father. His father screamed he then watched as his father dropped to the ground.

Kaz knelt down to pick up his father's sword and tried to defend himself calling for help from his brothers, but they were nowhere to be scene. Then one of the Bandits sliced at Kaz cutting his left leg dropping him, than another stabbed him in the chest. The one that took down his father started coming towards Kaz, as it did he changed shape from a man to a wolf beast. It sniffed the air it howled what sounded like a warning and took off into the woods. The Bandits rushed to take all they could. Luckily they did not have the time to take the sword from Kaz's hand. The blood began to pool around him he knew death was near. When he heard voices, they were coming closer, he could not make out what they saying then all went blank.

Kaz woke up in a simple straw bed, trying to move but couldn't move he heard a gentle voice. "Don't move child you are in bad shape, I have wrapped your wounds but healing will take time." A hand touched Kaz's forehead he went back to sleep. He dreamt of power and destruction of those that have wronged him. He saw a face one that was half fair and the other charred the voice spoke "The Power is within, my disciple can show you how to tap it, and with that Knowledge you can heal yourself and can destroy those who did this." When Kaz woke he saw a woman sitting at a table half the woman's hair was white the other red. When she turned to him he noticed the left side of her face was burnt and the other was beautiful.

"Good you are awake; you are to be my apprentice so I have been told." She walks to a closet and brings out a black and white robe. "Put this on, it will cover you until we get you something a bit more fitting." He takes the robe and puts it over his head before he could be warned he tries to stand and falls. He looks down at his leg it is wrapped in bandages; she looks over at him "You will have to rebuild the strength in that one, my power is not in the Divine so I can't heal you wounds. But I can show you the Path you were told about if you choose." With a bit of struggling Kaz get back on the bed "I'll do it" thus started his slow recovery and his path to the Power promised.

During this time of training a companion of his mentor kept coming to their home asking him questions about the attack on the night his father died. This friend kept checking Kaz's wounds for infection. The gentleman called himself a Professor and he is studying the monster attacks in the area. While he was checking in on Kaz they began to talk of the problem of the monsters in this country and how they need to be stopped. Kaz who was trying to stay focused on revenge found he could not, the talk with this Professor over the month of time he came to check on Kaz made him see that his power could be used to help. One day he would get revenge on his brothers, but today was not that day. He needed to make himself better first.

When his initial training had been completed Kaz said goodbye to his mentor and the Professor. Miranda walked Kaz out to the place they buried his father. She looked at him "You are ready to start your real training learn all you can and share your knowledge so other don't make the same mistakes." Kaz nodded. Kaz knelt and said a prayer to his father. Kaz got up with the help of his mentor his leg still reminded him of that night and knew it would never heal. He said his final goodbye and started to walk away. She stopped him "That sword of your father's is special and when you ready you will unlock the power within." With those final words she headed back to the cabin and the professor and Kaz began his Journey.

Kaz knew he was done in the place he once called home. He left traveling north looking for a place he make a difference.

Kaz traveled for many years joining with many people gathering treasure, fighting monsters and learning magic. Kaz grew tired of the wandering and wanted to find a place he could settle at least for a bit then resume his journey. This is what brought him to Dalaston.

Male Human (Varisian) Fighter (Weapon Master) 5 Magus (Bladebound) 10
LN Medium Humanoid (Human)
Hero Points 1
Init +14; Senses Low-Light Vision; Perception +16
AC 36, touch 16, flat-footed 34. . (+13 armor, +2 shield, +2 Dex, +5 natural, +3 deflection)
hp 143 (5d10+10d8+60)
Fort +18, Ref +13, Will +13
Spd 30 ft.
Melee Gauntlet (from Armor) +14/+9/+4 (1d3+11/20/x2) and
. . Keeper +20/+15/+10 (1d8+20/17-20/x2) and
. . Unarmed Strike +14/+9/+4 (1d3+11/20/x2)
Ranged +1 Corrosive Longbow, Composite (Str +1) +19/+14/+9 (1d8+2/20/x3)
Special Attacks Reliable Strike: Sword, Aldori Dueling (1/day), Spellstrike, Weapon Training +1: Sword, Aldori Dueling
Magus (Bladebound) Spells Known (CL 10, 11 melee touch, 18 ranged touch):
Str 12/16, Dex 18/22, Con 14/18, Int 16, Wis 10/14, Cha 9
Base Atk +12; CMB +15; CMD 31 (32 vs. Disarm32 vs. Sunder)
Feats Aldori Dueling Mastery, Arcane Blast (Su), Critical Focus, Exotic Weapon Proficiency: Sword, Aldori Dueling, Extra Arcana, Greater Weapon Focus: Sword, Aldori Dueling, Improved Critical: Sword, Aldori Dueling, Improved Initiative, Piranha Strike -4/+8, Quick Draw, Weapon Finesse, Weapon Focus: Sword, Aldori Dueling, Weapon Specialization: Sword, Aldori Dueling
Traits Focused Mind, Reactionary
Skills Acrobatics +8, Appraise +8, Climb +11, Escape Artist +2, Fly +7, Intimidate +10, Knowledge (Arcana) +16, Knowledge (Dungeoneering) +10, Knowledge (Planes) +10, Perception +16, Ride +8, Sense Motive +7, Spellcraft +21, Stealth +8, Survival +8, Swim -1, Use Magic Device +12
Languages Common, Varisian
SQ Arcane Pool (+3) (6/day) (Su), Black Blade (Ex), Black Blade: Arcane Pool (3/day) (Su), Black Blade: Energy Attunement (Su), Black Blade: Strike +3 (Sp), Black Blade: Telepathy (Su), Black Blade: Teleport Blade (Sp), Black Blade: Unbreakable (Ex), Close Range (Ex), Compass, Hero Points (1), Improved Spell Combat (Ex), Knowledge Pool (Su), Metamagic Rod, Maximize, Lesser, Prescient Attack (Su), Prescient Defense (Su), Spell Recall (Su), Weapon Guard +1: Sword, Aldori Dueling (Ex)
Combat Gear +1 Corrosive Longbow, Composite (Str +1), +5 Glamered Mithral Agile Half Plate, Arrows (20); Other Gear Amulet of Natural Armor +5, Belt of Physical Perfection, +4, Boots of Striding and Springing, Cloak of Resistance, +3, Compass, Eyes of the Owl, Handy Haversack (15 @ 36.5 lbs), Headband of Inspired Wisdom, +4, Ioun Stone, Dusty Rose Prism, Metamagic Rod, Maximize, Lesser, Pathfinder's Kit, Potion of Protection From Evil, Potion of Resist Cold 30, Potion of Resist Electricity 30, Potion of Resist Fire 30, Ring of Protection, +3, Ring of Wizardry I, Rope, silk (50 ft.), Scholar's outfit, Spell component pouch, Spellbook, wizard's (blank), Wand of Lightning Bolt, Wand of Magic Missile, Wand of Shocking Grasp (CL 10), Wand of Stoneskin, Wand of Wall of Fire
Aldori Dueling Mastery Gain combat benefits when using Aldori dueling swords
Arcane Blast (Su) Convert a level 1+ spell into a 30' ranged touch attack dealing 2d6+1d6/spell level
Arcane Pool (+3) (6/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Black Blade (Ex) You gain an intelligent bonded weapon whose power grows with your own.
Black Blade: Arcane Pool (3/day) (Su) The Black Blade has an Arcane Pool used to fuel its own abilities.
Black Blade: Energy Attunement (Su) Replace weapon dam with fire/cold/elec for 1 point, or sonic/force for 2 points.
Black Blade: Strike +3 (Sp) The Black Blade can grant itself a damage bonus for 1 min.
Black Blade: Telepathy (Su) The magus can telepathically communicate with his black blade if it is worn or held.
Black Blade: Teleport Blade (Sp) Spend 1 point from own or blades pool to teleport it into hand.
Black Blade: Unbreakable (Ex) The Black Blade is immune to the broken condition while the arcane pool is not empty.
Close Range (Ex) Using spellstrike, deliver ranged touch spells as melee touch spells.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Critical Focus +4 to confirm critical hits.
Focused Mind +2 to Concentration checks
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Improved Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Knowledge Pool (Su) Spend Arcane Pool points to prepare a magus spell that is not in your spellbook for 1 day.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Metamagic Rod, Maximize, Lesser The wielder can cast up to three spells per day that are maximized as though using the Maximize Spell feat.

Strong (no school); CL 17th; Craft Rod, Maximize Spell feat; Price 14,000 gp.
Piranha Strike -4/+8 You can subtract from your attack roll to add to your damage with light weapons.
Prescient Attack (Su) 1 Arcane Pool: Deny target Dexterity bonus against attacks.
Prescient Defense (Su) 1 Arcane Pool: Gain +3 bonus to AC and Reflex saves vs. struck opponent.
Quick Draw Draw a weapon as a free action. Throw at full rate of attacks.
Reliable Strike: Sword, Aldori Dueling (1/day) (Ex) Reroll attack roll, critical confirmation, miss chance or damage roll for your chosen weapon
Spell Recall (Su) Spend your Arcane Pool to recall spells you have already cast.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Weapon Guard +1: Sword, Aldori Dueling (Ex) +1 CMD vs. Disarm and Sunder or other effects targeting your chosen weapon.
Weapon Training +1: Sword, Aldori Dueling (Ex) +1 to hit and damage with your chosen weapon.

Spells Memorzied
Magus Level: 0
Acid Splash
Detect Magic
Disrupt Undead
Mage Hand
Ray of Frost

Magus Level: 1
Chill Touch
Corrosive Touch x 2
Magic Missile x 2
Shocking Grasp x 6

Magus Level: 2
Fire Breath
Frigid Touch x3
Mirror Image

Magus Level: 3
Elemental Aura
Vampiric Touch x 2

Magus Level: 4
Wreath of Blades

Spell Book:

Magus Level: 0
Spell Cast Time Range Target Area Effect Duration CL DC School
Acid Splash 1 action Close one missile of acid Instantaneous 10 none Conjuration, Earth Elemental
Arcane Mark 1 action Touch one personal rune or mark, all of which must fit within 1 sq. ft. Permanent 10 none Universal
Dancing Lights 1 action Medium Up to four lights, all within a 10-ft.-radius area 1 minute (D) 10 none Evocation
Daze 1 action Close one humanoid creature of 4 HD or less 1 round 10 DC 13 Will negates Enchantment
Detect Magic 1 action 60 ft. Concentration, up to 1 min./level (D) 10 none Divination
Disrupt Undead 1 action Close ray Instantaneous 10 none Necromancy
Flare 1 action Close burst of light Instantaneous 10 DC 13 Fortitude negates Evocation
Ghost Sound 1 action Close illusory sounds 1 round/level (D) 10 DC 13 Will disbelief Illusion
Light 1 action Touch object touched 10 min./level 10 none Evocation, Wood Elemental
Mage Hand 1 action Close one nonmagical, unattended object weighing up to 5 lbs. Concentration 10 none Transmutation
Open/Close 1 action Close object weighing up to 30 lbs. or portal that can be opened or closed Instantaneous 10 DC 13 Will negates (object) Transmutation
Prestidigitation 1 action 10 ft. 1 hour 10 DC 13 see text Universal
Ray of Frost 1 action Close ray Instantaneous 10 none Evocation, Water Elemental
Read Magic 1 action Personal you 10 min./level 10 DC 13 Divination
Spark 1 action Close one Fine object Instantaneous 10 DC 13 Fortitude negates (object) Evocation, Fire Elemental
Magus Level: 1
Spell Cast Time Range Target Area Effect Duration CL DC School
Burning Hands 1 action 15 ft. Instantaneous 10 DC 14 Reflex half Evocation, Fire Elemental
Chill Touch 1 action Touch creature or creatures touched (up to one/level) Instantaneous 10 DC 14 Fortitude partial or Will negates; see text Necromancy
Corrosive Touch 1 action Touch creature or object touched Instantaneous 10 none Conjuration
Magic Missile 1 action Medium up to five creatures, no two of which can be more than 15 ft. apart Instantaneous 10 none Evocation
Ray of Enfeeblement 1 action Close ray 1 round/level 10 DC 14 Fortitude half Necromancy
Shield 1 action Personal you 1 min./level (D) 10 DC 14 Abjuration, Void Elemental
Shocking Grasp 1 action Touch creature or object touched Instantaneous 10 none Evocation, Air Elemental, Metal Elemental
Magus Level: 2
Spell Cast Time Range Target Area Effect Duration CL DC School
Bladed Dash 1 action Personal you Instantaneous 10 DC 15 Transmutation
Elemental Touch 1 action Personal you 1 round/level (D) 10 DC 15 see text Evocation, All Elements
Fire Breath 1 action 15 ft. 1 round/level or until discharged; see text 10 DC 15 Reflex half; see text Evocation, Fire Elemental
Frigid Touch 1 action Touch creature touched Instantaneous 10 none Evocation
Mirror Image 1 action Personal you 1 min./level 10 DC 15 Illusion
Scorching Ray 1 action Close one or more rays Instantaneous 10 none Evocation, Fire Elemental
Spider Climb 1 action Touch creature touched 10 min./level 10 DC 15 Will negates (harmless) Transmutation
Magus Level: 3
Spell Cast Time Range Target Area Effect Duration CL DC School
Elemental Aura 1 action Personal you 1 round/level (D) 10 DC 16 Reflex half; see text Evocation, All Elements
Force Punch 1 action Touch creature touched Instantaneous 10 DC 16 Fortitude partial Evocation
Haste 1 action Close one creature/level, no two of which can be more than 30 ft. apart 1 round/level 10 DC 16 Fortitude negates (harmless) Transmutation
Keen Edge 1 action Close one weapon or 50 projectiles, all of which must be together at the time of casting 10 min./level 10 DC 16 Will negates (harmless, object) Transmutation, Metal Elemental
Lightning Bolt 1 action 120 ft. Instantaneous 10 DC 16 Reflex half Evocation, Air Elemental, Metal Elemental
Vampiric Touch 1 action Touch living creature touched Instantaneous/1 hour; see text 10 none Necromancy
Magus Level: 4
Spell Cast Time Range Target Area Effect Duration CL DC School
Ball Lightning 1 action Medium two or more 5-ft.-diameter spheres 1 round/level 10 DC 17 Reflex negates Evocation, Air Elemental
Forceful Strike 1 swift action touch or reach of melee weapon 1 creature Instantaneous 10 DC 17 Fortitude partial Evocation
Stoneskin 1 action Touch creature touched 10 min./level or until discharged 10 DC 17 Will negates (harmless) Abjuration, Earth Elemental, Metal Elemental
Wreath of Blades 1 action Personal you 1 round/level 10 DC 17 Reflex half (special, see below) Abjuration