Laori Vaus

Kezia Talinathe's page

88 posts. Organized Play character for DMRaven.


Full Name

Kezia Talinathe

Classes/Levels

Hexcrafter

Stats:
HP 2/10, AC 15/12/13, Fort +3, Ref +2, Will +1, Init +2, Per +1
Skills:
Climb +7,. Craft (Alchemy) +8, Intimidate +_3, Knowledge(Planes/Arcana) +8, Spellcraft +8

Size

M

Age

132

Special Abilities

Arcane Pool, Spell Combat

Alignment

Neutral Good

Deity

Pharasma

Languages

Common, Elven, Celestial, Draconic, Sylvan, Goblin

Strength 16
Dexterity 14
Constitution 10
Intelligence 18
Wisdom 8
Charisma 8

About Kezia Talinathe

Current Status:

HP: 3/10
Status Effects:
Resources:
Arcane Pool -- 4/5

Fluff:

Description Visual Concept Kezia is a pale-skinned elf with long, raven black hair. She favors dark clothing and is rarely seen without a robe or a cloak with a long cowl to hide her face. Her eyes are a dark green and often twinkle with mischievousness.

Personality Kezia is a, for the most part, a trickster at heart. When she speaks, its loud and cheery. The disjunction between dark appearance and cheery voice often put others off. Her voice has a grating, high-pitched tone to it that doesn't help either. Devoted to Pharasma, Kezia sees respect for the dead as a chief principle. Undead are abominations that should be destroyed while those dying should be comforted. Life is a natural cycle and death should not be feared. Unfortunately, she rarely says the right thing and as such avoids situations where she would be called upon to comfort the dying.

Background A native of Katheer, Kezia wanted more excitement and thrills than were offered by her overtly protective parents. Her brother had perished while visiting Varisia and her parents had no desire to see a similar fate befall their (now) only child. Obeying these fears for many years, Kezia practiced spell dancing, weaving blade and magic together into one art. She likes to refer to herself as a witch-knight, mixing traditional spellcasting with hex magic and sword. Finally, as she reached adulthood, she could handle the boredom no more and left..disregarding her family's wishes.

Kezia joined the Pathfinders not out of any national loyalty or to pursue any overt interests. She joined because of their ideals. The Pathfinders believe in exploration, cooperation and helping others. These are noble goals, ones that Kezia could easily get behind. As she's never been anywhere outside of Qadira, she chose to head north, into Taldor on her first journey.

Basic Sheet:

Kezia Talinathe
Elf Magus (Hexcrafter) 1
NG Medium Humanoid(Elf)
Pathfinder #127667
Init+2; Perception -1;

DEFENSE
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 10 (1d8+1+1)
Fort+3, Ref/b]+2, [b]Will+1

OFFENSE
Speed 30 ft.
Melee +4 Mwk Longsword 1d8+3/19-20 or Warhammer +3 1d8+3/x3
Ranged +2 Light Crossbow 1d8/19-20, 80 ft.
Space 5 ft.; Reach 5 ft.
Magus Spells Prepared (CL 1; concentration +6)
1st-Frostbite, Shocking Grasp
0 (at will)-Detect Magic, Disrupt Undead, Brand

STATISTICS
Str 16, Dex 14, Con 12, Int 18, Wis 8, Cha 8
Base Atk +0; CMB +3; CMD 15
Feats Rime Spell, Enforcer
Skills Climb +7, Craft (Alchemy) +8, Intimidate +3, Knowledge (Planes) +8, Knowledge (Arcana) +8, Spellcraft +8,
Languages Celestial, Common, Draconic, Elven, Goblin, Sylvan
Traits Sword of Mercy, Magical Lineage (Frostbite)
Combat Gear Alchemist's Fire (1), Acid Flask (1), Longsword, Studded Leather, Light Crossbow, Warhammer Other Gear Magi's Kit, Dungeoneering Kit, 1 gp
SPECIAL ABILITIES
Arcane Pool 5/day. Swift action, Enchant a single weapon with a +1 enhancement bonus.
Spell Combat As a full-round action, she can make all of her attacks with her 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).

Racial Qualities, Traits, Skill Ranks & Misc.:

Fame 0
Prestige Points (PP)

Racial Qualities
Arcane Focus +2 racial bonus on concentration checks made to cast arcane spells defensively. (Advanced Race Guide)
Keen Senses +2 racial bonus to Perception rolls.
Elven Magic +2 racial bonus on caster level checks made to overcome spell resistance
Elven Immunities Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Skill Ranks
This represents the number of ranks in a skill, not its total bonus as seen on the simple sheet above.
Climb 1, Craft(Alchemy) 1, Intimidate 1, Knowledge (Arcana) 1, Knowledge (Planes) 1, Spellcraft 1,

Favored Class Benefits
1: +1 HP

Traits
Sword of Mercy When striking to inflict nonlethal damage with any slashing weapon, you do not take the normal –4 penalty on your attack roll, and gain a +1 trait bonus to any nonlethal damage you inflict with a slashing weapon. (Legacy of Fire Player's Guide)

Magical Lineage Pick one spell (Frostbite) 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. (Ultimate Campaign)

Feats:

Detailed feat descriptions
Rime Spell The frost of your cold spell clings to the target, impeding it for a short time. A rime spell causes creatures that takes cold damage from the spell to become entangled for a number of rounds equal to the original level of the spell. This feat only affects spells with the cold descriptor. +1 level. (Ultimate Magic)

Class Abilities:

More detailed description of all class abilities for ease of lookup.
Weapon & Armor Proficiencies All Simple & Martial Weapons. Light armor and can ignore spell-failure while wearing light armor.

Hexcrafter Spells
A hexcrafter magus adds the following spells to his magus spell list: bestow curse, major curse, and all other spells of 6th level or lower that have the curse descriptor.

Arcane Pool (Su) (5/day) 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.

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.

Spellcasting:

Caster Level 1
Concentration +7 (+1 CL, +4 Int, +2 Racial)
Miscellaneous +2 to overcome SR

Spells per Day/Prepared
0:|3| Brand, Detect Magic, Disrupt Undead
1:|2| Frostbite, Snowball

Spellbook
0: Acid Splash, Arcane Mark, Brand, Dancing Lights, Daze, Detect Magic, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Spark

1: Color Spray, Frostbite, Grease, Infernal Healing, Shield, Shocking Grasp, Snowball

Gear & Equipment:

More detailed equipment list
Currency 500 GP
Combat Items
Cold Iron Longspear
Masterwork Longsword
Cold Iron Longsword
Light Crossbow
Longsword
Warhammer

Backpack

--Magi Kit: This includes a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.

--Spellbook
--Spell Component Pouch

Alchemical Items
Alchemist's Fire Range 10 ft. Thrown object, touch AC, 1d6 fire damage.
Acid Flask Range 10 ft. Thrown object, touch AC, 1d6 acid damage.

Party Loot:

Masterwork Longsword (Kezia)
Breastplate
Signet Ring with an A on it
Collection of Jewelery (Pearl-inlaid bracers, gold and silver necklaces, sapphire pendant and earrings)
5 leather armour
3 studded leather
mwk chain shirt
2 light wooden shield
7 longsword
2 spear
mwk dagger
3 light crossbow, 25 bolts