Angvar Thestlecrit

Khobin's page

19 posts. Alias of Fhable.


Full Name

Khobin

Race

Male CG Human Magus 1 | HP 18/18 | AC16 T13 FF13 | F+3 R+3 W+2 | CMD 14 | Init+3 Percep+5| Current effects: none

Classes/Levels

Skills:
Acrobatics 3 Climb* 1 Fly* 0 Intimidate* 0 Know (Arcana)* 6 Know (Dungeoneering)* 6 Know (Planes)* 6 Perception* 5 Spellcraft* 6 Swim* 1

Gender

Male

Size

Med

Age

20

Alignment

CG

Strength 12
Dexterity 17
Constitution 12
Intelligence 19
Wisdom 10
Charisma 10

About Khobin

Khobin - Human - Male
CG Magus

Background:

Background story on how or why you have begun an adventuring life. In this case, how did you become a member of the Pathfinder Society.

Defense:

Initiative +3 (Dex +3)
AC 16, touch 13, Flat Footed 13 (+3 Dex, +3 Armor)
HP 18 (8level + 1con + 8race + 1fcb)
Fort +3 Ref +3 Will +2

Offense:

Speed 30ft
Melee
Weapon +x to hit (dmg/crit range, crit multiplier)

Ranged
Weapon +x to hit (dmg/crit range, crit multiplier)

Statistics:

Str 12 Dex 17 Con 12 Int 15 Wis 10 Cha 10
BAB +0, CMB +1, CMD 14

Stat Building
Init Str 12 Dex 15 Con 12 Int 15 Wis 10 Cha 10
Cost Str 2 Dex 7 Con 2 Int 7 Wis 0 Cha 0
Race Dex +2
Level
Total Str 12 Dex 17 Con 12 Int 15 Wis 10 Cha 10

Feats:

1. Weapon Focus Rapier
Bonus Human. Fencing Grace
3.
5.

Skills:

Skill Points = 5 (2 class + 2 Int + 1 Race) *means class skill

Acrobatics 3 (0 rank, 3 dex)
Climb* 1 (0 rank, 0 class, 1 Str)
Fly* (0 rank, 0 class, 3 Dex)
Intimidate* 0 (0 rank, 0 class, 0 Cha)
Know (Arcana)* 8 (1 rank, 3 class, 4 Int)
Know (Dungeoneering)* 8 (1 rank, 3 class, 4 Int)
Know (Planes)* 8 (1 rank, 3 class, 4 Int)
Perception* 5 (1 rank, 3 class, 0 Wis, 1 trait)
Ride*
Spellcraft* 8 (1 rank, 3 class, 4 Int)
Swim* 1 (0 rank, 0 class, 1 Str)

Background 2
Craft* Alchemy 8 (1 rank, 3 class, 4 Int)
Profession*

Languages:

Common, Elf, Orc

Class Abilities:

Arcane Pool 3: 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.

Spell Combat: 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.

Racial Traits:

Ability Score Bonus: +2 to any one stat

Medium

Bonus feat

Skilled: +1 skill point per level

Traits:

Observant: +1 Perception, perception is always a class skill

Magical Lineage: Pick one spell (shocking grasp) 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.

Gear:

Belt Pouch (loose change: gold and silver) .5#

Backpack (Caltrops, chalk x10, whetstone, silk rope 100', flint and steel, candles x5, rations x3, pitons x3, 5 fish hooks, string 50', sewing kit, water skin) 10#

Rapier 2#
Kukri 2#
Leather studded armor 2#
Short bow 2#
Arrows x20 3#
Daggers x3 1.5#

Donkey
pack saddle
rations x5
torch x5
waterskin
Arrows x40
Hand axe

Light Load 50, Medium Load 100, Heavy Load 150
Total Gear Weight: 47.5 pounds, Light Load

PP 0 GP 50 SP 8

Spells Known:

Chill Touch
Mount
Returning Weapon
Shield
Shocking grasp
True Strike
Vanish

Spells Prepared:

Detect Magic
Light
Read Magic

Shield
Vanish