Race |
Versatile Human |
Classes/Levels |
Magus 1 | HP 19/19 | AC 18 | Fort +7 Ref +4 Will +5 | Perception +3 |
Gender |
N Male |
Alignment |
N |
About Kijani
Magus 1
N Medium Human Versatile Heritage
Sponsored by Village
Perception +3;
Languages Mwangi, Draconic, Goblin, Jotun, Sylvan
Skills Acrobatics +4, Arcana +6, Athletics +6, Intimidation +3, Lore: Jungle +6, Occultism +6, Stealth +4, Survival +3
Str +3, Dex +1, Con +2, Int +3, Wis +0, Cha +0
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Items Breastplate, Adventurer's Pack, Clothing (Ordinary), Arrows (10), 3 Silver
AC 18, Fort +7, Ref +4, Will +5 (+1 to all saves against magic)
HP 19
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Speed 25 feet
Melee Greatsword +6 (Versatile P), Damage 1d12+3 (S)
Ranged Shortbow +4 (Deadly d10), Damage 1d6 (P)
Spellstrike >> (Magus) Frequency until recharged (see below). You channel a spell into a punch or sword thrust to deliver a combined attack. You Cast a Spell that takes 1 or 2 actions to cast and requires a spell attack roll. The effects of the spell don’t occur immediately but are imbued into your attack instead. Make a melee Strike with a weapon or unarmed attack. Your spell is coupled with your attack, using your attack roll result to determine the effects of both the Strike and the spell. This counts as two attacks for your multiple attack penalty, but you don’t apply the penalty until after you’ve completed the Spellstrike. The infusion of spell energy grants your Strike the arcane trait, making it magical. After you use Spellstrike, you can’t do so again until you recharge your Spellstrike as a single action, which has the concentrate trait. You also recharge your Spellstrike when you cast a conflux spell (page 40) that takes at least 1 action to cast; casting a focus spell of another type doesn’t recharge your Spellstrike.
Arcane Cascade > (Concentrate, Magus, Stance) Requirements You used your most recent action to Cast a Spell or make a Spellstrike. . You divert a portion of the spell’s magical power and keep it cycling through your body and weapon using specialized forms, breathing, or footwork. While you’re in the stance, your melee Strikes deal 1 extra damage. This damage increases to 2 if you have weapon specialization and 3 if you have greater weapon specialization. Any Strike that benefits from this damage gains the arcane trait, making it magical. . If your most recent spell before entering the stance was one that can deal damage, the damage from the stance is the same type that spell could deal (or one type of your choice if the spell could deal multiple types of damage). If the spell couldn’t deal damage, this stance’s bonus damage depends on the spell’s school. Abjuration or Evocation force; Conjuration or Transmutation same type as your weapon or unarmed attack ; Divination, Enchantment, or Illusion mental; Necromancy negative;
Arcane Prepared Spells DC 16, attack +6 1st Shocking Grasp; Cantrips Acid Splash, Gale Blast, Produce Flame, Ray of Frost, Shield
Focus Spells (1 points) Thunderous Strike > You swing your massive weapon, creating a wave of sonic vibrations that topples creatures. Make a melee Strike with your two-handed weapon. Each creature in a 15-foot cone from you must attempt a basic Fortitude save against your spell DC or take 2 sonic damage. On a critical failure, the creature is knocked prone. The target of your Strike must be within the cone or the effect fails. Heightened (+1) The damage increases by 1.
Additional Feats Familiar, Forager, Toughness
Additional Specials Conflux Spells, Hybrid Study (Inexorable Iron), Spellstrike Specifics