Jask Derindi

Kintampo's page

435 posts. Organized Play character for Magabeus.


Full Name

Kintampo

Race

| Ac 20 T 14 FF 17 (excl+4 shield spell) | I+3 | F+8 R+6 W+6| P+11 |

Classes/Levels

Arcane Pool 5/5 | Reroll 1/1

Gender

HP 57/57

Alignment

N

Deity

Nethys

Languages

Common, Kelish, Osiriani, Osiriani (Ancient )

Strength 20
Dexterity 16
Constitution 14
Intelligence 14
Wisdom 10
Charisma 8

About Kintampo

Pathfinder Society:

PFS ID: 24681-6
Faction: Scarab Sages
XP: 18.5
Prestige/Fame: 11/33

Chronicles:
1: Destiny of the Sands Part 1 - A Bitter Bargain
XP Gained: 1

Starting Gold: 150
GP Gained: 516

Starting PP / Fame: 0
Prestige Gained: 2
Prestige Spend: 2

2: Rise of the Goblin Guild - GM
XP Gained: 1

Starting Gold: 666
GP Gained: 520

Starting PP / Fame: 0/2
Prestige Gained: 2

3: City of Strangers Part I – The Shadow Gambit - GM
XP Gained: 1

Starting Gold: 1186
GP Gained: 512

Items Bought: 1459.3

Starting PP / Fame: 2/4
Prestige Gained: 2
Prestige Spend: 2

4: Destiny of the Sands Part 2 - Race to Seeker’s Folly
XP Gained: 1

Starting Gold: 238.7
GP Gained: 515

Items Bought: 610

Starting PP / Fame: 2/6
Prestige Gained: 2

5: Scars of the Third Crusade
XP Gained: 1

Starting Gold: 143.7
GP Gained: 510

Items Bought: 8

Starting PP / Fame: 4/8
Prestige Gained: 2

6: Shades of Ice, Part I: Written in Blood - GM
XP Gained: 1

Starting Gold: 645.7
GP Gained: 500

Items Bought: 1000

Starting PP / Fame: 6/10
Prestige Gained: 2

7: Fangwood Keep - GM
XP Gained: 3

Starting Gold: 145.7
GP Gained: 4800

Items Bought: 4540

Starting PP / Fame: 8/12
Prestige Gained: 4

8: By Way of Bloodcove
XP Gained: 1

Starting Gold: 405.7
GP Gained: 1258

Items Bought: 1000

Starting PP / Fame: 12/16
Prestige Gained: 1

9: In Wrath's Shadow - GM
XP Gained: 1

Starting Gold: 352.7
GP Gained: 1309

Items Bought: 3

Starting PP / Fame: 13/17
Prestige Gained: 2

10: Dawn of the Scarlet Sun
XP Gained: 1

Starting Gold: 1658.7
GP Gained: 2252

Items Bought: 150
Services Bought 200 retraining

Starting PP / Fame: 15/19
Prestige Gained: 1
Prestige Spend: 5 retraining

11: Scions of the Sky Key Part 1 - GM
XP Gained: 1

Starting Gold: 3560.7
GP Gained: 1872

Items Bought: 0

Starting PP / Fame: 11/20
Prestige Gained: 2

12: Port Godless
XP Gained: 1

Starting Gold: 5432.7
GP Gained: 2535

Items Bought: 6000

Starting PP / Fame: 13/22
Prestige Gained: 2

13: Black Waters
XP Gained: 1/2

Starting Gold: 1967.5
GP Gained: 608

Items Bought: 654

Starting PP / Fame: 15/24
Prestige Gained: 1

14: Destiny of the Sands, Part 3:
XP Gained: 1

Starting Gold: 1921.7
GP Gained: 2255

Items Bought: 750

Starting PP / Fame: 16/25
Prestige Gained: 2

15: The Stranger Within
XP Gained: 1

Starting Gold: 3426.7
GP Gained: 2582

Starting PP / Fame: 18/27
Prestige Gained: 2

16: The Sky Key Solution
XP Gained: 1

Starting Gold: 6008.7
GP Gained: 2500
GP Spend: 8440.8

Starting PP / Fame: 20/29
Prestige Gained: 2

17: The Golemworks Incident
XP Gained: 1/2

Starting Gold: 6008.7
GP Gained: 1264

Starting PP / Fame: 22/31
Prestige Gained: 1
Prestige Spend: 15
Prestige Regained (not fame): 1

18: Orders from the Gate
XP Gained: 1/2

Starting Gold: 1331.9
GP Gained: 2019
GP Spend: 900

Starting PP / Fame: 9/32
Prestige Gained: 1
Prestige Spend: 0
Prestige Regained (not fame): 1

Additional Resources
Alternative Racial Trait: Dual Talent – Advanced Race Guide 72
Archetype: Staff Magus – Ultimate Magic 49
Class: Magus - Ultimate Magic 9
Feat: Fast Learner – Advanced Race Guide 77
Feat: Quarterstaff Master – Ultimate Magic 154
Human ethnicity: Garundi – Inner Sea World Guide 14
Spell: Infernal Healing - Inner Sea World Guide ?
Trait: Magical Lineage – Advanced Players Guide 329
Trait: Tomb Raider – Guide to Pathfinder Society Organized Play 5.0 16

Equipment & Expenditures Tracking:

Purchases Chronicle 1
Wand of Infernal Healing – 2 PP
- Chronicle 11: 2 used
- Chronicle 14: 5 used
- Chronicle 18 (current, not included in equipment): 3 charge used

Purchases Chronicle 3
Backpack - 2 gp
Bandolier - 0.5 gp
Bedroll - 0.1 gp
Chain Shirt, Mithral - 1100 gp {Upgraded chronicle 6}
Hot Weather Outfit - Free at Creation
Ioun Torch - 75 gp
Mess Kit - 0.2 gp
Quarterstaff - 0 gp {Thrown away chronicle 4}
Scroll of Comprehend Language – 25 gp
Sling - 0 gp
Sling bullet *50, Cold Iron - 1 gp
- Chronicle 7: 2 used
- Chronicle 10: 1 used
Spell Component Pouch - 5 gp
Spellbook - Free at Creation
Wand of Shield – 2 PP
- Chronicle 4: 1 charge used
- Chronicle 10: 2 charges used
- Chronicle 14: 3 charges used
- Chronicle 16: 7 charges used
- Chronicle 17: 4 charges used
- Chronicle 18: 2 charge used
Waterproof Bag - 0.5 gp
Wayfinder - 250 gp

Purchases Chronicle 4
Masterwork Quarterstaff (both ends) - 600 gp {Upgraded chronicle 7}
Wrist Sheath, springloaded *2 - 10 gp

Purchases Chronicle 5
Cold Weather Outfit

Purchases Chronicle 6
Upgrade Mithral Chain Shirt to +1 Mithral Chain Shirt - 1000 gp

Purchases Chronicle 7
Ring of Deflection - 2000 gp
Upgrade Masterwork Quarterstaff to +1 / Mwk Quarterstaff - 2000 gp

Purchases Chronicle 8
Cloak of Resistance +1 - 1000 gp

Purchases Chronicle 9
Javelin *3 - 3 gp

Purchases Chronicle 10
Scroll of disguise other - 150 gp Used in chronicle 9

Purchases Chronicle 12
Amulet of Natural Armor +1: 2000 gp
Belt of Giant Strenght +2: 4000 gp

Purchases Chronicle 13
Antiplague (2): 100 gp
Antitoxin (2): 100 gp
Cold Iron Dagger: 4 gp
Jewelry: 50 gp
Potion of Touch of the Sea (4): 200 gp
- Chronicle 13: 1 used
Sleeves of Many Garments

Purchases Chronicle 14
Wand of Endure Elements (50): 750 gp
- Chronicle 14: 4 used

Purchases Chronicle 16
Acid (2) - 20gp
Alchemist's Fire (2) - 40gp
Alkali Flask (2) - 30gp
Cork Vest - 25gp
Earplugs (10) - 0,3gp
Flint & Steel - 1gp
Grappling Hook - 1gp
Holy Water (2) - 50gp
Liquid Ice (2) - 80gp
Oil of Bless Weapon - 50gp
Oil of Daylight - 750gp
Potion of Fly - 750gp
Potion of Lesser Restoration - 300gp
Upgrade Quarterstaff to Quarterstaff +2 / masterwork - 6000gp
Scroll of See Invisibility - 150gp
Silk Rope - 10gp
Smelling Salts (2) - 50gp
Smoked Goggles - 10gp
Sunrod (5) - 10gp
Trail Rations (5) - 2,5gp
Vermin Repellent (10) - 50gp
Waterskin - 1gp
Wismuth Salix (2) - 60gp

Purchases Chronicle 18
Wand of Lesser Restoration (10 charges) - 900 gp

Leveling Choices:

Level 1
Ability Point Buy: STR 15, DEX 14, CON 14, INT 14, WIS 10, CHA 8
Ability Bonus: STR
Race: Human (Garundi)
Alternative Racial Trait: Dual talent (Dex)
Gender: Male
Alignment: N
Deity: Nethys
Faction: Osirion
Favored Class: Magus (Staff Magus)
Trait: Magical Lineage (Shocking Grasp)
Trait: Tomb Raider (Perception)
Feat: Fast Learner
Bonus Language: Ancient Osiriani, Kelish
Class: Magus
Favored Class Bonus: + 1 Skill Point, +1 HP
Skill Points: 2 Class +2 INT + 1 FCB
- Knowledge (Arcana)
- Knowledge (Dungeoneering)
- Perception
- Spellcraft
- Use Magic Device
Spells:
- Chill Touch
- Enlarge Person
- Grease
- Shield
- Shocking Grasp
Level 2
Class: Magus
Favored Class Bonus: + 1 Skill Point, +1 HP
Skill Points: 2 Class +2 INT + 1 FCB
- Climb
- Knowledge (Planes)
- Perception
- Spellcraft
- Use Magic Device
Spells:
- True Strike
- Vanish
Level 3
Class: Magus
Favored Class Bonus: + 1 Skill Point, +1 HP
Feat: Weapon Focus (Quarterstaff)
Magus Arcana: Wand Wielder
Skill Points: 2 Class +2 INT + 1 FCB
- Intimidate
- Knowledge (Local)
- Perception
- Spellcraft
- Use Magic Device
Spells:
- Expeditious Retreat
- Mount
Level 4
Ability Bonus: Strength
Class: Magus
Favored Class Bonus: + 1 Skill Point, +1 HP
Skill Points: 2 Class +2 INT + 1 FCB
- Intimidate
- Intimidate
- Perception
- Spellcraft
- Use Magic Device
Spells:
- Blur
- Mirror Image
Retraining
Retrained Fast Learner for Combat Expertise, loosing 2 skill points to
intimidate and 2 hit points[/b]
Level 5
Class: Magus
Favored Class Bonus: +1 HP
Feat: Weapon Specialization (Quarterstaff)
Feat: Improved Trip
Skill Points: 2 Class +2 INT
- Knowledge (Nature)
- Perception
- Spellcraft
- Use Magic Device
Spells:
- Glitterdust
- Invisibility
Level 6
Class: Magus
Favored Class Bonus: +1 HP
Magus Arcana: Maneuver Master (Trip)
Skill Points: 2 Class +2 INT
- Knowledge (History)
- Knowledge (Religion)
- Perception
- Spellcraft
Spells:
- Feather Fall
- Alter Self

Level 7
Class: Magus
Favored Class Bonus: +1 HP
Feat: Intensified Spell
Skill Points: 2 Class +2 INT
- Intimidate
- Intimidate
- Perception
- Spellcraft
Spells:
- Haste
- Versatile Weapon

Combat:

Init +3 (+3 Dex)
AC 20, touch 14, flat-footed 17 (+5 Armor, +3 Dex, +1 Deflection, +1 Natural)
hp 57 (7d8+14+5FCB)
Fort +8 (+5 Magus, +2 Con, +1 Cloak)
Ref +6 (+2 Magus, +3 Dex +1 Cloak)
Will +6 (+5 Magus, +0 Wis +1 Cloak)
Base Atk +5
CMB +10 (+5 BAB, +5 STR)
CMD 24 (+5 BAB, +5 STR, +3 DEX, +1 Deflection)
Trip CMB +14 (+5 BAB, +5 STR, +2 Maneuver Mastery, +2 Improved Trip)
Trip CMD 26 (+5 BAB, +5 STR, +3 DEX, +1 Deflection, +2 Improved Trip)
Concentration: +9 (+7 Magus, +2 Int)

Melee
+1/Mwk Quarterstaff +12(1d6+8 onehanded , 1d6+10 twohanded)
Cold Iron dagger +10 (1d4+5)
Ranged
Sling +8 (1d4+5)
Javelin(3) +8 (1d6+5)
Combat Abilities
Arcane Pool (Su): As a swift action you may expend 1 point from arcane pool to give weapon a +1 enhancement bonus for 1 minute.
Quarterstaff Master: You can use a quarterstaff one-handed
Spell Combat (Ex): Use a weapon with one hand at -2 on attack rolls and cast a spell with the other. If casting defensively may take up to additional -2 on attack rolls for same bonus on concentration check.
Spell Strike (Su): Use a weapon to deliver touch spells
Wand Wielder: Activate wand in spell combat

Prepared Spells:

Level 0 - 5
Arcane Mark
Detect Magic
Disrupt Undead
Mage Hand
Open/Close
Level 1 - 5
Intensified Shocking Grasp
Intensified Shocking Grasp
Intensified Shocking Grasp
Vanis
Vanish
Level 2 - 4
Blur
Glitterdust
Mirror Image
Mirror Image
Level 3 - 1
Versatile Weapon

Skills:

Modifiers between brackets are on top of original modifier
Total modifier = ranks + ability + class skill + check penalty
Acrobatics +3 = 0 +3
Bluff -1 = 0 -1
Climb +9 = 1 +5 +3
Diplomacy -1 = 0 -1
Escape Artist +3 = 0 +3
Fly +3 = 0 +3
Handle Animal -1 = 0 -1
Intimidate +5 = 2 -1 +3
Knowledge (arcana) +6 = 1 +2 +3
Knowledge (dungeoneering) +7 = 1 +2 +3 +1 trait
Knowledge (history) +3 = 1 +2
Knowledge (local) +3 = 1 +2
Knowledge (nature) +3 = 1 +2
Knowledge (planes) +6 = 1 +2 +3
Knowledge (religion) +3 = 1 +2
Perception +11 = 7 +0 +3 +1 trait
Ride +3 = 0 +3
Sense Motive +0 = 0 +0
Spellcraft +12 = 7 +2 +3
Stealth +3 = 0 +3
Survival +0= 0 +0
Swim +5 = 0 +5
Use Magic Device +7 = 5 +3 -1

Special Abilities:

Alternative Racial Trait
Dual Talent: Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.

Staff Magus Abilities
Arcane Pool (Su): 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 (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.
Quarterstaff Master (Ex): At 1st level, the staff magus gains the Quarterstaff Master feat as a bonus feat, even if he does not meet the normal prerequisites. He only gains the benefit of this feat when wearing no armor or light armor.
Spellstrike (Su): At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is 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 the magus makes 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 ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.
Wand Wielder (Su): The magus can activate a wand or staff in place of casting a spell when using spell combat.

Feats
Combat Expertise:
Improved Trip:
Quarterstaff Master: By employing a number of different stances and techniques, you can wield a quarterstaff as a one-handed weapon. At the start of your turn, you decide whether or not you are going to wield the quarterstaff as a one-handed or two-handed weapon. When you wield it as a one-handed weapon, your other hand is free, and you cannot use the staff as a double weapon. You can take the feat Weapon Specialization in the quarterstaff even if you have no levels in fighter.
Weapon Focus (Quarterstaff):You gain a +1 bonus on all attack rolls you make using the selected weapon.
Weapon Specialization (Quarterstaff):You gain a +2 bonus on all damage rolls you make using the selected weapon.

Traits
Magical Lineage (Shocking Grasp): One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Pick one spell when you choose this trait. When you apply metamagic feats to this spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.
Tomb Raider (Perception): You’ve spent most of your life exploring the ancient tombs and catacombs of Osirion. You gain a +1 bonus on Perception and Knowledge (dungeoneering) checks, and one of these skills (your choice) becomes a class skill for you.

Boons

Equipment:

Encumbrance: Light
Weapons
Cold Iron Dagger
Quarterstaff, masterwork / +1
Sling
Bullets: Cold Iron * 47
Javelin *3

Clothing & Armor
Hot weather outfit / Cold weather outfit
+1 Mithral Chain Shirt
Amulet of Natural Armor +1
Belt of Giant Strenght +2
Cloak of Resistance +1
Sleeves of Many Garments

Bandolier with
Antiplague (2)
Antitoxin (2)
Ioun Torch
Potion of Touch of the Sea (3)
Wayfinder

Left Arm Wrist Sheath (springloaded)
Wand of Infernal Healing (29)

Right Arm Wrist Sheath (springloaded)
Wand of Shield (31)

Backpack with
Jewelry (50 gp)
Bedroll
Mess kit
Cold weather outfit / Hot weather outfit

Waterproof bag with
Spellbook
Scroll of Comprehend Languages
Wand of Endure Elements (46)
Wand of Invisibility (2)
Wand of Lesser Restoration (10)

Spell Component Pouch

Cash
2450.9 gp

Spellbook:

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

Level 1
Chill Touch
Enlarge Person
Expeditious Retreat
Feather Fall
Grease
Mount
Shield
Shocking Grasp
True Strike
Vanish

Level 2
Alter Self
Blur
Glitterdust
Invisibility
Mirror Image

Level 3
Haste
Versatile Weapon