Landon JH's page

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Full Name

Landon

Race

Elf

Classes/Levels

Magus 1

Gender

Male

Size

Medium

Age

132

Alignment

NG

Deity

Desna

Location

Varisia

Languages

Common, Elven, Celestial, Draconic, Goblin, Orc

Strength 10
Dexterity 16
Constitution 12
Intelligence 18
Wisdom 10
Charisma 10

About Landon JH

Landon
Male Elf magus 1
NG Medium humanoid (elf)
Init +3, Senses low-light vision; Perception +2
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DEFENSE
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AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex, )
hp 10 ((1d8)+2)
Fort +3, Ref +4, Will +2, +2 vs. enchantment spells and effects

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OFFENSE
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Speed 30 ft.
Melee rapier +3 (1d6/18-20)
Melee dagger +3 (1d4/19-20)
Ranged dagger (thrown) +3 (1d4/19-20)
Ranged shortbow +3 (1d6/x3)
Special Attacks Spell Combat,

Prepared Spells
Magus (CL 1st; concentration +7)
1st-shocking grasp, true strike(DC )
0th-daze(DC 14), detect magic, ray of frost
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TACTICS
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STATISTICS
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Str 10, Dex 16, Con 12, Int 18, Wis 10, Cha 10,
Base Atk +0; CMB +0; CMD 13
Feats Weapon Finesse
Skills Climb +4, Knowledge (Arcana) +8, Knowledge (Planes) +8, Ride +7, Spellcraft +8, Spellcraft (Identify magic item) +10, Use Magic Device +4,
Traits Deft Dodger, Focused Mind,
Languages Celestial, Common, Draconic, Elven, Goblin, Orc
SQ arcane pool (5/day), armor proficiency, cantrips, elven immunities, elven magic, keen senses, low-light vision, weapon familiarity, weapon finesse,
Combat Gear
Other Gear rapier, leather, traveler's outfit, backpack, common, magus spellbook, dagger, shortbow, arrows (20), 85.0 gp
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SPECIAL ABILITIES
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Arcane Pool (Su) You have a reservoir of mystical arcane energy that you draw upon to fuel your powers and enhance your weapon. This arcane pool has 5 points. The pool refreshes once per day when you prepare your spells. You can expend 1 point from your arcane pool as a swift action to grant any weapon you are holding a +1 enhancement bonus for 1 minute. 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.

Armor Proficiency (Ex) You can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Deft Dodger Growing up in a rough neighborhood or a dangerous environment has honed your senses. You gain a +1 trait bonus on Reflex saves.

Elven Immunities (Ex) Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Elven Magic (Ex) Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Focused Mind Your childhood was either dominated by lessons of some sort (be they musical or academic) or by a horrible home life that encouraged your ability to block out distractions to focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.

Keen Senses (Ex) Elves receive a +2 bonus on Perception skill checks.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Spell Combat (Ex) You can cast spells and wield your weapons at the same time. This functions much like two-weapon fighting, but the offhand weapon is a spell that is being cast. To use this ability, you 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, you can make all of your attacks with your 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 you cast this spell defensively, you can decide to take an additional penalty on your attack rolls, up to your Intelligence bonus, and add the same amount as a circumstance bonus on your concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. You can choose to cast the spell first or make the weapon attacks first, but if you have more than one attack, you cannot cast the spell between weapon attacks.

Weapon Familiarity (Ex) Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.

Weapon Finesse You can spend 2 stamina points to negate the penalty on attack rolls from your shield's armor check penalty until the start of your next turn.

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Magus Spellbook
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Magus Spells
1st -color spray, shield, shocking grasp, true strike
0th -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