Seltyiel

Laureglyn's page

207 posts. Organized Play character for JAF0.


Full Name

Laureglyn Tir Nyviel

Race

elf magus / 3 (spell dancer) | -10 *

Classes/Levels

skills:
acro 6, know arcane 8, know dung 7, know planes 7, know rel 4, know nature 7, perc 4, perf dance 6, spellcraft 9

Gender

hp 24/24; AC 15 t12 f13; F 4, R 4, W 2/4; bab 1 +3/5 melee +5 range; cmb 3 cmd 16; init +3; arc pool 5/5; conc +10; wih 49 |

Alignment

NG

Location

pfs # 52335-10

Languages

common, elven, draconic, necril, celestial, sylvan

Strength 12
Dexterity 16
Constitution 12
Intelligence 17
Wisdom 9
Charisma 10

About Laureglyn

Laureglyn
Elf magus (spell dancer) 3
NG Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +3
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Defense
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AC 17, touch 14, flat-footed 14 (+3 armor, +1 deflection, +3 Dex)
hp 24 (3d8+6)
Fort +4, Ref +4, Will +2; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee mwk rapier +6 (1d6+1/18-20)
Ranged mwk composite longbow +6 (1d8+1/×3)
Special Attacks arcane pool (+1, 4 points), magus arcana (flamboyant arcana), opportune parry and
riposte, spell combat, spellstrike
Magus (Spell Dancer) Spells Prepared (CL 3rd; concentration +6)
1st—grease, shield, shocking grasp , shocking grasp
0 (at will)— acid splash , arcane mark , detect magic , prestidigitation
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Statistics
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Str 12, Dex 17, Con 12, Int 17, Wis 9, Cha 10
Base Atk +2; CMB +3; CMD 17
Feats Combat Casting, Weapon Finesse
Traits magical lineage, treerazer's bane
Skills Acrobatics +6 (+2 to jump), Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (planes) +7, Perception +3, Perform (dance) +6, Spellcraft +9 (+11 to identify magic item properties), Use
Magic Device +4; Racial Modifiers +2 Perception, derring-do, +2 spellcraft to identify magic item properties
Languages Celestial, Common, Draconic, Elven, Sylvan
SQ elven magic, spell dance
Combat Gear arrows, 20 cold iron, 10 silver, 10 ghost salt, 10 adamantine (50), potion of enlarge person , potion of infernal healing , potion of shield of faith , wand of infernal healing (49 charges) , alchemist's fire (2), holy water (3); Other Gear mwk studded leather, mwk composite longbow (+1 Str), mwk rapier, ring of protection +1 , bedroll, blanket APG, elven trail rations UE (7), flint and steel, hammer, magus starting spellbook, masterwork backpack APG, piton (2), silk rope (50 ft.), waterskin, 1,099 gp
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Special Abilities
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Arcane Pool +1 (4/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Deed: Derring-Do (+3 extra dice) (Ex) Use 1 panache, +1d6 to Escape Artist, Fly, Ride, or Swim check. On a 6, roll another die.
Deed: Opportune Parry and Riposte (Ex) 1 panache and 1 AoO to attempt to parry a melee attack, then counterattack.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Flamboyant Arcana (Ex) Gain a selection of deeds, and can use arcane pool in place of panache for them.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spell Dance (+10 ft/round, +2 AC vs. attacks of opportunity) (Su) Spend 1 arcane pool point for enhanced speed, maneuverability.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
p2

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elf racial abilities:

Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Woodcraft: Elves know the deep secrets of the wild like no others, especially secrets of the forests. Elves with this racial trait gain a +1 racial bonus on Knowledge (nature) and Survival checks. In forest terrain, these bonuses improve to +2. This racial trait replaces elven magic.
Weapon Familiarity: 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.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

traits:

Scarred by Space Pirates: You were attacked by space pirates in your youth, inspiring you to find ways to deal with the alien interlopers should they return.
Benefit(s) You gain a +1 trait bonus on attack rolls against humanoids.

Magical Lineage: 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.
Benefit: Pick one spell 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. (shocking grasp)

feats:

Weapon finesse Use dex instead of str on to hit rolls with light weapons.

Combat Casting You are adept at spellcasting when threatened or distracted. Benefit: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.

magus abilities:

Class skills The magus’s class skills are Climb (Str), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (planes) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha).

Skill Ranks per Level: 2 + Int modifier.

Weapon and Armor Proficiency: A magus is proficient with all simple and martial weapons. A magus is also proficient with light armor. He 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.

Spells: A magus casts arcane spells drawn from the magus spell list. A magus must choose and prepare his spells ahead of time. To learn, prepare, or cast a spell, the magus must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magus’s spell is 10 + the spell level + the magus’s Intelligence modifier.

A magus can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Magus. In addition, he receives bonus spells per day if he has a high Intelligence score.

A magus may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the magus decides which spells to prepare.

Cantrips: A magus can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Magus under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spellbooks: A magus must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook except for read magic, which all magi can prepare from memory. A magus begins play with a spellbook containing all 0-level magus spells plus three 1st-level magus spells of his choice. The magus also selects a number of additional 1st-level magus spells equal to his Intelligence modifier to add to his spellbook. At each new magus level, he gains two new magus spells of any spell level or levels that he can cast (based on his new magus level) for his spellbook. At any time, a magus can also add spells found in other spellbooks to his own.

A magus can learn spells from a wizard’s spellbook, just as a wizard can from a magus’s spellbook. The spells learned must be on the magus spell list, as normal. An alchemist can learn formulae from a magus’s spellbook, if the spells are also on the alchemist spell list. A magus cannot learn spells from an alchemist.

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.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.

Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends. (4)

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.

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.

Magus Arcana As he gains levels, a magus learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 3rd level, a magus gains one magus arcana. He gains an additional magus arcana for every three levels of magus attained after 3rd level. Unless specifically noted in a magus arcana’s description, a magus cannot select a particular magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the magus spell list unless otherwise noted.

spell dancer abilities:

Class Skills A spell dancer adds Acrobatics and Perform (dance) to his list of class skills and removes Intimidate and Ride from his list of class skills.

Spell Dance (Su) At 1st level, a spell dancer gains the ability to expend 1 point from his arcane pool as a swift action to gain a +10 enhancement bonus to his movement rate and a +2 dodge bonus to Armor Class against attacks of opportunity provoked by moving through threatened spaces for 1 minute. For every four levels beyond 1st, the spell dancer gains another +10 enhancement bonus to movement and +2 to AC against attacks of opportunity provoked from movement. At 5th level, once per spell dance as a swift action, the spell dancer may use one of the following on himself as a swift action: blur, fly, or haste. These abilities last for 1 round. At 9th level, the spell dancer may instead take a swift action to use dimension door as a spell-like ability once during a spelldance. At 13th level, the spell dancer may instead choose to take a swift action to gain freedom of movement for 1d4 rounds.

This ability replaces the magus's ability to expend points from his arcane pool as a swift action to grant any weapon he is holding magic bonuses for 1 minute.

magus arcana:

Flamboyant Arcana (Ex) A magus gains the derring-do and opportune parry and riposte deeds from the swashbuckler’s list of deeds.

The magus can spend only points from his arcane pool (not panache points) to use these deeds and any other deeds he gains from the deed arcana. He can’t use points from his arcane pool to use deeds from other classes or those gained by feats, nor can he regain points to his arcane pool as a swashbuckler would regain panache points.

Derring-Do (Ex): At 1st level, a magus can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the magus, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The magus makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the magus, the magus takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The magus must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the magus can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach.

spells known:

all 0 lvl magus cantrips
1st lvl spells: mirror strike, shocking grasp, color spray, frostbite, hydraulic push, grease

spells memorized:

lvl 0 - 4/day dc 13 - acid splash, prestidigitation, detect magic, arcane mark

lvl 1 - 3/day dc 14 - grease, shocking grasp x, shocking grasp

equipment:

mw rapier +5 1d6+1 18-20/x2 2lbs
mw composite longbow for 12 str, +5 1d8+1 20 arrows, quiver
10 ghost salt blanched arrows
10 silver blanched arrows, quiver
10 adamantine blanched arrows
20 cold iron arrows, quiver
mace, light +2 1d6+1 20/x2
2 alchemist fires
3 holy waters
2 pitons
hammer
potion of infernal healing
studded leather armor
dagger
backpack
traveling clothes
rations x3
water skin
bedroll
50' silk rope
flint/steel/tinderbox
small melon (potion of enlarge person)
walnut (shield of faith potion)
wand infernal healing 50 chgs

things to pay for on next chronicle:

mace, light 6
3 alchemist fires 60
3 holy waters 75
adamantine weapon blanch (used on arrows) 100

intro to Mummy's Mask:

Laureglyn finds his way to the Lodge and slips inside, thankful for the respite from the incessant heat of this wretched, treeless land. Directed to Balentiir's office, he enters without knocking, since he was summoned, he figures he's expected. He steps in with a dancer's grace, and opting to stand rather than find a seat, he instead examines the room with some interest in books the VC might have on hand, scanning titles curiously.

He is not overly tall, standing at just 5'9" and bearing a slight frame, but he is, nonetheless a notable figure, his blanched white hair, and overly pale skin almost indicative of albinism, or it might be in a human, but his bright green eyes belie such an accident of birth... perhaps it is more natural in elves to be so lacking in color. Jet black studded leather armor and forest green shirt and leggings just make him look all the paler. The finely crafted rapier at his side and composite bow on his back are indicative of a martial background, though it's hard to tell with elves.

When others arrive he smiles and nods to them... "Greetings, I'm not Balentiir.. but welcome just the same. I hight Laureglyn, and I am pleased to meet you. Were you summoned here as well?"

future plans:

To qualify to become a Brightness Seeker, a character must fulfill all of the following criteria:

Feat: Iron Will

Race: Elf
Skills: Perception 1 rank, Survival 1 rank, Knowledge (nature) 1 rank and Knowledge (religion) 5 ranks (or vice versa).