Hellknight

Libertus of the Chain's page

21 posts. Organized Play character for rpblue.


Race

Resources:
Spells: 1st- 2/4 | IH: 50 charges

Classes/Levels

Active Buffs:
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Gender

Hellknight Apprentice HP: 27/27 | AC 17 | T 11 | FF 16 | Fort +5 | Ref +2 | Will +5 | CMD 17 | Initiative +1 | Per. +0 | Climb/Swim +8 | Diplomacy +3 | Kn. (Arc.) +8 | Kn. (Loc.) +9 | Spellcraft +8

About Libertus of the Chain

Libertus of the Chain
PFS # 73433-24
Male Human Armored Battlemage Magus 3
N Medium Humanoid (human)
Initiative +1;

Defense::

AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
HP 27 (3d8+6+3)
Fort +5 [3], Ref +2 [1], Will +5 [3]
Defensive Abilities

Offense::

Speed 30 ft.
Melee +1 Heavy Flail +7 (1d10+6 |19-20/x2)
Melee Power Flail +6 (1d10+9 |19-20/x2)

Spells::

Magus - CL 3
0th: 4/day | Prestidigitation, Detect Magic, Light, Read Magic
1st: 3+1/day | Shocking Grasp (x2); Fiery Grasp (x2)

Statistics::

Str 18, Dex 12, Con 14, Int 14, Wis 10, Cha 8
Base Attack +2; CMB +6; CMD 17
Feats: Power Attack [1]; Iron Will [3]
Bonus Feats: Elemental (Fire) Metamagic [H]
Skills (15 Ranks)
Climb [1] +8; Craft (Armor) [3] +8; Diplomacy [1] +3; Knowledge(Arcana) [3] +8; Knowledge(Local) [3] +9; Spellcraft [3] +8; Swim [1] +8
Languages Common, Halfling, Fiendish, Ignan
Traits Magical Lineage (Magic) - When you apply metamagic feats to Shocking Grasp that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell's final adjusted level; Insider Knowledge (Faction: Grand Lodge) - Venture-Captain Valsin likes to keep abreast of situations within the Pathfinder Society, and you do your best to emulate him. Choose either Diplomacy or Knowledge (local). You gain a +1 trait bonus on all checks for the chosen skill, and the chosen skill becomes a class skill for you.
Racial Traits Bonus Feat; Skilled
SQ Arcane Pool (+1; 3/day); Medium Armor; Armor Training (+1; Medium)
Combat Gear +1 Heavy Flail, Masterwork Breastplate, Wand of Infernal Healing (50 charges)
Other Gear Backpack, Bedroll, Cot, Hammock, Large Tent, Trail Rations (x10), Winter Blanket, Hempen Rope 100 ft. (Knotted), Ioun Torch, Sunrod (x5), Noble’s Outfit, Hot Weather Outfit, Eyeglasses, Mule w/ Pack Saddle

Special Abilities::

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.

Arcane Pool (Su): An armored battlemage cannot spend points from his arcane pool to enhance weapons. Instead, he can expend 1 point from his arcane pool as a swift action to grant armor he is wearing a +1 enhancement bonus for 1 minute. For every 4 magus levels he has beyond 1st, the armor gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses stack with existing armor enhancement bonuses 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 armor special abilities: balanced, bitter, fortification (heavy, light, or medium), ghost touch, invulnerability, spell resistance (13, 15, 17, or 19), or spell storing.
Adding these special abilities consumes an amount of bonus feats equal to the ability’s base price modifier. In addition, the armored battlemage can grant his armor the energy resistance special ability at the cost of a +3 bonus or the improved energy resistance special ability at the cost of a +5 bonus. These special abilities are added to any the armor already has, but duplicates do not stack. If the armor is not magical, at least a +1 enhancement bonus must be added before any other special abilities can be added. These bonuses and special abilities are decided when the arcane pool point is spent and cannot be changed until the next time the armored battlemage uses this ability. These bonuses do not function if the armor is worn by anyone other than the magus.
An armored battlemage can enhance only one suit of armor in this way at one time. If he uses this ability again, the first use immediately ends.

Medium Armor (Ex): An armored battlemage gains this ability at 1st level instead of 7th. When wearing medium or armor, the armored battlemage gains a +4 bonus on concentration checks to cast defensively. This stacks with the bonus from the Combat Casting feat.

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.

Armor Training (Ex): At 3rd level, an armored battlemage gains armor training, as per the fighter ability.

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.