Ilverae Parastric

Lledrith Vrammyr's page

6 posts. Alias of Barvo Delancy.


About Lledrith Vrammyr

Lledrith Vrammyr
N Female Magus 1
Init +1, Senses Perception +1

Defense:

AC 14 touch 11 flat-footed 13 (+3 armor, +1 dex)
HP 10 (10 level one, +7 per level after [+5 class, +1 hp, +1 fcb])
Saves Fort +3 Refl +1 Will +2

Offense:

Speed 30
Melee longsword +3 (1d8+3) (19x2)
Ranged shortbow +1 (1d6) (20x3)

Spells per day 3/3, 2/2

Spells known
Level one Shocking Grasp, Shield, True Strike, Color Spray, Obscuring Mist
Spells memorized

Level zero Ghost sound, Prestidigitation, Detect Magic
Level one Color Spray, Shield

Statistics:

Str 16 Dex 12 Con 12 Int 16 Wis 8 Cha 10
Base Attack +0; CMB 3; CMD 14
Feats Arcane Strike (add +1 to damage for one round as a swift action)
Traits Deepborn Stalker (+1 stealth, stealth is a class skill), Fast Talker (+1 bluff, bluff is a class skill)

Skills
Points per level: +5 (+3 class, +2 int)

Bluff +5 (1 rank, +3 trained, +1 trait)
Intimidate +4 (1 rank, +3 trained)
Spellcraft +7 (1 rank, +3 trained, +3 int)
Stealth +6 (1 rank, +3 trained, +1 dex, +1 trait)
Perception +1 (+2 racial, -1 wis)

Languages: Drow, Common, Goblin, Abyssal, Drow Sign Language

[spoiler=Gear]
Longsword, studded leather armour, shortbow, 20 arrows, dagger

Magi kit: backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.

Magical items: scroll of charm person

Money: 22 gold

Racial Abilities:

Weapon Familiarity Proficient in hand crossbow, rapier, shortsword

Immunities Immune to magic sleep, +2 vs enchantment spells and effects

Spell Resistance 7 (6 + total levels)

Keen Senses +2 perception

Spell-Like Abilities Can cast dancing lights, darkness, and faerie fire once per day

Poison use Skilled with poison, never self-poisons.

Superior Darkvision Can see in the dark up to 120’

Light blindness Suffers light blindness, and dazzled in bright light

Class Abilities:

Arcane Pool 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 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.