LOGAIN XANATUS
Magus 5 (Hexcrafter)
CN Medium Elf / Humanoid (Elf)
Init +2;
Senses Perception +7, Low-light Vision, Keen Senses
==
DEFENSE==
AC 19, touch 12, flat-footed 17 (+5 armor, +1 shield, +2 dex, +1 natural armor)
hp 33 (5d8+5)
Fort +6,
Ref +4,
Will +5
Armor Chain Shirt +1, Light
Shield Mithral Buckler
Defensive Abilities Elven Immunities (PFCR 22), Arcane Focus (PFARG 22)
==
OFFENSE==
Spd 30 ft/x4
Melee Scimitar +1 +8 (1d6+5) 18-20/x2 CM +1
Melee Masterwork Cold Iron Scimitar +8 (1d6+4) 18-20/x2 CM +1
Melee Masterwork Cold Iron Elven Curve Blade +8 (1d10+6) 18-20/x2 CM +1
Melee Masterwork Alchemical Silver Earth Breaker +7 (2d6+6) 20/x3 CM +1
Melee Masterwork Bardiche +7 (1d10+6) 19-20/x2 CM +1; brace, reach, see text
Ranged Masterwork Composite Longbow +6 (1d8+4) 20/x3 CM +1; SB [+4]
==
STATISTICS==
Str 18,
Dex 14,
Con 12,
Int 18,
Wis 10,
Cha 7
BAB +3,
CMB +7,
CMD +19
Feats Armor Proficiency (LIGHT) (PFCR 118), Enforcer (PFAPG 159), Extra Hex (PFAPG 160), Power Attack (PFCR 131), Rime Spell (PFUM 155)
Skills Fly +13, Intimidate +13, Knowledge (arcana) +10, Knowledge (dungeoneering) +10, Knowledge (nobility) +5, Knowledge (planes) +10, Linguistics +6, Perception +7, Spellcraft +11 [Identify properties of magic items +13], Swim +11
SQ Elven Magic (PFCR 22)
SU Arcane Pool [6] (PFUM 9), Spellstrike (PFUM 10)
MC Extra Spells (PFUM), Hex (PFUM), Magus Arcana (PFUM 10 - 12), Magus Spells (PFUM 9)
Traits Bruising Intellect (Social) (PFUCgn 59), Wayang Spellhunter (Regional: Minata) (PFCo: DEP 14)
Languages Abyssal, Azlanti, Celestial, Common, Draconic, Elven, Goblin, Sylvan
==
Magic==
Eq'd Magic Belt of Giant Strength +2, Amulet of Natural Armor +1, Cloak of Resistance +1
Misc Pearl of Power (1st) 2x
Gear wayfinder, wand of shield, wand of infernal healing, Wand of silent image, Prepared spells, Shocking Grasp 2x, Frostbite 2x, Vanish, Alter Self, Glitterdust, Stone Call, spring loaded wrist sheeths
-- ELVEN RACIAL TRAITS --
• Dex: +2, Con: -2, Int: +2
• TYPE: Humanoid (Elf)
• SIZE: Medium
• LOW-LIGHT VISION: Elves can see twice as far as humans in conditions of dim light
• KEEN SENSES: Elves receive a +2 racial bonus on Perception skill checks.
• ELVEN IMMUNITIES: Elves are immune to magic sleep effects and get a +2
racial saving throw bonus against enchantment spells or effects.
• ELVEN MAGIC: 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.
• ARCANE FOCUS: Some elven families have such long traditions of producing
wizards that they raise their children with the assumption each is destined to be a
powerful magicuser, with little need for mundane concerns such as skill with weapons.
Elves with this racial trait gain a +2 racial bonus on concentration checks made to
cast arcane spells defensively.
• Automatic Languages: Common, Elven
• Bonus Languages: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, Sylvan
-- ARCHETYPES --
• You have selected the following Archetypes:
- Hexcrafter (Magus)
-- CLASS ABILITIES --
• FAVORED CLASS (Magus) : You've gain the following bonuses: +0
additional Magus arcana.
• EXTRA SPELLS: A hexcrafter magus adds the following spells to his magus spell
list: bestow curse, major curse, and all other spells of 6th level or lower that have
the curse descriptor. (PFUM).
• HEX: You gain access to a small number of witch's hexes. You have chosen the
following Hexes: Slumber. (DC 17).
- Slumber (Su): Cause a creature within 30 ft to fall into a deep, magical
sleep, as per the spell sleep. The creature receives a Will save to negate the effect.
If the save fails, the creature falls asleep for 0 rounds. (PFAPG 66). (PFUM).
• MAGUS ARCANA: You have chosen the following Arcana: Arcane Accuracy.
- Arcane Accuracy (Su): You can expend 1 point a swift action to grant yourself
a +4 insight bonus on all attack rolls until the end of your turn. (PFUM). (PFUM 10 -
12).
• ARCANE POOL: You gain a reservoir of arcane energy that you can draw upon to
fuel your powers and enhance your weapon. Your arcane pool total is 6 points. You can
expend 1 point from your arcane pool, as a swift action, to grant any weapon you are
holding a +2 enhancement bonus for 1 minute. These bonuses can also be used to add any
of the following weapon properties: Dancing, Flaming, Flaming Burst, Frost, Icy Burst,
Keen, Shock, Shocking Burst, Speed, or Vorpal. The pool refreshes once per day when
you prepares your spells. (PFUM 9).
• BONUS FEAT: A magus gains a bonus feat in addition to those gained from
normal advancement. These bonus feats must be selected from those listed as combat,
item creation, or metamagic feats. He must meet the prerequisites for these feats as
normal. (PFUM 12).
• MAGUS SPELLS: A magus casts arcane spells drawn from the magus spell list. A
magus must choose and prepare his spells ahead of time. 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. The magus can cast known 0-level
spells at will. (PFUM 9).
• MAGUS WEAPONS AND ARMOR: 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.
(PFUM 9).
• SPELL COMBAT: You learn to cast spells and wield your weapons at the same time.
Like two-weapon fighting, but the off-hand weapon is a spell that is being cast. 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 with a casting time of 1 standard action. If you
cast defensively, you can decide to take an additional penalty on your attack rolls,
up to 4, and add that amount as a bonus on your concentration check. (PFUM 10).
• SPELLSTRIKE: 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. When a magus casts a spell with a range of touch, 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. (PFUM 10).
-- GENERAL FEATS --
• EXTRA HEX: You can gain additional hexes. You must meet all of the
prerequisites for this hex. You have selected: Flight. (PFAPG 160)
-- COMBAT FEATS --
• ARMOR PROFICIENCY (LIGHT): When you wear a type of armor in which
you are proficient, the armor check penalty for that armor applies only to Balance,
Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks.
(PFCR 118)
• ENFORCER: Dealing nonlethal damage in melee, make Intimidate to demoralize [PFCR
99] target as free action. Lasts damage in rounds. If crit, target also frightened for
1 round. (PFAPG 159)
• POWER ATTACK: Take -1 to melee attack rolls for +2 in melee damage bonus (+3
for 2HD or with natural weapons that do 1-1/2 Str mod, +1 for off-hand or secondary
natural weapons). Lasts until your next turn. (PFCR 131)
-- METAMAGIC FEATS --
• RIME SPELL: The frost of your cold spell clings to the target, impeding it for
a short time. A rime spell causes creatures that takes cold damage from the spell to
become entangled for a number of rounds equal to the original level of the spell.
This feat only affects spells with the cold descriptor. A rime spell uses up a spell
slot one level higher than the spell's actual level. (PFUM 155)
-- TRAITS --
• BRUISING INTELLECT (Social): Your sharp intellect and rapier-like wit
bruise egos. Intimidate is always a class skill for you, and you may use your
Intelligence modifier when making Intimidate checks instead of your Charisma modifier.
(PFUCgn 59)
• WAYANG SPELLHUNTER (Regional: Minata): You grew up on one of
the wayang-populated islands of Minata, and your use of magic while hunting has been a
boon to you. Choose: A spell of 3rd level or below. When you use the chosen spell with
a metamagic feat, it uses up a spell slot one level lower than it normally would.
(PFCo: DEP 14)
-- WEAPONS --
• MASTERWORK COMPOSITE LONGBOW: You need at least two hands to use a
bow, regardless of its size. You can use a composite longbow while mounted. If your
Strength bonus is less than the strength rating of the composite bow, you can't
effectively use it, so you take a –2 penalty on attacks with it. [Weapon 2 (PFCR)]
• MASTERWORK COLD IRON ELVEN CURVE BLADE: When using an elven curved
blade, you gain a +2 bonus on opposed attack rolls to disarm an opponent (including
the roll to avoid being disarmed if such an attempt fails). [Weapon 4 (PFCR)]
-- MAGIC ITEMS --
• BELT OF GIANT STRENGTH +2: This belt is a thick leather affair,
often decorated with huge metal buckles. The belt grants the wearer an enhancement
bonus to Strength. [CL: 8th] [Belt/Waist (PFCR)]
• AMULET OF NATURAL ARMOR +1: This amulet, usually crafted from bone or
beast scales, toughens the wearer's body and flesh, giving him an enhancement bonus to
his natural armor. [CL: 5th] [Neck (PFCR)]
• CLOAK OF RESISTANCE +1: These garments offer magic protection in the form
of a resistance bonus on all saving throws (Fortitude, Reflex, and Will). [CL: 5th]
[Shoulder (PFCR)]
• PEARL OF POWER (1ST): This seemingly normal pearl of average size and luster is
a potent aid to all spellcasters who prepare spells. Once per day on command, a pearl
of power enables the possessor to recall any one 1st level spell that she had prepared
and then cast that day. The spell is then prepared again, just as if it had not been
cast. [CL: 17th] [Pack (PFUEq 314)]
-- ADDITIONAL MAGIC ITEMS --
• WAYFINDER: [Pack ]
• WAND OF INFERNAL HEALING: [Pack ]
• WAND OF SHIELD: [Pack ]