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About Loges GreyPathFinder #:
You are Pathfinder # 49842-6. Background:
Fey-Taken
The stinging sounds of blades crossing echoed ceaselessly in the chamber. The young noble boy hastily parried a perfectly placed riposte from his tiefling teacher.
The wind whistled eerily through the almost naked branches of the tall,, old trees of the Hagwood. The silent sentinels watched with disapproving eyes as the young boy wondered heedlessly through their home. Absently whistling a tune, Loges traverses the scattered debris of the wood. After an hour, he comes to the pond. He easily notices the purple lotus' along the ponds edge. Taking a sack from his pack, Loges plucks a flower from the mud.
Academy of Korvosa "As a young teen-ager, I was whisked away to the First World by mischievous fey for a time. When I returned, I was ever after considered odd and distant. I longed to return there, and found the mortal world dull and at times revolting, so I didn't eat as I should and did not question strange visions."
Description:
Appearance
The House of Grey is a minor noble family from WestCrown, descended from Taldan nobles. The House of Grey is a tenet and second cousins of House Drovenge of Westcrown. The House is well-known for their artistic accomplishments, along with a moderate income from their wine vineyards production (called Grey Lion Wine). The Grey family are naturally gifted and generally possess a pleasant appearance. Their skin is a natural bronze tone and their hair is normally dark brown and naturally flowing. They gain their natural appearance from their mixed ancestry of ancient Azlanti and Keleshite blood, though between the two they are proudest of their Azlanti heritage. Eyes tend to be on the smaller side, but are quite expressive with gray, green, or even unusual amber being common. Greys always cloth themselves in only the latest and most fashionable clothes they can afford. The Taldan style is imitated across the House of Grey, and few can match the Greys flair for high fashion. Men normally sport a well-trimmed, nicely groomed beard, while the Grey women wear elaborate wigs passed down the generations as family heirlooms. The House sigil is a lion holding a wine bottle in a clawed grip. Loges Grey is just over 6'. He weighs around 175 pounds. He has a lean, but athletic build. His wavy dirty-blonde hair reaches to his shoulders; but it is his strange piercing blue eyes that stand him out from most of his family. The laughter in his eyes causes one to think that he may be playing a joke on them. Religion:
Loges' immediate family secretly worships Aroden. Loges was brought up learning His tenets. He dreams of finding an actual copy of Aroden's book: The History and Future of Humanity Crunch:
Loges of House Grey
Male Human Magus [Card Caster/Hexcrafter] 1 Humanoid (human) Init +6; Perception +4 Defense -------------------- AC 16, touch 12, flat-footed 14 (+4 armor, +0 shield, +0 deflection, +1 Dex, +0 natural, +0 dodge) hp 11 (1d8+3) Fort +4 Ref +2, Will +2 -------------------- Offense -------------------- Speed 30 ft. Melee long sword +1 (1d8+1/19-20x2) Range harrow cards(mw)+3 (1d4+2/x2)54/ 20'; dagger +2 (1d4+2/19-20/x2) 10' .................... Special Attacks spells arcane pool 4/ spell combat ......... .....
fey thoughts(bluff and perception)
Skill Points at each Level: 2 + Int modifier. Favored class bonus: +1 hp
Other Gear
Wealth 2 gp Spellbook:
1st 1.Shield Source PRPG Core Rulebook pg. 342 (Amazon) School abjuration [force]; Level alchemist 1, arcanist 1, bloodrager 1, investigator 1, magus 1, occultist 1, psychic 1, sorcerer/wizard 1, spiritualist 1, summoner 1, summoner (unchained) 1 Casting Casting Time 1 standard action Components V, S Effect Range personal Target you Duration 1 min./level (D) Description Shield creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance. 2. Chill Touch
An undead creature you touch takes no damage of either sort, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds + 1 round per caster level. 3. Unseen Servant
The servant cannot attack in any way; it is never allowed an attack roll. It cannot be killed, but it dissipates if it takes 6 points of damage from area attacks. (It gets no saves against attacks.) If you attempt to send it beyond the spell's range (measured from your current position), the servant ceases to exist. 4. Vanish
5. Windy Escape
You cannot use windy escape against an attack of opportunity you provoked by casting a spell, using a spell-like ability, or using any other magical ability that provokes an attack of opportunity when used. 6. Infernal Healing
Prepared Spells:
0-level 1. dancing lights 2. Prestidigitation 3. detect magic 1st level
Class:
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 the table above. In addition, he receives bonus spells per day if he has a high Intelligence score (see the Ability Modifiers and Bonus Spells Table). 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. 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 (see Arcane Spells). 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 (see the Alchemist description) 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 (see the Magic Weapon Special Ability Descriptions). 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. Cantrips: A magus can prepare a number of cantrips, or 0-level spells, each day, as noted in the table above under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. 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.
Archetypes:
Hexcrafter
Source Ultimate Magic pg. 1 (Amazon) A hexcrafter magus has uncovered the secret of using his arcane pool to recreate witch hexes. These magi can hex friend and foe, curse those they strike, and expand their spell selection to include many curses and harmful spells. Hex Magus (Su): At 4th level, the hexcrafter magus gains access to a small number of witch’s hexes. The hexcrafter magus picks one hex from the witch’s hex class feature. He gains the benefit of or uses that hex as if he were a witch of a level equal to his magus level. This feature replaces spell recall. Hex Arcana: A hexcrafter gains access to the following magus arcana, or may select any witch hex in place of a magus arcana. At 12th level, the hexcrafter may select a hex or major hex in place of a magus arcana. At 18th level, a hexcrafter can select a hex, major hex, or grand hex in place of a magus arcana. He cannot select any hex or arcana more than once. Accursed Strike (Sp): A hexcrafter magus who can cast bestow curse, major curse, or any spell with the curse descriptor can deliver these prepared spells using the spellstrike ability, even if the spells are not touch attack spells. 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. Card Caster
Deadly Dealer (Su): At 1st level, the card caster gains Deadly Dealer (see page 15) as a bonus feat, even if he does not meet the prerequisites. A card caster can invest cards with enough magic to deal lethal damage even without the Arcane Strike feat so long as he has at least 1 point in his arcane pool. Arcane Pool Focus (Su): A card caster’s arcane pool can be used to augment only ranged weapons. At 5th level, a card caster can use his arcane pool to add the following weapon special abilities to ranged weapons: brilliant energy, distance, flaming, flaming burst, frost, icy burst, returning, seeking, shock, shocking burst, and speed. He can use his arcane pool to augment an entire harrow deck as if it were ammunition. All cards from a deck enhanced with a special ability, such as flaming, must share the same bonus. This ability modifies arcane pool. Harrowed Spellstrike (Su): Beginning at 2nd level, a card caster can invest a single thrown weapon with a single touch or ranged spell as part of the spell’s normal casting time. The spell must target a single creature, and the spell’s range changes to match the thrown weapon’s range increment. This ability otherwise functions identically to spellstrike, except it can only be applied to thrown ranged weapons instead of melee attacks. This ability replaces and modifies spellstrike. Role Dealer (Su): Beginning at 3rd level, whenever the card caster randomly draws and throws a harrow card matching one axis of his alignment, the card’s critical threat range increases to 19–20. If the card caster draws and throws a harrow card matching his alignment exactly, the attack’s critical multiplier also increases to 3 and the magus gains a +4 bonus on his confirmation roll. This ability replaces the magus arcana gained at 3rd level.
Magus Arcana:
3rd: Accursed Strike (Sp): A hexcrafter magus who can cast bestow curse, major curse, or any spell with the curse descriptor can deliver these prepared spells using the spellstrike ability, even if the spells are not touch attack spells. 6th: Arcane Accuracy (Su) (Ultimate Magic pg. 11 (Amazon)): The magus can expend 1 point from his arcane pool as a swift action to grant himself an insight bonus equal to his Intelligence bonus on all attack rolls until the end of his turn. 9th: Enduring Blade (Su) (Ultimate Combat pg. 1 (Amazon)): Whenever the magus enchants his weapon using his arcane pool, he may spend 1 additional point from his arcane pool to increase the duration to 1 minute per magus level. The magus must be at least 6th level before selecting this arcana. feats:
1. Improved Initiative (Combat) Source PRPG Core Rulebook pg. 127 (Amazon) Your quick reflexes allow you to react rapidly to danger. Benefit: You get a +4 bonus on initiative checks. 1. Combat Casting
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. .........................................................
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic. 5th: g. spell focus and power attack or imp. unarmed strike and hex strike
traits:
Child of Kintargo:
You had the fortune (or perhaps the misfortune, depending on your viewpoint) to be born into one of Kintargo’s noble families. Your experience growing up among the city’s well-to-do has given you an upper hand when it comes to knowledge of high society, and you start the game with a modest inheritance. With the new situation in Kintargo brewing, there is much concern about an eventual restructuring of the city’s nobility. Already, one noble estate has burned to the ground under what can best be described as suspicious circumstances, but whether the government or rebels were responsible depends on whom you ask. With this trait, the assumption is that you belong to a minor noble family (and can make up your family name). In this case, your family keeps a small manor in the Greens. If you want to be a member of one of Kintargo’s major noble families, you must take the Noble Scion feat at 1st level. You gain a +1 trait bonus on Knowledge (nobility) checks, and Knowledge (nobility) is always a class skill for you. The Noble Scion feat (see the sidebar on page 11) does not have a Charisma prerequisite for you. In addition, you start play with a noble’s outfit, a signet ring, and a single additional nonmagical item worth no more than 200 gp. If you take the Noble Scion feat, your last name is probably Aulamaxa, Aulorian, Delronge, Jarvis, Jhaltero, Sarini, Tanessen, or Vashnarstill; if you’re not human, you were adopted into the family. If you don’t take this feat, you can make up your last name. Trustworthy Source Ultimate Campaign pg. 61 (Amazon)
Bladed Magic Source Ultimate Campaign pg. 56 (Amazon)
Drawback
Source Quests and Campaigns pg. 22 (Amazon)
racial:
Human Racial Traits
+2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature. Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size. Normal Speed: Humans have a base speed of 30 feet. Bonus Feat: Humans select one extra feat at 1st level. Fey Thoughts Source Heroes of the Wild pg. 5 (Amazon) The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. A human who replaces skilled with fey thoughts . Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). equipment:
Noble's outfit
Signet ring
Lamellar (leather)
Longsword
Dagger
Magus's kit
Masterwork tool (umd)
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