Lucién Mainard
Sylph(Galt)/Magus(Kensai)
CN Medium Outside (Native)
Init +4; Senses: Darkvision 60’ Perception +1; Sense Motive +
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Defense
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AC 16, touch 16, flat-footed 10 (+4 Dex, +2 INT) ; +2 vs Non-Magic Ranged attacks
HP 15
Fort +4, Ref +5, Will +5 ; Resist 5 Electricity
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Offense
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Speed 30ft.
Melee: M/W C.I Aldori Dueling Sword +7 ; D8 19-20/x2 S or
Ranged: Dagger +5 ; d4 19-20/x2 P or S
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Statistics
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Str 10, Dex 18, Con 10, Int 18, Wis 12, Cha 7
Base Atk +1 ; CMB +1 ; CMD 15
Feats: Exotic Weapon proficiency (Aldori Dueling Sword), Weapon Focus (Aldori Dueling Sword), Weapon Finesse
Traits: Bruising Intellect, Child of the temple
Skills: (12) Acrobatics (1) +5, Intimidate (2) +9, Knowledge (Arcana) (2) +9 , Knowledge (dungeoneering) (1) +8, Knowledge (Nobility) (2) +7, Knowledge (Planes) (1) +8, Knowledge (Religion) (1) +9, Sense Motive (1) +5, Spellcraft (1) +8
Languages: Common, Auran, Aquan, Ignan, Terran, Hallit
SQ :
Combat Gear: 103gp: M/W Cold Iron Dueling Sword (340), Cloak of Resistance (1000), Dagger x2 (4gp)
Magus Kit(22gp): This includes a 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.
Other: Noble’s Outfit (75gp), Signet Ring (5gp)
Alchemical: Anti-Plague (50, Anti-Toxin(50), Brimstone(Acid Descriptor) x10(5gp) (+1 Acid Damage), Urea (Cold Descriptor) x4 (2gp) (+1 caster level for effect)
Wands: Infernal Healing (50/50) (2pp), Mage Armour (50/50) (2pp)
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Special Abilities
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Spells:
0 (DC 14) – (3 Prepared): Arcane Mark, Detect Magic, Prestidigitation
1 (DC 15) – (2 Prepared): Corrosive Touch (d4 Acid damage/level), Frostbite (D6 Cold Non-Lethal damage + 1 per Level + fatigued, No Save, Once per level)
Race:
Breeze Kissed (Su): Breezes seem to follow most sylphs wherever they go, but some sylphs are better able to control these winds than others. A sylph with this racial trait surrounds herself with swirling winds, gaining a +2 racial bonus to AC against nonmagical ranged attacks.
The sylph can calm or renew these winds as a swift action. Once per day, the sylph can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Whether or not the attempt succeeds, the winds are exhausted and no longer provide a bonus to the sylph’s AC for 24 hours.
Feather fall 1/day(Sp): (caster level equals the sylph's total level).
Energy Resistance: Sylphs have electricity resistance 5.
Class:
Canny Defense (Ex): When wearing light or no armor and not using a shield, a Kensai adds 1 point of Intelligence bonus (if any) per Kensai class level to her Dexterity bonus to modify Armor Class while wielding a melee weapon. If a Kensai is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.
Diminished Spellcasting: A kensai may cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level.
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.
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.
Traits:
Bruising Intellect: Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.
Child of the Temple: You gain a +1 trait bonus on Knowledge (nobility) and Knowledge (religion) checks, and one of these skills (Religion) is always a class skill for you.