Ru-Shi

Lucinus's page

No posts. Organized Play character for Mike...R.


Race

Init +5 | Perc +11 | SM +3 | Speed 40' | Spells 1st 5/5, 2nd 3/3 | AR 7/7 | Rage 9/9 | Active Conditions:

Gender

Dhampir Proto-Eldritch Knight 5:
Bloodrager 1 / Wizard (exploiter) 4
| HP 36/36 | AC 11 / 11T / 11FF | Fort +6, Reflex +2, Will +6 (+2 vs disease & mind-affecting, -1 vs sonic) | CMD 18 / 18 FF |

About Lucinus

Lucinus
Male jiang-shi-born dhampir (ru-shi) bloodrager 1/wizard (exploiter wizard) 4
LN Medium humanoid (dhampir)
Init +5; Senses darkvision 60 ft., low-light vision; Perception +11
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Defense
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AC 12, touch 11, flat-footed 12 (+1 armor, +1 deflection)
hp 36 (5 HD; 4d6+1d10+10)
Fort +6, Ref +2, Will +6; +2 vs. disease and mind-affecting effects, -1 vs. sonic spells and effects
Defensive Abilities negative energy affinity; Resist undead resistance
Weaknesses weakness to sonic
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Offense
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Speed 40 ft.
Melee cold iron dagger +7 (1d4+4/19-20) or
. . mwk cold iron greatsword +8 (2d6+6/19-20) or
. . silver cestus +7 (1d4+4/19-20)
Ranged cold iron javelin +3 (1d6+4)
Special Attacks arcane reservoir (2/7), bloodrage (9 rounds/day)
Spell-Like Abilities (CL 1st; concentration -1)
. . 3/day—erase
Wizard (Exploiter Wizard) Spells Prepared (CL 5th; concentration +10)
. . 2nd—false life, glitterdust (DC 17), mirror image
. . 1st—burning hands (DC 16), shadow trap (DC 16), shield, unlock flesh (2, DC 17)
. . 0 (at will)—detect magic, disrupt undead, mage hand, read magic
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Statistics
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Str 18, Dex 10, Con 14, Int 21, Wis 12, Cha 7
Base Atk +3; CMB +7; CMD 18
Feats Alertness, Arcane Armor Training, Mad Magic, Spell Focus (necromancy), Spell Penetration
Traits berserker of the society, magical knack
Skills Acrobatics +6 (+10 to jump), Appraise +9, Climb +10, Craft (bookbinding) +11, Intimidate +3, Knowledge (arcana) +10, Knowledge (dungeoneering) +10 (+12 to navigate underground), Knowledge (engineering) +11, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +10, Knowledge (nature) +9, Knowledge (nobility) +9, Knowledge (planes) +13, Knowledge (religion) +10, Linguistics +9, Perception +11, Sense Motive +3, Spellcraft +13, Survival +5 (+7 to avoid becoming lost), Swim +8; Racial Modifiers +2 Acrobatics, +2 Knowledge (engineering)
Languages Abyssal, Ancient Osiriani, Common, Infernal, Necril, Sylvan, Tien
SQ dhampir wizard, fast movement, resist level drain, spell catalyst

Equipment:
Combat Gear wand of infernal healing, healer's kit;
Other Gear haramaki, cold iron dagger, cold iron javelin (5), mwk cold iron greatsword, silver cestus, belt of giant strength +2, cloak of resistance +1, cracked dusty rose prism ioun stone, headband of vast intelligence +2, ring of protection +1, traveler's any-tool, animal glue, backpack, bandolier, bedroll, blanket, blotter, canteen[UE], chalk, charcoal, chewing stick, climber's kit, comb, compass, earplugs, familiar satchel, fishhook (2), flint and steel, grappling hook, hairbrush, inkpen, knife for cutting quills into pens, magnet, marbles, mess kit, mirror, nail file, parchment (5), pen nibs, pigment for making ink, piton, powder (5), ruler (small), scissors, scroll case, signal whistle, silk rope (50 ft.), smoked goggles, soap, speed sheath (2), sponge, string, tooth powder, vial, waterproof bag, weapon cord, whetstone, wizard starting spellbook.
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Special Abilities
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+1 caster level to Necromancy spells. Add +1/4 to the wizard’s caster level when casting spells of the necromancy school.
Arcane Armor Training Swift action: -10% arcane spell failure due to armor.
Arcane Reservoir +2 DC or CL (7/day) (Su) Pool of points fuel exploits, or can expend to add +2 CL or DC while cast spell.
Bloodrage (9 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Darkvision (60 feet) You can see in the dark (black and white only).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mad Magic Can cast spells and keep benefits of moment of clarity when in a rage.
Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were undead.
Resist Level Drain (Ex) Negative levels don't impose penalties or become permanent, but still kill if exceed HD.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Catalyst (Su) Spells targeting familiar are treated as having a CL 2 levels higher.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Undead Resistance +2 bonus to saves vs. disease and mind affecting effects.
Weakness to Sonic -1 vs. sonic effects and spells.