Rogue Elf

Lyari Fenhorn's page

27 posts. Alias of Dennis Harry.


Race

HP = 38/38 | AC = 14 (T18) | F=+7 | R=+4 | W=+4 | Ini +4 | Per +8

About Lyari Fenhorn

Elf – Magus 3/Barbarian 1

HP = 14 + 7 + 7 + 7 + 3 (Favored Class) = 38

Initiative +4

AC = 14

Strength - 18 (18)
Dexterity - 18 (16+2)
Constitution - 14 (15-2+1)
Intelligence - 21 (19+2)
Wisdom - 12 (12)
Charisma - 16 (16)

BAB = +3

Melee Attack - +7 (Longsword – 1d8+4)
Ranged Attack - +6 (Longbow – 1d8+3) [2 Quivers – 40 arrows]

Fortitude 2 + 3 + 2 = 7
Reflex 0 + 1 + 3 = 4
Will 0 + 1 + 3 = 4

Concentration 4 + 3 + 4 +1 = 12

Fast Movement
Rage – 12 Rounds

Class Skills: 9 + 7 + 7 + 7

Acrobatics 4 + 3 + 3 = 10
Craft (Potions) = 4 + 5 + 3 = 12
Fly 1 + 3 + 3 = 7
Intimidate 4 + 1 + 3 = 8
Knowledge Arcana 3 + 5 + 3 = 11
knowledge Dungeoneering
Knowledge Nature 4 + 5 + 3 = 12
Knowledge Planes
Perception 4 + 1 + 3 = 8
Spellcraft 1 + 5 + 3 = 9
Stealth 4 + 3 = 7
Use Magic Device

Background Skills: 1 Each + 2 per level (6 more total)

+3 each as class skills?

Climb 2 +4 = 6
Handel Animal 1
Knowledge Engineering 1
Knowledge Geography 1
Knowledge History 2 + 5 = 7
Knowledge Nobility 2 + 5 = 7
Knowledge Religion 1
Perform: Dance 1
Ride 3 + 4 = 7
Survival 1
Swim 2 + 4 = 6

Arcane Pool = 6

Arcane Pool:
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:
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:
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.

Magus Arcana - Flamboyant Arcana - Gain the derring-do and opportune parry and riposte swashbuckler deeds:

Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed’s cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.

Panache Points = 3

Free Feat - Mounted Combat

Feats: 1 – Combat Casting
2 – Power Attack
4 – Extra Rage (6 more rounds of Rage per day)

Traits: Arcane Temper +1 Concentration and +1 Initiative
Malleable Magic - Benefit: Once per day as a swift action, you can lose a single 1st-, 2nd- or 3rd-level magus spell to regain 1 arcane pool point. You can’t exceed the maximum number of arcane pool points in your arcane pool by using this trait.

Spells: 0th – 4 (ALL)
1st – 3 – Shocking Grasp, Peacebond, Mage Armor, Heightened Awareness, True Strike, Sleep, Magic Missile, Burning Disarm

Gear: Traveling clothes & boots (2 sets), Dagger Bandolier, Daggers (8), Throwing Axe, Heavy Steel Shield

180 GP – 15 = 165 – 75 = 90 – 2 = 88 – 3 = 85 – 16 = 69 – 8 = 61 – 20 = 41