Kaerishiel Neirenar

Lyaro Swordstar's page

303 posts. Alias of Tharasiph.


Full Name

Lyaro Swordstar

Race

Elf Magus 10 HP:48/72|AC:24|T:16|FF:19|CMB:+7|CMD:22|Fort:+8|Ref:+8|Will:+8|Init:+5|Perc :+19|

Classes/Levels

Arcane Pool: 5:10

Gender

Male

Size

Medium

Age

101

Alignment

Chaotic Good

Languages

Common Elven

Strength 10
Dexterity 20
Constitution 12
Intelligence 20
Wisdom 12
Charisma 10

About Lyaro Swordstar

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Lyaro Swordstar
Elf Magus 10
CG Medium humanoid
Init +5; Senses Normal Vision, Low Light Vision; Perception +19

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Statistics
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Str 10, Dex 20, Con 12, Int 20, Wis 12, Cha 10
BAB +7/+2; CMB +7; CMD 22
AC 24, touch 15, flat-footed 19 (+7 armor, +5 Dex, +1 Ring +1 Amulet)
Fort+8 Ref+8 Will+8
HP 72/72
Favoured Class+10 HP

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Offense
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Speed 30 ft.
Melee
Adamantite Scimitar(Keen) +2 +14/+9 (1d6+7 OR +10/15-20)
Alchemical Silver Light Mace +12/+7 (1d6+0 OR +3/20)

Feats
Weapon Finesse
Dervish Dance (Dex ToHit and Dmg)
Intensified Spells Metamagic
Extra traits -
Arcane Strike (+3 dmg +magical..swift)
Combat Casting

Traits
Magical Lineage (-1 Metamagic Shocking Grasp)
Armour Expert (-1AP)
Slippery (Stealth +1 and Class)
Observant(Perception +1 and Class)

Arcana
Flamboyant Arcana (Special abilities section)
Concentrate(ex) Re-roll concentration check just made with +4 (1/day)
Planar hunter: Give weapon (1)Planar -5 dr outsider or (2)Phase Lock

Skills:61
*Swim (Str) +4 (1R)
*Climb (Str) +4 (1R)

*Stealth(Dex) +19 (10R +1 trait)
*Fly(Dex) +11 (3R)
Perform Dance (Dex) +7 (2R)
Acrobatics (Dex) +10 (5R)
*Ride(Dex) +10 (2R)

*Perception(Wis) +19 (10R +1 trait +5 Eyes)

*Spellcraft(Int) +18 (10R)
*Knowledge Planes(Int) +13 (5R)
*Knowledge Arcana(Int) +16 (8R)
*Knowledge Dungeoneering(Int) +9 (1R)
Knowledge Nature (Int) +15 (10R From Headband)

*Use Magic Device(Cha) +5 (2R)

Languages Common, Elven

Combat Gear:
Adamantite Scimitar(Keen) +2 (21k/3)
MW Mithral Breastplate +1 (5.2k/15)
Alchemical Silver Light Mace (24/4)
Spare scimitar ×2 (30/6)

Other Gear:
Bedroll
Chalk * 5
Soap
Waterskin
Wandermeal *16
Trail Rations * 20
Mess Kit
Grooming kit,
Flask Acid*2

** Next time to buy***
Silk Rope 100ft
Flask Acid *4
Flask Alchemists Fire *4
Travelers Any-tool

Pitons *10
Hammer
Cooking Pots
Fire Starter

Magical Gear:
Handy Haversack (2.k)
Amulet of Natural Armour +1 (2k)
Eyes of the Eagle (+5 Per) (2.5k)
Ring of Sustenance (2.5k)
Ring of Protection +1 (2k)
Belt of Incredible Dexterity +2 (4k)
Headband of Vast Intelligence +2 (4k)

Wand of cure light wounds 49 charges (750gp)

Encumbrance:71lbs (86 or less is light)
Gold: 2200

Concentration D20 +CL 10 +Int 5 +ra 2= d20 + 15/19
Magus Spells Per Day 0:5, 1:5 2:5 3:3 4:2
Cast Defensively15+2*Spell Lvl
Magus Spells (CL 9th; DC 15 + Spell Level, Concentration +13)
... 4th (2/day)-Stoneskin, Vampiric Touch (Intensified mm)
. . 3rd (4/day)—Slow, Force Hook Charge ×2, Fly,
. . 2nd (5/day)—Glitterdust, Mirror Image *2, Invisibility, Cats Grace,
. . 1st (6/day)—Shocking Grasp*5 (Intensified mm), Vanish
. . 0 (at will)—Acid Splash, Arcane Mark, Detect Magic, Mage Hand, Prestidigitation

Lyaros Spellbook:

0-Level Magus Spells—acid splash, arcane mark, dancing lights, detect magic, disrupt undead, ghost sound, mage hand, open/close, prestidigitation, ray of frost, read magic, spark.

1st-Level Magus Spells— chill touch, corrosive touch, enlarge person, expeditious retreat, feather fall, frostbite, grease, jump, magic missile, mount, obscuring mist, ray of enfeeblement, shocking grasp, true strike, vanish.

2nd-Level Magus Spells—acid arrow, alter self, blur, bull's strength, burning gaze, cat's grace, darkness, elemental touch, fire breath, fog cloud, frigid touch, glitterdust, gust of wind, invisibility, levitate, mirror image, scorching ray, spider climb.

3rd-Level Magus Spells—aqueous orb, arcane sight, beast shape I, blink, cloak of winds, daylight, dispel magic, fireball, fly, force hook charge, force punch, haste, monstrous physique I, phantom steed, slow, vampiric touch, water breathing, wind wall.

4th - Dimension Door, Stoneskin

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Special Abilities
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Elf
Elven SightDarkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell.
Arcane Focus: Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively.
Elven Perception+2 Perception
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Elven Magic +2 on caster level checks to overcome spell resistance and +2 on spellcraft skill checks to identify the properties of magic items.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

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.

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.

Spell Recall (Su): At 4th level, the magus learns to use his arcane pool to recall spells he has already cast. With a swift action he can recall any single magus spell that he has already prepared and cast that day by expending a number of points from his arcane pool equal to the spell's level (minimum 1). The spell is prepared again, just as if it had not been cast.

Knowledge Pool (Su): At 7th level, when a magus prepares his magus spells, he can decide to expend 1 or more points from his arcane pool, up to his Intelligence bonus. For each point he expends, he can treat any one spell from the magus spell list as if it were in his spellbook and can prepare that spell as normal that day. If he does not cast spells prepared in this way before the next time he prepares spells, he loses those spells. He can also cast spells added in this way using his spell recall ability, but only until he prepares spells again.

Medium Armor (Ex): At 7th level, a magus gains proficiency with medium armor. A magus can cast magus spells while wearing medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component.

Improved Spell Combat (Ex): At 8th level, the magus's ability to cast spells and make melee attacks improves. When using the spell combat ability, the magus receives a +2 circumstance bonus on concentration checks, in addition to any bonus granted by taking an additional penalty on the attack roll.

Flamboyant Arcana
A magus gains the derring-do and opportune parry and riposte deeds from the swashbuckler's list of deeds. The magus can spend points from his arcane pool as panache points to use these deeds and any other deeds he gains from the deed arcana, but he cannot use points from his arcane pool to use deeds from other classes or those gained by feats, nor can he regain points to his arcane pool as a swashbuckler would regain panache points. Effects that add to, reduce the cost of, or otherwise affect panache or grit don't affect the arcane pool of a magus with this arcana. (Note that the wording of the deeds has been altered simply to replace "swashbuckler" with "magus" for convenience and clarity.)

Derring-Do (Ex): At 1st level, a magus 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 magus, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The magus makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the magus, the magus 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 magus 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 magus can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach.

Relevent FAQ
Magus: Can a magus use spellstrike (page 10) to cast a touch spell, move, and make a melee attack with a weapon to deliver the touch spell, all in the same round?
Yes. Other than deploying the spell with a melee weapon attack instead of a melee touch attack, the magus spellstrike ability doesn’t change the normal rules for using touch spells in combat (Core Rulebook page 185). So, just like casting a touch spell, a magus could use spellstrike to cast a touch spell, take a move toward an enemy, then (as a free action) make a melee attack with his weapon to deliver the spell.

On a related topic, the magus touching his held weapon doesn’t count as “touching anything or anyone” when determining if he discharges the spell. A magus could even use the spellstrike ability, miss with his melee attack to deliver the spell, be disarmed by an opponent (or drop the weapon voluntarily, for whatever reason), and still be holding the charge in his hand, just like a normal spellcaster. Furthermore, the weaponless magus could pick up a weapon (even that same weapon) with that hand without automatically discharging the spell, and then attempt to use the weapon to deliver the spell.
However, if the magus touches anything other than a weapon with that hand (such as retrieving a potion), that discharges the spell as normal.

Basically, the spellstrike gives the magus more options when it comes to delivering touch spells; it’s not supposed to make it more difficult for the magus to use touch spells.

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Gold Tracker
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Starting Gold 33000 gp