Full Name |
Malliki Rendibar |
Race |
Human |
Classes/Levels |
Magus 1 |
Gender |
Male N medium human Magus 1|hp 10|AC16, T13, FF13|F+3, R+3, W+2|speed 30'|perc+0|init+3|Arcane Pool: 4/4 remaining|Spells cast:none| |
Size |
medium |
Age |
28 |
Alignment |
Neutral |
Languages |
Common, Osiriani, elven, Dwarven, Gnoll |
Strength |
13 |
Dexterity |
16 |
Constitution |
13 |
Intelligence |
16 |
Wisdom |
10 |
Charisma |
9 |
About Malliki Rendibar
Defense: AC16, T13, FF13
Fort+3, Reflex+3, Will+2
HP 10 (1d8+2)
CMD:14
Offense: Bab:+0
melee: rapier +3(1d6+1), dagger +3(1d4+1)
CMB:+1
feats: weapon finesse, weapon focus (rapier)
Skills: knowledge (arcana) +7, Knowledge planes +7, knowledge (dungeoneering) +7, Acrobatics +7, Spellcraft +7
spells:
level 0: detect magic, dancing lights, acid splash, arcane mark, daze, disrupt undead, flare, ghost sound, grasp, light, mage hand, open/close, prestidigitation, Ray of Frost, Read Magic, Spark
level 1: shield, magic missiles, grease, chill touch, shocking grasp, color spray
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.
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. (4PT total)