Mazkrag, Magus's page

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About Mazkrag, Magus

Mazkrag
Nationality: formerly Oprak
Birthplace: Oprak
Age: ??
Gender & Pronouns: Male, he/him
Physical Appearance: ??

hobgoblin (elfbane)
warrior
magus; Level: 3
medium
humanoid goblin
NG;
Follower of ??

Hero Points: 1/1

Languages:
Common
Goblin
Gnoll
Jotun
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SENSES
Perception: +5 (0 (wis) + 5 (prof) + (item)) [T]
Special Senses: darkvision
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DEFENSES

HP: 35/35 (8 hobgoblin + 8 magus + 1 con)

ARMOR CLASS
AC: 20 (10 + 1 (dex) + 5 (prof) + 4 (item)) [T]
(dropped shield in hermitage) Shield: +2 Hardness 5 Max HP 20 / BT 10
Current HP 20/20

Unarmored: [T], Light: [T], Medium: [T], Heavy: [T]

SAVING THROWS
Fortitude: +8 (1 (con) + 7 (prof) + (item)) [E]
Reflex: +6 (1 (dex) + 5 (prof) + (item)) [T]
Will: +7 (0 (wis) + 7 (prof) + (item)) [E]
Notes:
resist elf magic - +1 circumstance vs spell before rolling; +2 vs arcane
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OFFENSE

Class DC: 19 (10 + 4 (str) + 5 (prof) + (item)) [T]

Speed: 25ft

Melee Strikes
fighter's fork +10 2d8+4, thrown20ft./reach
(dropped in hermitage) scimitar +9 1d6+4 forceful,sweep
main-gauche +9 1d4+4 agile,disarm,finesse,parry,versatile S
glaive +9 1d8+4 deadly d8,forceful,reach
gauntlet +9 1d4+4 agile,free hand
spiked gauntlet +9 1d4+4 agile,free hand
fist +9 1d4+4 agile,finesse,nonlethal,unarmed

Ranged Strikes
javelin +6 1d6+4 thrown
sling +6 1d6+2 propulsive
shortbow +6 1d6 deadly d10

Weapon Proficiencies
Simple: [T], Martial: [T]
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MAGIC

Magic Traditions
Arcane: [T]

Spell Attack Roll (arcane)
[1d20+8 arcane spell attack roll]

Spell DC (arcane): 18 = (10 +3 (int) +5 (prof)) [T]

Focus Points: 1/1
Focus Spells: magus potency

Spell Slots per Day
Cantrips Prepared:
acid splash, chill touch, daze, electric arc, produce flame, ray of frost, shield
1st:
o - hydraulic push
o - shocking grasp
2nd:
o - shocking grasp, heightened

Arcane Spells Known
Cantrips (lvl 2):
acid splash, chill touch, daze, detect magic, electric arc, produce flame, ray of frost, shield
1st:
fleet step, hydraulic push, jump, magic missile, ray of enfeeblement, shocking grasp
2nd:
invisibility, see invisibility

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SKILLS
2 skills from background
3 skills from feats
3 skills from class
3 skills from intelligence
1 increase from dedication

Acrobatics: +1 = 1 (dex) + (prof) + (item) - (armor) []
Arcana: +3 = 3 (int) + (prof) + (item) []
Athletics: +9 = 4 (str) + 5 (prof) + (item) - (armor) [T]
Crafting: +8 = 3 (int) + 5 (prof) + (item) [T]
Deception: +5 = 0 (cha) + 5 (prof) + (item) [T]
Diplomacy: +7 = 0 (cha) + 7 (prof) + (item) [E]
Intimidation: +7 = 0 (cha) + 7 (prof) + (item) [E]
Lore (hobgoblin): +8 = 3 (int) + 5 (prof) + (item) [T]
Lore (warfare): +8 = 3 (int) + 5 (prof) + (item) [T]
Medicine: +5 = 0 (wis) + 5 (prof) + (item) [T]
Nature: +0 = 0 (wis) + (prof) + (item) [T]
Occultism: +2 = 3 (int) + (prof) + (item) []
Performance: +0 = 0 (cha) + (prof) + (item) []
Religion: +0 = 0 (wis) + (prof) + (item) []
Society: +8 = 3 (int) + 5 (prof) + (item) [T]
Stealth: +6 = 1 (dex) + 5 (prof) + (item) - (armor) [T]
Survival: +0 = 0 (wis) + (prof) + (item) []
Thievery: +1 = 1 (dex) + (prof) + (item) - (armor) []
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ABILITY SCORES

STR 18
DEX 12
CON 12
INT 16
WIS 10
CHA 10
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FEATS:

Ancestry Feats and Abilities
Special 1st: darkvision
Heritage 1st: resist elf magic
1st: remorseless lash
Ancestral Paragon: hobgoblin lore

Skill Feats
Background: intimidating glare
2nd: intimidating prowess

General Feats
3rd: ancestral paragon

Class Feats and Abilities
Feature 1st: battle spells
Feature 1st: striking spell
Feature 1st: magus synthesis -
2nd: cantrip expansion
2nd: marshal dedication

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EQUIPMENT

Combat Gear:
*breastplate*
steel shield
buckler
scimitar
main-gauche
glaive
javelin x5
sling
gauntlet
spiked gauntlet
shortbow

Magic Items:
striking fighter's fork

Other Gear:
backpack
- bedroll
- flint and steel
- rations x2
- rope
- soap
- torch x5
- waterskin
bandolier x2
belt pouch x2
- chalk x10

Bulk: *7.9* (Encumbered at: 9 = 5 + 4 (str); Maximum at: 14 = 10 + 4 (str))

Coins: 20.44
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FULL TEXT

Ancestry - Hobgoblin:

Elfbane Hobgoblin
Hobgoblins were engineered long ago from the unreliable and fecund goblins, to be used as an army against the elves. Although the elves ultimately freed the hobgoblins from their bondage, some hobgoblins retain ancestral resistance to magic, which they refer to as “elf magic.” You gain the Resist Elf Magic reaction.

Resist Elf Magic <R>
Trigger You attempt a saving throw against a magical effect but haven’t rolled yet.Your ancestral resistance to magic protects you. You gain a +1 circumstance bonus to the triggering saving throw. If the triggering effect is arcane, you gain a +2 circumstance bonus instead.

Remorseless Lash Feat 1
[Hobgoblin]
You’re skilled at beating a foe when their morale is already breaking. When you succeed at a melee weapon Strike against a frightened foe, that foe can’t reduce their frightened condition below 1 until the beginning of your next turn.

Hobgoblin Lore Feat 1
Hobgoblin
You’ve studied traditional hobgoblin exercises and fieldcraft, all of which have a militaristic bent. You become trained in Athletics and Crafting. For each of these skills in which you were already trained, you become trained in a skill of your choice. You also become trained in Hobgoblin Lore.

Background - Warrior:

In your younger days, you waded into battle as a mercenary, a warrior defending a nomadic people, or a member of a militia or army. You might have wanted to break out from the regimented structure of these forces, or you could have always been as independent a warrior as you are now.
Choose two ability boosts. One must be to Strength or Constitution, and one is a free ability boost.
You're trained in the Intimidation skill, and the Warfare Lore skill. You gain the Intimidating Glare skill feat.

Class - Magus:

Battle Spells
You learn the magus potency battle spell. Battle spells are magus-specific spells created for combat.They’re a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to study your spellbook.
Focus spells are automatically heightened to half your level rounded up. Focus spells don’t require spell slots, nor can you cast them using spell slots. Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3points. The full rules are on page 300 of the Core Rulebook.

MAGUS POTENCY FOCUS 1
[UNCOMMON] [EVOCATION] [MAGUS]
Cast ◈ somatic
Range touch; Targets you or one weapon you’re wielding
Duration 1 minute
The target gains the benefit of a +1 weapon potency rune, granting a +1 item bonus to attack rolls with the targeted weapon or your unarmed attacks, if you targeted yourself. If cast on a weapon, this spell ends if you cease holding the weapon.
Heightened (3rd) The unarmed attacks or weapons are +1 striking.
Heightened (4th) The unarmed attacks or weapons are +2 striking
Heightened (7th) The unarmed attacks or weapons are +3 greater striking.

Striking Spell
You’ve learned the fundamental magus technique that lets you combine magic and martial attacks together. You gain the Striking Spell metamagic action. From start to finish, using the effects of Striking Spell is a three-step process. First, you use the Striking Spell free action. Second, you Cast a Spell into your body or weapon, using Striking Spell’s metamagical properties. And third, you Strike with that weapon or your unarmed attack and discharge the spell at your target.

STRIKING SPELL [free-action]
[CONCENTRATE] [MAGUS] [METAMAGIC]
Frequency once per round
You drastically alter a spell to combine it with a martial attack. If the next action you use is to Cast a Spell that can target one creature or object, instead of casting it as normal, you place its magic into one melee weapon you’re wielding or into your body to use with an unarmed attack.
If you hit with a melee Strike using the receptacle for the spell, the spell is discharged, affecting only the target you hit. The spell still requires its normal spell attack roll or saving throw, but you don’t increase your multiple attack penalty until after attempting both the discharging Strike and the spell attack roll. If your discharging Strike was a critical success, the degree of success is one better than you rolled for a spell attack roll or one worse than the target rolls for a saving throw. If you don’t expend the stored spell with a Strike before the end of your next turn, it is lost and dissipates harmlessly. The same thing happens if you take the Striking Spell action again or if the weapon is used for a non-melee Strike (such as a thrown weapon Strike). A spell stored with Striking Spell can’t be discharged by anyone but the caster.

Magus Synthesis
Each magus uses Striking Spell to blend magic with their preferred fighting style and weapon. This particular combination of styles is your magus synthesis.

Sustaining Steel
The clamor and carnage of battle call to you. The process of channeling your arcane power into a large and dangerous weapon fills your body with extra vitality.
If you use Striking Spell to store a spell in a two-handed weapon, when you finish Casting the Spell you gain temporary Hit Points equal to either the twice spell’s level if you used a spell slot, or its level if your spell didn’t use a spell slot (such as a cantrip or focus spell). These temporary HP last until the end of your next turn.

Class Feats:

CANTRIP EXPANSION FEAT 2
[MAGUS]
Dedicated study allows you to prepare a wider range of simple spells. You can prepare two additional cantrips each day.