Lantern Bearer

Melufiuos Benidictus's page

1,740 posts. Organized Play character for Archmage of Entropy.


Full Name

Melufiuos Benidictus

Gender

Male Elf | Magus 7 / Rogue 1 |HP: 54/54 | AC19 T 14 FF 15 | F+7 R+9 W+7 | Init +6 | Perc +12(+2) | SM +1 | CMB +7 | CMD 21 | Speed 30

Size

Medium

Alignment

Neutral Good

Languages

Common, Elven, Gnome, Goblin, Orc, Read Lips

Homepage URL

PDF Char Sheet - Inventory Sheet

Strength 14
Dexterity 18
Constitution 12
Intelligence 17
Wisdom 12
Charisma 10

About Melufiuos Benidictus

Name Melufiuos Benidictus
Male Elf Magus 7 / Rogue 1
Neutral Good, Medium
Init +6; Senses Low Light vision Perception +12(+2)
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Defense
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AC 19, touch 14, flat-footed 15 (+5 armor, +4 Dex, +0 natural)
hp 54
Fort +7, Ref +9, Will +7 (+2 vs enchantments, +2 vs illusions)
Resist Immune to magical sleep
Mel's modifier for the concentration check should be +9, or +13 if he casts defensively or while grappled due to his Combat Casting feat
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Offense
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Base Atk +5; CMB +7; CMD 21
Speed 30 ft.
Melee
Silvered Light Mace +9 (1d6+1/20x3)
Cold Iron Hand Axe +9 (1d6+2/20x3)
+1 Rapier +10 (1d6+3/18-20x2)
Adamantine Dagger +10 (1d4+2/19-20x2)
Touch +9

Ranged
Holy Water(10/+9 20/+7 30/+5 40/+3 50/+1) (2d4)
Long Bow(30/+9 100/+9 200/+7 300/+5 400/+3 500/-0 ... 1000/-10) (1d8/20x3)

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Statistics
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Abilities:

Str 14
Dex 18
Con 12
Int 17
Wis 12
Cha 10

Feats:

Weapon Finesse (bonus feat from unchained rogue)
Combat Casting (+4 concentration checks when casting defensively or grappled)
Light Armor
Martial Weapon
Simple Weapon
Nimble Moves
Extra Arcane
Blind Fighting
Extra Arcanum (Empowered Magic)

Traits:

Reactionary (+2 initiative)
Skeptic (+2 save vs illusion)

Skills:

Acrobatics: 15
Appraise: 3
Bluf: 4
Climb: 6
Diplomacy: 0
Disable Device: 16 (+2 masterwork tools)
Disguise: 4
Escape: 8
Fly: 4
Heal: 1
Intimidate: 4
Know(Arcane): 7
Know(Dungeon): 7 (8 navigate)
Know(Local): 7
Know(Planes): 7
Linguistics(Read Lips): 7 (+3 familiar)
Perception: 12 (trapfinding 13) (+2 familiar)
Ride: 4
Sense Motive: 1 (+2 familiar)
Slight of Hand: 9
Spellcraft: 14 (16 for identify item)
Stealth: 12
Survival: 1
Swim: 6
UMD: 4

Languages:

Common, Elven, Gnome, Goblin, Orc, Read Lips

Equipment:

Combat Gear
Long Bow, Arrows, Ring of Counterspells, Rapier +1 (spell storing), Silvered Light Mace, Cold Iron Hand Axe, Adamantine Dagger, Mithral Chain Shirt +1, Belt of Incredible Dexterity +2, Daredevil Softpaws, Cloak of Resistance +1, Pearl of Power (One 1st Level Spell), and 2 vials of holy water.
Wands: Shield (1 minute), True Strike, Spontaneous Immolation
Potions: Darkvision, Remove Fear
Scrolls:
0 Light, Ghost Sound, Mage Hand, Open/Close, Prestidigitation,
1 Chill Touch, Shocking Grasp, Silent Image, Illusion of Calm (1 minute), Feather Fall, Gust of Wind, Detect Secret Doors (1 minute), Endure Elements (24 hours), Floating Disk (2 hours), Spider Climb (30 minutes), Unseen Servant (1 hour), Mount (2 hours)
2 Levitate (3 mintues), See Invisible (30 mintues), Cat's Grace (3 minutes)
3 Fly (5 minutes)

Other Gear
Masterwork Backpack, 4 rations, belt pouch, sunrodx2, Everburning torch, Ioun torch.

Vanity Porter
10 pieces of chalk, , 8 rolls of twine (50 ft.),
1 Waterskin (Filled), 1 Flint and Steel,
1 Masterwork Backpack, 1 Sack,
1 Rope (Silk/50 ft.),
1 Goblet of Quenching, 1 Wand of Disguise Self,
1 Hammer, 6 Iron Spike, 1 Map Maker's Kit,
1 Outfit (Explorer's),
5 Rations (Trail/Per Day),
Flint & Steel,
Swarm Suit, Normal Chain Shirt
1 Spellbook
1 Masterworkd Thieves' Tools
Potion of Lesser Restoration
Scroll of Comprehend Languages (x2)
Scroll of Identify
Scroll of Cat's Grace
Scroll of Knock
Wand of Cure Light Wounds

Coin
1752-80 GP

Spellbook:

Level 0: (all magus)
Level 1: Burning Hands, Chill Touch, Color Spray, Corrosive Touch, Grease, Hydraulic Push, Magic Missile, Shield, Shocking Grasp, True Strike, Vanish
Level 2: Ablative Barrier, Acid Arrow, Bladed Dash, Blur, Bull's Strength, Cat's Grace, Darkness, Frigid Touch, Glitter Dust, Mirror Image, Shatter
Level 3: Force Punch, Daylight

======================= Begin Status =================

STATUS:

HitPoints: 70/70 (includes 16 from bear's endurance)
AC/T/F: 26/17/19 (includes shield, cat's grace, haste)
Saves: F+7 R+9+1(haste) W+7
Speed: 60 = 30 + 30(haste)
Equipped Weapon: Long bow (giant bane arrows)
Active Effects: Cat's Grace(3min), Shield (1min), Arcane charge on bow, Advice for +2 morale to charm/fear & +2 competence to atk/dmg (via Valik), haste (+1 att, ref, AC), Rally Cry (+2 morale to att/dam), bear's endurance (2*8=16 hp)
Light: Ioun Torch

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PREPARED SPELLS
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Level 0 (DC13): Detect Magic, Ghost Sound, Mage Hand, Prestidigitation, Read Magic
Level 1 (DC14): Burning Hands, Magic Missile (x2), Shocking Grasp, Vanish (5 rounds)
Level 2 (DC15): Ablative Barrier (7hrs), Bladed Dash, Mirror Image (7min), Blur (7min)
Level 3 (DC16): Force Punch, Daylight (70min)

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TRACKED RESOURCES
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Arrows: 25/25
Arcane Pool: 6/7 charges remaining today
Wand of True Strike: 37/37
Wand of Shield: 6/8
Wand of Cure Light Wounds: 38/39
Wand of Spontaneous Immolation: 11/14
Sunrod: 1/1
Perl of Power: 1/1 uses remaining today
Spell Storing (rapier): empowered shocking grasp
Ring of Counterspells : feeblemind
Empowered Magic: 1/1 uses remaining today
Daredevil Softpaws: 10/10 rounds of stupidity today
Ablative Barrier: 45/50 pts of lethal->nonlethal conversion

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Temporary Equipment
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Arrows of Giant Bane: 6/13 (+2 to hit, +2d6 damage)
Arrows of human bane and elf bane are in his backpack to avoid confusion.

Buffed Longbow
Long Bow(30/+9 100/+9 200/+7 300/+5 400/+3 500/-0 ... 1000/-10) (1d8/20x3)
- to hit : +9 more (+2 bane +2 arcane charge +2 advice, +1 haste +2 rally cry)
- damage : +2 (arcane charge) +2 (advice) +2(rally cry)+ 2d6 (bane)


======================= End Status =================

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Special Abilities
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Arcane Pool (swift action, +2 bonus to held weapon, 1 minute)
Spell Combat (cast spell via off-hand. Like two weapon fighting)
SpellStrike (deliver touch spells through weapon)
Sneak Attack (1d6)
Magus Arcana - Wand Weilder
Spell Recal (swift action, recall prev cast spell to memory. 1 arcane point/level)
Empowered Magic (1/day cast spell at +50% stats)

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Description

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NOTES

Familiar: Lady Beltona:

Lady Beltona is the Parrot familiar that Melufious acquired upon reaching level 7 (magus 6/ rogue 1).
Race: Parrot
Size: tiny
Vision: low light
Speed: walk-10 / fly-40
AC: 14/14/12
HP: 24
Initiative: +2
CMB: 0
CMD: 6
Stats: S:2, D:15, C:8, I:2, W:15, C:7
Saves: F+1/R+4/W+2
Languages: Tengu
Feats: Flyby Attack (can take standard action at any point during move)
Skills: Acro+2, Appr-4, Bluf-2, Climb+8, Diplo-2, Disguise-2, Escape+2, Fly+10, Heal+2, Intimidate-2, Perception+2, Ride+2, Sense Motive+2, Stealth+10, Survival+2, Swim+2
Familiars: http://www.d20pfsrd.com/classes/core-classes/wizard/familiar/
Effects:
- Master gains a +3 bonus on Linguistics checks
- Alertness (While a familiar is within arm’s reach, the master gains the Alertness feat)
- improved evasion (When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.)
- share spells
- empathic link
- Deliver touch spells
- Speak with master

Invisibility and Sneak attack:

Mel, here is a basic primer on the nuances of sneak attack and invisibility. When you are invisible, you attack the creature's flat-footed AC. When you are flanking and/or invisible, you get to add your sneak attack damage when you hit. You also get a +2 for flanking. As a side note, whenever combat begins and you attack someone who hasn't acted yet, your attacks are resolved against their flat-footed AC and you get to add sneak attack damage.

Identify Magic Items:

You can't take 10 on Spellcraft to identify magical properties. You have to concentrate on Detect Magic in order to identify something magical. This is a distracting task. You can't take 10 if you are distracted. Thus, you can't take 10 to identify magical objects.

Daredevil Softpaws:

As a free action, the wearer can click her heels together to grant herself a +5 competence bonus on Acrobatics checks made to move through threatened squares or to move through an enemy’s space without provoking attacks of opportunity for up to 10 rounds per day. The rounds need not be consecutive. Furthermore, anytime the wearer of the boots successfully moves though the space of an enemy without provoking an attack of opportunity, she gains a +2 bonus on attack rolls against that enemy until the end of her turn.

Spontaneous Immolation:

DC:13
Range medium (100 ft. + 10 ft./level)
Target one creature
Duration instantaneous
Saving Throw Fortitude half and Reflex (see description); Spell Resistance yes

DESCRIPTION

You point your finger at a creature, causing it to spontaneously burst into flame. The target takes 3d6 points of fire damage and catches on fire. A successful Fortitude save reduces this damage by half and prevents the target from catching on fire. Each round on your turn, a burning target can attempt a new save to extinguish the flames (DC equal to the DC of the spell); otherwise it takes another 1d6 fire damage.