Ezren

Menas the White's page

80 posts. Alias of Lecky.


Classes/Levels

HP 10/10; AC 15/ T 12/ FF 13; Init +2; Per +1; F +3/ R +2/ W +3; CMB +2; CMD 14; Speed 30ft; Melee +2; Ranged +2, Spellcombat +0

About Menas the White

Menas the White
Male Human Hexcrafter Magus
Chaotic Good Medium Humanoid (Human)
Init +2; Senses ; Perception +1

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Defense
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AC 15; Touch 12; Flat-footed 13
HP 10 (1d8 +1 Con +1 Favored Class)
Fort +3; Ref +2; Will +3
Special Abilities Spell Combat

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Offense
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Speed 20 ft
Melee Scimitar +2 (1d6+2) 18-20/x2
Ranged Shortbow +2 (1d6) 20/x3 60 ft

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Stats
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Str 14
Dex 14
Con 13
Int 16 (+2 racial)
Wis 12
Cha 10
Feats Rime Spell, Enforcer
Languages Common, Kelish, Draconic, Orcish
BAB +0; CMB +2; CMD 14

Human Racial Traits:

+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).


Hexcrafter Magus Class Features:

At 4th level, the hexcrafter magus gains access to a small number of witch’s hexes. The hexcrafter magus picks one hex from the witch’s hex class feature. He gains the benefit of or uses that hex as if he were a witch of a level equal to his magus level.

This feature replaces spell recall.

Hex Arcana

A hexcrafter gains access to the following magus arcana, or may select any witch hex in place of a magus arcana. At 12th level, the hexcrafter may select a hex or major hex in place of a magus arcana. At 18th level, a hexcrafter can select a hex, major hex, or grand hex in place of a magus arcana. He cannot select any hex or arcana more than once.

Accursed Strike (Sp): A hexcrafter magus who can cast bestow curse, major curse, or any spell with the curse descriptor can deliver these prepared spells using the spellstrike ability, even if the spells are not touch attack spells.

Spells

A hexcrafter magus adds the following spells to his magus spell list: bestow curse, major curse, and all other spells of 6th level or lower that have the curse descriptor.

A magus is proficient with all simple and martial weapons. A magus is also proficient with light armor. He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells

A magus casts arcane spells drawn from the magus spell list. A magus must choose and prepare his spells ahead of time.

To learn, prepare, or cast a spell, the magus must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magus’s spell is 10 + the spell level + the magus’s Intelligence modifier.

A magus can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Magus. In addition, he receives bonus spells per day if he has a high Intelligence score.

A magus may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the magus decides which spells to prepare.

Cantrips: A magus can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Magus under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spellbooks: A magus must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook except for read magic, which all magi can prepare from memory. A magus begins play with a spellbook containing all 0-level magus spells plus three 1st-level magus spells of his choice. The magus also selects a number of additional 1st-level magus spells equal to his Intelligence modifier to add to his spellbook. At each new magus level, he gains two new magus spells of any spell level or levels that he can cast (based on his new magus level) for his spellbook. At any time, a magus can also add spells found in other spellbooks to his own.

A magus can learn spells from a wizard’s spellbook, just as a wizard can from a magus’s spellbook. The spells learned must be on the magus spell list, as normal. An alchemist can learn formulae from a magus’s spellbook, if the spells are also on the alchemist spell list. A magus cannot learn spells from an alchemist.

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. 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: 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.

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Magus Class Skills
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+6 Climb (+2 Str, +1 Rank, +3 CS)
+3 Craft (+3 Int)
+6 Fly (+2 Dex, +1 Rank, +3 CS)
+4 Intimidate (+1 Rank, +3 CS)
+7 Knowledge Arcana (+3 Int, +1 Rank, +3 CS)
+3 Knowledge Planes (+3 Int)
-1 Profession (-1 Wis)
+2 Ride (+2 Dex)
+7 Spellcraft (+3 Int, +1 Rank, +3 CS)
+2 Swim (+2 Str)
+4 Use Magic Device (+1 Rank, +3 CS)

Total 2 + 3 Int + 1 Human Trait

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Traits
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Magical Lineage (Frostbite) - Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell's final adjusted level.

Wayang Spellhunter (Shocking Grasp) - You grew up on one of the wayang-populated islands of Minata, and your use of magic while hunting has been a boon to you. Select a spell of 3rd level or below. When you use this spell with a metamagic feat, it uses up a spell slot one level lower than it normally would.

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Equipment
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Scimitar (15 gp) 4 lbs
Shortbow (30 gp) 2 lbs
- 20 Arrows (1 gp) 3 lbs
Wooden Armor (20 gp) 25 lbs
- +3 Armor, +3 Max Dex Bonus, -1 ACP, 15% Arcane Spell Failure Chance
Spring Loaded Wrist Sheath (5 gp) 1 lb
Magus's Kit (22 gp) 31 lbs
- This includes a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin. The kit does not contain a spellbook because a magus begins play with a spellbook.
Grappling Hook (1 gp) 4 lbs
Weapon Cord - (1 sp) - scimitar tied with weapon cord
Potion of Cure Light Wounds (50 gp) 1 lb
Total Weight - 71 lbs - medium load
Total Gold - 9 gp 9 sp

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Spells
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Spellbook contains:
Lvl 0 - all known
Lvl 1 - 3 + 3 (Int) known
- Frostbite, Grease, Color Spray, Shocking Grasp, Obscuring Mist, Vanish
Spells with Curse Descriptor: Curse: bestow curse, blindness/deafness, brand, brand (greater), crafter's curse, cup of dust, feast of ashes, geas (lesser), geas/quest, ill omen, mark of justice, nature's exile, oracle's burden, rest eternal.
Spells Prepared:
Lvl 0: Ray of Frost, Disrupt Undead, Light
Lvl 1: Shocking Grasp, Frostbite
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Misc
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Arcane Pool: 4/day

Short Background:

Menas never met his parents, all he knew was this man who treated him as a son. This man taught him everything he knows, fine swordplay, fancy magicks but the thing that caught his fancy was combining both. He always favored being the agile one on combat rather than the wall which he finds boring. His nickname the white, of course for his white hair. He is not that old per se maybe around the 30's but his constant fascination of the elements caused his hair to grow white. He thinks it's unique so he decided to just keep it that way. He has travelled far and wide acquiring new skills, new spells and new techniques. His thirst for knowledge led him to the pathfinder society where he thinks he can use his skills for the good of all.