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Full Name

Jacob Rahlquist

Race

Human

Classes/Levels

Magus/2 HP 19/19 | AC: 16 /T: 12 /FF: 14 | Perc. +1 | F: +5 / R: +2 /W: +2 | CMB +5 | CMD +16 | Speed 30 | Init. +1 | Arcane Pool 2/3

Gender

Male

Size

Medium 5'7" 156

Age

30

Alignment

LN

Languages

Common, Draconic, Goblin

Strength 18
Dexterity 13
Constitution 15
Intelligence 14
Wisdom 9
Charisma 7

About Jacob Rahlquist

Jacob Rahlquist
Male Human Magus 2
LN Medium humanoid (human)
Init +1; Senses Perception +1
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +1 Dex, +1 Dodge)
hp 19 (2d8+4+3)
Fort +5, Ref +2, Will +2
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Offense
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Speed 30 ft.
Melee mwk scimitar +6 (1d6+4/18-20)
morningstar +5 (1d8+4)
Ranged shortbow +2 (1d6/x3)
Special Attack Spell Combat, Spellstrike
Magus Spells Prepared (CL 2nd; concentration +4)
1st(3/day)color spray, enlarge person, long arm
0 (at will) acid splash, detect magic, light, ray of frost
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Statistics
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Str 18, Dex 13, Con 15, Int 14, Wis 9, Cha 7
Base Atk +1; CMB +5; CMD 16
Feats Dodge*, Toughness*
Traits Deft Dodger*, Arcane Revitilization
Skills Climb +8, Craft(books) +6, Intimidate +2, Knowledge(Arcana) +6, Knowledge(dungeoneering) +6, Knowledge(planes) +6, Perception +1, Spellcraft +8
Languages Common, Draconic, Goblin
SQ Arcane Pool 3
Combat Gear acid flask, potion of cure light wounds Other Gear mwk chain shirt, mwk scimitar, morningstar, shortbow, spellbook (containing all 0-level spells and color spray, enlarge person, grease, long arm, shield, shocking grasp, true strike, and vanish), mwk artisan’s tools, backpack, grappling hook, silk rope, trail rations (2), waterskin, 1330 gp
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Arcane Revitalization Your martial prowess can feed your arcane power. Once per day, when you confirm a critical hit with a weapon attack, you regain 1 arcane pool point. You can't exceed your maximum number of arcane pool points.
Favored Class Bonus +1/2 points to the arcane pool.
Spell Combat 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 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.