Palaveen

Movarth's page

No posts. Alias of Abyssal_Drake88.


About Movarth

Name Morvarth..........................Race Tiefling
Classes/Level Magus 1 (Fiend Flayer)............Gender Male
Alignment Lawful Evil.....Deity Asmodeus
Size M....................................Age 19
Hair Black...............................Eyes Orange
Height 6' 00"..........................Weight 150
Skin Red................................Languages Common, Infernal Draconic Elven Orc Abyssal

Traits:
Reactionary +2 Initiative
On the Payroll +150 gold
Scholar of the Great Beyond Knowledge (the Planes) is a class skill, +1 trait bonus
Ability Scores

STR 16 [+3]
Dex 14 [+2]
Con 16 [+3]
INT 18 [+4]
WIS 14 [+2]
CHA 14 [+2]

Initiative [+4]=0/2/2

Special Abilities
Darkvision 60 ft
Fiendish Resistance:5 electricity, fire, cold
(source: ARG)

Favored Class: Magus

Background:

Morvarth

Description:

Morvarius cuts an imposing figure, but there is a somewhat comforting look in his eyes. You almost forget their color, (a smoldering orange) and the horns sprouting from his brow. He wears a black leather vest, cut mid-abdomen, and black pants. He doesn't wear shoes, so his cloven hooves are plainly visible. The air around his skin seems to ripple with heat. He carries himself confidently, a hint of arrogance showing through.

Feats:

Armor of the Pit
+2 natural Armor (source: ARG)

Skills with Math:

+2 diplomacy and Sense Motive (Source: Blood of Fiends)

[-]Acrobatics-2=2/-/-
[-]Appraise-4=4/0/0
[-]Bluff-2=2/-/-
[x]Climb-3=3/-/-
[x]Craft2=2/-/-
[-]Diplomacy-5=2/1/2
[-]Disable Device-2=2/-/-
[-]Disguise-2=2/-/0
[-]Escape Artist-2=2/-/-
[x]Fly-2=2/-/-
[-]Handle Animal-2=2/-/-
[-]Heal-2=2/-/-
[x]Intimidate-6=2/1/3
[x]Knowledge Arcana-8=4/1/3
[x]Knowledge Dungeoneering-4=4/-/-
[-]Knowledge Engineering-4=4/-/-
[-]Knowledge Geography-4=4/-/-
[-]Knowledge History-5=4/1/0
[-]Knowledge Local-4=4/-/-
[-]Knowledge Nature-4=4/-/-
[-]Knowledge Nobility-4=4/-/-
[x]Knowledge Planes-9=4/1/4
[-]Knowledge Religion-4=4/-/-
[-]Linguistics-4=4/-/-
[-]Perception-3=2/1/-
[-]Perform-2=2/-/-
[x]Profession-3=3/-/-
[x]Ride-2=2/-/-
[-]Sense Motive-4=2/-/2
[-]Sleight of Hand-4=4/-/-
[x]Spellcraft-8=4/1/3
[-]Stealth-4=4/-/-
[-]Survival-3=3/-/-
[x]Swim-3=3/-/0
[x]Use Magic Device-2=2/-/-

Saves:

Fort-5=2/3/-/-/-
Reflex-=0/4/-/-/-
Will-4=2/2/-/-/-

Attack:

BAB-0

CMB-3=0/3/-

Weapons
Longsword
attack Bonus +3
damage 1d8+3
crit 19-20/x2

Light Crossbow
attack bonus +2
damage 1d8+2
crit 19-20/x2
Range 80 ft

Defense:

Health-11 hp

Armor Class-19=2/0/4/0/2/0/-/-
Flat Footed-17
Touch- 15

Spell Resistance=0

Spell List:

Cantrips

Acid Splash
Orb deals 1d3 acid damage. CRB
Arcane Mark
Inscribes a personal rune on an object or creature (visible or invisible). CRB
Dancing Lights
Creates torches or other lights. CRB
Daze
A single humanoid creature with 4 HD or less loses its next action. CRB
Detect Magic
Detects spells and magic items within 60 ft. CRB
Disrupt Undead
Deals 1d6 damage to one undead. CRB
Flare
Dazzles one creature (–1 on attack rolls). CRB
Ghost Sound
Figment sounds. CRB
Light
Object shines like a torch. CRB
Mage Hand
5-pound telekinesis. CRB
Open/Close
Opens or closes small or light things. CRB
Prestidigitation
Performs minor tricks. CRB
Ray of Frost
Ray deals 1d3 cold damage. CRB
Read Magic
Read scrolls and spellbooks. CRB
Spark
Ignites flammable objects.

1st Level spells known
Call Weapon
Telekinetically summon a weapon from an ally's possession.
Magic Missile
1d4+1 damage; +1 missile per two levels above 1st (max 5).
Infernal Healing
You anoint a wounded creature with devil’s blood or unholy water, giving it fast healing 1. This ability cannot repair damage caused by silver weapons, good-aligned weapons, or spells or effects with the good descriptor. The target detects as an evil creature for the duration of the spell and can sense the evil of the magic, though this has no long-term effect on the target’s alignment
Blood Money
Use your blood as material component for casting spells.
Swift Girding
Targets instantly don the armor you point to.
Returning Weapon
Grants a weapon the returning special weapon quality.
Shield
Invisible disc gives +4 to AC, blocks magic missiles

Class Abilities:

Arcane Pool
Cantrips
Spell Combat
Infernal Mortification (Su): At 1st level, a fiend flayer can sacrifice some of his own infernal blood to add to his arcane pool. Sacrificing blood in this way is a standard action. For every 2 points of Constitution damage the fiend flayer takes in this way, his arcane pool increases by 1 point. Any arcane pool points gained in this way and not spent disappear the next time the magus prepares his spells. Unlike normal ability score damage, this damage cannot be healed by way of lesser restoration. Only time can heal the Constitution damage taken by way of infernal mortification. This ability cannot be used if the fiend flayer’s Constitution damage is equal to or greater than 1/2 his Constitution score.
Spell Book

Arcane Pool:

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.

Other Possessions
Backpack
Leather Armor
Bedroll
Mapcase
Flint and steel
Silk Rope
10 days trail rations
Spellbook
Ink vials, 2
Inkpen
Back tattoo, 1 color
190 gold
8 silver