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- INACTIVE -

About Mwalion, Magus Playtest

level 2 stat-block
level 4 stat-block

Mwalion
Ekujae elf

elf (ancient elf)
Magaambya Academic
magus; Level: 6
medium
humanoid elf
NG;
Follower of Shelyn

Hero Points: 1/1

Languages:
Common
Elven
Sylvan
Gnome
Dwarven
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SENSES
Perception: +11 (3 (wis) +8 (prof) + (item)) [T]
Special Senses: low-light vision
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DEFENSES

HP: 60/60 (6 elf + 8 magus + 1 con)

ARMOR CLASS
AC: 24 (10 +4 (dex) +8 (prof) +2 (item)) [T]
Shield: +1 Hardness 3 Max HP 6 / BT 3
Current HP 6/6

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

SAVING THROWS
Fortitude: +11 (1 (con) +10 (prof) + (item)) [E]
Reflex: +14 (4 (dex) +10 (prof) + (item)) [E]
Will: +13 (3 (wis) +10 (prof) + (item)) [E]
Notes:
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OFFENSE

Speed: 30ft

Melee Strikes
[1d20+14 rapier][1d6 piercing][1d8 deadly]

Ranged Strikes
[1d20+15 potent striking longbow][2d8 magic, piercing][1d10 deadly]

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

Magic Traditions
Arcane: trained

Spell Attack Roll:
[1d20+12 spell attack roll]

Spell DC (tradition): 22 = (10 +4 (key) +8 (prof)) [T]

Focus Points: 1/1 (maxiumum)

Innate Spells: shield

Spells Prepared
Cantrips (lvl1): acid splash, chill touch, daze, electric arc, light, produce flame, ray of frost
1st: (martial caster)
o - true strike
o - true strike
2nd:
o - acid arrow
o - hydraulic push, heightened
3rd:
o - haste
o - hydraulic push, heightened

Spells Known
Cantrips (lvl1): acid splash, chill touch, daze, detect magic, electric arc, light, produce flame, ray of frost
1st:
fleet step, hydraulic push, jump, magic missile, ray of enfeeblement, true strike
2nd:
acid arrow, glitterdust, invisibility, see invisibility
3rd:
fireball, haste, invisibility sphere, slow
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SKILLS
2 skills from background
0 skills from feats
3 skills from class
4 skills from intelligence

Acrobatics: +13 = 4 (dex) +8 (prof) + 1 (item) - (armor) [T] intelligence
Arcana: +12 = 4 (int) +8 (prof) + (item) [T] class
Athletics: +0 = (str) + (prof) + (item) - (armor) []
Crafting: +12 = 4 (int) +8 (prof) + (item) [T] class
Deception: +0 = 0 (cha) + (prof) + (item) []
Diplomacy: +0 = 0 (cha) + (prof) + (item) []
Intimidation: +0 = 0 (cha) + (prof) + (item) []
Lore (Academia): +12 = 4 (int) +8 (prof) + (item) [T] background
Medicine: +3 = 3 (wis) + (prof) + (item) []
Nature: +13 = 3 (wis) +10 (prof) + (item) [E] background
Occultism: +12 = 4 (int) +8 (prof) + (item) [T] intelligence
Performance: +0 = 0 (cha) + (prof) + (item) []
Religion: +3 = 3 (wis) + (prof) + (item) []
Society: +12 = 4 (int) +8 (prof) + (item) [T] intelligence
Stealth: +14 = 4 (dex) +10 (prof) + (item) - (armor) [E] class
Survival: +11 = 3 (wis) + 8 (prof) + (item) [T] intelligence
Thievery: +4 = 4 (dex) + (prof) + (item) - (armor) []
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ABILITY SCORES

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

Ancestry Feats and Abilities
Special 1st: low-light vision
Heritage 1st: woodland elf
1st:  otherworldly magic (shield)
5th: forest stealth

Skill Feats
Background: recognize spell
2nd: terrain stalker (forest)
4th: assurance (nature)
6th: automatic knowledge (nature)

General Feats
3rd: feather step

Class Feats and Abilities
Feature 1st: striking spell
Feature 1st: battle spells
Feature 1st: magus synthesis (shooting star)
2nd: cantrip expansion
4th: bespell strikes
6th: martial caster

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EQUIPMENT

Combat Gear:
Bracelet of dashing (lvl 3 item)
Potent striking Longbow (lvl 4 item) 2
Ghost touch rune on longbow (lvl 4 item) --
00.4 arrows (40) 4L
Potent leather armor (lvl 5 item) 1
00.9 short sword L

Magic Items:
Lesser darkvision elixir (lvl 2 item)
Silversheen (lvl 2 item)
30 scroll of haste
12 scroll of glitterdust
12 scroll of invisibility
12 scroll of see Invisibility
04 scroll of fleet step
04 scroll of fleet step

Other Gear:
00.7 adventurer's pack 1
00.1 bandolier --
00.1 bandolier --

Bulk: 5 (Encumbered at: 5 = 5 + 0 (str); Maximum at: 10 = 10 + 0 (str))

Coins: 3.8gp
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FULL TEXT

Background - Magaambya Academic:

You studied magic at the prestigious Magaambya academy in Nantambu, learning magical traditions dating back to Old Mage Jatembe and earning a pedigree respected by magical scholars almost everywhere.
Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost.
You’re trained in your choice of either the Arcana or Nature skill, as well as the Academia Lore skill. You gain the Recognize Spell 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.

Shooting Star
A typical magus must retain a physical connection to their weapon to discharge a Striking Spell, but you can extend your magic further to use ranged weapons.
You can place a spell in a ranged or thrown weapon when using Striking Spell and discharge the spell if you hit with a ranged Strike. If the weapon uses ammunition, the magic is delivered through that ammunition. The spell has its effect on a hit only if the target is in range of the stored spell. For instance, if you hit with a ranged attack at 30 feet, you could trigger the stored spell if it had a range of 30 feet, but  not if it had a range of 15 feet or touch.

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.

BESPELL STRIKES [free] FEAT 4
[MAGUS]
[I[Frequency[/I] once per turn
Requirements Your most recent action was to cast a non‑cantrip spell.
You siphon spell energy into one weapon you’re wielding. Until the end of your turn, the weapon deals an extra 1d6 damage of a type depending on the school of the spell you just cast. You can choose to put the spell energy into your body instead of a weapon, conferring the damage on your unarmed attacks.
 • Abjuration force damage
 • Conjuration or Transmutation same type as the weapon
 • Divination, Enchantment, or Illusion mental damage
 • Evocation a type the spell dealt, or force damage if the spell didn’t deal damage
 • Necromancy negative damage

[B]MARTIAL CASTER[b] FEAT 6
[MAGUS]
Prerequisites ability to cast 3rd-level magus spells
You’ve strengthened your spellcasting to power you in combat. You gain two 1st-level spell slots, but you can prepare only certain spells in them: fleet step, jump, mage armor, magic weapon, and true strike. Automatically add these spells to your spellbook.
When you can cast 4th-level magus spells, the extra slots increase to 2nd level and you add the spells resist energy, spider climb, and water breathing. When you can cast 5th-level magus spells, the extra slots increase to 3rd level and you add the spells feet to fins and haste. When you can cast 6th-level magus spells, the extra slots increase to 4th level and you add the spells fly and freedom of movement.