Full Name |
N'aranav |
Gender |
Red-Faced Vanara | Magus 2 | HP 24 | AC 17 | DC 16| Fort +7, Ref +6, Will +6 | Perc +4 | Hero Points: 2/3 | Active Conditions: Mystic Armor |
Strength |
4 |
Dexterity |
2 |
Constitution |
1 |
Intelligence |
2 |
Wisdom |
0 |
Charisma |
0 |
About N'Aranav 2ed
Perception +4;
Skills Acrobatics +6, Arcana +6, Athletics +8, Crafting +6, Lore: Forest +6, Lore: PFS +6, Nature +4, Survival +4
Languages Common, Elven, Mwangi, Vanara
Str +4, Dex +2, Con +1, Int +2, Wis +0, Cha +0
Items Gi, Handwraps of Mighty Blows (+1), Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, 20.66 gp
AC 16; Fort +7, Ref +6, Will +6
HP 24
Speed 25 feet
Melee Fist +9 (Agile, Finesse, Unarmed, Magical), Damage 1d6+4 B
Melee Vanaran Jaws +9 (Finesse, Unarmed, Magical), Damage 1d6+4 P
Spellstrike (Magus) Frequency until recharged (see below). You channel a spell into a punch or sword thrust to deliver a combined attack. You cast a spell that takes 1 or 2 actions to cast and requires either a spell attack roll or a saving throw. You imbue its effects into an attack instead of executing the spell normally. Make a melee Strike with a weapon or unarmed attack. This counts as two attacks for your multiple attack penalty, but you don’t apply the penalty until after you’ve completed the Spellstrike. The infusion of spell energy grants your Strike the arcane trait, making it magical. If the spell required a spell attack roll, use your Strike’s results to determine the effects of both the Strike and the spell. If it required a save, the target of the Strike rolls its saving throw normally, though if your Strike was a critical failure, the target is unaffected. After you use Spellstrike, you can’t do so again until you recharge your Spellstrike as a single action, which has the concentrate trait. You also recharge your Spellstrike when you cast a conflux spell that takes at least 1 action to cast; casting a focus spell of another type doesn’t recharge your Spellstrike.
Arcane Cascade (Concentrate, Magus, Stance) Requirements You used your most recent action to Cast a Spell or make a Spellstrike. You need to meet this requirement only to enter the stance, not to remain in it.. You divert a portion of the spell’s magical power and keep it cycling through your body and weapon using specialized forms, breathing, or footwork. While you’re in the stance, your melee Strikes deal 1 extra force damage. This damage increases to 2 if you have weapon specialization and 3 if you have greater weapon specialization. Any Strike that benefits from this damage gains the arcane trait, making it magical. If your most recent spell before entering the stance was one that can deal damage, the damage from the stance is instead the same type that spell could deal (or one type of your choice if the spell could deal multiple types of damage).
Arcane Prepared Spells DC 16, attack +6; 1st Mystic Armor, Snowball; Cantrips Gouging Claw, Telekinetic Projectile, Ignition, Shield, Detect Magic
Focus Spells (1 points) Dimensional Assault Cast verbal Range half your Speed You tumble through space, making a short dimensional hop to better position yourself for an attack. Teleport to any square in range that's within reach of a creature, and then make a melee Strike against one creature within your reach.
Additional Feats Cat Fall, Climbing Tail, Combat Climber, Dubious Knowledge, Martial Artist Dedication, Red Faced Vanara
Additional Specials Conflux Spells, Hybrid Study (Laughing Shadow), Prehensile Tail, Spellbook, Spellstrike Specifics
Notes: 90808-2020 Verdant Wheel