Old Glim's page

27 posts. Organized Play character for ChesterCopperpot (RPG Superstar 2015 Top 32, Contributor).

Full Name

Old Glim


HP 15/19 | AC 16 | F +6 R +6 W +4 | Perc +2 |


speed 25 ft | focus 1/1| Hero 0 | Active Conditions:


N male unbreakable goblin magus 1

About Old Glim

Old Glim
M unbreakable goblin magus 1

Perception +2; darkvision
Languages Common, Gnoll, Goblin, Orcish
Skills Acrobatics +6, Arcana +5, Athletics +6, Intimidate +4, Lore: Labor +5, Lore: Pathfinder Society +5, Society +5, Stealth +6, Thievery +6
Str +3, Dex +3, Con +1, Int +2, Wis -1, Cha +1
Items Clothing (laborer's), studded leather armor, staff, longbow, adventurer's pack, spellbook, minor elixir of life (x2); School Itmes: minor elixir of life

AC 18, Fort +6, Ref +6, Will +4
HP 19
Speed 25 feet

Staff (One-handed) +6 (Agile, two-handed 1d8), Damage 1d6+3 (B)
Staff (Two-handed) +6 (parry, reach, trip), Damage 1d8+3 (B)

Longbow +6 (Deadly d10, Volley 30 ft.), Damage 1d8 (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 a spell attack roll. The effects of the spell don’t occur immediately but are imbued into your attack instead. Make a melee Strike with a weapon or unarmed attack. Your spell is coupled with your attack, using your attack roll result to determine the effects of both the Strike and the spell. 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. 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 (page 40) 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. Effect 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 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 the same type that spell could deal (or one type of your choice if the spell could deal multiple types of damage). If the spell couldn’t deal damage, this stance’s bonus damage depends on the spell’s school. Abjuration or Evocation force; Conjuration or Transmutation same type as your weapon or unarmed attack ; Divination, Enchantment, or Illusion mental; Necromancy negative;

Arcane Prepared Spells DC 15, attack +5 1st shocking grasp; Cantrips acid splash, electric arc, light, mage hand, ray of frost

Focus Spells (1 points) Spinning Staff [one-action] You spin your staff with a twirling flourish, attacking two foes and transforming the momentum into magical energy to charge for your next Spellstrike. Make a melee Strike with your staff against one foe and then a second melee Strike with your staff against a different foe. Your multiple attack penalty applies to both of these attacks as normal.

Additional Feats Bouncy Goblin, Hefty Hauler, Unbreakable Goblin

Additional Specials Conflux Spells, Hybrid Study (Twisting Tree)