Old-Man Magnu's page

113 posts. Alias of Grandlounge.


AC:19 T:15 F:14| HP 31/31 | CMD:22 | F:+6 R:+3 W:+3 | Init:+3 Surprise | Perc: -1 |



About Old-Man Magnu

Male human (ulfen) magus (kensai) 4
None Medium humanoid (human)

Init +3; Senses Perception -1

AC 19, touch 15, flat-footed 11 (+4 armor, +2 Dex, +3 dodge)
hp 24 (3d8+6)
Fort +6, Ref +3, Will +3


Speed 30 ft.
Melee Masterwork silver stinging whip +9 (1d3+4)
Melee cestus (cold iron) +7 (1d4+4/19-20)
Melee masterwork morningstar (cold iron) +8 (1d8+6)

Special Attacks spell combat, spellstrike, wand wielder

Magus Spells Prepared (CL 3rd, concentration +6):
2nd- Alter Self,
1st- Rime Frost bite, Shock Grasp, Shocking Grasp
0 (at will)—detect magic, read magic, arcane mark

Str 18, Dex 14, Con 14, Int 16, Wis 9, Cha 7
Base Atk +3; CMB +7; CMD 22

Feats Rime Spell, Weapon Focus (Whip), Whip Mastery

Skills Knowledge (Arcana) +10, Knowledge (Local) +7, Knowledge (Planes) +10, Spellcraft +10, Use Magic Device +10

Traits pragmatic activator, wayang spellhunter
Languages Ancient Osiriani, Common, Skald, Thassilonian, Wayang

SQ arcane pool (4/day), bonus magus arcane pool (3x), canny defense, cantrips, diminished spellcasting, dual talent, kensai chosen weapon (whip), kensai weapon proficiency (whip), magus arcana, weapon and armor proficiency, weapon focus, Perfect Strike

Combat Gear alchemist's fire (flask) x5, antiplague (vial), acid (flask), antitoxin (vial), (2 each) oil of bless weapon (3), Mithril chain shirt.

Other Gear masterwork haramaki, whip, cestus (cold iron), alchemist's fire (flask), acid (flask), masterwork morningstar (cold iron), morning star (silver), masterwork silver stinging whip, wand of mage armor, wand of shield, wand of true strike, wand (infernal healing/wizard/1st), backpack, masterwork, ioun torch, magus's kit, caltrops, 2 rope (silk/50 ft.), folding pole, crowbar, specialty smoke pellet, smog (3), outfit (explorer's), bolt, crossbow, thunder stone, smoked goggles, crossbow bolts (10), magus spellbook, 2 Springloaded wrist sheaths (true strike, shield)

Magus Spellbook:

0th acid splash, arcane mark, dancing lights, daze (DC 13), detect magic, disrupt undead, flare (DC 13), ghost sound (DC 13), light, mage hand, open/close (DC 13), prestidigitation (DC 13), ray of frost, read magic, spark (DC 13)

1st blade lash, burning hands (DC 14), chill touch (DC 14), corrosive touch, expeditious retreat (DC), frostbite, hydraulic push, keep watch (DC 14), long arm (DC), shield (DC), shocking grasp, stone fist (DC), true strike (DC), vanish (DC 14)

2nd Blade dash, Instant weapon, Alterself


Arcane Pool (Su) 4/4 You have a reservoir of mystical arcane energy that you draw upon to fuel your powers and enhance your weapon. This arcane pool has 4 points. The pool refreshes once per day when you prepare your spells. You can expend 1 point from your arcane pool as a swift action to grant any weapon you are holding a +1 enhancement bonus for 1 minute. 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.

Bonus Magus Arcane Pool (3x) Add +1/4 point to the magus' arcane pool.

Canny Defense (Ex) At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name (Core Rulebook 382), save that his chosen weapon may be of any type. [AC Bonus +3 / Actual AC Bonus +3]

Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Diminished Spellcasting A kensai may cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level.

Dual Talent Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.

Kensai Chosen Weapon (Whip) This is the Kensai's Chosen Weapon.

Kensai Weapon Proficiency (Whip) Kensai additional weapon proficiency selection.

Magus Arcana The following magus arcana complement the kensai archetype - concentrate*, critical strike*, deadly follow-up, precise prowess, prescient attack, prescient defense, spell shield*.

Magus Arcana As he gains levels, a magus learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 3rd level, a magus gains one magus arcana. He gains an additional magus arcana for every three levels of magus attained after 3rd level. Unless specifically noted in a magus arcana's description, a magus cannot select a particular magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the magus spell list unless otherwise noted.

Pragmatic Activator While some figure out how to use magical devices with stubborn resolve, your approach is more pragmatic. You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.

Spell Combat (Ex) You can cast spells and wield your weapons at the same time. This functions much like two-weapon fighting, but the offhand weapon is a spell that is being cast. To use this ability, you 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, you can make all of your attacks with your 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 you cast this spell defensively, you can decide to take an additional penalty on your attack rolls, up to your Intelligence bonus, and add the same amount as a circumstance bonus on your concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. You can choose to cast the spell first or make the weapon attacks first, but if you have more than one attack, you cannot cast the spell between weapon attacks.

Spellstrike (Ex) Whenever you cast a spell with a range of "touch" from the magus spell list, you can deliver the spell through any weapon you are 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 you make 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 x2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

Perfect Strike (Ex)
At 4th level, when a kensai hits with his chosen weapon, he can spend 1 point from his arcane pool in order to maximize his weapon damage. Don’t roll for damage—the weapon deals maximum damage. This affects only the weapon’s base damage dice, not additional damage from sneak attack, magical weapon properties, spellstrike, or critical hits. If the kensai confirms a critical hit, he can instead spend 2 points from his arcane pool to increase his weapon’s critical multiplier by 1.

Wand Wielder (Su) You can activate a wand or staff in place of casting a spell when using spell combat.

Wayang Spellhunter You grew up on one of the wayang-populated islands of Minata, and your use of magic while hunting has been a boon to you. Select a spell of 3rd level or below. When you use this spell with a metamagic feat, it uses up a spell slot one level lower than it normally would.

Weapon and Armor Proficiency A kensai is proficient in simple weapons and in a single martial or exotic melee weapon of his choice. A kensai is not proficient with armor or shields and suffers normal arcane spell failure chance when casting magus spells while armored.

Weapon Focus Whip (Ex) At 1st level, a kensai gains Weapon Focus with his chosen weapon as a bonus feat.

Knowledge check for resistance and vulnerabilities.

Swift action to fill his whip with magical energy.

[dice=Attack SC SS] 1d20+8; 1d3+5[/dice]
[dice=Attack SC SS] 1d20+8; 1d3+5[/dice]

Tough enemy Frostbite Rime (If vulnerable to cold non-leathal)
Swift action to fill his whip with magical energy.

[dice=Attack SC SS] 1d20+8; 1d3+5+1d6+4[/dice] + fatigue
[dice=Attack SC SS] 1d20+8; 1d3+5+1d6+4[/dice] + fatigue