Age: Equivalent of 24 Human Years
Attributes STR 14(+2) DEX 18(+4) CON 10(+0) INT 17(+3) WIS 12(+1) CHA 12(+1)
BAB: +3(+3 Magus)
Attack: +8 (+3 BAB +4 Dex +1 Masterwork)
Damage: 1d8+2 (+2 Str)
Crit: 20 x3
Range: 110 ft
- +1 Attack/Damage within the first 30 ft.
HP: 32(4d8 Magus + 0 Con/Level)[/bigger]
AC: 20(10 Base + 4 Dex + 6 Armour)
CMB: 5(+3 BAB +2 Str) CMD: 19(10 + 3 BAB + 2 Str + 4 Dex)
Fort +4(4 Magus + 0 Con) Refl +5(1 Magus + 4 Dex) Will +5(4 Magus + 1 Wis)
8 / Level Level (2 Base + 3 Int + 2 Background + 1 Favoured)
Bluff +5(+1 Rank +3 Class +1 Cha )
Climb +6(+1 Rank +3 Class +2 Str)
Intimidate +8(+4 Ranks +3 Class +1 Cha)
Kn Arcana +9(+3 Ranks +3 Class +3 Int)
Kn Dungeons +7(+1 Rank +3 Class +3 Int)
Kn Geography +5(+2 Background +3 Int)
Kn History +7(+1 Background +3 Int)
Linguistics +4(+1 Background +3 Int)
Perception +10(+4 Ranks +3 Class +1 Wis +2 Racial)
Profession (Occultist) +6(+2 Ranks +3 Class +1 Wis)
Profession (Investigator) +8(+4 Background +3 Class +1 Wis)
Ride +8(+1 Rank +3 Class +4 Dex)
Spellcraft +10(+4 Ranks +3 Class +3 Int)
Stealth +8(+1 Rank +3 Class +4 Dex)
Survival +7(+1 Rank +3 Class +1 Wis +2 Trait)
Swim +6(+1 Rank +3 Class +2 Str)
- +2 Intimidate to Demoralize
Warrior of Old (Racial): As a child, you put in long hours on combat drills, and though time has made this training a dim memory, you still have a knack for quickly responding to trouble. You gain a +2 trait bonus on initiative checks.
Child of Nature (Religion): The wild places are your home, and provide everything you need to be happy. You gain a +2 trait bonus on Survival checks, and Survival is a class skill for you.
Point Blank Shot: You gain +1 to attack/damage rolls with ranged weapons within 30 ft. (Level 1 Feat)
Precise Shot: You do not take a -4 penalty for firing into melee. (Level 3 Feat)
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Fey Thoughts: Elves treat Stealth and Bluff as class skills.
Creepy: For some elves, their long, slender limbs and large pupils evoke not attraction, but unease in other humanoids. Non-elf humanoids take a –1 penalty on saving throws against spells these elves cast that cause confusion or fear. In addition, elves with this trait gain a +2 racial bonus on Intimidate checks to demoralize.
Proficiencies: Simple and martial weapons. Light armour (without arcane spell failure chance for Magus spells).
Arcane Pool (6 / Day): The magus has a reservoir of mystical arcane energy that she can draw upon to fuel her powers and enhance her weapon. This arcane pool has a number of points equal to 1/2 her magus level (minimum 1) + her Intelligence modifier. The pool refreshes once per day when the magus prepares her spells. She can spend 1 point from this pool as a swift action to give her weapon a +1 enhancement bonus for 1 minute.
Ranged Weapon Bond: An eldritch archer gains a bonded object as per the wizard’s arcane bonded object; it must be a ranged weapon, and it can’t be used to cast a spell once per day. Holding her bonded item does not prevent the eldritch archer from providing somatic components for her spells. All this means is that it is Masterwork and I must have it in-hand to cast spells or else make a Concentration check.
Ranged Spell Combat: A magus knows how to cast spells and wield her weapons at the same time. She can use a modified form of two-weapon fighting, where she can attack with her boy and cast a spell, even without having a hand free. Her attack takes a -2 penalty and the spell must have a casting time of 1 standard action (any attack roll as part of the spell also takes the -2 penalty). The magus cannot take a penalty on the attack to benefit her concentration check.
Ranged Spellstrike: Whenever an eldritch archer casts a spell that calls for a ranged attack, she can deliver the spell through a ranged weapon she wields as part of a ranged attack. Instead of the free ranged attack normally allowed to deliver the spell, an eldritch archer can make one free ranged attack with a ranged weapon (at her highest base attack bonus) as part of casting this spell. The attack does not increase the spell’s range.
If the spell can normally affect multiple targets, only a single missile, ray, or effect accompanies each attack; if the spell allows multiple attacks and the eldritch archer can make additional ranged attacks as part of a full-round action with spell combat, one additional ray, missile, or effect from the spell accompanies each subsequent ranged attack the eldritch archer makes in the same round until all attacks allowed by the spell are made. Unused missiles, rays, or effects remaining at the end of the eldritch archer’s turn are wasted.
Magus Arcana: As she gains levels, the magus learns arcane secrets tailed to her way of blending martial puissance and magical skill.
Familiar: The magus gains a familiar, using her magus level as her effective wizard level. The familiar follows the rules for familiars present in the arcane bond wizard class feature.
Hex Magus: The hexcrafter magus can use Witch hexes as if she were a witch of equal level to her magus level. DC to resist is 16 (10 + ½ Magus level + Int modifier)
Evil Eye: The target takes a –2 penalty on one of the following (witch’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch’s Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect.
A hexcrafter magus uses the magus spell list, and also add bestow curse, major curse, and all other spells of 6th level or lower that have the curse descriptor. DC to resist spells is 10 + the Spell Level + the magus’s Int modifier.