Jarl of the North Wind

Ramli Il-Bahr.'s page

133 posts. Organized Play character for motteditor (RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16).


Full Name

Ramli Il-Bahr

Race

HP 16/16, AC 15/12/13, F +5, R +2, W +3, Init +2, Per +6

Classes/Levels

Human magus (hexcrafter staff magus)

Gender

M

Size

M

Alignment

CG

Deity

Kurgess (the Strong Man)

Languages

Taldan, Ignan, Draconic, Osiriani

Homepage URL

PFS #: 83959-3

Strength 14
Dexterity 14
Constitution 14
Intelligence 16
Wisdom 10
Charisma 10

About Ramli Il-Bahr.

"The ladies call me the Ram -- for obvious reasons -- but as you do not look like a lady, my friend, you may call me Ramli, Ramli il-Bahr."

[dice=Perception]1d20+6[/dice]

---

Favored Class: Magus

Hit Points: 22
Initiative: [dice]1d20+2[/dice]
Speed: 30 feet

Attacks:

BAB: +2
Melee: +4
Ranged: +4
CMB: +4

Quarterstaff (one-handed):
[dice=Mwk. Quarterstaff (one-handed)]1d20+6[/dice]
[dice=Damage]1d6+2[/dice]
Critical: x2; Type: B

[dice=Cast defensively (DC=15+double spell level]1d20+5[/dice]
[dice=Mwk. Quarterstaff (one-handed, with spell)]1d20+4[/dice]
[dice=Damage]1d6+2[/dice]
Critical: x2; Type: B

Dagger: [dice=Dagger]1d20+3[/dice]
[dice=Damage]1d4+2[/dice]
Critical: 19-20/x2; Range: 10 feet; Type: B/P

Ray/ranged touch:
[dice=Ray (ranged touch)]1d20+4[/dice]

Defense:

AC: 15 (+3 armor, +2 Dex)
Touch: 12
Flat-footed: 13
CMD: 15
Armor: Mwk. Studded Leather (+3 AC, +5 max Dex, 0 AC penalty, 30 ft. move)

Fortitude save: [dice=Fort save]1d20+5[/dice] (3 base, +2 Con)
Reflex save: [dice=Reflex save]1d20+2[/dice] (0 base, +2 Dex)
Will save: [dice=Will save]1d20+3[/dice] (3 base, +0 Wis)

Class abilities:

Weapon and Armor Proficiency: A magus is proficient with all simple weapons. A magus is also proficient with light armor. He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance.

Spells: A magus casts arcane spells drawn from the magus spell list. A magus must choose and prepare his spells ahead of time.

To learn, prepare, or cast a spell, the magus must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magus's spell is 10 + the spell level + the magus's Intelligence modifier.

Spellbooks: A magus must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook except for read magic, which all magi can prepare from memory. A magus begins play with a spellbook containing all 0-level magus spells plus three 1st-level magus spells of his choice. The magus also selects a number of additional 1st-level magus spells equal to his Intelligence modifier to add to his spellbook. At each new magus level, he gains two new magus spells of any spell level or levels that he can cast (based on his new magus level) for his spellbook. At any time, a magus can also add spells found in other spellbooks to his own (see Arcane Spells).

A magus can learn spells from a wizard's spellbook, just as a wizard can from a magus's spellbook. The spells learned must be on the magus spell list, as normal. An alchemist (see the Alchemist description) can learn formulae from a magus's spellbook, if the spells are also on the alchemist spell list. A magus cannot learn spells from an alchemist.

Arcane Pool (Su): At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. 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.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property's base price modifier (see the Magic Weapon Special Ability Descriptions). These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Cantrips: A magus can prepare a number of cantrips, or 0-level spells, each day, as noted in the table above under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus 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, he can make all of his attacks with his 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 he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Spellstrike (Su): At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is 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 the magus makes 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 ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

Magus Arcana:
Arcane Accuracy (Su): The magus can expend 1 point from his arcane pool as a swift action to grant himself an insight bonus equal to his Intelligence bonus on all attack rolls until the end of his turn.

Hexes:
Evil Eye (Su): The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. 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. At 8th level the penalty increases to –4. Lasts 6 rounds; DC 14

Spells:

Concentration check: [dice]1d20+3[/dice]

Arcane pool: 6

Prepared spells:
Cantrips (5): (DC 13) dancing lights, daze, detect magic, prestidigitation, disrupt undead
1st level (4/day): (DC 14) grease, burning hands, true strike

Spellbook (28 pages filled)
Orisons: acid splash, arcane mark, dancing lights, daze, detect magic, disrupt undead, flare, ghost sound, light, mage hand, open/close, prestidigitation, ray of frost, read magic, spark.
1st level: burning hands, color spray, enlarge person, expeditious retreat, hydraulic push, grease, magic missile, ray of enfeeblement, shield, shocking grasp, true strike, vanish
2nd level: levitate

Feats/Traits:

Human: Weapon Focus: Quarterstaff
1st: Extra Arcane Pool: evocation Your arcane pool increases by 2
Bonus: Quarterstaff Master Employing a number of different stances and techniques, you can wield a quarterstaff as a one-handed weapon. At the start of your turn, you decide whether or not you are going to wield the quarterstaff as a one-handed or two-handed weapon. When you wield it as a one-handed weapon, your other hand is free, and you cannot use the staff as a double weapon. You can take the feat Weapon Specialization in the quarterstaff even if you have no levels in fighter.
3rd: Hex Arcana: Evil Eye

Trait: Observant: Sometimes it helps to pay attention to your surroundings and the people you meet. Choose either Perception or Sense Motive. You gain a +1 trait bonus on all checks for the chosen skill, and the chosen skill becomes a class skill for you.

Trait: Friend in Every Town: You have no problem making friends and learning information from them wherever you go. You gain a +1 trait bonus on all Knowledge (local) checks and Diplomacy checks. One of these skills (your choice) is always a class skill for you.

Skills:

6 ranks/level (2 for sorcerer +3 for Int +1 for human)

Climb +6 (1 rank, 3 class skill, 2 Str, 0 armor)
[dice=Climb]1d20+6[/dice]

Diplomacy +5 (2 ranks, 3 class skill, 0 Cha)
[dice=Diplomacy]1d20+4[/dice]

Fly +6 (1 rank, 3 class skill, 2 Dex)
[dice=Fly]1d20+6[/dice]

Knowledge (arcana) +9 (3 ranks, 3 class skill, 3 Int)
[dice=Knowledge (arcana)]1d20+9[/dice]

Knowledge (dungeoneering) +7 (1 rank, 3 class skill, 3 Int)
[dice=Knowledge (dungeoneering)]1d20+7[/dice]

Knowledge (planes) +7 (1 rank, 3 class skill, 3 Int)
[dice=Knowledge (planes)]1d20+7[/dice]

Perception +7 (3 ranks, 3 class skill, 1 trait, 0 Wis)
[dice=Perception]1d20+7[/dice]

Spellcraft +9 (3 ranks, 3 class skill, 3 Int)
[dice=Spellcraft]1d20+9[/dice]

Swim +6 (1 rank, 3 class skill, 2 Str, 0 armor)
[dice=Swim]1d20+6[/dice]

Use Magic Device +6 (2 rank, 3 class skill, 0 Cha)
[dice=Use Magic Device]1d20+6[/dice]

Other class skills: Craft (Int), Intimidate (Cha), Profession (Wis), Ride (Dex)

Gear:

Combat gear
Mwk. quarterstaff (300 gp)
2 daggers (4 gp)
3 javelins (3 gp)
Mwk. studded leather armor (175 gp, 20 lbs.)
-Wand of Cure Light Wounds (25 charges)

Mundane gear
Backpack (2 lbs., 2 gp)
-Bedroll (5 lbs., 1 sp)
-Canteen (1 lb., 2 gp)
-2 scroll cases (1 lb, 2 gp)
-Soap (1/2 lb., 1 cp)
- Traveler's outfit (5 lbs.)
- 50 foot hemp rope (10 lbs., 1 gp)
- Trail rations, 2 days (2 lbs., 1 gp)
- Spellbook (3 lbs.)

2 belt pouches (1 lb., 1 gp)
- 1 flask holy water (1 lb., 25 gp)
- 1 vial antitoxin (50 gp.)

Spell Component Pouch (2 lbs., 5 gp)

2,100 gp, 9 sp, 9 cp

Racial abilities:

+2 to One Ability Score: Applied to Intelligence

Medium: Human are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

PFS Scenarios done:

1. 3-05: Tide of Twilight (+521 gp)
2. 3-18: God's Market Gamble (+2 prestige, +517 gp)
3. 5-01: Glass River Rescue (+1 prestige, +516 gp)
- 375 gp for 25-charge wand of CLW; -425 for masterwork quarterstaff and masterwork studded leather armor
4. Crypt of the Everflame (+3 XP -- 3rd level; +4 fame; +1,398 gold)
-80 gp for scribing spells found in crypt

Advancement:

Favored class bonus:
1st: +1/4 pt. arcane pool
2nd: +1/4 pt. arcane pool
3rd: +1/4 pt. arcane pool