Full Name |
Ratesh |
Race |
Human Magus 4 | hp 24/26 | AC 18 T 13 FF 15 | CMB +5 CMD 18 | F +4 R +4 W +3 | Spd 30' | Init +3 | Perc +0, Diplo +6, Splcrft +10 |
Classes/Levels |
Arcane Pool 5/6 |
Gender |
Male |
Size |
5'4" |
Age |
18 |
Strength |
14 |
Dexterity |
16 |
Constitution |
10 |
Intelligence |
18 |
Wisdom |
8 |
Charisma |
10 |
About Ratesh
Ratesh
Male human (Taldan) magus 4 (Pathfinder RPG Ultimate Magic 9)
NG Medium humanoid (human)
Init +3; Senses Perception +0
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Defense
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AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 26 (4d8+3)
Fort +4, Ref +4, Will +3
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee cold iron masterwork longsword +6 (1d8+2/19-20)
Ranged composite shortbow +6 (1d6+2/×3)
Special Attacks arcane pool (+1, 6 points), magus arcana (pool strike[UM]), spell combat, spell recall, spellstrike
Magus Spells Prepared (CL 4th; concentration +8)
2nd—euphoric cloud[ACG] (DC 16), mirror image
1st—shield, shocking grasp (2), true strike
0 (at will)—daze (DC 14), detect magic, light, read magic
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Statistics
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Str 14, Dex 16, Con 10, Int 18, Wis 8, Cha 10
Base Atk +3; CMB +5; CMD 18
Feats Arcane Armor Training, Combat Casting, Steadfast Mind
Traits clever wordplay, gifted adept
Skills Acrobatics +1 (-3 to jump), Climb +4, Diplomacy +6, Escape Artist +1, Fly +5, Intimidate +4, Knowledge (arcana) +10, Knowledge (dungeoneering) +9 (+11 to navigate underground), Knowledge (planes) +9, Perception +0, Ride +4, Spellcraft +10, Survival +1 (+3 to avoid becoming lost), Swim +3, Use Magic Device +6; Racial Modifiers +2 Survival
Languages Abyssal, Ancient Osiriani, Common, Infernal, Necril
SQ heart of the wilderness[APG]
Combat Gear potion of cure light wounds (4), wand of disguise self (5 charges), smelling salts[APG], weapon blanch (silver)[APG] (5); Other Gear +1 chain shirt, arrows (20), cold iron masterwork longsword, composite shortbow (+2 Str), backpack, barbed vest[APG], bedroll, belt pouch, chalk, compass[APG], hemp rope (50 ft.), paper, spell component pouch, spellbook, torch (2), waterskin, whetstone, 5,753 gp, 4 sp, 5 cp
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Spellbook
0-Level Spells:
Acid Splash, Arcane Mark, Dancing Lights, Daze (DC14), Detect Magic, Disrupt Undead, Flare (DC14), Ghost Sound (DC14), Light, Open/Close, Prestidigitation, Ray of Frost, Read Magic
1-Level Spells:
Burning Hands (DC15), Color Spray (DC15), Magic Missile, Magic Weapon, Monkey Fish, Mount, Ray of Enfeeblement (DC15), Shocking Grasp, True Strike, Unseen Servant, Vanish (DC15), hydraulic push,
2-Level Spells:
Euphoric Cloud (DC16), Mirror Image, shatter, scorching ray
3-Level Spells:
Fireball, hydraulic torrent
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Special Abilities
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Arcane Armor Training Swift action: -10% arcane spell failure due to armor.
Arcane Pool +1 (6/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Heart of the Wilderness +2 Negative Hp required for death increases by listed amount, +5 on CON checks to stabilize.
Pool Strike (2d6 energy damage) (Su) 1 Arcane pool: As a standard action, melee touch att deals energy dam (can be used with spellstrike).
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spell Recall (Su) Spend your Arcane Pool to recall spells you have already cast.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Steadfast Mind (Intelligence) If fail to cast spell of chosen attribute defensively, retain the spell (Will DC 15+spell level).
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House Thrune's Favor (The Disappeared) - +3 Diplomacy to influence high standing members of House Thrune the Chelish government, or a Hellknight order in good standing
Mendevian Commendation (Scars of the Third Crusade) - +1 charisma skill and ability to influence crusaders of Mendev
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