Hazic Kel-Kalaar

Reji Petir-Pemanah's page

74 posts. Organized Play character for UncleFroggy.


Full Name

Reji Petir-Pemanah

Race

HP 18/18 | AC 18 (19 w/shield) | F/R/W 6/4/5 | Perc +5 | Spell Attack: +6 | 25 feet | Class DC 17 | Spells: -/1/

Classes/Levels

Athletics: +7, Arcana/Lore(PFS, Warfare)/Occultism/Society: +6, Acrobatics/Stealth/Thievery: +4 | Exploration Activity: Search | ◈◇↺ |

Gender

2396852-2021 | CG Male Versatile Human | Martial Disciple (Acrobatics) | Magus Lvl 1 | Hero Points: 1/3 | Focus Points: 1/1 |

Strength 18
Dexterity 12
Constitution 12
Intelligence 16
Wisdom 10
Charisma 10

About Reji Petir-Pemanah

Male Human Magus 1
CG, Medium, Humanoid
Heritage: Versatile
Background: Martial Disciple (Acrobatics)
Perception: +5
Languages: Common, Goblin, Draconic, Elven
STR 18 (+4), DEX 12 (+1), CON 12 (+1), INT 16 (+3), WIS 10 (+0), CHA 10 (+0)
AC 18 (19 w/shield), HP 18, F/R/W: 6/4/5
Class DC: 17
Speed: 25 ft

PFS Info:

PFS#: 2396852-2021
PFS School: Generalist
PFS School Item: Minor Healing Potion

Skills/Offensive Strikes:

See Botting Spoiler

Arcane Magus Spellcasting:

Spell DC: 16
Spell Attack: +6
1st: Shocking Grasp
Cantrips: Shield, Telekinetic Projectile, Acid Splash, Ray of Frost, Produce Flame

Conflux Spells:

Focus Points: 1
1st: Thunderous Strike
You swing your massive weapon, creating a wave of sonic vibrations that topples creatures. Make a melee Strike with your two-handed weapon. Each creature in a 15-foot cone from you must attempt a basic Fortitude save against your spell DC or take 2 sonic damage. On a critical failure, the creature is knocked prone. The target of your Strike must be within the cone or the effect fails.

Feats and Abilities:

Ancestry Feats: General Training
Background Feats: Cat Fall - Treat falls as 10' less.

Bonus Feats:
Toughness - DC of recovery checks is 9 + Dying Value; Add hp equal to current level.

General Feats:
Canny Acumen (Perception)

Class Features:
Spellstrike
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 (Secrets of Magic 40) that takes at least 1 action to cast; casting a focus spell of another type doesn’t recharge your Spellstrike.

Arcane Cascade Stance
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/Evocation: force
Conjuration/Transmutation: same type as your weapon or unarmed attack
Divination/Enchantment/Illusion: mental
Necromancy: negative

Hybrid Study
Inexorable Iron

Once you begin along a path, nothing can stop you from reaching its end. You transform the mass of a greataxe, greatsword, or polearm into an unstoppable force to augment your own striking power or keep you standing on the battlefield. When you enter Arcane Cascade stance and at the start of each of your turns while you're in that stance, if you're wielding a melee weapon in two hands, you gain temporary Hit Points equal to half your level (minimum 1 temporary HP).

Other Abilities: Radiant Oath Champion

Equipment:

Combat Gear: Halberd
Armor: Studded Leather Armor
Magic Items: Wayfinder
Other Gear: backpack, bedroll, chalk (10), flint and steel, rations (2 weeks), rope 50', soap, waterskin, Spellbook
Bulk: 3 (Encumbered at: 6; Maximum at: 11)
Coins: 27.55

Botting:

SAVES / PERCEPTION
[dice=Fortitude]d20+6[/dice]
[dice=Reflex]d20+4[/dice]
[dice=Will]d20+5[/dice]
[dice=Perception]d20+5[/dice]

INITIATIVE
[dice=Reji Init, Perc]d20+5[/dice]

SKILLS
[dice=Acrobatics(T)]d20+4[/dice]
[dice=Arcana(T)]d20+6[/dice]
[dice=Athletics(T)]d20+7[/dice]
[dice=Crafting(U)]d20+3[/dice]
[dice=Deception(U)]d20[/dice]
[dice=Diplomacy(U)]d20[/dice]
[dice=Intimidation(U)]d20[/dice]
[dice=Medicine(U)]d20[/dice]
[dice=Nature(U)]d20[/dice]
[dice=Occultism(T)]d20+6[/dice]
[dice=PFS Lore]d20+6[/dice]
[dice=Performance(U)]d20[/dice]
[dice=Religion(U)]d20[/dice]
[dice=Society(T)]d20+6[/dice]
[dice=Stealth(T)]d20+4[/dice]
[dice=Survival(U)]d20[/dice]
[dice=Thievery(T)]d20+4[/dice]
[dice=Warfare Lore]d20+6[/dice]

MELEE
[dice=Fist]d20+7[/dice] for [dice=Bludgeoning Damage]1d4+4[/dice] Doubled on Crit
[dice=Fist, MAP, Agile]d20+3[/dice] for [dice=Bludgeoning Damage]1d4+4[/dice] Doubled on Crit
[dice=Fist, MAP 2+, Agile]d20-1[/dice] for [dice=Bludgeoning Damage]1d4+4[/dice] Doubled on Crit

[dice=Halberd]d20+7[/dice] for [dice=Piercing/Slashing Damage]1d10+4[/dice] Doubled on Crit
[dice=Halberd, MAP]d20+2[/dice] for [dice=Piercing/Slashing Damage]1d10+4[/dice] Doubled on Crit
[dice=Halberd, MAP 2+]d20-3[/dice] for [dice=Piercing/Slashing Damage]1d10+4[/dice] Doubled on Crit

SPELLS
[dice=Acid Splash, 30' range]d20+6[/dice] for [dice=Acid Damage]1d6[/dice] plus [dice=Splash]1[/dice] Crit - Double Damage + 1 Persistent Acid Damage
[dice=Ray of Frost, 120' range]d20+6[/dice] for [dice=Cold Damage]d4+3[/dice] Crit - Double Damage + -10 penalty to speed for 1 rd
[dice=Produce Flame, 30' range]d20+6[/dice] for [dice=Fire Damage]1d4+3[/dice] Crit - Double Damage + 1d4 Persistent Fire Damage
[dice=Telekinetic Projectile, 30' range]d20+6[/dice] for [dice=Bludgeoning/Piercing/Slashing Damage]1d6+3[/dice] Crit - Double Damage