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About Satazia ZemritaFemale Lamian (Seafolk/ Benthic Naga Cross-breed)
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Speed
Melee
Spells CL 1, DCs: 14+SL
Special Attacks
Naga Venom—injury:Once per day on a successful bite; save Fort DC 12 + ½ the Lamian’s level; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 2 saves. Spell Combat: Cast one standard action or less spell in the same action as a melee attack, both get -2 penalty on attacks rolls, weapon must be light or one-handed, may apply penalty on attack rolls equal to int bonus to get bonus to concentration checks. 1/round. Arcane Pool: As swift action, apply +1 enhancement bonus on weapon for 1 min/magus level. Cost: 1 Pool point. Smite Good (SU) : 1/day, as swift action declare target. If target is good, gain cha mod to attack rolls and level to dmg rolls. Gain 2xlevel to dmg if target is good outsider, dragon or cleric or paladin.Gain cha mod as deflection against target. attacks bypass all dmg reduction. Lasts until target is dead or Blackguard assassin rests. Detect Good (EX):Use Detect Good at will as spell, as move action can concentrate as though for 3 rounds. Arcane Pool:5= 1 (1/3 ML) + 4 (int) ------------------------------
Traits
Killer: Gain a trait bonus to crits equal to your crit modifier. This damage is not multiplied on a crit. Extremely Fashionable: +1 to Bluff, diplomacy and intimidate checks. Drawback
Feats
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+9/11 Acrobatics 1 +5(dex) +3(class) +2(Swimming)
Background Skills
ACP:0 Languages:Common, Halbok, Deletari, Draconic and Lok Tar
Mst Sharkhide (B-10) Magus Spell Book 9/100P (B-3)
Airbladder B (Mst diminutive float) A bedroll (B-5), a belt pouch (B-3),4 Glow Rod, 5 trail rations (-5),50ft Mussel Rope (B-5) and a waterskin (B-4). Coin pouch: 44gp, 9sp and cp Carrying Capacity:
Class Features:
------------------------------ Spells (Su) :
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. A magus can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Magus. In addition, he receives bonus spells per day if he has a high Intelligence score. A magus may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the magus decides which spells to prepare. Cantrips: A magus can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Magus under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. 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. 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 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 (Ex) : 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. 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. Spell Combat(Ex)
Aura of Evil (Ex)
Detect Good (Sp)
Smite Good (Su)
In addition, while smite good is in effect, the antipaladin gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target of the smite. If the antipaladin targets a creature that is not good, the smite is wasted with no effect. The smite good effect remains until the target of the smite is dead or the next time the antipaladin rests and regains his uses of this ability. At 4th level, and at every three levels thereafter, the antipaladin may smite good one additional time per day, as indicated on Table: Antipaladin, to a maximum of seven times per day at 19th level
Racial Features:
Seawalker Merfolk were never meant to move on land. They do so at a movement rate of 5 feet (though may move faster by using the Climb skill, see Chapter 4 for details). This feature generally precludes them from a land adventure at low levels, which should not be a major issue for an entirely aquatic campaign. At higher levels, spells and magic items may help merfolk explore dry-land in short intervals, with more permanent solutions becoming obtainable at the highest levels. Fast Swim Speed
Amphibious (Gills)
Bestial Senses
Scaled Hide
Poison Resistant
Guarded Thoughts
Spell Book:
Level 0: Acid Splash:
Detect Magic:
Read Magic:
Level 1: Infernal Healing: Touched creature gains fast healing/1 for 1 minute, cannot heal silver or goodly damage. Creature detects as evil for duration. Evil Spell. Magic Missile: 1 Force Missile +1 per 2 Cl above 1st Max 5. 1d4+1 dmg. Medium Range, No save, Spell Resist. Ray of Enfeeblement: 1d6+1 per 2 CL (Max +5). Close range Ray, Ranged touch attack, Fortitude for half and Spell resist. Shield: Conjure shield of force. +4 shield bonus to AC, blocks magic missile and counts against incorporeal. 1 min/Level. Personal. Shocking Grasp: 1d6/CL (Max 5d6) of electricity dmg. Touch spell, no save, spell resist. Vanish: Invisibility 1 round/Level (max 5).Range is touch, Target is creature touched. Background:
Appearance and Personality:
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