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About Savyon Calanthis--------------
Appearance:
Race: Human Height: 6'2" Weight: 180 Lbs Build: Average Hair Color: Brown Hair Style: Short Facial Hair: None Eye Color: Brown Skin Color: Tan Background:
Age: 25 Place of Birth: Absalom (Deity)Religious Views: Cayden Cailean (Alignment)Philosophical Views: Neutral Good Story So far: Savyon was born in the great city of Absalom, where he raised Cthanos from a young age. Savyon has always been interested in the arcane arts, coming from a family of spellcasters, except he was also a fan of staffs and watched the monks train with these blunt weapons, so he set on the path of mastering both. He soon found the joy of hurling bombs infused with magic for a more satisfying 'Boom' than a standard bomb. He soon found a Halfling that used the fabled sling staff with some proficiency. Savyon soon learned to use said weapon to hurl his explosives even further. His current staff he uses is of his own design that he commissioned from the mages guild. He's done his best to make his family proud by specializing in making his spells more potent. Traits:
Trait #1: Reactionary: +2 Initiative Trait #2: Bladed Magic: Arcane enhancement lasts 2 minutes. Trait #3: Shrouded Casting: Evocation spells cast as if Eschew Materials Trait #4: Magical Lineage: Shocking Grasp Drawback: Attached: Cthanos Personality: He's a quiet, gruff guy most of the time, but generally puts on the airs of being outgoing. Racial Qualities:
Type(Subtype): Human Size: Medium Speed(Distance/Round): 30' 6 squares/round Language: Common, Draconic, Halfling, Gnome Ability Score Modifiers: 2 +2 abilities Defensive Qualities: Offensive Qualities: Sensory Enhancements: 1 skill rank/level. Skill Focus bonus feat. Weaknesses: ------- CORE ------- Ability Scores:
Strength: 14 +2 Dexterity: 20 +5 Constitution: 14 +2 Intelligence: 20 +5 Wisdom: 12 +1 Charisma: 14 +2 Combat Stats:
Hit Points: 90 Initiative: +11 Armor Class: 24 = 10 + 6 AC + 1 shield + 5 Dex + 2 Natural Armor Flat-footed Armor Class: 19 Touch Armor Class: 15 Damage Reduction: 0 Spell Resistance: 0 Base Attack Bonus(Additional Attacks): +6/+1 Combat Maneuver Bonus: +8 Combat Maneuver Defense: 22 Saves:
Fortitude: 10 Reflex: 10 Will: 9 Bonus vs. Fear Effects: Bonus vs. Mind-affecting Effects: Bonus vs. Mundane Poison: Bonus vs. Mundane Disease: Bonus vs. Magical Poison: Bonus vs. Magical Disease: Immune: Feats:
Scribe Scroll: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. See the magic item creation rules in Magic Items for more information. Fast Study: Normally, a wizard spends 1 hour preparing all of his spells for the day, or proportionately less if he only prepares some spells, with a minimum of 15 minutes of preparation. Thanks to mental discipline and clever mnemonics, you can prepare all of your spells in only 15 minutes, and your minimum preparation time is only 1 minute. Extra Arcane Pool: 2 extra Arcane Pool points. Weapon Focus (Quarterstaff): You gain a +1 bonus on all attack rolls you make using the selected weapon. Arcane Strike: As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level. Quarterstaff Master: By 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. Weapon Specialization (Quarterstaff): You gain a +2 bonus on all damage rolls you make using the selected weapon. Improved Initiative: +4 to Initiative. Intensified Spell: An intensified spell increases the maximum number of damage dice by 5 levels. You must actually have sufficient caster levels to surpass the maximum in order to benefit from this feat. No other variables of the spell are affected, and spells that inflict damage that is not modified by caster level are not affected by this feat.
Skill Focus (Intimidate): You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Class Abilities:
Staff Magus: 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. A magus can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high Intelligence score (see the Ability Modifiers and Bonus Spells Table). 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. Spellbook: 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: 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. Arcane Pool: 9 Base + 2 Feat + 2 Human Favored class = 13 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: 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. Improved Spell Combat: At 8th level, the magus's ability to cast spells and make melee attacks improves. When using the spell combat ability, the magus receives a +2 circumstance bonus on concentration checks, in addition to any bonus granted by taking an additional penalty on the attack roll. Spell Strike: 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: As he gains levels, a magus learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 3rd level, a magus gains one magus arcana. He gains an additional magus arcana for every three levels of magus attained after 3rd level. Unless specifically noted in a magus arcana's description, a magus cannot select a particular magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the magus spell list unless otherwise noted. Spell Shield (1): The magus can expend a point from his arcane pool as an immediate action to grant himself a shield bonus to AC equal to his Intelligence bonus until the end of his next turn. Empowered Magic (2): The magus can cast one spell per day as if it were modified by the Empower Spell feat. This does not increase the casting time or the level of the spell. The magus must be at least 6th level before selecting this magus arcana. Hasted Assault (3): The magus can expend 1 point from his arcane pool as a swift action to move more quickly. This functions as haste, but only targets the magus and lasts for a number of rounds equal to the magus's Intelligence bonus. The magus must be at least 9th level before selecting this magus arcana. Spell Recall: At 4th level, the magus learns to use his arcane pool to recall spells he has already cast. With a swift action he can recall any single magus spell that he has already prepared and cast that day by expending a number of points from his arcane pool equal to the spell's level (minimum 1). The spell is prepared again, just as if it had not been cast. Knowledge Pool: At 7th level, when a magus prepares his magus spells, he can decide to expend 1 or more points from his arcane pool, up to his Intelligence bonus. For each point he expends, he can treat any one spell from the magus spell list as if it were in his spellbook and can prepare that spell as normal that day. If he does not cast spells prepared in this way before the next time he prepares spells, he loses those spells. He can also cast spells added in this way using his spell recall ability, but only until he prepares spells again. Arcane Bomber: Bomb: At 1st level, the arcane bomber gains an ability nearly identical to the alchemist’s bomb ability. Unlike the alchemist, at 1st level, the arcane bomber chooses one type of energy from the following list: acid, cold, fire, and electricity. He can throw bombs of that type, but cannot modify them with discoveries. This ability stacks with the alchemist bomb ability to determine the level of bomb damage, but an arcane bomber that becomes an alchemist does not gain that class’s bomb ability, nor does an alchemist that becomes an arcane bomber gain this bomb ability. This ability replaces arcane bond. Spellblast Bombs: At 1st level, as a swift action, an arcane bomber can sacrifice one of his spells to empower the next bomb he throws during his turn. When he does, he gains a bonus to hit with the next bomb he throws before the end of his turn equal to the level of the spell he sacrificed, and a bonus to damage equal to twice the level of the spell. This ability replaces cantrips, but the arcana bomber gains the detect magic and read magic cantrips and places them in his spellbook. He can cast either of these as 1st-level spells.
Spells:
Magus Spells per Day: 0-lvl: 5 1-lvl: 5 2 2-lvl: 4 1 3-lvl: 3 1 Magus Spells Known: 0-lvl: All. 1-lvl: Color Spray, Grease, Shocking Grasp, True Strike, Vanish, Shield, Reduce Person, Obscuring Mist, Ray of Enfeeblement, Enlarge Person, Unseen Servant. 2-lvl: Frigid Touch, Mirror Image, Web, Pyrotechnics, Glitterdust, Cat's Grace. 3-lvl: Fly, Haste, Ray of Exhaustion, Vampire Touch, Force Hook Charge, Slow. Wizard Spells per Day: 1-lvl: 5 2 2-lvl: 4 1 3-lvl: 3 1 4-lvl: 2 1 5-lvl: 1 1 Wizard Spells Known: 1-lvl: Stumble Gap, Touch of Combustion, Mirror Strike, Grease, Magic Missle, Corrosive Touch, Expeditious Retreat, Endothermic Touch, Long Shot, Web Bolt. 2-lvl: Flaming Sphere, Gust of Wind, Touch of Idiocy, Spontaneous Immolation, Acid Arrow, Oppressive Boredom. 3-lvl: Stinking Cloud, Fireball, Wind Wall, Haste, Ash Cloud. 4-lvl: Black Tentacles, Dimension Door, Confusion, Wall of Ice, Ball Lightening, Ice Storm. 5-lvl: Wall of Force, Telekinesis. Skills:
Total Skill Points: 70 (* Designates Class Skill.) Acrobatics: 5 Artistry: - (B)Appraise*: 11 Bluff: 2 Climb*: 8 (B)Craft(Alchemy)*: 13 (B)Craft(Woodworking)* 13 Diplomacy: 2 Disable Device: - Disguise: 2 Escape Artist: 5 Fly*: 11 (B)Handle Animal: - Heal: 1 Intimidate*: 12 Knowledge(arcana)*: 11 Knowledge(dungeoneering)*: 11 (B)Knowledge(engineering)*: 11 (B)Knowledge(geography)*: 11 (B)Knowledge(history)*: 11 Knowledge(local)*: 11 Knowledge(nature)*: 11 (B)Knowledge(nobility)*: 11 Knowledge(planes)*: 11 Knowledge(religion)*: 11 (B)Linguistics*: 11 (B)Lore: - Perception*: 16 (B)Perform: - (B)Profession(Carpenter)*: 10 Ride*: 11 Sense Motive: 1 Sleight of Hand: - Spellcraft*: 11 Stealth: 5 Survival: 1 Swim*: 8 Use Magic Device*: 8 ------- GEAR ------- Equipped Weapons and Armor Melee Weapon: +1 [i]Spell Storing Halfling Sling Staff 1d6 100 ft range Sling Bullets/arcane bombs/+1 Corrosive Quarterstaff 2d4+2 +1d6 acid damage (+ Ranged Weapon(Ammunition): Bullets x50 Armor: +2 Mithral Chain Shirt. +1 Spell Storing/+1 Deathless Shield: Worn Magical Items:
Belt: Belt of the Weasel Body: Hyperboreal Robe Chest: Tunic of Careful Casting Eyes: Lenses of the Predator's Gaze Feet: Jaunt Boots Hands: Spellstrike Gloves Head: Sniper's Helmet Headband: Headband of Mental Prowess Int/Cha Neck: Amulet of Natural Armor +2 Shoulders: Eagle Cape Wrist: Ring #1: Ring of Sustenance Ring #2: Ring of Mind Shielding Staves, Wands, Potions, Scrolls, and Alchemical Items Carried:
Staff #1(Charges): Staff #2(Charges): Wand #1(Charges): Wand #2(Charges): Rod: Rod of Metamagic, Empowered (Lesser) Scroll #1(Quantity): Scroll #2(Quantity): Scroll #3(Quantity): Alchemical Item #1(Quantity): Alcehmical Item #2(Quantity): Alchemical Item #3(Quantity): Clothing, Tools, and Containers:
Worn Clothing: Tools: Masterwork Woodworking tools. Container #1(Capacity): Handy Haversack. Container #2(Capacity): Carrying Capacity and Currency Carried:
Platinum: 2 Gold: 8 Silver: 19 Copper:18 Light Load: 58 lbs Medium Load: 59-116 lbs Heavy Load: 117-175 lbs Push/Drag: 875 lbs Lift: 350 lbs Lift Over Head: 175 lbs |