The Rake

Sefu Sekala's page

95 posts. Organized Play character for CWalk89.


Full Name

Sefu Sekala

Race

Human (Garundi)

Classes/Levels

Magus (Bladebound/Kensai) 1

Stats:
HP 12/12 | AC: 15 /T: 14 /FF: 11 | F: +3 /R: +2/ W: +1 | CMB +2 | CMD 16 | Speed 30 | Init. +2 | Perc. +0

Gender

Male

Size

Medium

Age

32

Special Abilities

Arcane Pool 2/5, Grease 1/1

Alignment

Neutral Good

Deity

None

Languages

Abyssal, Common, Draconic, Infernal, Osiriani, Polyglot

Strength 14
Dexterity 14
Constitution 12
Intelligence 18
Wisdom 8
Charisma 10

About Sefu Sekala

PFS #86224-4
XP 1 PP 0 Fame 2

Male human (Garundi) magus (bladebound/kensai) 1
NG Medium humanoid (human)
Init +2; Senses Perception +0

DEFENSE:

AC 15, touch 14, flat-footed 11 (+1 armor, +2 Dex, +2 dodge)
hp 12 (1d8+4)
Fort +3, Ref +2, Will +1

OFFENSE:

Speed 30 ft.
Melee mwk cold iron khopesh +4 (1d8+2/19-20x2)
Magus Spells Prepared (CL 1st; concentration +5)
1st (1/day) - grease (DC 15)
0 (at will) - detect magic, disrupt undead (+2, 1d6)

STATISTICS:

Str 14, Dex 14, Con 12, Int 18, Wis 8, Cha 10
Base Atk +0; CMB +2; CMD 16
Feats Dodge*, Toughness*, Weapon Focus (khopesh)*
Skills Acrobatics +2, Appraise +4, Bluff +0, Climb +6, Diplomacy +0, Disguise +0, Escape Artist +2, Heal -1, Intimidate +8, Knowledge (arcana) +8, Perception +0, Profession (soldier) +3, Ride +2, Sense Motive -1, Spellcraft +8, Stealth +2, Survival -1, Swim +6
Traits Bruising Intellect*, Magical Lineage (shocking grasp)
Languages Abyssal, Common, Draconic, Infernal, Osiriani, Polyglot
SQ arcane pool (5.25/day)
* This ability has already been calculated into Sefu’s stats.

GEAR:

mwk cold iron khopesh, haramaki, outfit (hot-weather), belt pouch (vial of ink, inkpen, journal, potion of mage armor, spellbook), backpack (blanket, flint and steel, grappling hook, rope (hemp, 50 ft.), sunrod, trail rations (2), waterskin), spell component pouch, wand of shield, wayfinder, 91 gp, 4 sp

Wands shield (50)

SPECIAL QUALITIES:

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 1/3 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.

Favored Class Bonus: Add +1/4 point to the magus' arcane pool. (x1)

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

Canny Defense (Ex): At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name, save that his chosen weapon may be of any type.
When wearing light or no armor and not using a shield, a duelist adds 1 point of Intelligence bonus (if any) per duelist class level as a dodge bonus to her Armor Class while wielding a melee weapon. If a duelist is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.

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.

Diminished Spellcasting: A kensai may cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level.

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

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.

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.

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.

Weapon and Armor Proficiency: A kensai is proficient in simple weapons and in a single martial or exotic melee weapon of his choice. A kensai is not proficient with armor or shields and suffers normal arcane spell failure chance when casting magus spells while armored.

Weapon Focus (Ex): At 1st level, a kensai gains Weapon Focus with his chosen weapon as a bonus feat.

FEATS:

Dodge: Your training and reflexes allow you to react swiftly to avoid an opponents' attacks. You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Toughness: You have enhanced physical stamina. You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Weapon Focus (khopesh): Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat. You gain a +1 bonus on all attack rolls you make using the selected weapon.

TRAITS:

Bruising Intellect: Your sharp intellect and rapier-like wit bruise egos. Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.

Magical Lineage (shocking grasp): One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Pick one spell when you choose this trait. When you apply metamagic feats to this spell, treat its actual level as 1 lower for determining the spell's final adjusted level.

DESCRIPTION:

Sefu is 6'1", leaner than your typical fighter, and in his early thirties. He has the tan skin and swarthy features typical of Garundi men, and only the slightest hint of his native accent peaks through his academic tone when he speaks. If you were to fail to notice all of these things, however, you would not be the first. All eyes are naturally drawn to the ornate and otherworldly golden khopesh hitched to the wide silk-and-brass-plated haramaki Sefu wears upon his waist.

CHRONICLES:

1 - Scenario S5-08 - The Confirmation
+430 gp, +1 XP, +2 PP Purchased mwk cold iron khopesh (-340 gp), wand of shield (-2 PP), wayfinder (free), journal (-10 gp) Sold khopesh (+10 gp) Used potion of mage armor, sunrod

ORIGINAL:
Male human (Garundi) magus (bladebound/kensai) 1
NG Medium humanoid (human)
Init +2; Senses Perception +0

DEFENSE
AC 15, touch 14, flat-footed 11 (+1 armor, +2 Dex, +2 dodge)
hp 12 (1d8+4)
Fort +3, Ref +2, Will +1

OFFENSE
Speed 30 ft.
Melee khopesh +3 (1d8+2/19-20x2)
Magus Spells Prepared (CL 1st; concentration +5)
1st (1/day) - color spray (DC 15)
0 (at will) - daze (DC 14), detect magic

STATISTICS
Str 14, Dex 14, Con 12, Int 18, Wis 8, Cha 10
Base Atk +0; CMB +2; CMD 16
Feats Dodge*, Toughness*, Weapon Focus (khopesh)*
Skills Acrobatics +2, Appraise +4, Bluff +0, Climb +6, Diplomacy +0, Disguise +0, Escape Artist +2, Heal -1, Intimidate +8, Knowledge (arcana) +8, Perception +0, Profession (soldier) +3, Ride +2, Sense Motive -1, Spellcraft +8, Stealth +2, Survival -1, Swim +6
Traits Bruising Intellect*, Magical Lineage (shocking grasp)
Languages Abyssal, Common, Draconic, Infernal, Osiriani, Polyglot
SQ arcane pool (5.25/day)
* This ability has already been calculated into Sefu’s stats.

GEAR
khopesh, haramaki, outfit (hot-weather), belt pouch (vial of ink, inkpen, potions of mage armor (2), spellbook), backpack (blanket, flint and steel, grappling hook, rope (hemp, 50 ft.), sunrods (2), trail rations (2), waterskin), spell component pouch, 1 gp, 4 sp

SPECIAL QUALITIES
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 1/3 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.
Favored Class Bonus: Add +1/4 point to the magus' arcane pool. (x1)
Bonus Feat: Humans select one extra feat at 1st level.
Canny Defense (Ex): At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name, save that his chosen weapon may be of any type.
When wearing light or no armor and not using a shield, a duelist adds 1 point of Intelligence bonus (if any) per duelist class level as a dodge bonus to her Armor Class while wielding a melee weapon. If a duelist is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.
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.
Diminished Spellcasting: A kensai may cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
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.
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.
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.
Weapon and Armor Proficiency: A kensai is proficient in simple weapons and in a single martial or exotic melee weapon of his choice. A kensai is not proficient with armor or shields and suffers normal arcane spell failure chance when casting magus spells while armored.
Weapon Focus (Ex): At 1st level, a kensai gains Weapon Focus with his chosen weapon as a bonus feat.

FEATS
Dodge: Your training and reflexes allow you to react swiftly to avoid an opponents' attacks. You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Toughness: You have enhanced physical stamina. You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
Weapon Focus (khopesh): Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat. You gain a +1 bonus on all attack rolls you make using the selected weapon.

TRAITS
Bruising Intellect: Your sharp intellect and rapier-like wit bruise egos. Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.
Magical Lineage (shocking grasp): One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Pick one spell when you choose this trait. When you apply metamagic feats to this spell, treat its actual level as 1 lower for determining the spell's final adjusted level.

SPELLBOOK
0-level Spells
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 Spells
color spray
enlarge person
grease
shield
shocking grasp
true strike
vanish