![]()
About SerchaBasics:
Magus 5 (Eldritch Scion) N Medium Fetching, Native Outsider - 24 years old, 5'9", 101 lbs Senses low-light vision, darkvision 60' Perception -1 Languages Common Persona:
Charm: 4 - Agents, Basic Operations, Skill Bonus +2 (Bluff, Diplomacy), Admirers (indifferent) Genius: Heroism: 2 - Agents, Basic Operations Sacrifice: Sagacity: Subterfuge: 2 - Agents, Basic Operations Agents: 16
Defense:
HP 28 (5d8) AC 18 (mithril chain shirt, amulet of natural armor +1, Dex +3) Fort +5 (base +4, cloak +1, Con +0); Ref +5 (base +1, cloak +1, Dex +3); Will +4 (+4 base, cloak +1, Wis -1) Energy Resistance: Cold 5, Electricity 5 50% miss chance in dim light. Can cast spell shield as an immediate action for 1 pool for +6 AC for one round. While bloodraging, gain +1 AC and +1 on all saves. Offense:
Speed 30' Melee Unarmed Strike +5 (1d3+1 20/x2; non-lethal)
Ranged Thrown Dagger +6 (1d4+1 20/x2; Pierce) Statistics:
Str 12 (+1) Dex 16 (+3) Con 10 (+0) Int 10 (+0) Wis 8 (-1) Cha 22 (+6) Ancestry - Kayal (Fetchling):
Ability Score Racial Traits
Darkvision 60'
Low-Light Vision
Shadowy Resistance
Disguise Self (Sp)
Shadow Blending (Su)
Class - Magus (Eldritch Scion):
Level 1 Weapon and Armor Proficiency
An eldritch scion’s selection of spells is limited. He has the same number of spells known as a bard of the same level, and can choose new spells to replace old ones at 5th level and every 3 class levels after that, just as a bard does. See the bard for more information on swapping spells known. Eldritch Pool: 5
Additionally, any magus’s class feature or spell from the magus spell list that normally uses a calculation based on Intelligence is instead based on Charisma for an eldritch scion. For example, an eldritch scion with the arcane accuracy magus arcana grants himself an insight bonus on attacks equal to his Charisma bonus, not his Intelligence bonus. This has no effect on the eldritch scion’s skills or skill points. This ability replaces arcane pool, and abilities that modify arcane pool also modify eldritch pool. 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 Bloodline: Destined
This ability replaces spell recall. Destined Bonus Spells: shield (7th), blur (9th), protection from energy (11th), freedom of movement (13th). Bloodline Powers: Destined Strike (1st), Fated Bloodrager (4th), Certain Strike (8th), Defy Death (12th), Unstoppable (16th), Victory or Death (20th) Bloodline Power: Destined Strike (Su)
Level 2 Spellstrike (Su) 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. New Spells
Level 3 New Spells
Magus Arcana: Spell Shield
Level 4 Ability Boost: +1 Charisma Eldritch Pool: 7
Arcane Pool
Bloodline Power: Fated Bloodrager (Su)
New Spells
Level 5 Bonus Feat: Weapon Focus: Rapier New Spells
Magus Arcana: Arcane Accuracy +5
Arcane Pool: +2
A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends. Traits:
Young Reformer Knowledge (local)
Magical Lineage: shocking grasp
Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level. Trustworthy
Mark of Slavery Drawback
Feats:
Level 1 Armor Proficiency: Light
Simple Weapon Proficiency: All
Martial Weapon Proficiency: All
Persuasive
Level 3 Weapon Finesse
Level 5 Extra Arcana: Arcane Accuracy
Weapon Focus: Rapier
Spells:
Concentration: +11
Cantrips - DC 16
1st Level - 5/day - DC 17 Chill Touch
2nd Level - 2/day - DC 18 Skills:
--------------------
Acrobatics +3 (Dex +3)
--------------------
Appraise +0 (Int +1)
Gear:
dagger (2 gp)
belt pouch (2 gp, 2 lbs)
backpack (2 gp, 2 lbs)
Combat Macros:
[dice=Dagger Attack]1d20+6[/dice]
[dice=Rapier Attack]1d20+8[/dice]
[dice=Spell Combat - Rapier Attack]1d20+8-2[/dice]
[dice=Defensive Casting vs DC 17]1d20+11[/dice] [dice=Spellstrike - Arcane Mark]1d20+8-2[/dice]
[dice=Spellstrike - Shocking Grasp]1d20+8-2[/dice] [ooc][i]+3 to hit if metal armor[/i][/ooc]
[dice=Spellstrike - Chill Touch]1d20+8-2[/dice]
[dice=Defensive Casting vs DC 19]1d20+11[/dice] [dice=Spellstrike - Frigid Touch]1d20+8-2[/dice]
Appearance/Personality/Background:
The most striking thing about Sercha's appearance is her complete comfort in her own skin. In spite of her strange appearance, the woman has nothing but confidence. Barely topping a hundred pounds, the slender figure stands near six foot tall. Extremely pale skin and flaxen colored hair leave her looking washed out. This isn't helped by the leather armor she wears that's been bleached to a pale cream color. The single spot of color on her is her eyes; Depending on her mood, they range from a pupil-less lemon yellow to a lime green. She always presents a relaxed, but confident appearance. From the way her hand rests on her weapon hilt to the tousled look of her short hair, to the crooked smile held by her pale lips. Sercha has seen repeatedly in her short life that there are no guarantees and that the end could come at any time. So she's determined to enjoy it while it lasts. Growing up in the slums of Oparra, death was a daily, but unwelcome visitor. Gaining some skill with a blade as well as having a knack for magic, she left the great city to discover what the rest of the world offered. She's met thousands of people in her travels and discovered inequity everywhere. Not content with the idea that this is 'just the way it is', she returned to the city to ingratiate herself into those with the power to make changes. |