About Silethlvl15 changelog:
Bab 11/6/1 Hp +6 (110) Saves 9/9/9 ABP: Armor attunement +5 Deflection +4 Mental Prowess +6int/+2wis,cha Phsical prowess +6dex/+2con,str NA +4 Weapon+5 Rogue 15: Sneak+8d6 Trap sense +5 Eldritch Archer Magus 15 Arcana : Quickened Arcana 2 spells in book Teleport,? Skills WIP Feat: Aerial Roll Spells 5/5/5/5/4/3
Spellcasting:
casting Stat Int 23=+6
Spells Known and Spell book will be completed if chosen
spells prepared
5th 3+1 Overland Flight X, Wall of Forcex2 X, Teleport
Statblock:
Male Elf Magus(Eldritch Archer)gesalted w/ Rogue CG Medium Humanoid Perception +13 XP; lvl 15 --------------
HP110
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Deadly Aim (-3 to hit, +6dam) +11
Arcane Pool 13/13pts swift action add +4enhancement or weapon properties ie flaming, cold, shocking etc for 1 minute Arcane AccuracyInt mod (+6)to attack for 1rd, uses 1pt from Arcane Pool RT:Surprise Attack opponents considered flat footed even if they have already acted, add 1/2 rogue lvls to damage rolls made in surprise round Prescient AttackPrescient Attack (Su) (Ultimate Combat pg. 1 (Amazon)): The magus can expend 1 point from his arcane pool as an immediate action after hitting a target with a weapon attack, allowing him to anticipate his opponent’s defenses. The target is denied its Dexterity bonus against the magus’s attacks until the end of the magus’s next turn. The magus must be at least 6th level before selecting this arcana. -------------
Combat Gear Longbow, mithril chain shirt +4 ac/max dex +6 10%asf, mithril breastplate +6 ac/max dex+5
longbow 75
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Elven Immunities Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. Keen SensesElves receive a +2 racial bonus on Perception checks. Darkvision: Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a drow in the elf's ancestry, and can lead to persecution within the elf's home community. Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell. This racial trait replaces low-light vision. Elven Magic Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items. --------------------
ABP]/b]
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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. Arcane Pool (Su)
Ranged Spell Combat (Ex)
Ranged Weapon Bond (Ex)
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 Recall (Su): 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. Bonus Feats: At 5th level, and every six levels thereafter, a magus gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat, item creation, or metamagic feats. He must meet the prerequisites for these feats as normal. Knowledge Pool (Su): 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. Medium Armor (Ex): At 7th level, a magus gains proficiency with medium armor. A magus can cast magus spells while wearing medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. Fighter Training: counts as 1/2 fighter for feat qualification
. Feats and Traits and Rogue Talents and Magus Arcana:
Traits, Pragmatic Activator, Metamagic Master(Snowball) Feats
2nd RT: Combat Trick= Precise Shot 3rd: Deadly Aim
4th: RT: Snap Shot 5th: Intensify Spell
6th Magus Arcana Prescient Attack, fcb Wand Wielder
7th: Martial Focus 8th: RT: Snipers Eye 9th: Clustered Shots
10th RT: Vigilante Talent= Sniper (Ex) (Ultimate Intrigue pg. 16): The vigilante can deal hidden strike damage with ranged attacks at any distance, rather than within 30 feet. Only a stalker vigilante of at least 6th level can select this talent. 11th: Stealth Synergy
12:Magus Arcana: Reach Spellstrike
13: Burrowing Shot
15 Arcana: Devoted Blade (Holy)
Skills:
Skills (8+6)x14=196 ----------- Acrobatics (Dex)____+13{+4rank,+6Dex, +3Class} Climb*(Str)____+8{+5rank,+0Str, +3Class} Craft(Int)____+7{1+rank,+3Int, +3Class} Disable Device (Dex)____+27{+14rank,+8Dex,+2 Trapfinding +3Class} Escape Artist (Dex)____+25{14+rank,+8Dex, +3Class} FLY (Dex)____+25{14+rank,+8Dex, +3Class} Perception(Wis)____+19{+14rank,+0Wis, +3Class+2elf}
knowledge
Elf Favored Class Bonus Magus:
+1/6 Magus Arcana per lvl Appearance:
WIP
Background:
WIP
Dice:
BAB+25(+11BAB +8 DEX, +1 Weapon Focus, +3 GMW, weapon attunement+5 (+1Keen/ Seeking/Cunning/Ghost Touch)
Deadly Aim (-3 to hit, +6dam) +15
Haste+1,
[dice=xtra Haste arrow]1d20+22+1[/dice]
[dice= arrow#1]1d20+22+1[/dice]
[dice=arrow#2]1d20+17+1[/dice]
[dice= arrow#3]1d20+12+1[/dice]
[dice=arrow#1]1d20+22+1+2[/dice]
[dice=arrow#2]1d20+17+1+2[/dice]
apply cover penalty if necessary tumor thing still takes penalties from the burrowing shot until it uses a standard to remove it DEADLY AIM +17 SEEKING (+10 BAB +8DEX, +1 Weapon Focus, +3GMW, +1PBS, -2spell combat) swft action using arcane pool to add +4 hit and dam, Deadly Aim -3 +6, weapon spec +2dam, Martial Focus+1dam, Haste+1
[dice=xtra Haste arrow]1d20+22+1[/dice]
[dice= arrow#1]1d20+22+1[/dice]
[dice=arrow#2]1d20+17+1[/dice]
apply cover penalty if necessary lvl 10changelog:
Automatic Bonus Progression: +4 Dex, HP: +6 BAB +7/+2 Saves : +7+7+7 Magus:
Rogue:
Skills: to be worked on tomorrow [/spoiler] lvl 9 changelog:
Automatic Bonus Progression: +2 Int HP: +6 BAB remain: +6/ +1 Saves remain: +6 +6 +6 Magus:
Rogue:
lvl 9 feat: Clustered Shots
Sileth lvl 8:
+1 To Dexterity
Magus:
Rogue:
Skills:+12 +1perception
+1 Arcana
lvl 6 and 7 changelog:
ABP: Armor attunement +2, weapon attunement +2 (+1 and adding Seeking special ability), resistance +2, toughening +1, +12hp +2bab,
Rogue: sneak +4d6
7th lvl Feat: Martial Focus +1 2nd and 3rd level spell prepared
Magus class abilities : Knowledge pool, medium armor, Arcane pool 7/7
Skills: +24 +2perception
Know +1 dungeoneering, arcana, local,nature, religion lvl 10changelog:
Automatic Bonus Progression: +4 Dex, HP: +6 BAB +7/+2 Saves : +7+7+7 Magus:
Rogue:
Skills: to be worked on tomorrow lvl 12 changelog:
Automatic Bonus Progression: Armor attunement +3, resistance +5, weapon attunement +3 HP: +6 BAB +9/+4 Saves : +8+8+8 Magus:
Rogue:
Skills: WIP
lvl 11 changelog:
Automatic Bonus Progression: Mental prowess +4/+2, physical prowess +4/+2, resistance +4, toughening +2 HP: +6 BAB +8/+3 Saves : +7+7+7 Feat: Stealth Synergy Magus:
Rogue:
Skills: WIP lvl 14 changelog:
Automatic Bonus Progression: deflection+3, physical prowess +6/+2, NA+3 HP: +6 BAB +10/+5 Saves : 9/9/9 Magus: Greater Spell COmbat
Rogue: Talent TBD
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