Spell Sovereign

Sileth's page

972 posts. Alias of WabbitHuntr.


Full Name

Sileth the Eldritch Archer Magus

Race

HP 76/110 AC 34 (38)/ T 19(23)/ FF 30/ F+15/ R+21/ W+15/CMD 18, Init +8, Perc +19,

Classes/Levels

Arcane Pool 2/13, Ablative Barrier 4/50, Images 3/6

About Sileth

lvl15 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
0th all
1rst 6: Snowball, Shield, Color Spray, True Strike, Hydraulic Push, Ray of Enfeeblement
2nd 6: Mirror Image, Glitterdust, Scorching Ray, Invisibility, Ablative Barrier,?
3rd 4: Fly, Haste, GMW , Dispel Magic, Slow
4th: 2: Grtr Invisibility,Stoneskin, Black Tentacles
5th Overland FLight, Wall of Force, Teleport

spells prepared
0th 5 ( Disrupt Undead, Daze, Detect Magic, Acid Splash )
1rst 5+2Shieldx2 X, IntensifiedSnowball x5 X
2nd 5+2 Glitterdust, Mirror Image X, Scorching Rayx2 X, Ablative Barrier X
3rd 5+1 Hastex3 X, Dispel Magic, GMW X
4th 4+1 Grtr Invisibility x3 X, Black Tentacles x2

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

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DEFENSE
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Initiative +8(+8Dex)
AC34, touch 19, flat footed 30 (armor +6,+5dex, +5 armor attunement, +4 deflection, +4na) mithral breastplate +6 max dex +5

HP110
Fort+15, Ref+21, Will+15 (+5 res)

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OFFENSE
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Speed30 ft
BAB+23(+11BAB +8 DEX, +1 Weapon Focus, +3 GMW, weapon attunement+5 (+1Keen/ Seeking/Cunning/Ghost Touch)
Spell Combat cast spell and attack -2
Longbow (1d8+5 /19-20x3 P ) (+3weapon, +1 Martial Focus+1str)

Deadly Aim (-3 to hit, +6dam) +11
sneak attack =+8d6

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.

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STATISTICS
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Str12 (10+2ABP)
Dex27(16+ 2Elf +3lvl +6ABP)
Con14 (12+2ABP)
Int23 (15+ 2Elf +6ABP)
Wis12 (10+2ABP)
Cha 10 (8+2ABP)
Base Atk+11; CMB0;CMD14

Combat Gear Longbow, mithril chain shirt +4 ac/max dex +6 10%asf, mithril breastplate +6 ac/max dex+5
Magical Gear Robe Blazing= 5 fire res, +1cl to fire spells
Potions
Mundane Equipment
Encumbrance
Coin 23gp

longbow 75
dagger x2 4gp
mithril chain shirt
quiver
arrows durable x30 =30gp
arrows common x20 =1gp
arrows blunt x20 =2gp

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Racial Abilities
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Arcane Focus Arcane Focus: Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity.

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.

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Special Abilities
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ABP]/b]
Resistance +5
Armor +4 and Weapon attunement +4 (+1Seeking, Keen,
Deflection +3
Mental Prowess +6Int +2Wis
Physical Prowess +6Dex +2Con
NA +3

-------------------------
[b]Rogue

-------------------------
Sneak attack7d6
Trapfinding
Evasion5Rogue Talent 2ndCombat Trick: PBS
Trap Sense +4
Improved Uncanny Dodge

.

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Magus 14 Eldritch Archer
-------------------
Arcane Pool (Su) 12/12
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.

Arcane Pool (Su)
An eldritch archer's choices of weapon special abilities to apply with arcane pool at 5th level include distance, nimble shot, and returning but not dancing, keen, or vorpal.
This ability modifies the magus's arcane pool.

Ranged Spell Combat (Ex)
Instead of a light or one-handed melee weapon, an eldritch archer must use a ranged weapon for spell combat. She doesn't need a free hand for ranged spell combat. The eldritch archer cannot accept an attack penalty to gain a bonus on concentration checks to cast a spell defensively.
This ability modifies spell combat.

Ranged Weapon Bond (Ex)
At 1st level, an eldritch archer gains a bonded object as per the wizard's arcane bonded object; it must be a ranged weapon, and it can't be used to cast a spell once per day. Holding her bonded item does not prevent the eldritch archer from providing somatic components for her spells.

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
Greater Spell Combat (Ex): At 14th level, the magus gains the ability to seamlessly cast spells and make melee attacks. Whenever he uses the spell combat ability, his concentration check bonus equals double the amount of the attack penalty taken. 

.

Feats and Traits and Rogue Talents and Magus Arcana:

Traits, Pragmatic Activator, Metamagic Master(Snowball)

Feats
1rst PBS

2nd RT: Combat Trick= Precise Shot

3rd: Deadly Aim
3rd:Magus Arcana: Arcane AccuracyInt mod (+5)to attack for 1rd, uses 1pt from Arcane Pool

4th: RT: Snap Shot

5th: Intensify Spell
5th: Magus BF: Dazzling Display

6th Magus Arcana Prescient Attack, fcb Wand Wielder
6th RT: Weapon Training, Weapon Focus Longbow

7th: Martial Focus

8th: RT: Snipers Eye

9th: Clustered Shots
9th: Magus Arcana, Hasted Assault

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
11th: Magus BF: Weapon Specialization

12:Magus Arcana: Reach Spellstrike
12 Magus Arcana FCB: Lingering Pain
12 Rogue Talent: Feat PBM

13: Burrowing Shot
14: Rogue Talent TBD

15 Arcana: Devoted Blade (Holy)
Feat: Aerial Roll

Skills:

Skills (8+6)x14=196
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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}
Spellcraft (Dex)____+23{+14rank,+6Int, +3Class}
Stealth* (Dex)____+25{+14rank,+8Dex, +3Class}
Swim*(Str)____+7{+4rank,+0Str+3class}
UMD*(Int)____+23{+14rank,+6Int+3class}

knowledge
Local (Int)____+24{+15rank,+6Int, +3Class}
Arcana(Int)____+24{15+rank,+6Int, +3Class}
Dungeoneering (Int)____+24{+15rank,+6Int, +3Class}
Nature(Int)____+21{+15rank,+6Int}
Planes (Int)____+24{15+rank,+6Int, +3Class}
Religion(Int)____+21{+15rank,+6Int}

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)
Arcane Pool Swift action +2 frost, shock
Spell Combat cast spell and attack -2
Longbow (1d8+9 /19-20x3 P ) (+5weapon, +1 Martial Focus+1str,weapon spec+2)

Deadly Aim (-3 to hit, +6dam) +15
sneak attack =+8d6

Haste+1,
+23 SEEKING (+11 BAB +8 DEX, +1 Weapon Focus, +3GMW, +1PBS, -2spell combat, arcane pool+1 1d6cold and 1d6 flame burst to arrows) weapon spec+2dam, Martial FOcus+1dam, Bow is +1Keen Seeking Cunning, GHost Touch

[dice=xtra Haste arrow]1d20+22+1[/dice]
[dice=damage]1d8+15[/dice]
[dice=cold damage]1d6[/dice]
[dice=shock damage]1d6[/dice]
[Dice=sneak damage if applicable ] 8d6[/dice]

[dice= arrow#1]1d20+22+1[/dice]
[dice=damage]1d8+15[/dice]
[dice=cold damage]1d6[/dice]
[dice=shock damage]1d6[/dice]
[Dice=sneak damage if applicable ] 8d6[/dice]

[dice=arrow#2]1d20+17+1[/dice]
[dice=damage]1d8+15[/dice]
[dice=cold damage]1d6[/dice]
[dice=shock damage]1d6[/dice]
[Dice=sneak damage if applicable ] 8d6[/dice]

[dice= arrow#3]1d20+12+1[/dice]
[dice=damage]1d8+15[/dice]
[dice=cold damage]1d6[/dice]
[dice=shock damage]1d6[/dice]
[Dice=sneak damage if applicable ] 8d6[/dice]

[dice=arrow#1]1d20+22+1+2[/dice]
[dice=damage]1d8+8[/dice]
[dice=cold damage]1d6[/dice]
[dice=shock damage]1d6[/dice]
[Dice=flame damage] 1d6[/dice]

[dice=arrow#2]1d20+17+1+2[/dice]
[dice=damage]1d8+8[/dice]
[dice=cold damage]1d6[/dice]
[dice=shock damage]1d6[/dice]
[Dice=flame damage] 1d6[/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=spellcombat arrow]1d20+22+1[/dice]
[dice=damage]1d8+17[/dice]
[dice=acid damage]1d3[/dice]

[dice=xtra Haste arrow]1d20+22+1[/dice]
[dice=damage]1d8+17[/dice]

[dice= arrow#1]1d20+22+1[/dice]
[dice=damage]1d8+17[/dice]

[dice=arrow#2]1d20+17+1[/dice]
[dice=damage]1d8+17[/dice]

apply cover penalty if necessary

lvl 10changelog:

Automatic Bonus Progression: +4 Dex,
HP: +6
BAB +7/+2
Saves : +7+7+7

Magus:
Spells per day:+1 Level 4
2 additional spells in spell book: tbd
Fighter Training=counts as 1/2 magus level for qualifying for fighter feats
Arcane Pool: 10pts, +3 enhancement 1 min

Rogue:
Advanced Talent: TBD

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:
Spells per day:+1 Level 3
2 additional spells in spell book: tbd
Magus Arcana: Hasted Assault
Arcane Pool: 9pts, +3 enhancement 1 min

Rogue:
sneak attack +5d6
trap sense +3

lvl 9 feat: Clustered Shots
Skills: to be worked on tomorrow

Sileth lvl 8:

+1 To Dexterity 
Automatic Bonus Progression: Deflection +2, Resistance +3 
HP: +6 
BAB: +6/+1 (+1 more) 
Saves: +1 All 

Magus:
Spells per day: +1 Level 2 and +1 Level 3
2 additional spells in spell book: tbd
Improved Spell Combat
Arcane Pool: 8pts

Rogue:
Improved Uncanny Dodge 
Rogue Talent: Combat Trick: Snipers Eye

Skills:+12

+1perception  
+1stealth  
+1UMD 
+1climb  

+1 Arcana
+1 Local
+1 Dungeoneering
+1 Nature
+4 Planes

lvl 6 and 7 changelog:

ABP: Armor attunement +2, weapon attunement +2 (+1 and adding Seeking special ability), resistance +2, toughening +1,

+12hp

+2bab,
+1 fort, ref, will

Rogue: sneak +4d6
6th RT: Weapon Training, Weapon Focus Longbow

7th lvl Feat: Martial Focus

+1 2nd and 3rd level spell prepared
+4 magus spells in spellbook: Ablative Barrier, Splinter Spell Spell Resistance
Channel Vigor, Fly

Magus class abilities : Knowledge pool, medium armor, Arcane pool 7/7
Magus Arcana: Prescient Attack, fcb Wand Wielder

Skills: +24

+2perception 
+2stealth 
+7UMD
+1climb 
+1swim 
+2acrobatics 
+2disable device 

Know +1 dungeoneering, arcana, local,nature, religion

lvl 10changelog:

Automatic Bonus Progression: +4 Dex,
HP: +6
BAB +7/+2
Saves : +7+7+7

Magus:
Spells per day:+1 Level 4
2 additional spells in spell book: Greater Invisibility
Fighter Training=counts as 1/2 magus level for qualifying for fighter feats
Arcane Pool: 10pts, +3 enhancement 1 min

Rogue:
Advanced Talent: Opportunist

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:
Spells per day:+1 Level 2 & 4
2 additional spells in spell book: TBD
Magus Arcana: ?

Rogue:
Trap sense +4
Talent: Opportunist to be RETRAINED as it useless for an archer
& Additional Talent ?

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:
Spells per day:+1 Level 3 & 4
2 additional spells in spell book: TBD
Improved Spell Recall
Bonus feat: weapon spec

Rogue:
Sneak 6d6
Advanced Talent: Opportunist to be RETRAINED as it useless for an archer

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
Arcane Pool : 7+int
Spells per day: 7/7/5/5/3
2 additional spells in spell book: TBD

Rogue:  Talent TBD
Sneak 7d6 
Skills: updated