Monster Hunter

Slypher Xen's page

458 posts. Organized Play character for D-Kal.


Full Name

Slypher Xen

Race

Human Magus 5 (hexcrafter, staff magus) - HP: 23/43, - AC: 18/T: 13/FF: 16 - Perception: -1

Classes/Levels

F: +6/R: +4/W: +4 - CMB: +6 - CMD: 18, Speed: 30ft; init +2

Gender

Male

Special Abilities

Arcane Pool 4/5

Alignment

CN

Languages

Common, Aklo, Sylvan, Terran, Undercommon

Homepage URL

PFS # 37563-6

Strength 18
Dexterity 15
Constitution 12
Intelligence 16
Wisdom 8
Charisma 7

About Slypher Xen

About:
Male Human Magus 4 (Hexcrafter, Staff Magus)
CN Medium Humanoid
Favored Class: Magus
Speed: 30 ft.
Init +2 (+2 Dex)
DEFENSE:
AC 18 (10 Base, +2 Dex, +4 Armor, +1 deflection, +1 nat armor)
Touch 13 (10 Base, +2 Dex, +1 deflection)
Flat Footed 16 (10 Base, +4 Armor, +1 deflection, +1 nat armor)
HP 43 (5d8, +1x5 Con, +1x5 FC, +5 Feat)
Fort +6 Ref +4 Will +4
CMD 18 (10 Base, BAB +3, Str +3, Dex +2)
OFFENSE:
BAB +3
Arcane Strike: +2 damage

Melee:
Staff +8 (1d6 +8, x2) or
Staff x2 +6 (1d6 +6/4, x2) or
Cold Iron Morningstar +7 (1d8 +6, x2) or
Silver Gauntlet +7 (1d3 +4, x2)

Ranged:
Sling +5 (1d4+4, x2, 50ft)

CMB: +6 (+3 BAB, +3 Str)

STATISTICS:
Str 18 (+4) [7 pts, +2 racial, +1 level]
Dex 15 (+2) [7 pts]
Con 12 (+1) [2 pts]
Int 16 (+3) [10 pts]
Wis 8 (-1) [+2 pts]
Cha 7 (-2) [+4 pts]

Feats:
Toughness - +3 HP, +1/lvl after 3rd
Weapon Focus (quarterstaff) - +1 to atk rolls with staff
Two-Weapon Fighting - +1 atk, -2 to all atk rolls
Quarterstaff Master (archetype bonus feat) - wield staff as one- or two-handed weapon.
Weapon Specialization (Quarterstaff) - +2 damage with quarterstaff.
Arcane Strike - swift action, +1 damage +1/5lvls and weapon considered magic.
(planned: 6-Empowered Magic, 7-Intensified Spell, 9-Arcane Accuracy/Improved TWF, 11-Hasted Assault/Double Slice)

Traits:
Magical Lineage - Apply metamagic to "shocking grasp" with 1 less extra level increase.
Eastern Mysteries (Qadira) - 1/day, +2 to DC of spell with saving throw

SKILLS:
Climb +5 (7) [1 Rank, +3 Str, +3 Class]
Swim +9 (11) [1 Rank, +3 Str, +3 Class, +4 hex]
Fly +8 (10) [5 Rank, +2 Dex, +3 Class]
Knowledge (Arcana) +7 [1 Rank, +3 Int, +3 Class]
Knowledge (Dungeoneering) +7 [1 Rank, +3 Int, +3 Class]
Knowledge (Engineering) +4 [1 Rank, +3 Int]
Knowledge (Geography) +4 [1 Rank, +3 Int]
Knowledge (History) +4 [1 Rank, +3 Int]
Knowledge (Local) +4 [1 Rank, +3 Int]
Knowledge (Nature) +4 [1 Rank, +3 Int]
Knowledge (Nobility) +4 [1 Rank, +3 Int]
Knowledge (Planes) +7 [1 Rank, +3 Int, +3 Class]
Knowledge (Religion) +4 [1 Rank, +3 Int]
Linguistics +4 [1 Rank, +3 Int]
Spellcraft +10 [4 Rank, +3 Int, +3 Class]
Craft (alchemy) +10 [4 Rank, +3 Int, +3 Class]
Use Magic Device +5 [4 Rank, -2 Cha, +3 Class]
ABILITIES:
-Arcane Pool-(5/5)- swift action, +2 enhancement to held weapon (1 min); May add: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.
-Spell Combat- cast spell & make single melee attack during same turn, atk @ -2.
-Spellstrike- deliver touch spells through melee attack

-Slumber Hex- 30ft, DC 15 - Target falls asleep for LVL rounds
-Flight Hex- Feather Fall at will; +4 Swim checks; Levitate 1/day; Fly lvl mins/day.

SPELLS:
Spells: LVL0/DC13, LVL1/DC14/(k10,x5), LVL2/DC15/(k2,x3)
Read Magic, Detect Magic, Disrupt Undead, Spark
Color Spray - 15ft cone, 2d4/1d4/1 round, vs WILL - 5:stunned, 4,3:5+blinded, 2,1:5+4,3+unconscious[/i]
Grease - close, 10x10ft or 1 item - vs REFLEX (fall or drop item), DC 10 acro to move, fail by 5 & fall prone
Shield - 1min/lvl - +4 shield to AC, immune to magic missiles
*Vanish - touch, 1round/lvl - subject is invisible
^Shocking Grasp - touch - 1d6/lvl electric dmg (+3 to attack roll if target wearing metal armor)
Corrosive Touch - touch - 1d4/lvl acid dmg
*Chill Touch - touch, 1/lvl - 1d6 neg energy dmg, 1 Str dmg vs Fort (vs undead, no dmg & flee 1d4 +1/cl rounds)
Frostbite - touch, 1/lvl - 1d6+lvl non-lethal & fatigued
*Burning Hands - 15ft cone - 1d4/lvl fire dmg, Reflex half
**Magic Missile - medium, (lvl+1)/2 missiles, max 15ft apart - 1d4+1 force, can't miss (except total cover/concealment)
Silent Image - long, 4+lvl 10ft cubes, concentration - Any figment that may move up to limits of cubic space.
Unseen Servant - short, 1hr/lvl - link
Expeditious Retreat - personal, 1min/lvl - +30ft enhancement bonus to base land speed.
Summon Monster I - close, full round, 1 round/lvl - link

Levitate - personal/close, 1min/lvl, willing/unattended, 100lb/lvl - Move creature/object up or down as far as 20ft a round as a move action; Attacks -1, -1 per additional attack up to -5; Full-round action to stabilize back to -1.
Mirror Image - personal, 1min/lvl - 1d4+1/3lvls figments (max 8); On hit, attacker rolls randomly to see which target (one of the figments or not) is struck; If a figment is struck, destroy it; If attacker misses by 5 or less, destroy a figment.
Blur - touch, 1min/lvl - Grants subject concealment (20% miss chance); negated by True Seeing.
Invisibility - touch, 1min/lvl - +40/20 stealth, invisible
**Acid Arrow - long, ranged touch - 2d4 acid, +2d4 acid/round/3 caster levels
Scorching Ray - short, ranged touch - 4d6 fire damage
*Flaming Sphere - medium, 1rnd/lvl, 5ft diameter sphere - On entering opponent's square, 3d6 Fire damage (Reflex negates); May move up to 30ft/rnd as move action; May "jump" up to 30ft; Ignites flammable substances; Sheds light as torch; Rolls over barriers 4ft or shorter.
Web - medium, 20ft radius, 10min/lvl - Reflex or grappled + difficult terrain; Std Combat Maneuver/Escape Artist to ungrapple; Combat Maneuver/Escape Artist to move (else stop 5ft & grappled); Burns @ 2d4, 5ft/rnd.
Glitterdust - medium, 1rnd/lvl - Illuminates invisible creatures & objects; Blinds creatures (Will negates, new save @ end of turns)
Frigid Touch - touch - 4d6 cold damage & target is staggered for 1 round (1 minute on critical hit)
Summon Monster II - 1 2nd, or 1d3 1st

Fireball - long, 20ft radius - 1d6/lvl fire damage, Reflex half
Summon Monster III - 1 3rd, 1d3 2nd, or 1d4+1 1st
Lightning Bolt - 120ft line - 1d6/lvl electricity damage, Reflex half; Lights flammable objects, may melt metals such as lead, gold, copper, silver, or bronze.

Inventory:
Quarterstaff (1d6/1d6, x2, 4lb, 0gp), Dagger (1d4, 19-20/x2, 1lb, 2gp)
Cold Iron Morningstar (1d8, x2, 6lb, 16gp), Silver Gauntlet (1d3, x2, 1lb, 22gp)
Sling (1d4, x2, 50ft), Bullets (10) (1sp, 5lb)
CI Bullets (10) (2sp, 5lb), Bedroll (5lb, 1sp)
Chain Shirt (+4/4, -2, 25lb, 100gp)

Antiplague (50gp), Antitoxin (50gp), Bladeguard (40gp), Meditation Tea (30gp), Smelling Salts (25gp), Twitch Tonic (45gp), Vermin Repellent (5gp), Wismuth Salix (30gp), Alchemist's Fire (1d6/1d6, 1lb, 20gp), Silver Weapon Blanch (5gp, 1/2lb)

Backpack (2lb, 2sp), Flask (3cp, 1.5lb), Vial (1gp)
Parchment x5 (1gp), ink (8gp), inkpen (1sp)
Winter Blanket (5sp, 3lb), Cold Weather Outfit (8gp, 7lb)
Furs (5lb, 12gp), Snow Shoes (4lb, 5gp, -50% move penalty on snow)
Spell Component Pouch (2lb, 5gp), Trail Rations x4 (2gp, 4lb)
Torch x3 (3cp, 3lb), Tindertwig x5 (5gp), Spellbook (3lb)
Scroll of Shield (25gp)(x2)

Amulet of Natural Armor +1 (2000gp), Ring of Protection +1 (2000gp)
Cloak of Resistance +1 (1000gp)

79/86 lb 6,195.76/11,340gp

supplies:
Scroll of Shield (1/2)
Wand of CLW (45/50)
Wand of Shield (43/50)
Torch (1/3)
Tindertwig (5/5)
Trail Rations (4/4)
Parchment (5/5)
ink (1/1)
XP & PP:
XP: 12
PP: 14/20
used/lost/sold:
used:
torch (2)
alchemist's fire (1)
potion of protection from evil (1)
sold: