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Talon Dalkar's page

842 posts. Alias of CampinCarl9127.


Full Name

Talon Dalkar

Race

Strix

Classes/Levels

Magus (Bladebound) 9

Gender

Male

Size

Medium

Age

23

Alignment

LE

Languages

Strix, Common, Draconic, Auran, Infernal

Strength 18
Dexterity 13
Constitution 16
Intelligence 18
Wisdom 13
Charisma 6

About Talon Dalkar

Statistics:
Male Human Strix
LE Medium Humanoid (Strix)
Init +3; Senses Perception +12; low-light vision, darkvision
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DEFENSE
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AC 20, touch 11, flat-footed 19 (+9 armor, +1 dex)
hp 85
Fort +9, Ref +4, Will +7 (+2 vs illusion)
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OFFENSE
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Speed 30 ft.
Fly Speed 60 ft. (average)

Melee Scimitar +13/8 (1d6+7)
Dagger +10 (1d4+4)

Ranged Longbow +7/+2 (1d8)
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STATISTICS
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Str 18, Dex 13, Con 16, Int 18, Wis 13, Cha 8
Base Atk +6; CMB +10; CMD 21
Traits Grave Robber, Magical Lineage (Shocking Grasp), Reactionary
Feats Combat Casting, Extra Arcane Pool, Toughness, Intensify Spell, Lunge
Skills (64 points; 18 magus, 36 INT, 9 favored class)
ACP -?
(9) Fly* +13
(9) Knowledge (Arcana) +16
(9) Knowledge (Dungeoneering) +16
(8) Knowledge (Planar) +16
(1) Linguistics +8
(9) Spellcraft +16
(8) Sense Motive +9
(9) Perception +12
*ACP applies to these skills
Non-Standard Skill Bonuses
+2 Perception (Racial)
+2 Stealth (Racial)
Languages Strix, Common, Draconic, Auran, Infernal, 9th Knot

Special Abilities:

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SPECIAL ABILITIES
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Nocturnal Strix gain a +2 racial bonus on Perception and Stealth checks in dim light or darkness.

Suspicious Strix receive a +2 racial bonus on saving throws against illusion spells and effects.

Hatred Strix receive a +1 racial bonus on attack rolls against humanoid creatures with the human subtype because of their special training against these hated foes.

Darkvision Strix see perfectly in the dark up to 60 feet.

Low-Light Vision In addition to their ability to see perfectly in the dark up to 60 ft, Strix have low-light vision, allowing them to see twice as far as humans in conditions of dim light.

Grave Robbery You receive a +1 trait bonus to confirm critical hits.

Arcane Pool 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 +2. 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.

Spell Combat 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.

Spellstrike 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.

Spell Recall 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.

Knowledge Pool 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 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.

Empower Magic The magus can cast one spell per day as if it were modified by the Empower Spell feat. This does not increase the casting time or the level of the spell.

Improved Spell Combat At 8th level, the magus’s ability to cast spells and make melee attacks improves. When using the spell combat ability, the magus receives a +2 circumstance bonus on concentration checks, in addition to any bonus granted by taking an additional penalty on the attack roll.

Ghost Blade Whenever the magus enchants his weapon using his arcane pool, he may spend 1 additional point from his arcane pool to add the brilliant energy and ghost touch special abilities to the list of available options.

Bladebound Rules

Spells:

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SPELLS
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0th (at will) Detect Magic
Read Magic
Mage Hand
Arcane Mark
Message

1st (5/day) Shocking Grasp (Prepared x2)
Infernal Healing (Prepared)
Color Spray
True Strike (Prepared)
Shield (Prepared)
Grease
Enlarge Person
Vanish
Silent Image
Feather Fall (Prepared)

2nd (5/day) Frigid Touch (Prepared)
Mirror Image (Prepared)
Glitterdust (Prepared)
Web
Pyrotechnics (Prepared)
Bladed Dash (Prepared)

3rd (3/day) Haste (Prepared)
Vampiric Touch
Locate Weakness
Burst of Speed (Prepared)
Wind Wall (Prepared)
Shining Cord (Prepared)

Gear/Possessions:

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-100 lb. Medium 101-200 lb. Heavy 201-300 lb.
Current Load Carried ? lb.

Money 6 GP 0 SP 0 CP
Rygat Sulta (Black Scimitar)
Pearl of Power 1 (1000gp)

Background:
Growing up in a small Strix village, like his kin he was bred to hate humans. This was reinforced by the humans hatred of him, and he became a man-hunter when he grew up. His strong body and keen mind made for a deadly weapon, and he ruthlessly cut down any humans who entered the forest.

One day the humans made a large raid, and many of his kind were killed despite his best efforts. He was captured as a trophy, but he managed to fight his way free. After that, he decided the humans either need to be eradicated or enslaved, it is the only way to protect his race.

He wandered aimlessly in search of something to help him conquer the humans. After passing out in the wilderness, an old hobbit found him and nursed him back to health. The hobbit claimed to be a prophet, and told him of his destiny. He would find power, unmeasurable power that would help him achieve his goals; however he had to find it. Talon thanked him and began searching for such power.

One day when he was searching through books for any knowledge of the power, he came across a mentions of a crypt that help dead kings in them, and with them the powerful items they held in life. He immediately set out.

In his rashness he was caught, hands in the coffin of a beloved king. He tried to fight his way out, but the guards overwhelmed him and imprisoned him, and death waits for him now.

Appearance and Personality:
Tall, broad, and dark, Talon is an intimidating figure. He has long hair that stretches down a muscular back, leading to his long, thick black wings. Scars line his back and chest, with one long one going across his cheek. His dark eyes seem to pierce right through you, as if there's something only he knows.