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About Tarina GrimshawStats listed above is the Thief array with the standard human racial score modifier (+2 to any ability) added to Intelligence, and +1 to Strength for the 4th level advancement.
Being the daughter of pirate she feels drawn to the sea. Unlike her father she isn't a born fighter rather she takes after her mother, a sea-faring magus, learning the way of the bow and of course, magic. She isn't hardy like her father or as intelligent as her mother, but she manages. In combat, she focuses on support, sapping enemies health and strength, so that stronger allies can move in for the kill. Outside of battle, she is a charming reckless freelancer who cares little about others and more about lining her pockets. However if her interests result in personal affairs, she will ultimately attempt to hide her feelings. One day, she hopes to join her father's crew, but until then she remains a mercenary. Lately her quests, have mostly consisted of hunting down numerous demons and evil spirits, and it was then when she stumbled upon the dark souls of the forbidden lands.
Full Stats:
Human magus[eldritch archer, sphere magus]-hunter 4
EXP 9000/15000 Init +5; Senses Perception +5 HP 33 DEFENSE AC 18 Touch 14 Flat-Footed 17 Fort +6 Ref +5 Will +5 OFFENSE Speed 30 ft Melee Cutlass +4 (1d6+1/18-20) Ranged Masterwork Composite Longbow (+1 Str) +7* (1d8+2*/x3) 115ft with Deadly Aim +6* (1d8+3*/x3) *within 30ft +1 attack and +1 damage Spell-like Ability Deathwatch (see Fitful Clock) SPHERE POWERS* (CL 3rd, Concentration +6, Primary Sphere: Sorcery, Secondary Sphere: Pyromancy, Chosen Tradition: Catalyst, saves DC 14) Soul Arrow Cast Light Hush Pyromancy Blast Magic Talents: Aural Decoy, Heavy Soul Arrow, White Dragon Breath, Black Flame, Fire Orb *see SPHERE POWERS WITH DESCRIPTIONS below STATISTICS Str 12 Dex 16 Con 12 Int 16 Wis 10 Cha 12 BAB +3 CMB +4 CMD 17 Feats Point-Blank Shot, Precise Shot, Deadly Aim Skills Bluff +10, Craft(bows) +7, Diplomacy +7, Handle Animal +7, Knowledge(Arcana) +7, Perception +5, Profession(sailor) +6, Spellcraft +9, Sleight of Hand +8 Languages: Common, Draconic, Aquan, Necril Bonus Traits: Slayer of Demons, Reactionary, Witty Repartee, Power-Hungry Gear Fitful Clock (gift), Masterwork Composite Longbow (+1 Str), Arrows (18/20), Blunt Arrows (20), Barbed Arrows (40), Cutlass, Mithral Shirt, Ring of Protection (+1), Cloak of Resistance (+1), Traveler's Outfit, Muleback Cords, Potions of Cure Light Wounds x4, Potions of Mage Armor x1, Uncanny Flame, Common Perfume (5 doses), Compass, Half Gallon of Mead (3/4 full), Half Gallon of Mead (full), Small Steel Mirror, a Journal, Charcoal x3, an Inkpen, Vial of Ink x1, Barrel, Animal Feed Carnivore (per day) (3/4), 50ft Rope, 50 ft Silk Rope, Block and Tackle, Torch x2, Flint and Steel, a Bellows, Trail Rations x4, Bedroll, Pirate Hat (Tricorne Hat worth 8 cp), Jewelry (worth 20 gp), Pocketed Scarf, Waterskin, Masterwork Backpack, Survival Kit, Cold Iron Hook Hand, Masterwork Artisan Tools, Cups x4, and 29 gp Equipment Weight 152 lbs Carrying Capacity (modified by Muleback Cords and Masterwork Backpack) Light Load: 153, Medium Load: 306, Heavy Load: 460; Lift Over Head: 460, Lift Off Ground: 920, Drag/Push: 2300 SPECIAL ABILITIES* Casting Spell Pool 9/9 (modifies Arcane Pool) Magic Talents: A sphere magus gains 1 magic talent every time he gains a caster level. Ranged Spell Combat(Ex) (modifies Spell Combat) Ranged Spellstrike(Su) (modifies Spellstrike) Arcane Potentcy: a sphere magus adds half his magus level to his spell point total. Arcane Accuracy (Su) Deathwatch (see gift) *see Eldritch Archer and Sphere Magus for full special ability descriptions SPHERE POWERS WITH DESCRIPTIONS (CL 3rd, Concentration +6, Primary Sphere: Sorcery, Secondary Sphere: Pyromancy, Chosen Tradition: Catalyst, saves DC 14)
Soul Arrow:
As a standard action you make a ranged touch attack against a creature within medium range that deals 1d4 points of damage for every two caster levels you possess. You may spend a spell point when using this ability to add a +20 circumstance bonus to your attack roll. Some talents are designated (soul arrow), which add additional effects to your soul arrow ability. You may only apply the benefits of one (soul arrow) talent to any individual soul arrow. Cast Light:
As a standard action, you may create a orb of light that hovers above the head of a creature you touch for 1 minute per caster level. This orb of light sheds like like a torch, shedding normal light to 20 ft and increasing the light level by one step to a maximum of normal for 20 ft beyond this. Suppressing this effect is a free action. As a standard action, you can cause the orb to shed bright light for as long as you concentrate. This produces bright light for 30 ft +5 ft per 2 caster levels, and increasing the light level by one step to a maximum of normal for 30 ft +5 ft per 2 caster level beyond this. As a free action, you may spend a spell point to allow the orb to continue glowing brightly without concentration for 1 minute per caster level, or until the orb effect expires, whichever comes first. The bright light produced by this effect is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by daylight, but it may affect creatures with Light Blindness or other conditions. Whenever an orb effect interacts with a magical darkness effect the caster of the orb effect must pass a magic skill check against the MSD of the darkness effect’s caster. If he succeeds, the cast light effect functions normally. If he fails, the dark effect functions normally (outlines are swallowed, light sources are hampered, etc.)
Hush:
As a standard action, you may spend a spell point and touch a creature to negate any sound it makes. The creature makes no noise, and cannot perform verbal components of any skill or magic. Hushed creatures gain a +4 circumstance bonus on stealth checks. This effect last for 1 minute per caster level. -Pyromancy- Pyromancy Blast:
As a standard action you may deliver a pyromancy blast as a melee or ranged touch attack within Close range. A pyromancy blast deals 1d8 of fire damage at first level +1d8 for every two levels beyond first. When augmenting a pyromancy blast with pyromancy talents, you may apply 1 blast type talent and 1 blast shape talent to each individual pyromancy blast. You may spend 1 spell point when making a pyromancy blast to increase the damage dealt to one damage die per caster level (minimum: 2d6) Magic Talents:
Aural Decoy: As a standard action, you may spend a spell point to create a silent, stationary decoy within Close range for as long as you can concentrate, to a maximum of 1 minute per caster level. You cannot move further away from the decoy than Close range while maintaining it through concentration. Creatures who can see this decoy are compelled to attack it (Will negates). The creature moves until the decoy is within range and makes at least one attack with a weapon, natural attack, or unarmed attack. Any creature who strikes the decoy in combat immediately disbelieves it. Heavy Soul Arrow (type): The damage die of your soul arrow increases by 1 die. You may take this talent an additional time at 5th caster level and every 5 caster levels thereafter; the effects stack. White Dragon Breath (type): You may spend an additional spell point when making a soul arrow attack to change the damage type from force to shrapnel. Any creature damaged by the attack suffers bleed damage equal to the number of damage dice rolled. The soul arrow ignores spell resistance, spell turning, and can penetrate a glove of invulnerability, anti-magic field, or antimagic circle, and is not treated as a spell of magic effect for creatures or classes that gain a bonus to saving throws against magic. Black Flame (type): Your pyromancy blast produces black, abyssal flames. Targets who take damage from your pyromancy blast must make a Fortitude save or be staggered for 1 round. Fire Orb (shape): You may spend a spell point to make a pyromancy blast as a burst effect centered anywhere within range. The burst has up to a 10 ft radius, +5 ft per 5 caster levels. Affected creatures are allowed a Reflex saving throw for half damage. GIFT DESCRIPTION
Fitful Clock:
A beautifully designed pocket watch featuring a finely polished brass casing and hand-carved face. Despite the immense care that went into its creation, it has long ago ceased functioning. The hands still move from time to time, leading one to question if it is truly useless.
The hands of the fitful clock act like a compass though it doesn’t point towards true north like one would expect. Instead, it points towards sources of life, allowing you to use Deathwatch as an at-will spell-like ability. The fitful clock always points directly towards the most powerful life force in range. The fitful clock acts as a catalyst for both Sorcery and Hex talents. Link to Tarina's animal companion here |