Shalelu Andosana

Tayanalla's page

709 posts. Alias of JoshB.


Full Name

Tayanalla

Classes/Levels

Spells Cast:

Gender

Magus2/Swash1 HP 18/18 | AC18 T14 FF14 | F+3 R+7 W+3 | CMD 17 | Init +7 | Per+8 | AP 2/4 | PP 3/4

About Tayanalla

Tayanalla
Female elf magus (spell dancer) 2 Swashbuckler 1 (Inspired Blade)
CG Medium humanoid (elf)
XP: 12,274
Init +7; Senses low-light vision; Perception +8
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Defense
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AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 18 (2d8+1d10)
Fort +3, Ref +7, Will +3; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Melee cold iron dagger +1 (1d4/19-20) or
. . rapier +8 (1d6+5/18-20) or
. . unarmed strike +1 (1d3 nonlethal)
. . +1 shortsword +2 (1d6+1/19-20)
Ranged dart +6 (1d4)
. . alchemist fire +6 (1d6) (splash, 10' increments)

Special Attacks arcane pool (+1, 4 points), deeds (derring-do, dodging panache, opportune parry and riposte), panache (4), spell combat
Magus (Spell Dancer) Spells Prepared (CL 3rd; concentration +6 / +6 for casting defensively)
. . 1st—color spray (DC 14), Shield, Shocking Grasp
. . 0 (at will)—detect magic, acid splash, read magic, arcance mark
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Statistics
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Str 10, Dex 20, Con 10, Int 16, Wis 10, Cha 13
Base Atk +1; CMB +1; CMD 15
Feats Additional Traits, Weapon Finesse, Fencing Grace, Weapon Focus (Rapier)
Traits armor expert, magical knack, restless wayfarer, warrior of old
Skills
Acrobatics +11 (3 rank, +3 class, +5 Dex)
Bluff +5 (1 rank, +3 class, +1Cha)
Climb +4 (1 rank, +3 class)
Escape Artist +9 (1 rank, +3 class, +5 Dex)
Knowledge (arcana) +7 (1 rank, +3 class, +3 Int)
Knowledge (dungeoneering) +7 (1 rank, +3 class, +3 Int)
Knowledge (local) +8 (1 rank, +3 class, +3 Int, +1 Trait)
Knowledge (planes) +7 (1 rank, +3 class, +3 Int)
Perception +8 (3 rank, +3 class, +2 Racial)
Spellcraft +8 (+9 to identify magic item properties) (2 rank, +3 class, +3 Int)
Use Magic Device +6 (2 rank, +3 class, +1 Cha)

Appraise (1 rank, +3 int)
Knowledge (geography) +8 (1 rank, +3 class, +3 Int, +1 Trait)
Knowledge (history) +4 (1 rank, +3 Int)
Knowledge (nobility) +7 (1 rank, +3 class, +3 Int)
Linguistics +4 (1 rank, +3 Int)
Perform(dance) +1 (+1 Cha)

Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Draconic, Elven, Goblin, Orc, Sasquatch, Sylvan
SQ arcane focus[ARG], elven magic, spell dance
Other Gear masterwork chain shirt, cold iron dagger, dart (3), rapier, bedroll, belt pouch, flint and steel, ink, inkpen, magus starting spellbook, masterwork backpack[APG], mess kit[UE], silver holy symbol of Desna, soap, spell component pouch, trail rations (5), waterskin, wrist sheath, spring loaded, 2 gp, 9 sp

Snowshoes, Winter Blanket, Cold Weather Outfit

Scoll of Magic Weapon: x1
Oil of Magic Weapon: x1
Cure Light Wounds Potion: x2
Alchemist Fire: x0

Captured spellbook (contains alarm, chill touch, expeditious retreat, feather fall, identify, locate object, and ray of enfeeblement)

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Special Abilities
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Elf:
Arcane Focus +2 to concentration checks to cast arcane spells defensively.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.

Feats:
Fencing Grace Use Dexterity on rapier damage rolls

Magus:
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spell Dance (+10 ft/round, +2 AC vs. attacks of opportunity) (Su) Spend 1 arcane pool point for enhanced speed, maneuverability.
Spellstrike (Su) Deliver touch spells as part of a melee attack.

Deeds
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Inspired Panache (Ex) Gain no panache from killing blow, only from rapier crits.
Derring-Do spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).
Dodging Panache: when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.
Opportune Parry and Riposte: when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried

Spellbook:
0 Level: Acid Splash, Arcane Mark, Dancing Lights, Daze, Flare, Mage Hand, Open/Close, Prestidigitation, Ray of Frost, Read Magic

1st Level:Burning Hands, Feather Fall, Color Spray, Grease, Jump, Shield, True Strike, Vanish