About Thaddeus PruittBasics:
AC: 14
Touch: 10 Flat: 14 CMD: 15 HP: 28/28 (dead at -12) BAB: +3
Init: +2
Guiding Light of Iomedae:
White Longsword (LG)
Enhancement: +1 Int: 11 Wis/Chr: 7 Ego: 5 Alertness (Ex): While a magus is wielding his black blade, he gains the Alertness feat. Black Blade Strike (Sp): As a free action, the magus can spend a point from the black blade’s arcane pool to grant the black blade a +1 bonus on damage rolls for 1 minute. For every four levels beyond 1st, this ability gives the black blade another +1 on damage rolls Telepathy (Su): While a magus is wielding or carrying his black blade, he can communicate telepathically with the blade in a language that the magus and the black blade share. Unbreakable (Ex): As long as it has at least 1 point in its arcane pool, a black blade is immune to the broken condition. If broken, the black blade is unconscious and powerless until repaired. If destroyed, the black blade can be reforged 1 week later through a special ritual that costs 200 gp per magus level. The ritual takes 24 hours to complete. Racial traits:
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Class Features:
Arcane Pool (Su): This arcane pool has a number of points equal to 1/3 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells. 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.
Spell Combat (Ex): 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 (Su): 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, but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier. Spell Recall (Su): 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. Feats:
Noble Scion (of War): You gain a +2 bonus on all Knowledge (nobility) checks, and that chosen Knowledge skill is always considered a class skill for you. Scion of War: You use your Charisma modifier to adjust Initiative checks instead of your Dexterity modifier.
Combat Casting: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled. Additional Traits: You gain two character traits of your choice (see Chapter 8). These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose. Traits:
Child of the Temple (Religion): You gain a +1 trait bonus on Knowledge (nobility) and Knowledge (religion) checks, and one of these skills (your choice) is always a class skill for you. [Religion]
Favored Son (Campaign): You gain a +1 trait bonus on Knowledge (local) checks, and Knowledge (local) is always a class skill for you. In addition, you can choose any one law-abiding citizen of Sandpoint from below as an ally. Belor Hemlock (town sheriff): The benefits of being close friends with the town sheriff are extensive, and you can call in favors from him once per game session. A favor can either get you out of a legal jam, hook you up with a town guard for help, or give you a onetime +10 bonus on a Bluff, Diplomacy, or Intimidate check made against any local person. Friend in Every Town (Social): You have no problem making friends and learning information from them wherever you go. You gain a +1 trait bonus on all Knowledge (local) checks and Diplomacy checks. Diplomacy is always a class skill for you. Keeper of the Ancestral Scrolls (Racial Human): You gain a +1 trait bonus on Knowledge (history), and Knowledge (nobility) checks, and Knowledge (history) is always a class skill for you. Basic Attacks:
White blade: +7, 1d8+4 damage, crit 19-20/x2, slash
Javelin (thrown 30'): +2, 1d6+3 damage, crit x2, pierce Skills (*trained):
-3 Acrobatics
+3 Appraise +2 Bluff +5 Climb 1r +3 Craft +10 Diplomacy 4r +2 Disguise -3 Escape Artist -3 Fly +0 Heal +6 Intimidate 1r +10 Knowledge (Arcana) 4r +9 Knowledge (History) 2r +8 Knowledge (Local) 1r +10 Knowledge (Nobility) 1r +7 Knowledge (Planes) 1r +8 Knowledge (Religion) 1r +0 Perception +2 Perform -3 Ride +0 Sense Motive +10 Spellcraft 4r -3 Stealth +0 Survival +5 Swim 1r +8 Use Magic Device 3r Spells:
Spells/Day: 4/0th, 3/4 - 1st, 2/2 - 2nd (Concentration +7/+11)
Spell List: 0th - Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Spark. 1st - Burning Hands, Chill Touch, Color Spray, Corrosive Touch, Enlarge Person, Grease, Floating Disk, Mirror Strike, Obscuring Mist, Ray of Enfeeblement, Shield, Shocking Grasp, True Strike. 2nd - Blur, Elemental Touch, Invisibility, Minor Image, Mirror Image, Shatter, Spider Climb. Spells Prepared: 0th - DC 13 Daze, Detect Magic, Disrupt Undead, Light 1st - DC 14 Chill Touch, Color Spray, Shield (x2) 2nd - DC 15 Blur, Mirror Image Equipment:
Encumbrance: 56/86 lbs
Explorer's Outfit [-] Chain Shirt [25 lbs] Longsword [4 lbs] Javelins x3 [6 lbs] Spellbook (40/100 pages used) [3 lbs] Wooden Holy Symbol [-] Backpack [2 lbs] Flint and Steel [-] Pouches, Belt (2) [1 lb] Waterskin [4 lbs] Trail Rations (5 days) [5 lbs] Whetstone [1 lb] Bedroll [5 lbs] Ring of Protection +1 [-] Pot of CMW Wand of Magic Missile (CL 5th 37 charges) Captured Spellbook --- 0th: Acid Splash, Detect Magic, Prestidigitation, Ray of Frost --- 1st: Burning Hands, Comprehend Languages, Detect Secret Doors, Floating Disk, Grease, Identify, Mage Armor, Obscuring Mist, Ray of Enfeeblement, Sleep. --- 2nd:Invisibility, Locate Object, Minor Image, Mirror Image, See Invisibility, Shatter, Spider Climb Money:
Party Loot:
Background:
Thaddeus is from a long line of Clerics of Iomedae, so much so that his family claims to have been around since the days of her ascension to godhood. Though the story goes that they have always been her clerics, and as such never actually had family reach the position to become prominent enough in the history books. Everyone knows that all the great tales are told of the Paladins of Iomedae, but his family is content in their own knowledge of their history in the church that they don't feel they need the recognition. As a young man growing up, he was raised on the tenets of the faith, the study of her laws, and the nature of war. He somewhat resented his family's devotion to the clergy, as all the paladin's squires would be out at weapons practice or riding he wasn't allowed to go until he recited the daily invocations. He was caught so often all geared up to go out, and made to kneel and study, never bothering to remove his armor, just so he could finish faster. He has always wanted to fight the good fight, truly be a warrior of his goddess, but to do anything other than be a priest of Iomedae would be spitting on his heritage.
Thaddeus is a good-hearted young man, and is always ready to help a friend. It was during his volunteer work for Sheriff Hemlock that he first met Shalelu. She was the most beautiful thing he had ever seen, though she was a woman, and he was still a lad he swore that they would someday marry. As he grew and worked more and more with the patrols, he saw more of her, and even got to the point of doing patrols just in the hopes of seeing her. When he found out that she was a friend of Ameiko's, he would find himself spending more time at the Rusty Dragon, just in the hopes of seeing her come in and light up a room. He has spoken with her very little and she is friendly with him when they do, he has never gotten the courage up to ask her out. His worst fear is that she will turn him down. |