Quilindra

Tori Carolingian's page

39 posts. Organized Play character for Ill_Made_Knight.


Full Name

Victoria Carolingian

Race

HP 11/11, Init +6, AC: 15, T: 15, FF: 10, F: +4, R: +4, W: +3

Classes/Levels

Perception +6 <Low-Light Vision>, CMD: 15 , Female Half-Elf, (Half Elf, Half Tien), Magus (Kensai) Level 1

About Tori Carolingian

Backstory
TBD
Appearance
TBD

Character Sheet

__________________________ GENERAL__________________________

Half-elf, (Half Elf, Half Tien), Magus (Kensai) Level 1
Age: 23
Height: 5'0
HP: 11/11 (8+2 Con +1 Favored Class) [Dead at -14]
Alignment: Lawful Good
Faith: Sarenrae
PFS Faction: The Silver Crusade
Fame/Presteige: 0/0

STR: 10 [+0 modifier]
DEX: 18 [+4 modifier](+2 racial bonus)
CON: 14 [+2 modifier]
INT: 15 [+2 modifier]
WIS: 12 [+1 modifier]
CHA: 07 [-2 modifier]

Initiative +6 = 4 [DEX] +2 [ Trait: Reactionary]

Favored Class: Magus/Monk

__________________________ DEFENSE __________________________

AC 15 = 10 +4 [Dex] +1 [Int]
Touch AC = 15
Flat-Footed = 10

Fortitude Save +4 = 2 [base] +2 [Con]
Reflex Save +4 = 0 [base] +4 [Dex]
Will Save +3 = 2 [base] +1 [Wis]

__________________________ OFFENSE __________________________

Speed: 30ft (6 Squares)

Basic Melee Attack +5 with Wakizashi (1d6; 18-20x2)

Basic Ranged Attack +4

CMB +0 = 0 [BAB] +0 [Str] +0 [size]
CMD 15 = 0 [BAB] +0 [Str] +4 [Dex] +1 [Int] +0 [size] + 10

_________________ Feats, Traits and Skills _________________

___Feats___
Adaptability: Skill Focus (Perception)
Kensai BF: Weapon Focus (Wakizashi)
1st Weapon Finesse

___Trait___
Reactionary
Magical Lineage

___Skills___

Total + Ability Mod. + Ranks + Misc.

Skill Ranks: 2 [Magus] +2 [INT]
Total: 4

Acrobatics +4 = DEX 2+0+0
Appraise +2 = INT 4+0+0
Climb +4 = STR 0+1+3 [1 Rank]
Diplomacy -2 = CHA -2+0+0
Disguise -2 = CHA -2+0+0
Escape Artist +4 = DEX 4+0+0
Fly +4 = DEX 4+0+0
Heal +1 = WIS 1+0+0
Intimidate -2 = CHA -2+0+0
Knowledge (Arcana) +6 = INT 2+1+3 [1 Rank]
Perception +6 = WIS 1+0+5
Perform -2 = CHA -2+0+0
Ride +4 = DEX 4+0+0
Sense Motive +1= WIS 1+0+0
Spellcraft +6 = INT 2+1+3 [1 Rank]
Stealth +2 = DEX 2+0+0
Survival +1 = WIS 1+0+0
Swim +4 = STR 0+1+3 [1 Rank]
Use Magic Device -2 = CHA -2+0+0

_________________ Special Abilities_________________

Half-Elf

Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.

Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.

Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.

Magus

Arcane Pool (Su) 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 1/2 his magus level (minimum 1) + his Intelligence modifier. 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 (Ex): 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.

Kensai

Diminished Spellcasting: A kensai may cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level.

Canny Defense (Ex): At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name, save that his chosen weapon may be of any type.

Weapon Focus (Ex): At 1st level, a kensai gains Weapon Focus with his chosen weapon as a bonus feat.

Spells Prepared:
0- Acid Splash, Detect Magic
1- Grease

Spell Book:
1-Detect Undead, Comprehend Languages, Grease, Burning Hands, Sleep, Liberating Command, Snapdragon Fireworks

Languages: Common, Tien, Celestial [Bonus +2 INT]

Equipment:

Gold: 150gp; Spent: 149.5; Remaining: 5sp

Carrying Capacity: [Treat as 11 Str due to Masterworked Backpack]

Current Load: 32

Light Load: 38 lbs.
Medium Load: 76 lbs.
Heavy Load: 115 lbs.
Lift Over Head: 115 lbs.
Lift Off Ground: 230 lbs.
Push or Drag: 460 lbs.

Held/Worn Equipment:

Wakizashi (35gp) 2 lbs
Travellers outfit (1gp) 5 lbs

Belt and Pouch (1gp) 0.5 lbs
Pouch, Spell components (5gp) 0.5 lbs
1 Flask of Acid (10gp) 1 lbs

Masterwork Backpack (50gp) 4 lbs

Wizard's (Standard) Spellbook (15gp) 3 lbs,
Wizard's (Travel) Spellbook (10gp) 1 lbs
Ink (1 oz. in a vial) (8gp)
10 Inkpens (1gp)
Chalk (5 piece) (5cp)
Waterskin (1gp) 4 lbs
50 ft Silk Rope (10gp) 5 lbs
Dagger (2gp) 1 lbs
Bedroll (1sp) 5 lbs
Tindertwig (1gp) - lbs