About Trox RagmendNOTE TO ME: Remember to use arcane pool to add additional effects such as Flaming Burst, Shock, Keen, Vorpal and Speed!! Magus (Eldritch Archer) Spells Prepared (CL 10th; concentration +14)
Found Spell Book:
Cantrips: Acid splash, detect magic, detect poison, read magic, dancing lights, flare, light, ray of frost, ghost sound, bleed, disrupt undead, touch of fatigue, mage hand, mending, message, open/close, arcane mark, prestidigitation L1: Chill touch, magic missile, ray of enfeeblement, cause fear L2: Ghoul touch, spectral hand, blindness/deafness, command undead, false life, scare L3: Fireball, fly, ray of exhaustion, vampiric touch, gentle repose, halt undead L4: Animate dead, fear, bestow curse, contagion, enervation NOTE To Me TWO" Remember Big Game Hunter and Point Blank Shot. [dice= +2 Corrosive Composite Longbow] 1d20+15 [/dice]
Spell Combat / Spellstrike
Spell Combat / Spellstrike + Steadied SHot (no move action if this is used.)
Spell Combat / Spellstrike + Arcane Accuracy
___________________________________________________________________________ Trox, or as he think of himself, "The Jinx', 'The Curse', or 'The Undeserving', has been in Sandpoint for some time. He gets by crafting dolls, most of which they sells at the Swallow Tail Festival. When the unpleasantness broke out he almost grabbed his sword and shield but history kept him back. When the heroes went to clear out the goblins he almost spoke up but did not find the words. Now the heroes are dead. Again. Was this a new sort of jinx? More dead young men on his hands? Maybe this time will be different. He thinks as he gets his gear form storage. Maybe I can keep a new team alive this time. The half-orc heads out to see if he can be of help. Determined that he will not be the last alive this time while his companions die. _______________ The wiry half-orc has never welcomed conversation, well not so much never just since he arrived in Sandpoint, but by no means has been a hermit, more he carries the wait of the world. When he does speak his throat is coarse from little use and the speech is quiet. His slim build would not make you think of the power he carries in his steel strong muscles. No one in Sandpoint would have seen him shirtless but someone may have caught a glimpse of a heavily bandaged upper torso if they looked at the wrong moment. The bandages are a full wrap of his chest and below them a scar can be seen on front and back of his torso. Clearly there are injuries he hides. Crunch:
Trox Ragmend Half-orc magus (eldritch archer) 10 (Pathfinder Player Companion: Heroes of the Street 11, Pathfinder RPG Ultimate Magic 9) NG Medium humanoid (human, orc) Hero Points 1 Init +5; Senses darkvision 60 ft.; Perception +11 -------------------- Defense -------------------- AC 23, touch 15, flat-footed 18 (+8 armor, +5 Dex) hp 71 (10d8+10) Fort +9, Ref +11, Will +9 Defensive Abilities orc ferocity -------------------- Offense -------------------- Speed 30 ft. Melee scimitar +10/+5 (1d6+3/18-20) Ranged +2 corrosive composite longbow +15/+10 (1d8+4/×3 plus 1d6 acid) Special Attacks arcane pool (+3, 9 points), improved spell combat, magus arcana (arcane accuracy[UM], empowered magic[UM], reach spellstrike), spell recall, spellstrike Magus (Eldritch Archer) Spells Prepared (CL 10th; concentration +14) . . 4th—dimension door, greater invisibility . . 3rd—gloomblind bolts[ARG] (2, DC 17), haste, ray of exhaustion (DC 17) . . 2nd—cat's grace, mirror image, scorching ray, stone discus[ACG] (2) . . 1st—magic missile, shocking grasp (3), snowball[UW] (2) . . 0 (at will)—acid splash, detect magic, light, prestidigitation, ray of frost -------------------- Statistics -------------------- Str 16, Dex 20, Con 10, Int 18, Wis 10, Cha 10 Base Atk +7; CMB +10; CMD 25 Feats Bullseye Shot, Manyshot, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (longbow) Traits big game hunter, deft dodger Skills Appraise +14, Craft (bows) +11, Craft (woodworking) +11, Fly +8, Intimidate +11, Knowledge (arcana) +16, Knowledge (dungeoneering) +16, Knowledge (planes) +16, Perception +11, Ride +9, Spellcraft +17, Survival +6; Racial Modifiers +2 Intimidate Languages Abyssal, Common, Draconic, Giant, Goblin, Orc SQ fighter training, hero points, knowledge pool, medium armor, orc blood, ranged spell combat, ranged spellstrike, ranged weapon bond Combat Gear durable arrow (40); Other Gear +2 mithral agile breastplate[APG], +2 corrosive composite longbow (+2 Str), arrows (60), blunt arrows[APG] (10), scimitar, belt of physical might +2 (Str, Dex), cloak of resistance +2, efficient quiver, handy haversack, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), ink, inkpen, magus starting spellbook, mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (20), waterskin, 1,111 gp, 5 sp -------------------- Special Abilities -------------------- Arcane Accuracy +4 (Su) 1 Arcane Pool: +4 to attack rolls until the end of your turn. Arcane Pool +3 (9/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers. Bullseye Shot You slow your breath, calm yourself, and hit the bullseye, just as you were trained to. Prerequisites: Point-Blank Shot, Precise Shot, base attack bonus +5. Benefit: You can spend a move action to steady your shot. When yo
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