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About Turpilius LucretiusTurpilius Lucretius Male tiefling magus 3 CG Medium Outsider (native) Init +5; Senses darkvision; Perception +6 Defense:
AC 19, touch 15, flat-footed 14 (+4 armor, +5 Dex) hp 22 (3d8+6) Fort +4, Ref +6, Will +4 Resistance cold 5, electricity 5, fire 5 Offense:
Speed 30 ft. melee mwk scimitar +8 (1d6+5/18-20), dagger +7 (1d4+1/19-20) ranged mwk composite longbow (+1) +8 (1d8+1/x3), dagger +7 (1d4+1/19-20) Tiefling spell-like abilities (CL 3rd) 1/day- darkness Magus Spells Known (CL 3rd; concentration +6) 1st- color spray, expeditious retreat, grease, obscuring mist, ray of enfeeblement, reduce person, shield, shocking grasp, true strike, vanish Statistics:
Str 13, Dex 20, Con 12, Int 16, Wis 12, Cha 7 Base Atk +2; CMB +3; CMD 18 Feats Weapon Finesse, Dervish Dance Skills Climb +5, Escape Artist +7, Fly +13, Knowledge (Dungeoneering) +7, Perception +6, Perform (dance) +0, Spellcraft +9, Stealth +8, Swim +5 Languages Common, Draconic, Goblin, Infernal, Orc SQ Arcane Pool (4), Fiendish Resistance, Magic Arcana (Spell Shield), Prehensile Tail, Spell Combat, Spellstrike, Vestigial Wings Other gear arrows (20), dagger, magus' kit, mithral shirt, mwk composite longbow +1, mwk scimitar, 1060 gp Total weight carried: 50 lbs
Special Abilities:
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. Fiendish Resistance Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5. Magus Arcana As he gains levels, a magus learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 3rd level, a magus gains one magus arcana. He gains an additional magus arcana for every three levels of magus attained after 3rd level. Unless specifically noted in a magus arcana's description, a magus cannot select a particular magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the magus spell list unless otherwise noted. Spell Shield (Su) The magus can expend a point from his arcane pool as an immediate action to grant himself a shield bonus to AC equal to his Intelligence bonus until the end of his next turn. Prehensile Tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery. 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. Spellstrike (Su) At 2nd level, 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 (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier. Vestigial Wings Some tieflings possess a pair of undersized, withered, or stunted wings like a mockery of those of their fiendish forbearer. Sometimes these wings are leathery, like those of a bat. Other times they are covered with a scattering of black, red, or violet feathers. Rare manifestations can take even more bizarre forms. These wings do not provide the lift required for actual flight, but do have enough power to aid flight attained by some other method, and grant a +4 racial bonus on Fly skill checks. This racial trait replaces skilled. Traits:
Magical Lineage One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell's final adjusted level. shocking grasp Seeker You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you. Feats:
Dervish Dance When wielding a scimitar with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat the scimitar as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability). The scimitar must be for a creature of your size. You cannot use this feat if you are carrying a weapon or shield in your off hand. Weapon FinesseWith a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. Appearance:
Coming soon. Backstory:
A tiefling born to a prestigious Chelish family, Turp was hidden away for the majority of his childhood while his older, human brother was given every opportunity their family's wealth could afford. Turp had a number of private tutors, all of which were well paid for their silence. He might be hidden away, but he was still a Lucretius. Excellence was expected of him, even if the world could not know of it. During his tutelage, Turp showed he had a natural talent with both magic and the blade. His father didn't particularly notice or care, but his brother did. Turp's brother, four years his elder, attended a rather exclusive university. He and his classmates had taken up the hobby of underground tiefling fighting, which is exactly what it sounds like: tiefling would be pit against tiefling and fight until only one was left standing, while drunk students placed bets. When Turp was sixteen, he started fighting for his brother in the ring (though their familial relation was not made public). He dominated for a while, glad for the relationship with his brother at first, but the psychological toll weighed him down. These were HIS people he was fighting. He had a stronger connection to them than he did to his family. One night, Turp was up to go up against an opponent that had cost his brother a fair bit of money in the past. His brother whispered to him before the match that this was to be a fight to the death. He could not go through with it, however, and in a fit of rage, he killed his brother and took off into the night. Since then, Turp has been fighting for the oppressed tieflings within Cheliax, while also doing his best to avoid his father's wrath. |