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About TurranTraits/Feats:
Traits: Second Chance: reroll save 1/day Seeker: +1 perception and class skill Feats:
Aasimar special abilities:
Aasimar: +2 wis, +2 str, +2int Move: 30' Darkvision: 60 feet +2 intimidate/+2 sense motive Acid/Cold/Electric Resistance 5 Languages;common,celestial,draconic,elven Spellbook:
0-level: All * is memorized 1st-level:(5+1)
2nd-level:(4+1)
3rd-level:(4+1)
4th-level:(2+1)
Magus Special Abilities::
[spoiler=Arcane Pool]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. Spell Combat:
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:
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. Spell Recall:
At 4th level, the magus learns to use his arcane pool to recall spells he has already cast. 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. Magus Arcana:
Arcane Accuracy - The magus can expend 1 point from his arcane pool as a swift action to grant himself an insight bonus equal to his Intelligence bonus on all attack rolls until the end of his turn. Empowered Spell - The magus can cast one spell per day as if it were modified by the Empower Spell feat. This does not increase the casting time or the level of the spell. Spell Blending (Visualization of the Body WIS/Invisibility Sphere - Benefit: When a magus selects this arcana, he must select one spell from the wizard spell list that is of a magus spell level he can cast. He adds this spell to his spellbook and list of magus spells known as a magus spell of its wizard spell level. He can instead select two spells to add in this way, but both must be at least one level lower than the highest-level magus spell he can cast. Special: A magus can select this magus arcana more than once.
Improved Spell Combat:
At 8th level, the magus’s ability to cast spells and make melee attacks improves. When using the spell combat ability, the magus receives a +2 circumstance bonus on concentration checks, in addition to any bonus granted by taking an additional penalty on the attack roll. Improved Spell Recall:
At 11th level, the magus’s ability to recall spells using his arcane pool becomes more efficient. Whenever he recalls a spell with spell recall, he expends a number of points from his arcane pool equal to 1/2 the spell’s level (minimum 1). Furthermore, instead of recalling a used spell, as a swift action the magus can prepare a spell of the same level that he has in his spellbook. He does so by expending a number of points from his arcane pool equal to the spell’s level (minimum 1). The magus cannot apply metamagic feats to a spell prepared in this way. The magus does not need to reference his spellbook to prepare a spell in this way. Black Blade:
Table: Black Blade Progression Magus Class Level Enhancement Bonus Int Wis/Cha Ego Special 3rd–4th +1 11 7 5 Alertness, black blade strike, telepathy, unbreakable 5th–6th +2 12 8 8 Energy attunement 7th–8th +2 13 9 10 — 9th–10th +3 14 10 12 Teleport blade 11th–12th +3 15 11 14 — 13th–14th +4 16 12 16 Transfer arcana 15th–16th +4 17 13 18 — 17th–18th +5 18 14 22 Spell defense 19th–20th +5 19 15 24 Life drinker 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. Magic Items/Equipment/Wealth:
Head: Headband: Headband of Vast Intelligence +4 Eyes: Eyes of the Eagle Shoulders: Cloak of Resistance +3 Neck: Amulet of Natural Armor +2 Chest: Body: Armor: Chainmail +3 Shield: Belt: Girdle of Giant Strength +4 Wrists: Hands: Ring: Protection +2 Ring: Feet: Wand: Shield +4 AC (28) Extra:Rod of Quickening Lesser, Rod of Echoing Lesser, (0)Talisman of Beneficial Winds(lesser), Pearl of Power(1st), Scroll of Haste, Scroll of Invisibility Scimitar(Black Blade), Comp. Longbow(+4) w/ 40 arrows
1,902 gold, 2 silver, 5 copper
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