Grazzt

Tzaron's page

27 posts. Alias of Dragonflyer1243.


Full Name

Tzaron Steelhorn

Race

Tiefling

Classes/Levels

Magus 1 |HP 10 |AC 17 /T 13/FF 14| F+4/R+3/W+3 | CMB +1 | CMD 14 |init +5 | Perc +5

Gender

Male

Size

Medium

Age

86

Alignment

LN

Deity

Irori

Strength 13
Dexterity 16
Constitution 14
Intelligence 16
Wisdom 12
Charisma 8

About Tzaron

Male Tiefling Magus 1
LN Medium Outsiders (Native)
Deity: Irori
Init +5; Senses Darkvision 60'; Perception +5
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Defense
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AC 17, touch 13, flat-footed 14
HP 10/10
Fort +4, Ref +3, Will +3
CMD 14
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Offense
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Speed 30 ft.
Melee
Rapier +3 1d6+1
Range
Shortbow +3 1d6
BAB +0
CMB +1
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Statistics
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Str 13, Dex 16, Con 14, Int 16, Wis 12, Cha 8
Skills Acrobatics +7, Climb +1, Craft(Armor) +7, Knowledge(Arcana) +7, Perception +5, Spellcraft +7, Stealth +7,
Languages Common, Draconic, Infernal, Elven, Abyssal
Traits Reactionary; Desperate Focus

Spells:

Spoiler:

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Cantrips
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Light; Detect Magic; Arcane Mark; Read Magic

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Lvl 1 Spells
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2/2
Shocking Grasp
Color Spray


Feats:
Spoiler:

Weapon Finesse: With a light weapon, elven curve blade, 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.

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.
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: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.

Armor Proficiency: A magus is proficient with light armor and does not suffer arcane spell failure while wearing it.
Weapon Proficiency: All simple and martial weapons.

Combat Gear:

Spoiler:

1 rapier(20 gold, 2lbs), 2 daggers(4 gold, 8lbs), 1 shortbow(30 gold, 2lbs), 20 arrows(1 gold, 3lbs), 1 chainmail(100 gold(crafted), 25lbs), 1 potion of Cure Light Wounds(25 gold), 1 Alchemist's Fire, 1 Tanglefoot bag

Gear:

Spoiler:

1 bedroll(1 silver, 5lbs), 1 backpack(2 gold, 2lbs)
Gold: 25
Silver: 9