Fhang

Vaascht's page

362 posts. Alias of Remnar.


Full Name

Vaascht

Race

| AC 17/17/10 (+3 Dex, +4 Dodge) Fort +4, Ref +5, Will +3, SR: 9 |

Classes/Levels

Use /Day:
| Arcane Pool 5/6 | Demoralize 1/1 | Spells: 0th: Dancing Lights, Detect Magic, Light, Read Magic 1st: Color Spray, Shield, Shocking Grasp
Condition:

Gender

Male Githzerai Magus [Kensai] 3| HP 15/20 | Init +5, Senses Darkvision (60') Perception +2

Strength 16
Dexterity 16
Constitution 10
Intelligence 16
Wisdom 8
Charisma 10

About Vaascht

Vaascht
Male Githzerai Magus (Kensai) 3
CN Medium humanoid (githzerai)
Init +5, Senses Darkvision (60') Perception +2
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DEFENSE
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AC 17, Touch 17, Flat footed 10 (+3 dex, +4 dodge)
hp 20
Fort +4, Ref +5, Will +3
SR: 9
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OFFENSE
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Speed 30 ft.

Special Attacks Spell strike, Arcane Pool

BAB +2
Greensteel Katana (Masterwork) +7 (2d6 + 3, 18-20 ×2)
Dagger +5 (1d4 + 3, 19-20 ×2)
Dagger, Ranged +5 (1d4 +3, 19-20 x2)

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MAGIC
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Spells Known:
0th: acid splash, arcane mark, dancing lights, daze, detect, fiendish presence, detect magic, disrupt undead, flare, ghost sound, grasp, light, mage hand, open/close, prestidigitation, ray of frost, read magic, spark
1st: burning hands, chill touch, color spray, expeditious retreat, grease, infernal healing, ray of enfeeblement, shield, true strike, web

Spells per day: 4/3
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STATISTICS
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Str 16, Dex 16, Con 10, Int 16, Wis 8, Cha 10,
Base Atk +2; CMB +5; CMD 16
Feats: Dodge, Extra Arcane Pool, Weapon Focus (Katana), Weapon Proficiency (Simple, Katana)

Traits: Reactionary, Omen
Languages Common, Githzerai
SQ bonus feat

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Skills
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Intimidate +5
Knowledge (Arcana) +9
Knowledge (Dungeoneering) +9
knowledge (BK) (History) +8
Knowledge (Planes) +9
Perception (Fated) +2
Profession (BK) (Mercenary) +1
Spellcraft +8
Use Magic Device +4
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GEAR
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Weapons:
- Katana
- Dagger (4)

Consumables:
Shield Scroll
Infernal Healing Scroll

Rations (trail) 5 days
Torch (5)

Other Gear:

Monks Robes
Backpack
Bedroll
Belt Pouch
Flint and Steel
Rope (hemp, 50 ft)
Scrollcase
Spellbook
Waterskin
Whetstone

Gold: 10 GP 8 SP 3 CP

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SPECIAL ABILITIES
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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.

Canny Defense (Ex) At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense ability.
When wearing light or no armor and not using a shield, a duelist adds 1 point of Intelligence bonus (if any) per duelist class level as a dodge bonus to her Armor Class while wielding a melee weapon. If a duelist is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.

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.

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.

Omen: You are the harbinger of some future event. Whether this event bodes good or ill, you exude an ominous presence. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you. Once per day, you may attempt to demoralize an opponent as a swift action.

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ARCANA
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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.

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RACIAL TRAITS
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Spell Resistance, Lesser: Prerequisites: None; Benefit: Members of this race gain spell resistance equal to 6 + their character level.

Ancient Foe (Illithid): Prerequisites: None; Benefit: Choose one monster type or one subtype of the humanoid type. Members of this race gain a +2 dodge bonus to AC against monsters of that type and a +2 racial bonus on combat maneuver checks made to grapple creatures of that type.

Ancient Foe (Githyanki):Prerequisites: None; Benefit: Choose one monster type or one subtype of the humanoid type. Members of this race gain a +2 dodge bonus to AC against monsters of that type and a +2 racial bonus on combat maneuver checks made to grapple creatures of that type.