Stats
Valdr Ozzune
Dwarf Male
Magus (Bladebound) / 5
Height: 5’1 Weight: 178 lbs
Age: 44
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Str 14
Dex 10
Con 16
Int 17 (19)
Wis 12
Cha 8
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HP: 72
BAB: +4
CMB: +6
CMD: 16 (20)
AC: 16 ( Armor, Natural AC)
Saving Throws: Fort+8 Ref+2 Will+6 [+2 vs poisons, spells, and spell like abilities]
Blackblade Dwarven Waraxe: +9, 1d10+4, x3 (+3 BAB +2 Str +2 Weapon enchantment +1 Weapon Focus)
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Traits:
Focused Mind: +2 trait bonus on concentration checks.
Highlander: +1 Stealth (+2 in rocky terrain), Stealth is always a class skill.
Feats:
Weapon Focus (Dwarven Waraxe)
Iron Hide (+1 Natural AC)
Extra Arcana
Extra Arcane Pool (x2)
*Alertness
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Skills
Climb (2 rank) = 7
Craft [weaponsmith] (1 rank) = 8
Craft [Traps] (1 rank) = 8
Fly (0 rank) =
Knowledge Arcana (6 ranks) = 13
Knowledge Dungeoneering (5 ranks) = 12
Knowledge Planes (5 ranks) = 12
Profession [soldier/guard] (1 rank) = 6
Ride (1 rank) = 4
Spellcraft (6 ranks) = 13
Stealth (2 rank) = 6
Swim (1 rank) = 6
Use Magic Device (1 rank) = 3
* Linguistics (1 rank) = 5
* Knowledge history (1 ranks) = 5
* knowledge local (2 rank) = 6
* Perception (1 rank) = 4
* Sense Motive (1 rank) = 4
~*~ Bluff (5 ranks) =4 [ Granted by headband ]
Alertness (+2 Perception, +2 Sense Motive)
Languages known: Dwarven, Common, Alko, celestrial, Draconic, Giant, Terran
Racial Abilities
Medium: Dwarves are Medium creatures and receive no bonuses or penalties due to their size.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet.
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.
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Magus Arcana: 10 pool
Spell Shield – As an immediate action may expend one point from Arcana Pool to grant intelligence modifier as a shield bonus until the end of his next turn.
Arcane Accuracy – As swift action may expend one point from Arcana Pool to grant intelligence modifier as an insight bonus to on all attack rolls until end of his next turn.
Empowered Magic Arcana - Once per day may Empower one spell. All variable, numeric effects of an empowered spell are increased by half, including bonuses to those dice rolls.
Class Abilities
Spell Combat (Ex)
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.
Spell Recall (Su): 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.
Bonus Feat: 5th Level.
Blackblade
+2 enhancement, 12 Intelligence, 8 Wisdom, 8 Charisma, Ego 8
Languages: Common, Truespeak
Skills: 1 Rank Knowledge Arcana
Blackblade Arcane Pool: 2
Imparts Alertness (+2 Perception, +2 Sense Motive)
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. (+2 currently)
Telepathy (Su): While a magus is wielding or carrying his black blade, he can communicate telepathically with the blade in a language that the magus and the black blade share.
Unbreakable (Ex): As long as it has at least 1 point in its arcane pool, a black blade is immune to the broken condition. If broken, the black blade is unconscious and powerless until repaired. If destroyed, the black blade can be reforged 1 week later through a special ritual that costs 200 gp per magus level. The ritual takes 24 hours to complete.
Energy Attunement (Su): At 5th level, as a free action, a magus can spend a point of his black blade's arcane pool to have it deal one of the following types of damage instead of weapon damage: cold, electricity, or fire. He can spend 2 points from the black blade's arcane pool to deal sonic or force damage instead of weapon damage. This effect lasts until the start of the magus's next turn.
Spells known
Oth ( 5 per day )
Acid Splash: Orb deals 1d3 acid damage.
Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible)
Dancing Lights: Creates torches or other lights.
Daze: A single humanoid creature with 4 HD or less loses its next action.
Detect Magic: Detects all spells and magic items within 60 ft.
Disrupt Undead: Deals 1d6 damage to one undead.
Flare: Dazzles one creature (–1 on attack rolls).
Ghost Sound: Figment sounds.
Light: Object shines like a torch.
Mage Hand: 5-pound telekinesis.
Open/Close: Opens or closes small or light things.
Prestidigitation: Performs minor tricks.
Ray of Frost: Ray deals 1d3 cold damage.
Read Magic: Read scrolls and spellbooks.
Spark: Ignites flammable objects.
1st (5 Per day)
Chill touch
Corrosive touch
True Strike
Hydraulic Push
Silent Image
Shocking Grasp
Shield
Obscuring Mist
Expeditious Retreat
Magic Missile
Windy Escape
2nd ( 4 Per day )
Blood Transcription
Bull’s Strength
Darkness
Glitterdust
Invisibility
Web
Blur
Ablative barrier
Frigid Touch
mirror image
Pilfering Hand
Gold: 1416 Silver: 6 Copper: 6
Magic Items:
Headband of Vast Intelligence (+2 Intelligence, HD of wearer ranks in bluff skill)
Hat of Disguise
Bag of Holding type I (holds 250 lbs)
Assisting Glove
Chain shirt Armor +1
Rod of Silence, Lesser (Silent Spell Metamagic 3/day
Pearl of Power (1st level recall)
Feather Token - Whip: A token that forms into a huge leather whip and wields itself against any opponent desired just like a dancing weapon. The weapon has a +10 base attack bonus, does 1d6+1 points of nonlethal damage, has a +1 enhancement bonus on attack and damage rolls, and a makes a free grapple attack (with a +15 bonus on its combat maneuver checks) if it hits. The whip lasts no longer than 1 hour.
Scrolls of Blur, Ablative barrier, Frigid Touch, mirror image, Glitterdust
Feather Token Bird (Special): has unlimited uses.
Mundane Equipment:
Several changes of clothing, winter and summer
Waterskins
Cooking kit
Torches (2)
Rope
Flint and Steel
Whetstone
Crossbow, Light
Signal Horn
Climbing kit
Spell component containers
Sack of potatoes