Zeech

Vayne Delwood's page

23 posts. Alias of TheLoneParadox.


Full Name

Vayne Delwood

Race

Human

Classes/Levels

Magus/1 HP:11/11AC:15,Touch: 12, Flat Footed:13 Fort: 3 Ref: 1 Will: 3 Init + 6 BAB: 0 CMD: 12 CMB:1

Gender

male

Size

Medium

Age

18

Strength 15
Dexterity 13
Constitution 14
Intelligence 16
Wisdom 10
Charisma 10

About Vayne Delwood

Vayne Delwood
LG Medium
Magus 1
Height 6'
Weight: 190
Eyes: Blue
Hair: Black
Languages: Common

Combat /Stats:

Combat
Defense
--------
AC:15,Touch: 12, Flat Footed:13
(+3 Armor +2 DEX)
HP:11 (1D8+3Con)
Fort: 3
Ref: 1
Will: 4
Offensive
----------
Init + 6
BAB: 1
CMD: 12
CMB:1
Melee: Keyblade (1)+ 2 str (1d6+2(Str))
Ranged: Heavy Crossbow (1D10 + 1 Dex)
Speed: 30FT
Stats
Str 15 + 2
Dex13 + 1
Con16 + 3
Int16 +3,
Wis 10
Cha10

Skills/Feats/Traits:

Skills
Skill Name: Total Bonus = Ability Modifier + Ranks + Misc. Modifier
Bluff:1
Climb: 3
Craft books: 6 = 3
Fly: 2
Intimidate: 3
Knowledge (Arcana)`*: 7
Knowledge (Dungeoneering)7
Knowledge (History)*: 4
Knowledge (Planes)*: 6
Perception: 2
Profession (Hero)`*: 4
Ride:5
Spellcraft*: 6
Swim: 2
Use Magic Device*: 3
Feats
Improved Initiative (Combat)
Your quick reflexes allow you to react rapidly to danger.
Benefit: You get a +4 bonus on initiative checks.
Traits
Classically Schooled: Your apprenticeship or early education was particularly focused on the direct application of magic. You gain a +1 trait bonus on Spellcraft checks, and Spellcraft is always a class skill for you
Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Special Abilities & Racial Abilities :

Special Abilities & Racial 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.
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 keenweapon 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 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.
Human Racial Traits
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic)


Spells:

Spells
Darkness: 20-ft. radius of supernatural shadow.
Spells per day: 0/4 1/3
0 Level
Acid Splash: Orb deals 1d3 acid damage.
Detect Magic: Detects all spells and magic items within 60 ft.
Disrupt Undead: You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it
Read Magic: Read scrolls and spellbooks.
1st Level
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Shock Shield: A shield of force protects you until you dismiss it in an explosion of electricity.
SHOCKING GRASP: Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or is carrying a metal weapon or is made of metal).
Truestrike: You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target.

Gear:

25 gp Studded leather 3
Spell book
2gp Backpack
15gp Keyblade 1 1d6
50gp Heavy Crosswbow
2gp Bolts, Heavy
1pg travelers outtfit

[spoiler=Vayne Delwood Story]