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About Vexras Voltagian.
Vexras Voltagian
==============STATS=============
20 Point Buy:
Str 10 (0pts) Dex 14 (5pts) Con 12 (2pts) Int 16 (10pt) Wis 10 (0pts) Cha 13 (3pts) +2 Dex, +2 Int, -2 Cha (racial), +1 Cha (lvl 4), +1 Int (lvl 8) Combat Info
AC: 20 (18 T / 12 FF) (+4 dex, +4 int, +2 natural)
Traits, Feats, and Skills
Detailed Racial Traits:
Darkvision: Tieflings see in the dark for up to 60 feet. Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks. Spell-Like Ability: Tieflings can use darkness once per day as a spell-like ability (with a caster level equal to the tiefling’s character level). Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5. Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery. Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following languages: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc. Detailed Traits:
Artisan: You spent time working under artisans, or your parents were artisans who were particularly skilled at their trade. You gain a +2 trait bonus on a single Craft skill (weapon). Fangwood Diplomat: You’ve lived and worked among the disparate guerrilla groups of the Fangwood. You gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
Detailed Feats:
Weapon Focus (katana): (Prereqs: n/a) Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon. Armor of the Pit: (Prereqs: tiefling)
Weapon Finesse: (Prereqs: n/a)
Slashing Grace: (Prereqs: Dex 13, Weapon Finesse, Weapon Focus)
Piranha Strike: (Prereqs: Weapon Finesse, BAB +1)
Weapon Specialization (katana): (Prereqs: Proficient w/ selected weapon, Weapon Focus w/ selected weapon, Fighter Level 4th)
Magus Arcana:
Spell Blending (Ex): 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. A magus can select this magus arcana more than once. Spell Shield (Su): The magus can expend a point from his arcane pool as an immediate action to grant himself a shield bonus to AC equal to his Intelligence bonus until the end of his next turn.
Detailed Skills:
Skill Points/level: 7 = 2(class) + 4(int) +1(favored class) class skill // Armor Check Penalty = 0 // Total Ranks: 42 Acrobatics: +4 = +0(ranks) +4(dex)
Magus Class Abilities:
Weapon and Armor Proficiency: A kensai is proficient in simple weapons and in a single martial or exotic melee weapon of his choice (katana). A kensai is not proficient with armor or shields and suffers normal arcane spell failure chance when casting magus spells while armored. 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. Spells: A magus casts arcane spells drawn from the magus spell list. A magus must choose and prepare his spells ahead of time. To learn, prepare, or cast a spell, the magus must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magus's spell is 10 + the spell level + the magus's Intelligence modifier. A magus can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high Intelligence score (see the Ability Modifiers and Bonus Spells Table). A magus may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the magus decides which spells to prepare. Spellbook: A magus must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook except for read magic, which all magi can prepare from memory. A magus begins play with a spellbook containing all 0-level magus spells plus three 1st-level magus spells of his choice. The magus also selects a number of additional 1st-level magus spells equal to his Intelligence modifier to add to his spellbook. At each new magus level, he gains two new magus spells of any spell level or levels that he can cast (based on his new magus level) for his spellbook. At any time, a magus can also add spells found in other spellbooks to his own (see Arcane Spells). A magus can learn spells from a wizard's spellbook, just as a wizard can from a magus's spellbook. The spells learned must be on the magus spell list, as normal. An alchemist (see the Alchemist description) can learn formulae from a magus's spellbook, if the spells are also on the alchemist spell list. A magus cannot learn spells from an alchemist. 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 (see the Magic Weapon Special Ability Descriptions). 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. Cantrips: A magus can prepare a number of cantrips, or 0-level spells, each day, as noted in the table above under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. 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. Canny Defense (Ex): At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name (Core Rulebook 382), save that his chosen weapon may be of any type. Weapon Focus (Ex): At 1st level, a kensai gains Weapon Focus with his chosen weapon as a bonus feat. 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. Magus Arcana: As he gains levels, a magus learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 3rd level, a magus gains one magus arcana. He gains an additional magus arcana for every three levels of magus attained after 3rd level. Unless specifically noted in a magus arcana's description, a magus cannot select a particular magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the magus spell list unless otherwise noted. Perfect Strike (Ex): At 4th level, when a kensai hits with his chosen weapon, he can spend 1 point from his arcane pool in order to maximize his weapon damage. Don’t roll for damage—the weapon deals maximum damage. This affects only the weapon’s base damage dice, not additional damage from sneak attack, magical weapon properties, spellstrike, or critical hits. If the kensai confirms a critical hit, he can instead spend 2 points from his arcane pool to increase his weapon’s critical multiplier by 1. This ability replaces spell recall. Bonus Feats: At 5th level, and every six levels thereafter, a magus gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat, item creation, or metamagic feats. He must meet the prerequisites for these feats as normal. Fighter Training (Ex): Starting at 7th level, a kensai counts his magus level –3 as his fighter level for the purpose of qualifying for feats (if he has levels in fighter, these levels stack), but forfeits the benefit of such feats with weapons other than his favored weapon. This ability replaces knowledge pool. Iaijutsu (Ex): At 7th level, a kensai applies his Intelligence modifier as well as his Dexterity modifier on initiative rolls (minimum 0). A kensai may make attacks of opportunity when flat-footed, and may draw his favored weapon as a free action as part of taking an attack of opportunity. This ability replaces the medium armor ability. Improved Spell Combat (Ex): 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. Critical Perfection (Ex): At 9th level, a kensai adds his Intelligence bonus (minimum 0) on critical hit confirmation rolls with his favored weapon. In addition, the kensai may use his magus levels in place of his base attack bonuses to qualify for Critical Focus and any feat for which it is a prerequisite; these feats apply only with a kensai’s favored weapon. This ability replaces the magus arcana normally gained at 9th level. Superior Reflexes (Ex): At 11th level, kensai can make a number of attacks of opportunity in a round equal to his Intelligence modifier (minimum 1). This effect stacks with the Combat Reflexes feat. This ability replaces improved spell recall. Iaijutsu Focus (Ex): At 13th level, a kensai may always act and may draw his weapon as a swift action during a surprise round, though he is considered flat-footed until he acts. During a surprise round or when attacking a flat-footed opponent, he adds his Intelligence modifier on damage with his chosen weapon (minimum 0). This ability replaces heavy armor. Greater Spell Combat (Ex): At 14th level, the magus gains the ability to seamlessly cast spells and make melee attacks. Whenever he uses the spell combat ability, his concentration check bonus equals double the amount of the attack penalty taken. Counterstrike (Ex): At 16th level, whenever an enemy within reach of the magus successfully casts a spell defensively, that enemy provokes an attack of opportunity from the magus after the spell is complete. This attack of opportunity cannot disrupt the spell. Iaijutsu Master (Ex): At 19th level, a kensai’s initiative roll is automatically a natural 20 and he is never surprised. This ability replaces greater spell access. Weapon Mastery (Ex): At 20th level, a kensai gains weapon mastery with his favored weapon, as the fighter class ability. This ability replaces true magus.
Equipment
potion of cure moderate wounds x2 masterwork backpack
starting gear:
rod of metamagic, extend (lesser) - 3,000gp pearl of power 1 x2 - 2,000gp belt of incredible dexterity +2 - 4,000gp cloak of resistance +1 - 1,000gp mithral katana +1 - 5,050gp potion of cure moderate wounds x2 - 600gp masterwork backpack - 50gp masterwork artisan's tools - 55gp artisan's outfit - 1gp traveler's outfit - 1gp mess kit - 2sp cooking kit - 3gp bedroll - 1sp blanket x2 - 1gp hammock - 1sp rope, silk (100ft) - 20gp Starting Gold: 16,000gp
Spellbook:
Cantrips acid splash, arcane mark, dancing lights, daze, detect magic, disrupt undead, flare, ghost sound, light, mage hand, open/close, prestidigitation, ray of frost, read magic, spark Level 1 (10)
Level 2 (6)
Level 3 (2)
Background: Personality/Mannerisms: Progression:
Macros:
[spoiler=Status] HP: 51/51 AC: 24 (18 T / 16 FF) Resist 5: cold, electricity, fire CMD: 20 F/R/W: +8/+7/+7 Arcane Pool used: 0/7 Extend charges used: 1/3 PoP used: 0/2 |Prepared Spells| Cantrips (4): acid splash, detect magic, mage hand, read magic Lvl 1 (4): mage armor [X], magic missile [ ], shocking grasp [ ] [ ] Lvl 2 (4): mirror image [ ] [ ], scorching ray [ ] Lvl 3 (2): haste [ ] [ ] Ongoing Effects
[dice=Katana]1d20+12[/dice][dice=for]1d8+7[/dice]
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