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About WargrymSpells:
Magus Kensai -1 spell of each level 0th 4+1 Arcane Mark, Detect Magic, Light, Dancing Lights, Read Magic 1rst 3+2 (Frostbite, 2nd 3+1 (Frigid Touch , 3rd 1+1 (Displacementx2) Spellbook:
2nd: Frigid Touch, Ablative Barrier, Mirror Image, Resist Energy, Bladed Dash, Glitterdust, Invisibility 3rd: Haste, Dispel Magic, Displacement, Greater Magic Weapon, Storm Step, Slow, Channel Vigor, Fly, Monstrous Physique I, Water Breathing, Sleet Storm Statblock:
Male Human Barbarian (Titan Mauler)2, Monk (Maneuver Master)2, Magus(Kensai)7 CG Medium Humanoid Perception +23 XP, 11th lvl --------------
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Fauchard is +1 Keen, Fortuitous, Spell Storing, Wing Clipping* see gear section As swift action can use 1 Magus Arcane Pool pt= weapon enhanced +2 for 1min, free action One Handed w/Spell Combat+Spell Strike (-4 to attack)
Two Handed w/Power Attack(-3/+8)
Trip attacks at +6 (+2Improved & +2Greater Trip, Maneuver Mastery+2) AOOs=4+Fortuitous Stunning Fist 4/day DC=18 -------------
Feats and Traits:
Traits Bruising Intellect: Int to Intimidate Exile For whatever reason, you were forced to flee your homeland. Chance or fate has brought you here, and it’s here that your money ran out, leaving you stranded in this small town. You are also being pursued by enemies from your homeland, and that has made you paranoid and quick to react to danger. Benefit You gain a +2 trait bonus on Initiative checks. Human Skilled(Skill Focus Intimidate +6, Perception+6)
Lvl 2: Pack Rager BF: Outflank
Lvl 4: Monk BF: Combat Reflexes Lvl 5: Enforcer
Lvl 7: Dirty Fighting Lvl 9 xtra Arcana Wand Wielder
Lvl 11: Magus Arcana:
Arcane Pool 1/2 Magus lvl (3) + Int (3) + FCB (1) =7 3rd Maneuver Mastery (Trip): Use your magus level instead of your BAB when performing one combat maneuver 6th Spell Blending (Mage Armor, Resist Energy) 9th extra arcana feat: Wand Wielder Human Favored Class Bonus Magus:
+1/4 Arcane PooL per lvl= +1 Languages:
Languages Common,Elvish, Celestial, Infernal Gear:
Magical Gear
Ioun Torch Heightened to 4th lvl x2 200
Total Spent 81,418 Potions
Negotiator:
+1 Fortuitous, Spellstoring, Keen,Wing-Fouling* Fauchard Based on Dragoncatch Guisarme Aura moderate conjuration; CL 8th; Weight 5 lbs.;Price 13,308 gp
Explanation: the DragonCatch weapon is +1 and bane therefore it is a +2 weapon, with the Wing-Fouling property A +2 weapon normally costs 8,000 But the Dragon Catch costs 13,308 Therefore the Wing-Fouling property adds 5,308 to the cost I’ve Taken a +1 Fortuitous, SpellStoring ,Keen, Fauchard and added the Wing-Fouling property. Total cost= 37,308gp This custom weapon is very important to the build as many high level opponents Fly and that invalidates a lot of this build. It’s difficult enough to trip larger creatures. But with this weapon at least he can trip those flying with wings. Future Enchantments to add: Cruel, Merciful, Holy, Impervious
Racial and Special Abilities:
-------------------- Racial Abilities -------------------- Comprehensive Education: Humans raised with skilled teachers draw upon vast swathes of knowledge gained over centuries of civilization. They gain all Knowledge skills as class skills, and they gain a +1 racial bonus on skill checks for each Knowledge skill that they gain as a class skill from their class levels. This racial trait replaces skilled. Source PCS:ISR Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait. --------------------
Barbarian Titan Mauler/Pack Rager 2
Rage: 9/9 (6+Con) rounds per day
Monk Maneuver Master 2
In addition to normal monk bonus feats, a maneuver master may select any Improved combat maneuver feat (such as Improved Overrun) as a bonus feat. Flurry of Maneuvers (Ex) At 1st level, as part of a full-attack action, a maneuver master can make one additional combat maneuver, regardless of whether the maneuver normally replaces a melee attack or requires a standard action. The maneuver master uses his monk level in place of his base attack bonus to determine his CMB for the bonus maneuvers, though all combat maneuver checks suffer a –2 penalty when using a flurry. A maneuver master loses this ability when wearing armor, using a shield, or carrying a medium or heavy load. This ability replaces flurry of blows. -------------------
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 (Ex) [See FAQ] 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) [See FAQ] 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. Weapon and Armor Proficiency A kensai is proficient in simple weapons and in a single martial or exotic melee weapon of his choice. 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. 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, 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. 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.
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.
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.
. Skills:
ranks:30 +33 Int=63 Acrobatic 15____________(3 class +9 rank + 3 Dex)
Perception 23_________(3 class + 11 rank + 3 Wis +6 Skill Focus)
Knowledge
Appearance:
WIP
Background:
WIP Summary: young Shoanti barbarian captured in a raid upon a monastery and set to work to repay for his crimes. Gained respect of the Monks. Learned much there. Learned the Martial Arts and grew interested in magic, something he had never been exposed to. After many years and his debt paid, he began to wander the world Tactics and Role:
Name? fills the melee slot. Uses Enlarge Person and his reach weapon to create AOOs and control a large area with tripping maneuvers. Typically starts off a tough encounter with a Shield spell from his Wand and activates Frostbite in his Spellstoring Fauchard. From the beginning of the encounter opponents hit by him w/Frostbite (Enforcer Feat) will subject to an Intimidate check debuffing (Shaken) debuffing them allowing others in the party to attack them (ac or saves) more easily. Except for Frostbite and Bladelash he tends to use his spells other than Enlarge Person as defensive buffs. He can swing his fauchard SkyReaver one handed to use spell combat/ spellstrike or he can Power Attack 2-handed. He will be a lot of fun to play with the various options he has, spells, AOOs, Trips, Power Attacking, Intimidating enemies. I very much hope I can play him in this Epic Campaign Magic Item wish list:
crown of conquest and take additional feats (fates favored, second Chance) seeking adaptive composite bow +1 Pearls of Power as many as he can get add Tumbling to Belt add Cruel and Impact to Negotiator Cloak Displacement Minor/Resistance Gloves of Dueling/ Gloves of Maneuver +2 Dirty Trick Pie in the sky item wishlist: Helmet of the Golden General/Krepesh of Refuge BAB15 (+8 BAB +5Str +1 Fauchard,+1 Weapon Focus)
Now Fauchard is +1 Keen, Fortuitous, Spell Storing, Wing Clipping* see gear section As swift action can use 1 Magus Arcane Pool pt= weapon enhanced +2 for 1min, free action Free action upon hit cast Piercing Frostbite with Fauchard 1d6+7 non lethal cold damage
Frostbite:
School transmutation [cold]; Level bloodrager 1, druid 1, magus 1, shaman 1, witch 1 CASTING
EFFECT
DESCRIPTION
Fatigued:
Fatigued A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued. Enforcer feat due to non-lethal damage from Frostbite:
Enforcer (Combat) You are skilled at causing fear in those you brutalize. Prerequisite: Intimidate 1 rank. Benefit: Whenever you deal nonlethal damage with a melee weapon, you can make an Intimidate check to demoralize your target as a free action. If you are successful, the target is shaken for a number of rounds equal to the damage dealt. If your attack was a critical hit, your target is frightened for 1 round with a successful Intimidate check, as well as being shaken for a number of rounds equal to the damage dealt. free action Intimidate:
Demoralize Opponent You can use this skill to cause an opponent to become shaken for a number of rounds. This shaken condition doesn’t stack with other shaken conditions to make an affected creature frightened. The DC of this check is equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier. Success: If you are successful, the target is shaken for one round. This duration increases by 1 round for every 5 by which you beat the DC. You can only threaten an opponent this way if it is within 30 feet and can clearly see and hear you. Using demoralize on the same creature only extends the duration; it does not create a stronger fear condition. Fail: The opponent is not shaken. Action Demoralizing an opponent is a standard action. Retry? You can attempt to intimidate an opponent again, but each additional check increases the DC by +5. This increase resets after one hour has passed. [dice=free action Intimidate]1d20+22[/dice] DC=10 + the target’s Hit Dice + the target’s Wisdom modifier. If succesful target is Shaken for #rounds equal to non-lethal damage dealt Shaken:
Shaken
A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked. arcane pool weapon+2
[dice=Melee Fauchard#2]1d20 +13[/dice] 15-20/x2 +Spell Damage
[dice=Melee Fauchard#3]1d20 +8[/dice] 15-20/x2 +Spell Damage
arcane pool weapon+2
[dice=Melee Fauchard#2]1d20 +8[/dice] 15-20/x2
arcane pool weapon+2
[dice= PA Fauchard#2]1d20 +10[/dice] 15-20/x2
ENLARGED +2 STR, -2DEX, -1 ac and to hit, dam=2d8
[dice=Melee Fauchard#2]1d20 +13[/dice] 15-20/x2 +Spell Damage
[dice=Melee Fauchard#3]1d20 +8[/dice] 15-20/x2 +Spell Damage
arcane pool weapon+2
[dice=Melee Fauchard#2]1d20 +8[/dice] 15-20/x2
[dice=Flurry of Maneuvers Trip see below]1d20+20[/dice] One Handed Trip CMB[/b] 11 +6Str +1Size +2Improved +2Greater Trip +2Maneuver Mastery +1 Weapon Focus -4Onehanded SpellCombat -2Flurry of Maneuvers= 19
Plus Enhancement 1-3 arcane pool weapon+2
[dice= PA Fauchard#2]1d20 +9[/dice] 15-20/x2
[dice=Flurry of Maneuvers Trip see below]1d20+20[/dice] 2 Handed Trip CMB[/b] 11 +6Str +1Size +2Improved +2Greater Trip +2Maneuver Mastery +1Weapon Focus -2Power Attack -2Flurry of Maneuvers= 21 AOOs=2+Fortuitous Stunning Fist 4/day DC=18 |