Stewards Infiltrator

Yrkune's page

No posts. Alias of Bill Lumberg.


About Yrkune

Male Human Bladebound Magus 1
N Medium humanoid (human)
Init +8; Senses: Perception +3
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DEFENSE
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AC 14, touch 11, flat-footed 13 (+1 Armor, +3 Dex)
HP
Fort +6, Ref +5, Will +3
Concentration +9
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OFFENSE
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Speed 30 ft.
Melee
Rapier: Attack +8 Damage 1d6+4 18-20x2
Sharpened Combat Scabbard: Attack +3 Damage 1d6+1 slash 18-20/x2
Kukri: Attack +7 Damage 1d4+4 18-20/x2

Ranged
Crossbow: Attack +7 Damage 1d8 19-20/x2 80' range increments
Sling: Attack +7 Damage 1d4+1 x2 50' range increments

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Statistics
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Str 12, Dex 18, Con 14, Int 15, Wis 9, Cha 10
Base Atk +; CMB +; CMD +

Feats: Improved Initiative, Weapon Finesse, Extra Arcane Pool (x2), Fencing Grace
Traits: Focused Mind, Magical Lineage (Shocking Grasp), Sword Scion
Drawback: Doubt
Skills: Class skills
Climb +1(Str)-1(Armor)=0, Fly +3(Dex), Knowledge(Arcana)5+3+2(Int)=10, Knowledge (Nobility)+2(Int), Knowledge(Planes)+2(Int), Ride +3(Dex)-1(Armor)=4, Spellcraft 5+3+2(Int)=10, Swim +1(Str)-1(Armor)=0, Use Magic Device 1+3=4

Non-Class
Acrobatics 2+3(Dex)-1(armor)=4, Perception 5-1(Wis)=4, Perform(Dance)+3(Dex), Sense Motive 1-1(Wis)=0, Stealth 1+3(Dex)=4

Languages: Taldane, Varisian, Hallit, Kellid

SQ: Arcane Pool (9/10 points), Spell-combat
Acana: Arcane Accuracy

Spells: Concentration +9
Known
0 Level:(DC 12)All
1 Level:(DC 13)Burning Hands, Chill Touch, Color Spray, Expeditious Retreat, Frostbite, Grease, Infernal Healing, Magic Weapon, Ray of Enfeeblement, Reduce Person, Shield, Shocking Grasp, Silent Image, Truestrike, Unseen Servant
2 Level:(DC 14) Cat's Grace, Frigid Touch, Glitterdust, Mirror Image, Web

Wizard spells in spellbook but not known: Identify, Mage Armor

Memorized
0 Level: Daze, Detect Magic, Disrupt Undead, Mage Hand
1 Level: Color Spray(x2 1 used), Grease, Shield, Shocking Grasp
2 Level: Frigid Touch, Glitterdust(used), Mirror Image

Gear:
Spent 109gp 1 sp 2cp so far if Kukri taken
1290gp 5sp 8cp left
43LB (light encumbrance)
Scroll of Web (CL 3)
Potion of CLW
Wand of Burning Hands CL 2 4 Charges
bladeberry cordial 2/5
Parade Armor 25gp 20LB
Rapier 20gp 2LB
Sharpened Combat Scabbard 10gp 1 LB (1d6 slash 18-20/x2)
Kukri 8gp 2LB (1d4 slash 18-20/x2)
Light Crossbow 35gp 4LB
8 Bolts 1gp 1LB
Sling
10 bullets 1SP 5LB
Discard the sling and bullets if encumbrance becomes too high
Riding Saddle 10gp 25LB (not carried)
2 torches 2cp 2LB
Spell component pouch, 5gp, 2 lbs
Spellbook, 15gp, 3 lbs
Ink, 8gp, - lbs
Inkpen, 0.01gp, - lbs

Mount: Light horse

Magus Class Features

Spoiler:

Arcane Pool (10 points) 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.

Spell Combat: 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 2, 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: 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.

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.