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About Zalmoxis DantalionSpecial Attacks:
Spell Combat (Ex) [Paizo Inc. - Ultimate Magic, p.10]
You can cast spells and wield your weapons at the same time. This functions much like two-weapon fighting, but the offhand weapon is a spell that is being cast. To use this ability, you 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, you can make all of your attacks with your 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 you cast this spell defensively, you can decide to take an additional penalty on your attack rolls, up to your Intelligence bonus, and add the same amount as a circumstance bonus on your concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. You can choose to cast the spell first or make the weapon attacks first, but if you have more than one attack, you cannot cast the spell between weapon attacks. Spellstrike (Ex) [Paizo Inc. - Ultimate Magic, p.10] Whenever you cast a spell with a range of "touch" from the magus spell list, you can deliver the spell through any weapon you are 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 you make 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 x2 damage on a successful critical hit, while the weapon damage uses its own critical modifier. Special Qualities:
Arcane Pool (Su) [Paizo Inc. - Ultimate Magic, p.9]
You have a reservoir of mystical arcane energy that you draw upon to fuel your powers and enhance your weapon. This arcane pool has 4 points. The pool refreshes once per day when you prepare your spells. You can expend 1 point from your arcane pool as a swift action to grant any weapon you are holding a +1 enhancement bonus for 1 minute. 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. Armor Proficiency (Ex) [Paizo Inc. - Ultimate Magic, p.9,12,13] You can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes. Bonus Magus Arcane Pool (2x) [Paizo Inc. - Advanced Race Guide, p.170] Magus: Add +1/4 point to the magus's arcane pool. Cantrips [Paizo Inc. - Ultimate Magic, p.10] You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. Darkvision (Ex) [Bestiary] Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. Diminished Spellcasting [Paizo Inc. - Ultimate Combat, p.56] Myrmidarchs 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. Fiendish Language (Ex) [Paizo Inc. - Bestiary, p.169] Tieflings speak either Abyssal or Infernal. Fiendish Resistance (Ex) [Paizo Inc. - Bestiary, p.169] Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5. Fiendish Sprinter [Paizo Inc. - Advanced Race Guide, p.169] Some tieflings have feet that are more bestial than human. Whether their feet resemble those of a clawed predator or are the cloven hooves common to many of their kind, tieflings with this trait gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions. This racial trait replaces skilled. Infernal Mortification (Su) [Paizo Inc. - Advanced Race Guide, p.170] A fiend flayer can sacrifice some of his own infernal blood to add to his arcane pool. Sacrificing blood in this way is a standard action. For every 2 points of Constitution damage the fiend flayer takes in this way, his arcane pool increases by 1 point. Any arcane pool points gained in this way and not spent disappear the next time the magus prepares his spells. Unlike normal ability score damage, this damage cannot be healed by way of lesser restoration. Only time can heal the Constitution damage taken by way of infernal mortification. This ability cannot be used if the fiend flayer's Constitution damage is equal to or greater than 7. Magus Arcana [Paizo Inc. - Advanced Race Guide, p.170] A fiend flayer gains access to the following magus arcana. He cannot select any arcana more than once. Magus Arcana [Paizo Inc. - Ultimate Combat, p.56] The following magus arcana complement the myrmidarch archetype - accurate strike, arcane edge, lingering pain, prescient attack, prescient defense, spell shield*, spellbreaker. Maw (Sp) [Paizo Inc. - Advanced Race Guide, p.169] You gain a 1d6 bite attack. Prehensile Tail [Paizo Inc. - Advanced Race Guide, p.169] 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. Resistance to Cold (Ex) [Bestiary, p.303] You may ignore 5 points of Cold damage each time you take cold damage. Resistance to Electricity (Ex) [Bestiary, p.303] You may ignore 5 points of Electricity damage each time you take electricity damage. Resistance to Fire (Ex) [Bestiary, p.303] You may ignore 5 points of Fire damage each time you take fire damage. Feats:
Weapon Finesse [Paizo Inc. - Core Rulebook, p.136]
With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. Armor Proficiency, Light [Paizo Inc. - Core Rulebook, p.118] When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks. Martial Weapon Proficiency [Paizo Inc. - Core Rulebook, p.130] You make attack rolls with all your martial weapons normally (without the non-proficient penalty). Simple Weapon Proficiency [Paizo Inc. - Core Rulebook, p.133] You make attack rolls with simple weapons without penalty. Traits:
Focused Mind [Paizo Inc. - Second Darkness Player's Guide, p.13]
Your childhood was either dominated by lessons of some sort (be they musical or academic) or by a horrible home life that encouraged your ability to block out distractions to focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks. Indomitable Faith [Paizo Inc. - Second Darkness Player's Guide, p.12] You were born in a region where your faith was not popular, yet you never abandoned it. You gain a +1 trait bonus on Will saves as a result. Equipment:
Rapier 20gp Chain Shirt 100gp Outfit (Explorer's) 0gp Wand of Cure Light Wounds 50 charges, 750gp Sling 0gp Magus Spellbook 15gp 38.06 lbs./100 lbs. (light) Spells:
Level 0:Acid Splash, Arcane Mark, Detect Magic Level 1:Grease(DC14), Vanish(DC14)[/spoilers] [spoiler=Background]Zalmoxis was born in the mage-city of Quantium to a noble family, the Dantalions primarly of Keleshite stock), well-known in academic and political circles alike for their inborn magical talent. The source of this talent was far from a secret however: it was well known that an ancestor of the Dantalions, thirteen generations ago, made a pact with a devil before subjugating and defeating it. Since then, many prominent wizards and sorcerers alike have been born to the Dantalions, seemingly reaping the benefits of this pact with no downsides. The birth of Zalmoxis, first among his generation, however, was the first sign of any trouble, as the child was not "just" a mere tiefling, but unmistakably one. Long, thick horns, savage f#%#, digitigrade feet, rending claws and a writhing tail made the boy look more devil than human... yet despite this, the Dantalion clan raised him as their own. Quantium was a city beyond prejudice, a city inhabited by the elite, educated and cosmopolitan: the citizens of Quantium no more batted an eyelid at Zalmoxis than they would a Taldan or Elf. Zalmoxis grew up hearing stories of the great wizard-king who named and shaped his homeland, Nex, hearing stories both of his arcane might but military prowess in battles against Geb. At an early age, Zalmoxis knew that he was born to do one thing, and one thing only: surpass Nex and bring a new age of glory to his nation. Rather than follow in his family's footsteps as a wizard with a wispy bard in an ivory tower, Zalmoxis had designs on joining the nation's military. Having graduated from one of Quantium's prestigious universities, Zalmoxis shocked his family when he announced that he was leaving his homeland to learn the martial and tactical arts, and his first stop was the magic-starved nation of Alkenstar. For all of Nex's might, he was still just a wizard, and perhaps that is why he had not returned. Zalmoxis knew that he must achieve greatness as a person, deprived of his magical ability, and spent years in Alkenstar living without his magic, training his body with mundane and exotic weapons alike. It was in Alkenstar when he first encountered prejudice: for his entire adult life, in the permissive city of Quantium, he had never thought that tieflings might be seen as "tainted" or "evil", and his Nexian bckground did not endear him to the dour people of Alkenstar, either. It was there he first learned to disguise himself: wrapping his horns in a turban ad wearing his characteristic thick longcoat to hide his feet and tail, even filing down his claws and wearing makeup. Despite the setbacks, Zalmoxis spent enough time in Alkenstar to hone his body in more mundane fighting styles, and returned with great fanfare and relief to his home city. Staying with his family briefly to settle his affairs, Zalmoxis left abruptly for the city's Pathfinder lodge to sign himself up with the organization. The best way to learn about the world he had designs on conquering, after all, was to learn its best kept secrets: and only the Pathfinders had the resources and willpower to unearth them. |