Odeenka

Zephyr of the Southern Wind's page

7 posts. Organized Play character for thealastorian.


Full Name

John Allen Maxwell III

Race

Sylph 82376-20

Classes/Levels

Magus 1 | AC 17 T 13 FF 14 | HP 8 | F +2 R +3 W+2 | Init +5 | Per +1

Gender

Male

Strength 16
Dexterity 16
Constitution 10
Intelligence 16
Wisdom 10
Charisma 8

About Zephyr of the Southern Wind

[ b]John Allen Maxwell III[/b]
Male Sylph Magus 1
CG Medium Human, Outsider (Native)
[ b]Init [/b]+5; [ b]Senses [/b]Darkvision 60ft.; Perception +1
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Defense
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[ b]AC [/b]17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
[ b]hp [/b]8(1d8)
[ b]Fort [/b]+2, [ b]Ref [/b]+3, [ b]Will [/b]+2
[ b]Resist [/b]Electricity 5
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[ b]Offense[/b]
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[ b]Base Atk [/b]+0; [ b]CMB [/b]+3; [ b]CMD [/b]16
[ b]Speed [/b]30 ft.
[ b]Melee [/b]
Cutlass +3 (1d6+3 18-20/x2)

[ b]Ranged [/b]
Chakram +3 (1d8/x2)

[ b]Special Attacks [/b]

[ b]Spell-Like Abilities [/b]
1/day Feather Fall

[ spoiler=Spells Per Day (CL 1)]
Level 0 (3/day)
[ i]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[/i]

Level 1 (2/day)
[ i]Shield
Shocking Grasp
Snowball[/i][ /spoiler]

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Statistics
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[ spoiler=Abilities]
[ b]Str [/b]16
[ b]Dex [/b]16
[ b]Con [/b]10
[ b]Int [/b]16
[ b]Wis [/b]10
[ b]Cha [/b]8[ /spoiler]

[ spoiler=Feats]
Dirty Fighting[ /spoiler]

[ spoiler=Traits]
Reactionary- +2 initiative
Guiding Spirit- Few understand the medium’s willingness to harbor powerful spirits, but even if you aren’t one of these talented few, you’ve always identified with their abilities. You’ve always felt that you were not alone in this world and that a mysterious guiding spirit watches over you with singular focus. You may have brief ly glimpsed this strange spirit—or maybe you simply feel its presence in times of need. Once per day as a swift action, you can look to your guiding spirit for advice. The next time you roll a d20 in that same round, roll twice and pick the better result. If one of these two rolls is a natural 20, you can use this ability again that same day. [ /spoiler]

[ spoiler=Skills]
Climb +7
Knowledge (Arcana) +7
Knowledge (Planes) +7
Spellcraft +7
Perception +1
[ /spoiler]

[ spoiler=Languages]
Taldane
Auran
Elven
Draconic[ /spoiler]

SQ Arcane Pool

[ spoiler=Equipment]
[ b]Combat Gear[/b]
Cutlass
Chakram x3
Leather Lamellar

[ b]Other Gear[/b]
Magus' Kit
Antitoxin

[ b]Coin[/b]
0 GP
[ /spoiler]

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[ b]TRACKED RESOURCES[/b]
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Chakram x3
Antitoxin
Arcane Pool= 4

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[ b]Special Abilities[/b]
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[ b]Spell Combat (Ex)[/b] 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.

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[ b]Special Qualities[/b]
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[ b]Arcane Pool (SU)[/b] 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.