Bard

Zildaastin Pembledrove's page

79 posts. Organized Play character for SodiumTelluride.


Full Name

Zildaastin Pembledrove

Race

Gnome

Classes/Levels

Magus 2 | AC: 17/13/15 | HP: 20/21 | Fort +6, Ref +2, Will +4 (+2 vs death/illusion effects) | CMB -2, CMD 10 | Init +4 | Perception +3 | Eldritch Pool: 4/5

Gender

M

Size

Small

Special Abilities

Eldritch Pool 5/day, Bloodline (Elemental (Air)), Spell Combat, Spellstrike

Alignment

Neutral Good

Deity

Desna

Languages

Common, Gnome

Strength 6
Dexterity 14
Constitution 16
Intelligence 10
Wisdom 12
Charisma 18

About Zildaastin Pembledrove

PFS #: 89635-14
XP: 4
Prestige: 4
Fame: 8

Alternate racial traits: Artistic, Fey Fortitude
Class archetype: Eldritch Scion
Favored class: Magus

Init +4

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DEFENSE
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AC: 17/13/15 (+2 Dex, +4 armor, +1 size)
HP: 21
Senses: low-light vision

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OFFENSE
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Speed 20 ft.
Melee: starknife +7, 1d3+4 (x3)
Ranged: longbow +5, 1d6-2 (x3), 100 ft

Spells Known:
0th (DC 14) - dancing lights, detect magic, mage hand, open/close, prestidigitation
1st (3/day, DC 15) - chill touch, color spray, shocking grasp

Bloodline: Elemental (air) (An eldritch scion gains a bloodrager bloodline. The bloodline is selected at 1st level, and this choice cannot be changed. An eldritch scion’s effective bloodrager level for his bloodline abilities is equal to his eldritch scion level. He does not gain any bonus feats, and he gains bonus spells from his bloodline at different levels (see the bonus spell class feature below). To use any ability that normally functions when in a bloodrage, an eldritch scion must spend a point from his eldritch pool (see below). If an eldritch scion takes levels in another class that grant a bloodline, the bloodlines must be the same type, even if that means that the bloodline of one of the classes must change. Subject to GM discretion, an eldritch scion can change his former bloodline to make them conform. This ability replaces spell recall.)

Special abilities:
Eldritch Pool (Su): An eldritch scion gains an eldritch pool of personal magical energy, equal to 1/2 his magus level (minimum 1) + his Charisma modifier. As a swift action, he can spend a point of eldritch energy to enter a state of mystical focus for 2 rounds. This allows him to use abilities from his bloodrager bloodline as though he were in a bloodrage, though he gains none of the other benefits or drawbacks of bloodraging. At 4th level, an eldritch scion can also use his eldritch pool as an arcane pool, gaining all the benefits listed with the magus’s arcane pool class feature. Additionally, any magus’s class feature or spell from the magus spell list that normally uses a calculation based on Intelligence is instead based on Charisma for an eldritch scion. For example, an eldritch scion with the arcane accuracy magus arcana grants himself an insight bonus on attacks equal to his Charisma bonus, not his Intelligence bonus. This has no effect on the eldritch scion’s skills or skill points. This ability replaces arcane pool, and abilities that modify arcane pool also modify eldritch pool.

Elemental Strikes (Su): At 1st level, three times a day as a swift action you can imbue your melee attacks with elemental energy. For 1 round, your melee attacks deal 1d6 points of additional damage of your energy type. At 8th level, you can use this ability up to five times per day. At 20th level, all your melee attacks deal this damage, and this ability no longer requires a swift action to activate.

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. (An eldritch scion can only use spell combat while in a state of mystic focus (see eldritch pool, above). At 8th level, an eldritch scion can use spell combat at any time. This ability alters spell combat.)

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.

Racial traits: low-light vision, defensive training, gnome magic, hatred, keen senses, artistic (Perform (wind)), Fey fortitude
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STATISTICS
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Base Atk +1

Feats: Divine Fighting Technique

Traits: Reactionary, Talented

Skills (total armor check penalty: -1):
Knowledge (arcana) +4 <1 rank>
Perform (wind) +12 <2 ranks>
Use Magic Device +8 <1 rank>

Equipment: mw chain shirt, mw longbow, 40 arrows, mw starknife x2, mw musical instrument (pipes), mw backpack, wand of cure light wounds (50 charges), wand of longstrider (49 charges), 774 gp

Chronicles:

City of Strangers, Part I (Day job: 20 gp)