Scott DeWar
Prof. Emeritus-Supernatural Events/Countermeasure
Character sheet: Master Petra Ecks, Magus 7
CLASS FEATURES
favored class: +1/4 to arcane pool [7 levels]
00000 00
[sblock=arcane pool]
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.
[/sblock]
[sblock=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, 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.
[/sblock]
[sblock=spell strike]
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. See FAQ/Errata at right for more information.
[/sblock]
[sblock=Magus arcana]
As he gains levels, a Magus learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 3rd level, a Magus gains one magus arcana. He gains an additional Magus arcana for every three levels of Magus attained after 3rd level. Unless specifically noted in a Magus arcana’s description, a Magus cannot select a particular Magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the Magus spell list unless otherwise noted.
(Editor's Note: A complete list of Magus arcana can be found here: Magus Arcana)
[/sblock][sblock=magus arcana achieved]
silent magic [Magus 3]
still magic [Magus 6]
Arcana accuracy
arcana cloak
close range
[/sblock][sblock=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.
[/sblock]
[sblock=knowledge pool]
At 7th level, when a Magus prepares his Magus' spells, he can decide to expend 1 or more points from his arcane pool, up to his Intelligence bonus. For each point he expends, he can treat any one spell from the Magus spell list as if it were in his spellbook and can prepare that spell as normal that day. If he does not cast spells prepared in this way before the next time he prepares spells, he loses those spells. He can also cast spells added in this way using his spell recall ability, but only until he prepares spells again.
[/sblock]
[sblock=medium armor]
At 7th level, a Magus gains proficiency with medium armor. A Magus can cast Magus spells while wearing medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a Magus wearing heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component.
[/sblock]
RACE FEATURES
Med creature
30 foot speed
bonus feat at level 1
+1 hp or skill point / level
Black Company Equipment Rules
There are six levels of Masterwork items:
• Fine[50 gp] : 1 benefit
• Excellent[100 gp] : 2 benefits
• Exceptional[150 gp] : 3 benefits, may double once (ie, one double, one single benefit)
• Superior[300 gp] : 4 benefits, may double once
• Masterwork[500 gp] : 5 benefits, may double twice or triple once
• Masterpiece[1000 gp] : 6 benefits, may double twice or double once/triple once
work in progress
Code:
[U][B]Ability Score Mod Cost[/B][/U] X [U][B]SAVES BASE MOD MISC TOTAL[/B][/U]
[B]Str[/B] 16 +3 5 X Fort 5 +2 --- +7
[B]Dex[/B] 14 +2 5 X Refl 2 +2 --- +4
[B]Con[/B] 14 +2 5 X Will 5 +2 --- +7
[B]Int[/B] 16 +3 9 X
[B]Wis[/B] 14 +2 3 X [I][B] SPECIAL INFORMATION:[/B][/I]
[B]Cha[/B] 12 +1 2 X
X
Adjustments: X
human: +2 to Str X
level 4: +1 to wis X
X
[B]BAB[/B] +5 [B]CMB[/B] +8 [B]CMD[/B] 20 X
[B]INIT[/B] +4 X
[B]SPEED[/B] 30 [B]ENC[/B] LIGHT 76 / 153 / 230 X [B][I]Notes:[/I][/B]
Code:
DEFENSE
HIT POINTS 70 [[D8+2]*7]
[B]00000 00000 00000 00000 00000 00000 00000
00000 00000 00000 00000 00000 00000 00000[/B]
ARMOR
Chain Shirt +4 bonus; acp - 1
ARMOR CLASS 16 TOUCH 12 FLATFOOTED 14
OFFENSE
[U][B]WEAPON ATT Dam crit type range notes[/B][/U]
Scimitar +11 1D6+4 18-20/x2 s --- [mwk]
combat scabbard +9 1D6+3 18-20/x2 s ---
Kukri +8 1D4+3 18-20/x2 s ---
Longbow +9 1D8+3 x2 p --- [mwk, comp, mgty +3] Ammo: [SIZE=1]00000 00000 00000 00000[/SIZE]
Warhammer +8 1D8+3 x3 b ---
Code:
[U][B]Skill ranks ABIL class misc total gnotes[/B][/U]
Acrobatics dex 1 +2 --- --- +3
Appraise int 1 +3 --- --- +4
Bluff cha 1 +1 --- --- +2
climb str 1 +3 +3 --- +7
craft int 1 +3 +3 --- +7 [weaponsmithing]
diplomacy cha 1 +1 --- --- +2
Escape artist dex 0 +2 --- --- +2
fly dex 1 +2 +3 --- +6
heal wis 1 +2 --- --- +3
Knowledge int:
arcana 5 +3 +3 --- +11
dungeoneering 5 +3 +3 --- +11
engineering 1 +3 --- --- +4
geography 1 +3 --- --- +4
history 1 +3 --- --- +4
Local 1 +3 --- --- +4
nature 1 +3 --- --- +4
planes 5 +3 +3 --- +11
religion 1 +3 --- --- +4
perception wis 4 +2 --- --- +6
profession wis 1 +2 +3 --- +6 [soldier]
ride dex 5 +2 +3 --- +10
sense motive wis 1 +2 --- --- +3
spellcraft int 1 +3 +3 --- +7
stealth dex 1 +2 --- --- +3
swim str 1 +3 +3 --- +7
use magic device cha 0 +1 +3 --- +4
[2 [CLASS] + 3 [IN] +1 [RACE]] *7 [LEVEL]= 42
misc mods:
Code:
[B]TRAITS[/B]
[COLOR=#008000]1 [/COLOR][URL="http://www.d20pfsrd.com/traits/regional-traits/wayang-spellhunter-minata"][COLOR=#008000] Metamagic Master[/COLOR][/URL][COLOR=#008000] - [/COLOR]for 1 spell of lv 3 or lwr, meta cost at -1 lvl[COLOR=#008000]
2. [/COLOR][URL="http://www.d20pfsrd.com/traits/combat-traits/armor-expert"][COLOR=#008000]Armor Expert[/COLOR][/URL][COLOR=#008000] - [/COLOR]minus 1 to ACP[COLOR=#008000]
3. [/COLOR][URL="http://www.d20pfsrd.com/traits/regional-traits/secret-of-the-impossible-kingdom-regional-jalmeray"][COLOR=#008000]signature Spell[/COLOR][/URL][COLOR=#008000] - [/COLOR]+1 to caster level for one spell[COLOR=#008000]
4. [/COLOR][URL="http://www.d20pfsrd.com/traits/combat-traits/reactionary"][COLOR=#008000]reactionary[/COLOR][/URL][COLOR=#008000] - [/COLOR]+2 to initiative[COLOR=#ffff00]
[/COLOR]
[B] FEATS[/B]
Human: [URL="http://www.d20pfsrd.com/feats/general-feats/additional-traits"][COLOR=#008000]Additional traits [/COLOR][/URL]gain 2 traits. Normal rules apply
level 1: [URL="http://www.d20pfsrd.com/feats/metamagic-feats/extend-spell-metamagic---final"][COLOR=#008000]extend spell[/COLOR][/URL] x2 duration
level 3: [URL="http://www.d20pfsrd.com/feats/combat-feats/weapon-focus-combat---final"][COLOR=#008000]weapon focus [/COLOR][/URL]
level 5:[URL="http://www.d20pfsrd.com/feats/metamagic-feats/ectoplasmic-spell-metamagic"][COLOR=#008000]Ectoplasmic spell [/COLOR][/URL]
magus 5: [URL="http://www.d20pfsrd.com/feats/item-creation-feats/brew-potion-item-creation---final"][COLOR=#008000]brew potion[/COLOR][/URL]
level 7: [URL="http://www.d20pfsrd.com/feats/item-creation-feats/craft-magic-arms-and-armor-item-creation---final"][COLOR=#008000]craft magic arms/armor[/COLOR][/URL]
CLASS FEATURES
favored class: +1/4 to arcane pool [7 levels]
00000 00
[sblock=arcane pool]
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.
[/sblock]
[sblock=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, 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.
[/sblock]
[sblock=spell strike]
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. See FAQ/Errata at right for more information.
[/sblock]
[sblock=Magus arcana]
As he gains levels, a Magus learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 3rd level, a Magus gains one magus arcana. He gains an additional Magus arcana for every three levels of Magus attained after 3rd level. Unless specifically noted in a Magus arcana’s description, a Magus cannot select a particular Magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the Magus spell list unless otherwise noted.
(Editor's Note: A complete list of Magus arcana can be found here: Magus Arcana)
[/sblock][sblock=magus arcana achieved]
silent magic [Magus 3]
still magic [Magus 6]
arcana cloak
close range
[/sblock][sblock=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.
[/sblock]
[sblock=knowledge pool]
At 7th level, when a Magus prepares his Magus' spells, he can decide to expend 1 or more points from his arcane pool, up to his Intelligence bonus. For each point he expends, he can treat any one spell from the Magus spell list as if it were in his spellbook and can prepare that spell as normal that day. If he does not cast spells prepared in this way before the next time he prepares spells, he loses those spells. He can also cast spells added in this way using his spell recall ability, but only until he prepares spells again.
[/sblock]
[sblock=medium armor]
At 7th level, a Magus gains proficiency with medium armor. A Magus can cast Magus spells while wearing medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a Magus wearing heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component.
[/sblock]
RACE FEATURES
Med creature
30 foot speed
bonus feat at level 1
+1 hp or skill point / level
Code:
[B]SPELLS[/B]
int bonus: +1 level 1 to 3
SPELL BOOK
Level 0
[COLOR=#008000]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[/COLOR]
Level 1
6+6
[URL="http://www.d20pfsrd.com/magic/all-spells/b/bed-of-iron"][COLOR=#008000]bed of iron[/COLOR][/URL][COLOR=#008000]
[/COLOR][URL="http://www.d20pfsrd.com/magic/all-spells/b/burning-hands"][COLOR=#008000] Burning hands [/COLOR][/URL][COLOR=#008000]
[/COLOR][URL="http://www.d20pfsrd.com/magic/all-spells/c/color-spray"][COLOR=#008000] Color spray [/COLOR][/URL][COLOR=#008000]
[/COLOR][URL="http://www.d20pfsrd.com/magic/all-spells/c/corrosive-touch"][COLOR=#008000]Corrosive touch [/COLOR][/URL][COLOR=#008000]
[/COLOR][URL="http://www.d20pfsrd.com/magic/all-spells/e/expeditious-retreat"][COLOR=#008000] Expeditious retreat [/COLOR][/URL][COLOR=#008000]
[/COLOR][URL="http://www.d20pfsrd.com/magic/all-spells/f/feather-fall"][COLOR=#008000]Feather fall [/COLOR][/URL][COLOR=#008000]
[/COLOR][URL="http://www.d20pfsrd.com/magic/all-spells/f/floating-disk"][COLOR=#008000] Floating disk [/COLOR][/URL][COLOR=#008000]
[/COLOR][URL="http://www.d20pfsrd.com/magic/all-spells/f/frostbite"][COLOR=#008000] Frostbite [/COLOR][/URL][COLOR=#008000]
[/COLOR][URL="http://www.d20pfsrd.com/magic/all-spells/g/grease"][COLOR=#008000] Grease [/COLOR][/URL][COLOR=#008000]
[/COLOR][URL="http://www.d20pfsrd.com/magic/all-spells/j/jump"][COLOR=#008000] Jump [/COLOR][/URL][COLOR=#008000]
[/COLOR][URL="http://www.d20pfsrd.com/magic/all-spells/k/keep-watch"][COLOR=#008000] Keep watch [/COLOR][/URL][COLOR=#008000]
[/COLOR][URL="http://www.d20pfsrd.com/magic/all-spells/l/longshot"][COLOR=#008000]Long shot[/COLOR][/URL][COLOR=#008000]
[/COLOR][URL="http://www.d20pfsrd.com/magic/all-spells/m/magic-missile"][COLOR=#008000] magic missile [/COLOR][/URL][COLOR=#008000]
[/COLOR][URL="http://www.d20pfsrd.com/magic/all-spells/m/magic-weapon"][COLOR=#008000] magic weapon [/COLOR][/URL][COLOR=#008000]
[/COLOR][URL="http://www.d20pfsrd.com/magic/all-spells/m/mount"][COLOR=#008000] mount [/COLOR][/URL][COLOR=#008000]
[/COLOR][URL="http://www.d20pfsrd.com/magic/all-spells/r/ray-of-enfeeblement"][COLOR=#008000] ray of enfeeblement [/COLOR][/URL][COLOR=#008000]
[/COLOR][URL="http://www.d20pfsrd.com/magic/all-spells/r/reinforce-armaments"][COLOR=#008000] reinforce armaments [/COLOR][/URL][COLOR=#008000]
[/COLOR][URL="http://www.d20pfsrd.com/magic/all-spells/r/returning-weapon"][COLOR=#008000] returning weapon [/COLOR][/URL][COLOR=#008000]
[/COLOR][URL="http://www.d20pfsrd.com/magic/all-spells/s/shield"][COLOR=#008000] shield [/COLOR][/URL][COLOR=#008000]
[/COLOR][URL="http://www.d20pfsrd.com/magic/all-spells/s/shocking-grasp"][COLOR=#008000] shocking grasp [/COLOR][/URL][COLOR=#008000]
[/COLOR][URL="http://www.d20pfsrd.com/magic/all-spells/s/snowball"][COLOR=#008000] snowball [/COLOR][/URL][COLOR=#008000]
[/COLOR][URL="http://www.d20pfsrd.com/magic/all-spells/s/swift-girding"][COLOR=#008000] swift girding [/COLOR][/URL][COLOR=#008000]
[/COLOR][URL="http://www.d20pfsrd.com/magic/all-spells/t/true-strike"][COLOR=#008000] true strike [/COLOR][/URL][COLOR=#008000]
[/COLOR][URL="http://www.d20pfsrd.com/magic/all-spells/u/unseen-servant"][COLOR=#008000] unseen servant [/COLOR][/URL]
scroll cost: 300
write cost: 120
Level 2
6
[URL="http://www.d20pfsrd.com/magic/all-spells/a/acid-arrow"][COLOR=#008000] Acid arrow [/COLOR][/URL][COLOR=#008000]
[/COLOR][URL="http://www.d20pfsrd.com/magic/all-spells/a/alter-self"][COLOR=#008000] Alter Self [/COLOR][/URL][COLOR=#008000]
[/COLOR][URL="http://www.d20pfsrd.com/magic/all-spells/b/bladed-dash"][COLOR=#008000] Bladed dash [/COLOR][/URL][COLOR=#008000]
[/COLOR][URL="http://www.d20pfsrd.com/magic/all-spells/b/blur"][COLOR=#008000] Blur [/COLOR][/URL][COLOR=#008000]
[/COLOR][URL="http://www.d20pfsrd.com/magic/all-spells/b/bull-s-strength"][COLOR=#008000] Bulls Strength [/COLOR][/URL][COLOR=#008000]
[/COLOR][URL="http://www.d20pfsrd.com/magic/all-spells/c/cat-s-grace"][COLOR=#008000] Cat's Grace [/COLOR][/URL][COLOR=#008000]
[/COLOR][URL="http://www.d20pfsrd.com/magic/all-spells/d/darkness"][COLOR=#008000] Darkness [/COLOR][/URL][COLOR=#008000]
[/COLOR][URL="http://www.d20pfsrd.com/magic/all-spells/e/effortless-armor"][COLOR=#008000]Effortless Armour [/COLOR][/URL][COLOR=#008000]
[/COLOR][URL="http://www.d20pfsrd.com/magic/all-spells/e/elemental-touch"][COLOR=#008000] Elemental Touch [/COLOR][/URL]
[URL="http://www.d20pfsrd.com/magic/all-spells/f/flaming-sphere"][COLOR=#008000] Flaming Sphere [/COLOR][/URL][COLOR=#008000]
[/COLOR][URL="http://www.d20pfsrd.com/magic/all-spells/f/frigid-touch"][COLOR=#008000]Frigid Touch [/COLOR][/URL][COLOR=#008000]
[/COLOR][URL="http://www.d20pfsrd.com/magic/all-spells/i/invisibility"][COLOR=#008000] Invisibility [/COLOR][/URL][COLOR=#008000]
[/COLOR][URL="http://www.d20pfsrd.com/magic/all-spells/l/levitate"][COLOR=#008000]Levitate[/COLOR][/URL][COLOR=#008000]
[/COLOR][URL="http://www.d20pfsrd.com/magic/all-spells/m/mirror-image"][COLOR=#008000] Mirror Image [/COLOR][/URL][COLOR=#008000]
[/COLOR][URL="http://www.d20pfsrd.com/magic/all-spells/r/reloading-hands"][COLOR=#008000] Reloading Hands [/COLOR][/URL][COLOR=#008000]
[/COLOR][URL="http://www.d20pfsrd.com/magic/all-spells/s/scorching-ray"][COLOR=#008000] Scorching Ray [/COLOR][/URL][COLOR=#008000]
[/COLOR][URL="http://www.d20pfsrd.com/magic/all-spells/s/spider-climb"][COLOR=#008000] Spider Climb [/COLOR][/URL][COLOR=#008000]
[/COLOR][URL="http://www.d20pfsrd.com/magic/all-spells/t/telekinetic-assembly"][COLOR=#008000]TelekineticAssembly [/COLOR][/URL][COLOR=#008000]
[/COLOR][URL="http://www.d20pfsrd.com/magic/all-spells/w/web"][COLOR=#008000] Web [/COLOR][/URL]
scroll cost: 1950
write cost: 520
Level 3
[URL="http://www.d20pfsrd.com/magic/all-spells/h/haste"][COLOR=#008000] HASTE [/COLOR][/URL][COLOR=#008000]
[/COLOR][URL="http://www.d20pfsrd.com/magic/all-spells/f/fly"][COLOR=#008000] FLY [/COLOR][/URL][COLOR=#008000]
[/COLOR][URL="http://www.d20pfsrd.com/magic/all-spells/l/lightning-bolt"][COLOR=#008000] LIGHTNING BOLT [/COLOR][/URL]
scroll cost: 375
write cost: 90
SPELLS KNOWN
Level 0 [5+0]
Level 1 [4+1]
Level 2 [3+1]
Level 3 [1+1]
Code:
EQUIPMENT 1500 spent 60 lb carried
AS LEVEL 1:
Chain shirt 250 gp 12.5 lb exceptional #16 [stealth] [x2], 9
Scimitar 315 gp 4.0 lb superior #1 [x2], 2, 12
Combat Scabbard, Sharpened 10 gp 1 lb
Kukri 8 gp 2 lbs
Longbow, mighty +3 550 gp 3 lb superior # 1 [x 2], 2
20 arrows 1 gp 3 lb
Explorer's outfit --- 8 lb
military uniform 170 gp --- [parade uniform priced as dilettante's]
Exceptional 6 [x 2], 13
back pack 50 gp 4 lb mwk per raw
pouch, spell comp 5 gp 2 lb
water skin 1 gp 4 lb
Compact spellbook 100 gp 2 lb
rope, silk 50 ft 10 gp 5 lb
sunrod x 10 20 gp 10 lb
rations x 20 5 gp 10 lb
ring, signant 5 gp --- arrow on left side, scimitar on the right with arcane
runes for honor ([SIZE=4]честь[/SIZE]) between; wrapped around the perimeter is a grape vine, inside
that is "[SIZE=4]απόκρυφες εντός πολεμικές[/SIZE]" Ancient dialect of draconic for 'arcane within martial'
- • Accurate: +1 to hit (any weapon)
- • Balanced: +1 to initiative when readied (any weapon or shield)
- • Concealable: +4 to sleight of hand checks with this item (any item)
- • Crushing: Inflicts an additional 2 points of non-lethal damage on successful hit (any blunt weapon)
- • Deadly: Increases the threat range of any x2 weapon by 1 (any weapon)
- • Decorative: Gain +1 to diplomacy checks while displaying item (any item)
- • Fortified: 10% of any critical hit or sneak attack damage being negated (any armor)
- • Guard: Wielder may reduce attack rolls by 1 for an entire round gains deflection bonus to AC of +1. This deflection bonus is doubled if the item is a shield. (any weapon or shield)
- • Light: Item is 10% lighter than normal (any item)
- • Mastercraft: Reduces armor check penalty by 1, to a minimum of 0 (armor or shield)
- • Rugged: Item gains +2 to hardness and break DC (any item)
- • Sharp: +1 to damage - bonus applied before multipliers (slashing/piercing weapons)
- • Sturdy: 50% increase in item hit points (any item)
- • Thick: A suit of medium or heavy armor provides damage reduction of 1/- against physical attacks - this DR is applied prior to any Damage Conversion (any armor)
- • Threatening: Wielder gains +2 to intimidate checks when displaying item (any item)
- • Well-Crafted: Provides a +1 bonus to a specific skill when used as intended (any item)
There are six levels of Masterwork items:
• Fine[50 gp] : 1 benefit
• Excellent[100 gp] : 2 benefits
• Exceptional[150 gp] : 3 benefits, may double once (ie, one double, one single benefit)
• Superior[300 gp] : 4 benefits, may double once
• Masterwork[500 gp] : 5 benefits, may double twice or triple once
• Masterpiece[1000 gp] : 6 benefits, may double twice or double once/triple once
Code:
[B]Background[/B]
Born into the house of a minor landed noble family with 100 acres and a thriving business of fine
wines, Petra Ecks was called upon to join the forces of a Baron's fighting forces at 13 to combat
the hill goblin tribes. He had been classically trained in the arcane arts since the age of 7 prior to
this, but was placed in the ranks of the fighting forces. He had learned to meld his two skills
together after a master Magus caught him using magic to defeat a flank attack
using his arcane skills.
The Master Magus showed him how to truly master the two philosophies and placed him in a special
strike force unit that employed knights and arcaneist in unison. Because of his duel skills he rose to
captain in very short order, not to mention this helped to defeat the goblin hill hoard quickly. He
returned home and joined as one of the Shire Reeve's deputies to keep his martial skills sharp and
had just settled in when his parents and grandparents saw this opportunity to bring greater honor
to the family name, spending great resources to pay bribes and entrance fees, none of this to his
knowledge until the first letter.
The battle of Oakwode hills
This battle was against a unified incursiion of hobgoblins, bugbears and the scourge of of the goblin
hordes. It employed the masterful battle tactics of the knightly order of silver dragon, an order that
was supposedly started by an actual silver dragon and still carrys the same emblem of a silver dragon
on theirr pennant now for 600 years, Rangers and arcanists. Recently The Baron hired a magus to
recruit and train others of similar skills that would carry on the tradition of the knightly order as a
special strike force.
This proved to be a very successful tactic as they were used for scouting and sudden strike force
methods. The Strikeforce was sent deep into Oakwode hills to identify encampments and coordinate
attacks using magic and martial tactics for maximum effect while the knights led a frontal assult as a
diversion, though it too had a great success in their methods.
[HR][/HR]
How do you wish to serve? -
as part of a protective detail
Why do you wish to serve? -
To be in the service to the royal family is the greatest honor one can be asked to do.
Which is better :
honor or the law -
the law; to obey the law is honorable unto itself.
Power or wealth -
they say wealth buys power, but others say power can take wealth. They are both important,
can both be good and both can corrupt. Neither is any better or worse then the other.
Fear or love -
love is better the fear for it instills a greater loyalty.
Law or justice -
tough one, as sometime mercy is justifiable.
work in progress
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