Zelphar | NG | ||
Character Name | Alignment | ||
Magus 2 | |||
Character Level | |||
Half Elf | M | ||
Race | Size | ||
Male | 22 | ||
Gender | Age | ||
5'10 | 200 | ||
Height | Weight | ||
Braids | Hazel | ||
Hair | Eyes |
Dujuan | |
Player | |
- | - |
Deity | Homeland |
- | 3695 |
Domain/Oath/Patron/School | XP |
SAVING THROWS | ||||||
---|---|---|---|---|---|---|
Save | Total | Base | Ability | Magic | Misc | Temp |
Fortitude | +3 | +2 | CON +1 | +0 | +0 | +0 |
Reflex | +1 | +0 | DEX +1 | +0 | +0 | +0 |
Will | +3 | +2 | WIS +1 | +0 | +0 | +0 |
You gain a +2 bonus on saving throws against effects with the evil descriptor and on Constitution checks to stabilize when you are reduced to negative hit points (but not dead).
Combat Maneuver Bonus CMB | |||||
---|---|---|---|---|---|
CMB | BaB | STR | Size | Misc | |
+3 | +0 | +0 |
Combat Maneuver Defense CMD | ||||||
---|---|---|---|---|---|---|
CMD | Base | BaB | STR | DEX | Size | Misc |
10 | +3 | +1 | +0 | +0 |
Common,Celestial,Elven
Adventuring Skills | |||||
---|---|---|---|---|---|
CS | Skill | Total | AB Mod | Ranks | Misc |
Acrobatics | +1 | (DEX) +1 | +0 | +0 | |
Bluff | +0 | (CHA) +0 | +0 | +0 | |
Climb | +3 | (STR) +3 | +0 | +0 | |
Diplomacy | +5 | (CHA) +4 | +1 | +0 | |
Disguise | +0 | (CHA) +0 | +0 | +0 | |
Escape Artist | +1 | (DEX) +1 | +0 | +0 | |
Fly | +1 | (DEX) +1 | +0 | +0 | |
Heal | +3 | (WIS) +1 | +0 | +2 | |
Intimidate | +0 | (CHA) +0 | +0 | +0 | |
Knowledge: Arcana | +8 | (INT) +4 | +1 | +3 | |
Knowledge: Dungeoneering | +8 | (INT) +4 | +1 | +3 | |
Knowledge: Local | +4 | (INT) +4 | +0 | +0 | |
Knowledge: Nature | +4 | (INT) +4 | +0 | +0 | |
Knowledge: Planes | +10 | (INT) +4 | +1 | +5 | |
Knowledge: Religion | +4 | (INT) +4 | +0 | +0 | |
Perception | +1 | (WIS) +1 | +0 | +0 | |
Ride | +1 | (DEX) +1 | +0 | +0 | |
Sense Motive | +1 | (WIS) +1 | +0 | +0 | |
Spellcraft* | +8 | (INT) +4 | +1 | +3 | |
Stealth | +1 | (DEX) +1 | +0 | +0 | |
Survival | +1 | (WIS) +1 | +0 | +0 | |
Swim | +3 | (STR) +3 | +0 | +0 | |
Use Magic Device* | +4 | (CHA) +0 | +1 | +3 | |
Background Skills | |||||
CS | Skill | Total | AB Mod | Ranks | Misc |
Appraise | +5 | (INT) +4 | +1 | +0 | |
Craft: Weapon Smith | +9 | (INT) +4 | +2 | +3 | |
Knowledge: Engineering | +4 | (INT) +4 | +0 | +0 | |
Knowledge: Geography | +4 | (INT) +4 | +0 | +0 | |
Knowledge: History | +4 | (INT) +4 | +0 | +0 | |
Knowledge: Nobility | +4 | (INT) +4 | +0 | +0 | |
Custom Skills | |||||
CS | Skill | Total | AB Mod | Ranks | Misc |
Angelic Blood: Your blood is infused with holy power.You gain a +2 bonus on saving throws against effects with the evil descriptor and on Constitution checks to stabilize when you are reduced to negative hit points (but not dead). Furthermore, each time you take bleed or blood drain damage, each undead creature or creature with the evil subtype that is currently adjacent to you also takes 1 point of damage.
Angelkin gain alter self as a spell-like ability.
Arcane Pool:t 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.
WEAPONS | ||||||
---|---|---|---|---|---|---|
Name | AB | Critical | Type | Range | Ammo | Dmg |
Long sword | +6 | 19-20 | Slashing | 5 | 0 | 1d8+3 |
ARMOUR | ||||||
---|---|---|---|---|---|---|
Name | ACB | Type | Check Penality | Spell Failure | Weight | Properties |
Studded Leather | 3 | Light | -1 | 15% | 20lbs |
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.