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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

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
17 +3 ( +0 ) +0
Dex
Dexterity
12 +1 ( +0 ) +0
Con
Constitution
13 +1 ( +0 ) +0
Int
Intelligence
18 +4 ( +0 ) +0
Wis
Wisdom
12 +1 ( +0 ) +0
Cha
Charisma
11 +0 ( +0 ) +0
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
10
Acid:5 Cold:5 Electricity:5
0
Initiative
Dex
Modifier
+1
+1
+0
BAB
ARMOUR CLASS
Total AC
Armour
Shield
Dex
14
+3
+0
+1
Size
Natural
Deflection
Misc
+0
+0
+0
+0
Touch
11
Flat Footed
13
Flat Footed + Touch
10
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
Saving Throw Notes

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
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
30
-
-
5
5
-
Languages

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

* only usable when trained (rank 1 and higher)
Feats

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.

Special Abilities

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 Leather3Light-115%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.


Created by

Dwaters96.

System

Pathfinder 1e

Statblock Type

Character Sheet

Link/Embed