Forgot password?
Pathfinder Online

Celestin (Tai) Pathfinder Society

Updated: 9:27 AM 24 June, 2014 View: CHARACTER SHEET, text [stripped]

Name:   Gouken    Faction: Grand Lodge    Alignment: Neutral
Race:   Tengu     Deity:   Hei Feng       Class:     Magus (Hexcrafter) 7
Age:    60        Height:  5 ft. 0 in.    Weight:    80 lbs.
Gender: Male      Size:    Medium         Prestige:  15 PP / 30 Fame
Exp:    21/24     PFS#:    96585-3

Str: 18  +4                   HP:          57/57
Dex: 11  +0 +2 Tengu Bonus    Initiative:  +0
Con: 14  +2 -2 Tengu Bonus    Speed:       30
Int: 14  +2                   BAB:          5   (BAB) (STR) (SIZE) (DEX)
Wis:  9  -1 +2 Tengu Bonus    CMB:         +9  =  5    +4                         
Cha:  7  -2                   CMD:         19  =  5    +4           +0 

Fortitude:  8 = 5 +2 (con)  Cloak of Resistance +1
Reflex:     3 = 2 +0 (dex)  Cloak of Resistance +1
Will:       5 = 5 -1 (wis)  Cloak of Resistance +1

 Attack      Totals  =  Base  Abil    Size  Misc                           
Melee          +9    =   5    +4(str)       
Ranged         +5    =   5    +0(dex)       

 Total AC       =  Base  Shield  Dex  Armour  Size   Misc                  
14 (standard)   =   10           +0      4             
10 (vs touch)   =   10     --    +0     --             
14 (flatfooted) =   10           --      4              

 Weapons                  TAB     DMG     Crit    Rng  Size  Type          
Claw (x2)                 +9      1d3+4(5) 20      5      M    S/B
Bite                      +9      1d3+4(5) 20      5      M    S/B/P
Composite Longbow +3, mw.    +5      1d8+3   20 (x3) 110    M    
  #20 common

 Armour                         AC   Dex  ASF  ACP  Type                   
 Lamellar, leather                4   3    20%  -2        

 Combat Notes and Modifiers                                                
R: Sneaky: Tengus gain a +2 racial bonus on Perception and Stealth checks.
R: Senses: Tengus have low-light vision allowing them to see twice as far as humans in conditions of dim light.
R: Natural Weapons: A tengu has a bite attack that deals 1d3 points of damage.
R: Claw Attack Tengus with this racial trait have learned to use their claws as natural weapons. They gain two claw attacks as primary natural attacks that deal 1d3 points of damage, and are treated as having the Improved Unarmed Strike feat for the purpose of qualifying for other feats. This racial trait replaces swordtrained.
R: Gifted Linguist: Tengus gain a +4 racial bonus on Linguistics checks, and learn 2 languages each time they gain a rank in Linguistics rather than 1 language.

C: A magus is proficient with all simple and martial weapons. A magus is also proficient with light armor. He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.
C: 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.
C: 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.
C: Spells: Hexcrafter: Spells
A hexcrafter magus adds the following spells to his magus spell list: bestow curse, major curse, and all other spells of 6th level or lower that have the curse descriptor.
Magus Arcana: The following magus arcana complement the hexcrafter archetype: arcane accuracy, broad study, familiar, and quicken magic.
C: Spellstrike: 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 x2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.
C: Hex Magus: Flight:
Effect: At 1st level, the witch can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the witch.

T: Metamagic Master: Benefit: When you use the chosen spell with a metamagic feat, it uses up a spell slot one level lower than it normally would.
T: Blade of Mercy: When striking to inflict nonlethal damage with any slashing weapon, you do not take the normal -4 penalty on your attack roll, and gain a +1 trait bonus to any nonlethal damage you inflict with a slashing weapon.
T: Transmuter (Bear's Endurance): Benefit(s): Whenever you cast a spell from the transmutation school, its effects manifest at +1 caster level. Additionally, select one of the following transmutation spells: bear's endurance, bull's strength, cat's grace, eagle's splendor, fox's cunning, or owl's wisdom. Once per day when you cast that spell, its duration is doubled. A spell affected by this trait cannot be modified further by the Extend Spell metamagic feat or similar abilities.
T: Bruising Intellect: Benefits: Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.

F: Rime Spell: Benefit: The frost of your cold spell clings to the target, impeding it for a short time. A rime spell causes creatures that takes cold damage from the spell to become entangled for a number of rounds equal to the original level of the spell.
This feat only affects spells with the cold descriptor.
F: Enforcer: Whenever you deal nonlethal damage with a melee weapon, you can make an Intimidate check to demoralize your target as a free action. If you are successful, the target is shaken for a number of rounds equal to the damage dealt. If your attack was a critical hit, your target is frightened for 1 round with a successful Intimidate check, as well as being shaken for a number of rounds equal to the damage dealt.
F: Power Attack: Benefit: You can choose to take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by -1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
F: Additional Traits: Benefit: You gain two character traits of your choice. These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose andÃÆÃâÃâ Ã¢â¬â¢ÃÆââ¬Â Ã¢ââ‰â¢ÃÆÃâÃââÃÆââââ¬Ã¡ÃâìÃÆââ¬Â¦ÃâáÃÆÃâÃâ Ã¢â¬â¢ÃÆââââ¬Å¡Ã¬Ãâ¦Ã¡ÃÆÃââââ¬Ã¡ÃÆââ¬Å¡Ãâàthis feat cannot enable you to select a dwarf character trait if you are an elf, for example.

 Skills                       Abil Mod  Abil  Rnk  Msc (details)           
 Acrobatics                   dex   0  = +0        
 Appraise                     int   2  = +2        
 Bluff                        cha  -2  = -2    0   
#Climb                        str   8  = +4    1   3
#Craft (Stonemasonry)         int   6  = +2    1   3
 Diplomacy                    cha  -2  = -2        
 Disable Device               dex   0  = +0        
 Disguise                     cha  -2  = -2        
 Escape Artist                dex   0  = +0        
#Fly                          dex  10  = +0    7   3
 Handle Animal                cha  -2  = -2        
 Heal                         wis  -1  = -1        
#Intimidate                   cha  17  = -2    7   3+5+4
#Knowledge (arcana)           int   6  = +2    1   3
#Knowledge (dungoneering)     int   6  = +2    1   3
 Knowledge (engineering)      int   2  = +2        
 Knowledge (geography)        int   2  = +2        
 Knowledge (history)          int   2  = +2        
 Knowledge (local)            int   2  = +2        
 Knowledge (nature)           int   2  = +2        
 Knowledge (nobility)         int   2  = +2        
#Knowledge (planes)           int   6  = +2    1   3
 Knowledge (religion)         int   2  = +2        
#Linguistics                  int  13  = +2    7   4
 Perception                   wis   3  = -1        2+2
 Perform                      cha  -2  = -2        
#Ride                         dex   0  = +0        
 Sense Motive                 wis   1  = -1        +2
 Sleight of Hand              dex   0  = +0        
#Spellcraft                   int   6  = +2    1   3
 Stealth                      dex   2  = +0        2
 Survival                     wis   1  = -1        2
#Swim                         str  12  = +4    1   3+4
#Use Magic Device             cha  -2  = -2        

 Feats and Features                                                        
R: Sneaky
R: Senses
R: Gifted Linguist
R: Claw Attacks
R: Natural Weapons

C: Arcane Pool
C: Cantrips
C: Spell Combat
C: Spellstrike
C: Magus Arcana: Familiar (Pterosaur)
C: Hex Magus: Flight

T: Metamagic Master (Frostbite)
T: Blade of Mercy
T: Transmuter (Bear's Endurance)
T: Bruising Intellect

F: Rime Spell
F: Enforcer (Combat)
F: Additional Traits
F: Power Attack
F: Improved Familiar

Worn (excluding arms and armor)
 Head      | 
 Face      | Mask of Fear
 Throat    | Amulet of Mighty Fists +1 (shock)
 Shoulders | Cloak of Resistance +1
 Body      | 
 Torso     | 
 Arms      | 
 Hands     | 
 Ring      | 
 Ring      | 
 Waist     | Belt of Giant Strenght
 Feet      | 

Lamellar, leather                             (   25)
(Cold-Weather Outfit)                         
Kit, Magus: a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin. (   31)
(40) Wand of Infernal Healing                      
Composite Longbow +3, mw.                     (    3)
(10) Arrow, common                                 
Pearl of Power (1st)                          
Spell Component Pouch                         (    2)
Mask of Fear                                  
( 1) Oil of Cure Serious Wounds                    
(10) Arrow, Silver                                 
Amulet of Mighty Fists +1 (shock)             
( 1) Scroll of Monstrous Physique III              
Ioun Torch                                    
( 1) Potion of Greater Magic Fang                  

Carrying Capacity
 Light Load:  <=       x 
 Medium Load: <=         
 Heavy Load:  <=         
 Carrying             61 

gp    15107
sp    9

0-Level DC 12 5/day
conj  Acid Splash
univ  Arcane Mark
evoc  Dancing Lights
ench  Daze
div   Detect Magic
necro Disrupt Undead
evoc  Flare
illus Ghost Sound
evoc  Light
trans Mage Hand
trans Open/Close
univ  Prestidigitation
evoc  Ray of Frost
div   Read Magic
evoc  Spark
trans Brand
1-Level DC 13 4+1/day
trans Stone Fist
trans Enlarge Person
evoc  Shocking Grasp
trans Frostbite
conj  Grease
illus Color Spray
illus Vanish
conj  Obscuring Mist
abjur Shield
trans Crafter's Curse
ench  Ill Omen
2-Level DC 14 3+1/day
trans Alter Self
illus Mirror Image
trans Disfiguring Touch
trans Feast of Ashes
necro Blindness-Deafness
illus Invisibility
trans Bear's Endurance

Common, Tengu, Abyssal, Infernal, Draconic, Elven, Dwarven, Giant, Celestial, Orc, Goblin, Terran, Aquan, Ignan, Sylvan + 4 Languages

 Companion or Familiar                                                     
Dragon, Fairie
Init +3; Senses darkvision 60 ft., low-light vision;
AC          16 (20)
Touch       16
Flat-footed 13 (17)
hp 28 (7d8)
Fort 6, Ref 5, Will 7
Spd 10 ft., fly 60 ft. (perfect), swim 30 ft.
Melee bite +10 (1d3-1)
Special Attacks: breath weapon
Space/Reach 2-1/2 ft ;  2-1
Str 9, Dex 17, Con 13, Int 16, Wis 14, Cha 16
Base Atk 5; CMB 4; CMD 17
Feats: Acrobatic, Dodge Alertness, Improved Evasion
Skills: Survival: 2 Spellcraft: 3 Linguistics: 13 Knowledge: 3 Intimidate: 3 Heal: 12 Appraise: 3 Acrobatics: 15 Climb: 3 Fly: 27 Perception: 12 Stealth: 21 Swim: 13 Bluff: 13 Diplomacy: 13 Sense Motive: 12 UMD: 13 Fly +14, Perception +8, Stealth +11
SQ: share spells, empathic link, deliver touch spells, Immune: paralysis, sleep; SR 13
Other Gear:   + 4 CMD vs. Trip
Languages: Common, Draconic, Elven, Sylvan; telepathy 100 ft.
Spells Known (CL 3rd; concentration +6)  1st (6/day) grease (DC 14), silent image (DC 14), sleep (DC 14) 0 (at will) dancing lights, flare (DC 13), ghost sound (DC 13), mage hand, open/close
Spell-Like Abilities (CL 3rd; concentration +6)  3/day greater invisibility (self only)