A Carrion Crown Adventure Path Character

ABILARD ATHAME LEVEL 14

XP Earned 445,001 of 635,000

Male human magus 14

LN Medium humanoid (human)

Init +2+2 Dex; Senses Perception +3

DEFENSE

AC 28, touch 15, flat-footed 26 (+10 armor, +3 deflection, +2 Dex, +3 natural)

hp 119 (14d8+4214d8 magus, +28 Con, +14 Favored Class, +0 Toughness feat)

Fort +13+9 base, +2 Con, +2 cloak of resistance, Ref +8+4 base, +2 Dex, +2 cloak of resistance, Will +12+9 base, -1 Wis, +2 Iron Will, +2 cloak of resistance

DR 2medium adamantine armor/—; Resist fire 10minor ring of energy resistance

OFFENSE

Speed 20 ft.30 ft. base, -10 ft. armor

Melee +1 light flail +17/+12BAB plus +5 Str plus +1 enhancement plus +1 Weapon Focus (1d8+8+5 Str plus +1 enhancement plus +2 Weapon Specialization) or mwk short sword +16/+11BAB plus +5 Str plus +1 enhancement (1d6+5+5 Str/19-20)

Ranged mwk light crossbow +13BAB plus +2 Dex plus +1 enhancement (1d8/19-20)

Special Attacks greater spell combat, improved spell combat, spell combat (-2 attack, +2 concentration, double bonus), spellstrike

Magus Spells Prepared (CL 14th; concentration +20)

5th—cone of cold (2; DC 23), corrosive consumption

4th—dimension door, greater flaming sphere (DC 22), greater invisibility, empowered scorching ray, wall of fire

3rd—dispel magic, fireball (DC 21), fly, empowered magic missile, ray of exhaustion (DC 19)

2nd—bear's endurance, defensive shock, flaming sphere (DC 20), glitterdust (DC 18), mirror image, scorching ray (2)

1st—detect secret doors, enlarge person, expeditious retreat, magic missile (2), shocking grasp (2)

0 (at will)—detect magic, flare (DC 18), light, mage hand, touch of fatigue (DC 16)

STATISTICS

Str 2016 base, +0 race, +0 level, +4 belt of giant strength, Dex 1414 base, +0 race, +0 level, Con 1515 base, +0 race, +0 level, Int 2217 base, +2 race, +3 level, Wis 99 base, +0 race, +0 level, Cha 1313 base, +0 race, +0 level

Base Atk +10/+5; CMB +15+10 BAB, +0 size, +5 Str (+21CMB plus +2 Improved Disarm plus +2 Greater Disarm plus +2 gauntlets of the skilled maneuver disarm); CMD 3010 +10 BAB, +0 size, +5 Str, +2 Dex, +3 deflection, +0 dodge (31 vs. disarm)

Traits Classically Schooled, Teacher's Pet

Feats Armor Proficiency (light, medium), Combat Expertise, Empower Spell, Greater Disarm, Greater Spell Focus (evocation), Improved Disarm, Iron Will, Martial Weapon Proficiency (all), Simple Weapon Proficiency (all), Spell Focus (evocation), Spell Penetration, Weapon Focus (light flail), Weapon Specialization (light flail)

Skills Acrobatics -10 ranks, +2 Dex, -3 armor, Appraise +60 ranks, +6 Int, Bluff +87 ranks, +1 Cha, Climb +72 ranks, +5 Str, +3 class skill, -3 armor, Diplomacy +65 ranks, +1 Cha, Disguise +10 ranks, +1 Cha, Escape Artist +56 ranks, +2 Dex, -3 armor, Fly +31 ranks, +2 Dex, +3 class skill, -3 armor, Heal -10 ranks, -1 Wis, Intimidate +95 ranks, +1 Cha, +3 class skill, Knowledge (arcana) +2314 ranks, +6 Int, +3 class skill, Knowledge (dungeoneering) +156 ranks, +6 Int, +3 class skill, Knowledge (geography) +143 ranks, +6 Int, +3 class skill, +2 Teacher's Pet trait, Knowledge (history) +148 ranks, +6 Int, Knowledge (local) +115 ranks, +6 Int, Knowledge (planes) +134 ranks, +6 Int, +3 class skill, Knowledge (religion) +104 ranks, +6 Int, Linguistics +104 ranks, +6 Int, Perception +34 ranks, -1 Wis, Ride +42 ranks, +2 Dex, +3 class skill, -3 armor, Sense Motive +45 ranks, -1 Wis, Sleight of Hand -10 ranks, +2 Dex, -3 armor, Spellcraft +2414 ranks, +6 Int, +3 class skill, +1 Classically Schooled, Stealth +910 ranks, +2 Dex, -3 armor, Survival -10 ranks, -1 Wis, Swim +83 ranks, +5 Str, +3 class skill, -3 armor, Use Magic Device +1814 ranks, +1 Cha, +3 class skill

Languages Abyssal, Common, Draconic, Dwarven, Elven, Ignan, Infernal, Skald, Varisian

SQ arcane casting, arcane pool (131/2 magus level (minimum 1) plus Int modifier points, +4+1 plus another +1 every 4 magus levels), fighter training, heavy armor, improved spell recall, magus arcana (arcane accuracy, empowered magic, ghost blade, maximized magic)

Combat Gear potion of cure moderate wounds, potion of cure serious wounds (2), thunderstone (2)

Other Gear +4 adamantine breastplate, +1 light flail, masterwork light crossbow with 10 bolts, masterwork short sword, amulet of natural armor +3, belt of giant strength +4, cloak of resistance +2, gauntlets of the skilled maneuver (disarm), minor ring of energy resistance (fire), ring of protection +3, backpack, bedroll, belt pouch, branding iron, candles (5), chalk (white), flask, flint and steel, grappling hook, hammer, hemp rope (50 ft.), iron pot, mess kit, pitons (10), soap (50 uses), string (50 ft.), torches (5), trail rations (5), waterskin, 101 pp, 13 gp, 8 sp, 9 cp

Mount riding horse with bit and bridle, riding saddle, saddlebags, and feed (5)

Spellbook 0-level—acid splash, arcane mark, bleed, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, touch of fatigue. 1st—detect secret doors, enlarge person, expeditious retreat, magic missile, mount, shocking grasp, unseen servant. 2nd—bear's endurance, defensive shock, flaming sphere, glitterdust, mirror image, scorching ray. 3rd—dispel magic, fireball, fly, greater magic weapon, ray of exhaustion, water breathing. 4th—dimension door, greater flaming sphere, greater invisibility, mass reduce person, monstrous physique II, wall of fire. 5th—cone of cold, corrosive consumption, overland flight, wall of stone.

SPECIAL ABILITIES

Arcane Casting (Ex) Cast magus spells in light, medium, or heavy armor without incurring arcane spell failure chance.

Arcane Pool (Su) As a swift action, spend 1 point to grant any weapon held an enhancement bonus for 1 minute and stacks with existing enhancement on weapon but not with self. Cannot be handed to another user. Only one weapon enhanced at a time. May instead add: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal at the cost 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.

Combat Expertise (Ex) Take -3When your BAB reaches +4, and every 4 points thereafter, the penalty increases by -1 and the dodge bonus increases by +1. penalty on all melee attack rolls and combat maneuver checks to gain +3When your BAB reaches +4, and every 4 points thereafter, the penalty increases by -1 and the dodge bonus increases by +1. dodge bonus to Armor Class. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.

Greater Disarm (Ex) Whenever you successfully disarm an opponent, the weapon lands 15 feet away from its previous wielder, in a random direction.

Greater Spell Combat (Ex) Whenever you use spell combat ability, you concentration check bonus equals double the amount of the attack penalty taken.

Improved Spell Recall (Su) As a swift action, recall any single magus spell already prepared and cast that day by expending a number of points from his arcane pool equal to 1/2 the spell's level (minimum 1). The spell is prepared again, just as if it had not been cast. Furthermore, instead of recalling a used spell, as a swift action the magus can prepare a spell of the same level that he has in his spellbook. He does so by expending a number of points from his arcane pool equal to the spell's level (minimum 1). The magus cannot apply metamagic feats to a spell prepared in this way. The magus does not need to reference his spellbook to prepare a spell in this way.

Knowledge Pool (Su) 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.

Magus Arcana Magus arcana that affect spells can only be used to modify spells from the magus spell list unless otherwise noted.

Arcane Accuracy (Su) As a swift action, spend 1 point from arcane pool to grant self insight bonus equal to Int modifier on all attack rolls until end of turn.

Empowered Magic (Su) The magus can cast one spell per day as if it were modified by the Empower Spell feat. This does not increase the casting time or the level of the spell.

Ghost Blade (Su) Whenever the magus enchants his weapon using his arcane pool, he may spend 1 additional point from his arcane pool to add the brilliant energy and ghost touch special abilities to the list of available options.

Maximized Magic (Su) The magus can cast one spell per day as if it were modified by the Maximize Spell feat. This does not increase the casting time or the level of the spell.

Spell Combat (Su) Must have one free hand while wielding a light or one-handed melee weapon in the other hand. As a full-round action, make all your melee attacks with weapon at -2 penalty and 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). Cast or attack first, but you cannot cast between weapon attacks.

Spellstrike (Su) Cast a spell with a range of "touch" and make a free melee weapon attack dealing normal weapon damage and spell effect. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. The attack uses the weapon's critical threat range but the spell effect portion only deals x2 damage on a successful critical hit.

CHARACTER DEMOGRAPHICS

Height 5'8", Weight 170 lbs., Hair Bald, Eyes Brown, Skin Brown

Age 21, Deity Nethys, Homeland Ustalav, Favored Class Magus


Defeated Enemies Stirge (2)

Catch Phrase "Stand aside, I've got this!"

History Abilard was born and raised in Carrion Hill, Ustalav, the third son of a disciplined ex-soldier and member of the city watch. He was raised in a strict environment well aware the world is a dangerous place. He found work at a young age with the watch, learning from his military-trained father. He excelled in these endeavors, but in addition to his physical talents, Abilard's mind was razor sharp. A local wizard, Maxilus Spellstaff, took an interest in the boy and tutored him on the side. The boy's draw to martial pursuits were strong, pulling him in multiple directions. Although somewhat disappointing to his tutor, Abilard successfully blended both disciplines into something that works for him.
 
Abilard's father died fighting a pack of ghouls, and the young man decided it was time to find his own way in the world. He has become a young expert in geography and dungeoneering paired with a strong understanding of magical theory and application. He is disciplined and skilled at arms and eager to advance his knowledge in both fields.

Pathfinder® Roleplaying Game | Not Endorsed by Paizo Inc. | Phoenix Gaming Club — 2013 | DM — Charles W. Plemons III
2 Games Played | Last Played 07/21/2015 | Created 12/29/2012 | Played by Nathan Davis & Shane Bradley