TIGRIS INEBRIAVI | LEVEL 9 |
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XP Earned 94,035 of 105,000
Male elf magus (hexcrafter) 9
N Medium humanoid (elf)
Init +4+2 Dex, +2 Warrior of Old trait; Senses low-light vision; Perception +5
DEFENSE |
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AC 21, touch 13, flat-footed 18 (+7 armor, +2 Dex, +1 dodge, +1 natural)
hp 75 (9d8+279d8 magus, +9 Con, +9 Favored Class, +9 Toughness feat)
Fort +7+6 base, +1 Con, Ref +5+3 base, +2 Dex, Will +7+6 base, +1 Wis; +2 vs. enchantment
Immune sleep
Sanity 109 levels plus +1 Wis
OFFENSE |
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Speed 20 ft.30 ft. base, -10 ft. armor
Melee +1 longsword +11/+5BAB plus +3 Str plus +1 enhancement plus +1 Weapon Focus (1d8+4+3 Str plus +1 enhancement/19-20) or +1 humanoid (shapechanger) bane dagger +10/+5BAB plus +3 Str plus +1 enhancement (1d4+4+3 Str plus +1 enhancement/19-20) or mwk alchemical silver dagger +10/+5BAB plus +3 Str plus +1 enhancement (1d4+2+3 Str plus -1 alchemical silver/19-20) or mwk dagger +10/+5BAB plus +3 Str plus +1 enhancement (1d4+3+3 Str/19-20)
Ranged mwk composite longbow +9/+4BAB plus +2 Dex plus +1 enhancement (1d8+3+3 Str/x3)
Special Attacks improved spell combat, spell combat (-2 attack, +2 concentration), spellstrike
Spell-Like Abilities (CL 9th; concentration +13)
91 minute per magus level minutes/dayfly (self only; 1-minute increments)
1/daylevitate (self only)
At Willfeather fall (self only)
Magus Spells Prepared (CL 9th; concentration +13)
3rdbestow curse (DC 17), elemental aura, fireball (DC 18), lightning bolt (DC 18)
2ndbrow gasher, defensive shock, elemental touch (DC 17), frigid touch, scorching ray
1stburning hands (DC 16), chill touch (DC 15), floating disk, magic missile, shield, shocking grasp
0 (at will)acid splash, dancing lights, detect magic, read magic, spark (DC 15)
STATISTICS |
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Str 1615 base, +0 race, +1 level, Dex 1513 base, +2 race, +0 level, Con 1214 base, -2 race, +0 level, Int 1916 base, +2 race, +1 level, Wis 1212 base, +0 race, +0 level, Cha 1413 base, +0 race, +0 level, +1 inherent
Base Atk +6/+1; CMB +9+6 BAB, +0 size, +3 Str; CMD 2210 +6 BAB, +0 size, +3 Str, +2 Dex, +0 deflection, +1 dodge
Traits Child of the Temple, Warrior of Old
Feats Armor Proficiency (light, medium), Combat Casting, Craft Wand, Dodge, Martial Weapon Proficiency (all), Simple Weapon Proficiency (all), Spell Focus (evocation), Toughness, Weapon Focus (longsword)
Skills Acrobatics -10 ranks, +2 Dex, -3 armor, Appraise +40 ranks, +4 Int, Bluff +20 ranks, +2 Cha, Climb +52 ranks, +3 Str, +3 class skill, -3 armor, Craft (alchemy) +103 ranks, +4 Int, +3 class skill, Diplomacy +20 ranks, +2 Cha, Disguise +20 ranks, +2 Cha, Escape Artist -10 ranks, +2 Dex, -3 armor, Fly +64 ranks, +2 Dex, +3 class skill, -3 armor, Heal +10 ranks, +1 Wis, Intimidate +72 ranks, +2 Cha, +3 class skill, Knowledge (arcana) +158 ranks, +4 Int, +3 class skill, Knowledge (dungeoneering) +92 ranks, +4 Int, +3 class skill, Knowledge (geography) +51 ranks, +4 Int, Knowledge (history) +51 ranks, +4 Int, Knowledge (local) +62 ranks, +4 Int, Knowledge (planes) +147 ranks, +4 Int, +3 class skill, Knowledge (religion) +102 ranks, +4 Int, +3 class skill, +1 Child of the Temple trait, Linguistics +51 ranks, +4 Int, Perception +52 ranks, +1 Wis, +2 racial, Ride +31 ranks, +2 Dex, +3 class skill, -3 armor, Sense Motive +10 ranks, +1 Wis, Spellcraft +158 ranks, +4 Int, +3 class skill (+17 to identify magic item properties), Stealth +23 ranks, +2 Dex, -3 armor, Survival +10 ranks, +1 Wis, Swim +81 ranks, +3 Str, +3 class skill, +4 racial, -3 armor, Use Magic Device +94 ranks, +2 Cha, +3 class skill
Languages Aklo, Common, Draconic, Dwarven, Elven, Infernal, Varisian
SQ arcane casting (light, medium), arcane pool (81/2 magus level (minimum 1) plus Int modifier points, +3+1 plus another +1 every 4 magus levels), elven magic, hex magus (flight), knowledge pool, magus arcana (accursed strike, arcane cloak, concentrate), weapon familiarity
Combat Gear potion of cure light wounds, potion of cure moderate wounds, potion of cure serious wounds, potion of displacement, potion of gaseous form, potions of lesser restoration (3), spell tusk with bull's strength, ice storm, and phantom steed (as arcane scroll), wand of bear's endurance (CL 4th; 9 charges), acid, alchemist's fire (3), holy water, smokesticks (3), wolfsbane
Other Gear +1 breastplate, +1 humanoid (shapechanger) bane dagger, +1 longsword, masterwork alchemical silver dagger, masterwork composite longbow (+3 Str) with 20 arrows, masterwork dagger, amulet of natural armor +1, pearl of power (1st), adamantine weapon blanch (3), antiplague (3), antitoxin, backpack, bedroll, belt pouch, bloodblock (3), candles (5), chalk (white), cold iron weapon blanch (3), flask, flint and steel, grappling hook, hammer, hemp rope (50 ft.), iron pot, mess kit, pitons (10), silver weapon blanch (3), soap (50 uses), spell component pouch, string (50 ft.), torches (5), trail rations (5), waterskin, vials of alchemically preserved basilisk blood (2), 2 pp, 4 gp, 7 sp, 4 cp
Spellbook 0-levelacid 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. 1stburning hands, chill touch, corrosive touch, enlarge person, expeditious retreat, floating disk, jump, magic missile, mount, shield, shocking grasp. 2ndbear's endurance, brow gasher, defensive shock, elemental touch, frigid touch, gust of wind, levitate, scorching ray. 3rdbestow curse, dispel magic, displacement, elemental aura, fireball, lightning bolt, water breathing.
SPECIAL ABILITIES |
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Arcane Casting (Ex) Cast magus spells in light or medium 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 Casting You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled. If you want to cast a spell without provoking any attacks of opportunity, you must make a concentration check (DC 15 + double the level of the spell you're casting) to succeed. You lose the spell if you fail.
Elven Magic Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance.
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.
Accursed Strike (Sp) A hexcrafter magus who can cast bestow curse, major curse, or any spell with the curse descriptor can deliver these prepared spells using the spellstrike ability, even if the spells are not touch attack spells.
Arcane Cloak (Su) The magus can expend 1 point from his arcane pool to add his Intelligence bonus to Stealth checks and Bluff checks to create a diversion in order to hide. This bonus lasts for 1 minute.
Concentrate (Ex) The magus can reroll any concentration check he has just made with a +4 bonus. He must use this ability after the roll is made, but before the roll's outcome is determined. The magus must take the second roll, even if it is worse. The magus can use this ability once per day.
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 |
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Height 6'1", Weight 127 lbs., Hair Blonde, Eyes Silver, Skin Caucasian
Age 145, Deity Nethys, Homeland Ustalav, Favored Class magus
Defeated Enemies Aberrant Promethean, Burning Skeleton (3), Cultist of the Indomitable Sea (2), Demon Wolf Marauder (2), Dire Boar, Duristan Ariesir, Ettercap, Giant Crawling Hand (2), Girallon-Headed Vargouille, Human Skeleton (3), Leech Swarms (2), Menadoran Festrog (2), Skeletal Champion (2), Whispering Way Curate, Wight
Catch Phrase "Darkness take you!"
History Tigris Inebriavi was raised to a small elven community northwest of Karcau in northern Ustalav across the Mountray River from the Worldwound. As befits elven tradition, he was taught to blend swordsmanship and magic by his father in a fast single-handed style that leaves the other hand open for spellcasting. This dangerous approach requires tremendous precision and concentration, and the ability to dodge attacks as foes try to disrupt the spellcaster. Tigris' father was not a kind teacher, believing that every move must be perfect and precise and requiring years of training to master. Tigris underwent a grueling regiment to gain his skills and honed his talents against Ustalav's native dangers and the occasional cultist from across the border.
The young elf eventually earned a place on the elven patrols and spent weeks at a time seeking menaces to the settlement. On one such journey, he met a beautiful, mysterious human woman named Alaina and became enthralled by her presence. He spent more and more time visiting the woman and eventually learned she was a practitioner of some of the darkest forms of witchcraft. Appalled, but believing himself in love, Tigris said nothing and continued the relationship. Alaina, at the behest of her dark master, no doubt, began teaching the young elf the basics of witchery. This went on for months until Tigris' father noticed something amiss with the powers wielded by his son. He and a team of elven scouts followed Tigris one evening and discovered the secret couple. Enraged, Tigris' father ordered the witch executed by fire while Tigris watched. He ordered Tigris branded as well, but Tigris escaped using witchery talent of flight and fled into the Ustalavian night.
Tigris learned of the hardships of the world trying to survive in human lands. He discovered easy coin as a sellsword and traveled all across Ustalav guarding caravans and working as a blade for hire. Although raised to appreciate good moral values, Tigris is jaded by the world. His magic is tainted by the presence of witchery, which leads him to favor hexes and curses. While by no means evil, Tigris walks a fine line as his power grows. He is furious with his father but seeks to avoid him at all costs. He suspects one day his father, or his agents, will find him, and Tigris has no intention of going with them.
Tigris hates to see innocent or defenseless beings suffer and will often stick up for those who cannot defend themselves. Being both an elf and an arcanist, he believes himself superior to others and often looks down upon non-elves, especially in combat. Mockery and derision often accompany the killing blow from his sword.