A Chronoshift: Spelljammer Character

ADELINE TORMAK LEVEL 11

Female human magus (eldritch archer) 11

LN Medium humanoid (human)

Init +10+4 Dex plus +4 Improved Initiative plus +2 trait Reactionary; Senses Perception +14

 DEFENSE

AC 24, touch 16, flat-footed 20 (+8 armor, +2 deflection, +4 Dex)

hp 93 (11d8+3311d8 magus, +22 Con, +11 Favored Class, +0 Toughness feat)

Fort +11+7 base, +2 Con, +2 cloak of resistance, Ref +9+3 base, +4 Dex, +2 cloak of resistance, Will +9+7 base, +0 Wis, +2 cloak of resistance; +4 vs. effects affecting grip on weapons

Immune dropping weapons when panicked or stunned

 OFFENSE

Speed 30 ft.30 ft. base, -0 ft. armor (6 squares)

Melee

+1 longsword +9/+4BAB plus +0 Str plus +1 enhancement (1d8+1+0 Str plus +1 enhancement/19-20) or

cold iron dagger +8/+3BAB plus +0 Str (1d4+0 Str plus +0 enhancement/19-20)

Ranged

+1 corrosive seeking composite longbow +13/+8BAB plus +4 Dex plus +1 enhancement (1d8+1+1 enhancement/x3 plus 1d6 acid; increments 105 = thrown/early firearm | 10 = projectile; range 110110 ft. ft.)

Special Attacks +1 attack and damage rolls with ranged weapons at ranges up to 30 feet, improved ranged spell combat, ranged spellstrike

Magus Spells Prepared (CL 11th; concentration +16; +2 overcome spell resistance)

4th—dimension door, envervation, greater invisibility

3rd—displacement, flame arrow, fly, haste, ray of exhaustion (DC 18)

2nd—acid arrow, cat's grace, invisibility, mirror image, scorching ray

1st—deadeye's arrow, grease (DC 16), longshot, mudball (DC 16), ray of enfeeblement (DC 16), snowball (DC 16), true strike

0 (at will)—acid splash, detect magic, light, mage hand, prestidigitation

 STATISTICS

Str 1010 base, +0 race, +0 level, Dex 1816 base, +2 race, +0 level, Con 1414 base, +0 race, +0 level, Int 2016 base, +0 race, +2 level, +2 enhancement headband of vast intelligence, Wis 100 base, +0 race, +0 level, Cha 80 base, +0 race, +0 level

Base Atk +8/+3; CMB +8+8 BAB, +0 size, +0 Str; CMD 2410 +8 BAB, +0 size, +0 Str, +4 Dex, +2 deflection, +0 dodge (28 vs. disarm, sunder against wielded weapons)

Traits Arcane Revitalization, Reactionary

Feats Arcane Strike, Armor Proficiency (light, medium), Clustered Shots, Deadly Aim, Improved Initiative, Manyshot, Martial Weapon Proficiency (all), Point-Blank ShotB, Precise Shot, Rapid Shot, Simple Weapon Proficiency (all), Spell Penetration

Skills (armor check penalty -1-1 armor, -0 shield); Acrobatics +73 ranks, +4 Dex, -0 armor, Appraise +50 ranks, +5 Int, Bluff -10 ranks, -1 Cha, Climb +63 ranks, +0 Str, +3 class skill, -0 armor, Diplomacy -10 ranks, -1 Cha, Disguise -10 ranks, -1 Cha, Escape Artist +40 ranks, +4 Dex, -0 armor, Fly +103 ranks, +4 Dex, +3 class skill, -0 armor, Heal +00 ranks, +0 Wis, Intimidate -10 ranks, -1 Cha, Knowledge (arcana) +1911 ranks, +5 Int, +3 class skill, Knowledge (dungeoneering) +135 background ranks, +5 Int, +3 class skill, Knowledge (geography) +105 background ranks, +5 Int, Knowledge (nature) +1611 ranks from headband of vast intelligence, +5 Int, Knowledge (planes) +185 ranks & 5 background ranks, +5 Int, +3 class skill, Knowledge (religion) +105 ranks, +5 Int, Linguistics +83 ranks, +5 Int, Perception +1411 ranks, +0 Wis, +3 class skill, Profession (librarian) +50 ranks, 2 background ranks, +0 Wis, +3 class skill, Profession (scribe) +80 ranks, 5 background ranks, +0 Wis, +3 class skill, Ride +40 ranks, +4 Dex, -0 armor, Sense Motive +33 ranks, +0 Wis, Spellcraft +1911 ranks, +5 Int, +3 class skill, Stealth +73 ranks, +4 Dex, -0 armor, Survival +33 ranks, +0 Wis, Swim +63 ranks, +0 Str, +3 class skill, -0 armor, Use Magic Device +1011 ranks, -1 Cha

Languages Aklo, Common, Draconic, Dwarven, Elven, Goblin, Infernal

SQ arcane pool (91/2 magus level plus +4 Int points, +31 plus +1 every 4 levels beyond 1st), fighter training, improved spell recall, knowledge pool, magus arcana (arcane accuracy, empowered magic, spell blending [envervation]), medium armor, ranged weapon bond (+1 corrosive seeking composite longbow)

Combat Gear combat boost admixture (2), regroup admixture, alchemical silver arrows (40), arrows (40), cold iron arrows (40)

Other Gear +2 mithral breastplate , +1 corrosive seeking composite longbow, +1 longsword, cold iron dagger, cloak of resistance +2, efficient quiver, gloves of dueling, headband of vast intelligence +2 (Knowledge [nature]), quick runner's shirt, ring of protection +2, 820 pp, 175 gp

 SPECIAL ABILITIES

Arcane Pool (Su) As swift action, expend 1 point from pool to imbue one weapon with enhancement bonus for 1 minute stacking with enhancement bonus on weapon (maximum +5). Ability does not stack with self. Can choose to add any of these properties consuming an amount of bonus equal to the property's base price modifier: distance (+1), flaming (+1), flaming burst (+2), frost (+1), icy burst (+2), nimble shot (+4), shock (+1), shocking burst (+2), returning (+1), or speed (+3). Duplicates do not stack. Weapon must be at least +1 before any other properties can be added. Properties decided when point is spent and cannot be changed without spending another point. Do not function if wielded by anyone else. Can only enhance one weapon at a time and using the ability again ends previous use. Pool refreshes once per day when preparing spells.

Arcane Revitalization 1/day—When you confirm a critical hit with a weapon attack, regain 1 arcane pool point. Cannot exceed pool maximum.

Arcane Strike As swift action, for 1 round, your weapons gain +2+1 every 5 caster levels bonus to damage and are treated as magic weapons for overcoming damage reduction.

Clustered Shots When using a full-attack action to make multiple ranged weapon attacks the same opponent, total the damage from all hits before applying that opponent's damage reduction. If the massive damage optional rule is being used, that rule applies if the total damage you deal with this feat is equal to or exceeds half the opponent's full normal hit points (minimum 50 points of damage).

Deadly Aim Take -3-1 base minus 1 per 4 BAB penalty on all ranged attack rolls to gain +6+2 base plus 2 per 4 BAB bonus on all ranged damage rolls. You must choose to use this feat before making an attack roll, and its effects last until your next turn. Bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Equipment Descriptions

combat boost admixture Consume as standard action provoking attacks of opportunity to gain +1 on attack rolls, +1 dodge on AC and Reflex saves, increase all modes of movement by 30 ft. (max. twice normal speed), and gain one extra attack when making a full attack action for 6 rounds. Gain +3 enhancement to natural armor and +2 morale on attack rolls, saves, and skill checks for 60 minutes.

efficient quiver Has three extradimensional spaces. First can hold up 60 items of approximate size and shape of an arrow. Second can hold up to 18 items of approximate size and shape of a javelin. Third can hold up to 6 items of approximate size and shape as a bow, spear, or staff. Retrieving any item is same as drawing from a regular quiver or scabbard. Quiver always weighs only 2 lbs.

gloves of dueling Do not drop weapons when panicked or stunned. Grant +4 bonus to CMD against disarm attacks, sunder against wielded weapons, and effects causing you to lose grip on weapons (such as grease). If you have weapon training class feature and using appropriate weapon, bonus increases by +2.

regroup admixture Consume as a standard action provoking attacks of opportunity to cure 2d8+7 hp and gain +2 morale on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls for 7 minutes.

seeking special weapon ability Ignore miss chance that would otherwise apply, such as from concealment, though attack must still target proper square.

quick runner's shirt 1/day—As swift action, take additional move action on your turn.

Fighter Training (Ex) Count 1/2 total magus levels as fighter level for purpose of qualifying for feats. Stack with actual fighter levels.

Improved Ranged Spell Combat (Ex) As full-round action, with ranged weapon in hand, make all ranged attacks 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 the penalty). If casting defensively, gain +2 circumstance bonus on concentration check. Can cast spell first or last but cannot cast between weapon attacks.

Improved Spell Recall (Su) As swift action, recall any single magus spell already prepared and cast that day by spending 1/2 spell's level in points from arcane pool (minimum 1). The spell is prepared again, just as if it had not been cast. Furthermore, as swift action, prepare magus spell from spellbook by expending 1 point from arcane pool equal to spell level (minimum 1). Cannot apply metamagic feat to prepared spell and do not need spellbook.

Knowledge Pool (Su) When preparing spells, spend one or more points from arcane pool (up to Int bonus), to prepare one spell from magus list not in spellbook. If not cast before next spell preparation, spells are lost. Can utilize with spell recall, but only until you prepare spells again.

Magus Arcana Unless otherwise noted, magus arcana affecting spells can only affect magus spells.

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

Empowered Magic (Su) 1/day—Cast magus spell as if modified by Empower Spell feat without increasing casting time or spell level.

Manyshot When making a full-attack action with a bow, your first attack fires two arrows. If the attack hits, both arrows hits. Apply precision-based damage (such as sneak attack) and critical hit damage only once for this attack. Damage bonuses from using a composite bow with a high Strength bonus apply to each arrow, as do other damage bonuses, such as a ranger's favored enemy bonus. Damage reduction and resistances apply separately to each arrow.

Medium Armor (Ex) Can cast magus spells while wearing medium armor without chance of arcane spell failure.

Precise Shot Shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.

Ranged Spellstrike (Su) Can deliver magus spells that require a ranged attack roll through any ranged weapon you wield as part of a ranged attack. Make one free ranged attack with weapon (at highest bonus) as part of casting this spell (does not increases spell range). If successful, attack deals normal damage as well as spell effect. If made in concert with spell combat, this ranged attack takes all penalties accrued. The attack uses the weapon's critical range, but the spell effect portion only deals x2 damage on a successful critical. If spell can normally affect multiple targets only a single ray, missile, or effect accompanies each attack; if used as part of a full-attack action with spell combat, one additional ray, missile, or effect from the spell accompanies each subsequent ranged attack you make in the same round until all attacks allowed by the spell are made. Unused missiles, rays, or effects remaining at the end of your turn are wasted.

Ranged Weapon Bond (Su) If you do not have your bonded item, you must make a DC 20 + spell level Concentration check to cast any spells. Holding bonded weapon does not prevent you from providing somatic components for your magus spells.

Rapid Shot As full-attack action with a ranged weapon, fire one additional time this round at your highest attack bonus with that weapon, but that attack and all others take a -2 penalty to hit.

 SPELLBOOKS

0—acid 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

1st—coin shot, deadeye's arrow, grease, longshot, magic missile, mudball, ray of enfeeblement, shocking grasp, snowball, true strike

2nd—acid arrow, bull's strength, cat's grace, invisibility, mirror image, scorching ray

3rd—displacement, flame arrow, fly, haste, ray of exhaustion, versatile weapon

4th—dimension door, envervation, greater invisibility, stoneskinM, telekinetic maneuver


Height 5'5"; Weight 145 lbs.; Hair Blonde; Eyes Blue; Skin Caucasian; Age 22; Religion Order of Vigilance; Homeland Greyhawk; Favored Class Magus

Defeated Enemies None

Defining Characteristic None

History Born into privilege in the manicured halls of Greyhawk's Garden District, Adeline Tormak was never content to be the well-mannered debutante her tutors envisioned. Daughter of the famed explorer and scholar Professor Arlen Tormak, Adeline grew up surrounded not by dolls and dances, but by relics of ancient Hepmonaland, maps of uncharted stars, and bedtime stories of jungle ruins and planar anomalies. Her mother's passing when she was a toddler left her clinging even more tightly to her father's legacy—his books, his tales, and his fierce curiosity for the unknown.

A prodigy at Grey College, Adeline excelled in arcane theory, planar studies, and the rigorous discipline of martial training. She channeled her energies into mastering the path of the eldritch archer, blending spell and steel with precise, arcane grace. But for all her brilliance, she remains something of a social enigma—reserved, blunt, and often unaware of the finer subtleties of etiquette that her upbringing demanded. Her peers may whisper of her aloofness, but none question her determination.

Now, the stories have stopped. Arlen Tormak vanished—abducted by agents of the Scarlet Brotherhood. For Adeline, the time for theory has ended. With her bow, her spells, and a mind honed sharp as any blade, she has taken to the sea in pursuit. She will cross oceans, challenge tyrants, and storm strongholds if that's what it takes.

She is her father's daughter. And she is coming.

Future Level-Up Plans:


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