A Chronoshift: Spelljammer Character

NEKO LEVEL 9

Male half-orc magus (mindblade) 8/wild mage 1

CG Medium humanoid (human, orc)

Init +2+2 Dex; Senses darkvision 60 ft.; Perception +8

 DEFENSE

AC 19, touch 13, flat-footed 17 (+5 armor, +1 deflection, +2 Dex, +1 natural)

hp 74 (1d6+8d8+278d8 magus, 1d6 wild mage, +18 Con, +9 Favored Class, +0 Toughness feat)

Fort +10+6.33 base, +2 Con, +1 luck from sacred tattoo, +1 cloak of resistance, Ref +7+3.16 base, +2 Dex, +1 luck from sacred tattoo, +1 cloak of resistance, Will +8+6.33 base, +0 Wis, +1 luck from sacred tattoo, +1 cloak of resistance

 OFFENSE

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

Melee

mindblade +2 keen greataxe +12/+7BAB plus +4 Str plus +2 enhancement (1d12+8+6 1.5xStr plus +2 enhancement/19-20/x3) or

mindblade +2 keen rapier +12/+7BAB plus +4 Str plus +2 enhancement (1d6+6+4 Str plus +2 enhancement/15-20/x2) or

mindblade +2 shock warhammer +12/+7BAB plus +4 Str plus +2 enhancement (1d8+6+4 Str plus +2 enhancement plus 1d6 electricity/x3) or

+2 dagger +12/+7BAB plus +4 Str plus +2 enhancement (1d4+6+4 Str plus +2 enhancement/19-20)

Ranged

+1 composite longbow +9/+4BAB plus +2 Dex plus +1 enhancement (1d8+5+1 enhancement plus +4 Str; increments 105 = thrown/early firearm | 10 = projectile; range 110110 ft. ft.)

Special Attacks +1 trait bonus to confirm critical hits, spell combat (-2 attack, +3 concentration), spellstrike, wild magic

Magus Spells Known (CL 6+1d68 magus plus 1 wild mage plus -3 wild magic plus roll 1d6; concentration +11+1d6caster level plus +4 Int plus +2 trait Desperate Focus [+15+1d6 casting defensively or grappled])

3rd (4/day)—fireball (DC 17), lightning bolt (DC 17), mind thrust III (DC 17), rainbow blastF (DC 17)

2nd (5/day)—frigid touch, mirror image, scorching ray, sunder barrier

1st (6/day)—forbid action (DC 15), ray of enfeeblement (DC 15), shield, shocking grasp, vanish

0 (at will)—arcane mark, detect magic, mage hand, open/close, prestidigitation, read magic

F requires focus

 STATISTICS

Str 1815 base, +0 race, +1 level, +2 enhancement belt of giant strength, Dex 1413 base, +0 race, +1 level, Con 1414 base, +0 race, +0 level, Int 1915 base, +2 race, +0 level, +2 enhancement headband of vast intelligence, Wis 1111 base, +0 race, +0 level, Cha 1010 base, +0 race, +0 level

Base Atk +6/+1; CMB +10+6 BAB, +0 size, +4 Str; CMD 2310 +6 BAB, +0 size, +4 Str, +2 Dex, +1 deflection, +0 dodge, -0 armor check penalty

Traits Anatomist, Desperate Focus

Feats Armor Proficiency (light), Combat Casting, Combat Reflexes, EnduranceB, Extra Psychic Pool, Extend SpellB, Improved Unarmed StrikeB, Magical Aptitude, Martial Weapon Proficiency (all), Power Attack, Simple Weapon Proficiency (all)

Skills (armor check penalty -0-0 armor, -0 shield); Acrobatics +20 ranks, +2 Dex, -0 armor, Appraise +84 ranks, +4 Int, Bluff +00 ranks, +0 Cha, Climb +136 ranks, +4 Str, +3 class skill, -0 armor, Diplomacy +44 ranks, +0 Cha, Disguise +00 ranks, +0 Cha, Escape Artist +20 ranks, +2 Dex, -0 armor, Fly +20 ranks, +2 Dex, -0 armor, Heal +00 ranks, +0 Wis, Intimidate +00 ranks, +0 Cha, Knowledge (arcana) +169 ranks, +4 Int, +3 class skill, Knowledge (engineering) +139 phantom ranks from headband of vast intelligence, +4 Int, Knowledge (planes) +136 ranks, +4 Int, +3 class skill, Knowledge (space) +84 ranks, +4 Int, Linguistics +84 ranks, +4 Int, Perception +88 ranks, +0 Wis, Ride +20 ranks, +2 Dex, -0 armor, Sense Motive +00 ranks, +0 Wis, Spellcraft +189 ranks, +4 Int, +3 class skill, +2 Magical Aptitude, Stealth +20 ranks, +2 Dex, -0 armor, Survival +00 ranks, +0 Wis, Swim +40 ranks, +4 Str, -0 armor, Use Magic Device +149 ranks, +0 Cha, +3 class skill, +2 Magical Aptitude

Languages Abyssal, Common, Draconic, Dwarven, Elven, Giant, Orc, Semaphore, Undercommon

SQ dual weapons, magus arcana (arcane accuracy +4+4 Int modifier, close range), orc blood, psychic access, psychic pool (101/2 magus level plus +4 Int modifier plus 2 Extra Psychic Pool points, +31 plus 1 every 3 levels), rapid manifest, sacred tattoo, shaman's apprentice, weapon familiarity

Combat Gear fast and furious admixture, oil of bless weapon, oil of versatile weapon, potion of cure moderate wounds, potion of fly, potion of guidance (attack roll), potion of resist energy (electricity), quick defense admixture, scoundrel's gambit, scroll of lightning bolt (CL 7th), scroll of shadow jump (CL 3rd; requires Use Magic Device check), +1 seeking arrows (5), +1 shock arrows (5), swarm spider grenade, wand of grease (CL 1st; 50 charges), wand of hold person (CL 5th; 15 charges), wand of limp lash (CL 3rd; 50 charges), wand of magic missiles (CL 5th; 6 charges), whisk away admixture, antiplague, shard gel (2), tanglefoot bag (2), thistle arrows (10), thunderstone, tindertwig (5)

Other Gear +1 composite longbow (+4 Str) with 90 arrows, +2 dagger, +1 hydra hide leather lamellar, amulet of natural armor +1, belt of giant strength +2, boots of orcishkind, cloak of resistance +1, dragonbane scepter, efficient quiver, headband of vast intelligence +2 (Knowledge [engineering]), ring of feather falling, ring of protection +1, canteen, cold-weather outfit, flint and steel, grappling hook, manacles with simple lock and key, silk rope (50 ft.), spell component pouch, clear prism (worth 50 gp), 306 pp, 164 gp, 2 sp, 2 cp

 SPECIAL ABILITIES

Combat Reflexes Make a number of additional attacks of opportunity per round equal to your Dexterity bonus. May make attacks of opportunity while flat-footed.

Dual Weapons (Su) Can maintain two psychic weapons or one psychic double weapon at once (must manifest each separately), though each weapon (or end of double weapon) is 1 enhancement bonus lower than normal. When using two-weapon fighting with two psychic weapons or psychic double weapon, can use spell combat ability as though you had free hand.

Endurance Gain +4 bonus on the following checks and saves: Swim checks to resist nonlethal damage from exhaustion; Con checks made to continue running; Con checks made to avoid nonlethal damage from a forced march; Con checks made to hold your breath; Con checks made to avoid nonlethal damage from starvation or thirst; Fort saves made to avoid nonlethal damage from hot or cold environments; and Fort saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.

Equipment Descriptions

antiplague Consume to gain +5 alchemical bonus on Fort saves against disease for 1 hour. If already infected, may also make two saves (without the +5 bonus) that day and use better result.

boots of orcishkind On any round you take no movement (not even a 5-ft.-step) and take a full attack action, gain +1 bonus to weapon melee attack and damage rolls (+2 damage if two-handed weapon).

cold-weather outfit Gain +5 circumstance bonus on Fort saves against exposure to cold weather.

dragonbone scepter Wielder gains +4 bonus on caster level checks to overcome spell resistance of dragons.

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.

grappling hook Requires ranged attack roll, as thrown weapon with five 10 ft. range increments. Objects with ample places to catch the hook are AC 5.

manacles Can bind Medium creature, DC 30 Escape Artist, or break (DC 26 Str check). Has hardness 10 and 10 hp. Unlock with DC 20 Disable Device.

quick defense admixture Consume as a standard action provoking attacks of opportunity to gain +4 armor bonus for 3 hours. Gain +2 enhancement natural armor for 30 minutes and +2 deflection bonus to AC and CMD for 3 minutes.

scoundrel's gambit As standard action, utter command word and fire single magic missile at target within 100 ft.

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

shard gel Throw as ranged touch with range increment of 10 ft. Direct hit deals 1d4 piercing damage; every creature within 5 ft. of point of impact takes 1 hp piercing damage from splash. Target square and each adjacent square filled with caltrops for 5 rounds. Area of effect sonic damage immediately destroys caltrops.

swarm spider grenade As standard action, throw as grenade-like weapon up to 30 ft. where it explodes into spider swarm when striking solid object. Swarm attacks nearest living creature and persists for 2 rounds before dissipating.

tanglefoot bag Throw as ranged touch with range increment of 10 ft. against Large or smaller target. Target hit takes -2 penalty on attack rolls and -4 penalty to Dex and must make DC 15 Reflex save or be glued to floor, unable to move. On successful save, move only half speed. Winged flying creature is not stuck to floor but must make DC 15 Reflex save or be unable to fly and fall to ground.

thistle arrow Deals normal damage plus 1 point of bleed damage for 1d6 rounds. Remove with move action without provoking AoO but deals additional 1d3 damage. A standard action DC 12 Heal check removes without additional damage.

thunderstone Throw as ranged attack with range increment of 20 ft. When striking hard surface (or is struck), each creature in 10-ft.-radius must make DC 15 Fort save or be deafened for 1 hour. Aiming at a particular 5-ft. square is against AC 5.

whisk away Consume as standard action provoking attacks of opportunity to gain invisibility and 60 ft. fly (good) and +2 bonus on Fly skill checks for 5 minutes. If flight expires while aloft, float downward 60 ft. per round for 1d6 rounds.

Improved Unarmed Strike You do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.

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.

Close Range (Ex) Can deliver ranged touch spells as melee touch. Can use spell that targets more than one creature (such as scorching ray) but make only one attack; additional touch attacks are wasted and have no effect. Can be used with spellstrike.

Metamagic Feats Apply metamagic feat on the spot during casting, increasing standard action time to cast to full-round action (not the same as 1-round casting time). For spell with longer duration, it takes an extra full-round action to cast the spell. Does not change level of the spell, so the DC for saving throws does not increase. Does not affect spell-like abilities. Can apply multiple metamagic feats (assuming you have an available spell slot of the resulting level) but cannot apply same metamagic feat to single spell multiple times.

Extend Spell Duration is doubled. Cannot affect spell with duration of concentration, instantaneous, or permanent. Uses spell slot one level higher than spell's actual level.

Power Attack Take -2-1 minus -1 per 4 BAB penalty on all melee attack rolls and combat maneuver checks to gain +4+2 plus +2 per 4 BAB bonus on all melee damage rolls. Bonus increased by half (+50%) if attacking with a two-handed weapon or a one-handed weapon using two hands. Bonus halved (-50%) if attacking with an off-hand weapon. 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.

Psychic Access (Su) The following spells are added to learnable spell list: 1st—forbid action; 2nd—false life, hold person; 3rd—mind thrust III

Psychic Pool (Su) As swiftswift due to Rapid Manifest; normally standard action, expend 1 point from pool to manifest light melee weapon of your choice, 2 points for one-handed melee weapon, or 3 points for two-handed melee weapon (but not double weapon) that lasts until it leaves your hand (or dismissed as free action). When it vanishes, regain psychic pool point(s) spent to create it. May only maintain one weapon at a time. Counts as magic weapon with +1 enhancement bonus. Add additional +1 at level 3 and every 3 levels thereafter (max +5) and can choose to any of these properties consuming an amount of bonus equal to the property's base price modifier: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Duplicates do not stack. Weapon must be at least +1 before any other properties can be added. Pool refreshes once per day when as if preparing spells.

Spell Combat (Ex) As full-round action, with one free hand and a light or one-handed weapon in the other, make all melee 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, can choose to take penalty on attack rolls up to Int bonus and add same amount as additional circumstance bonus on concentration check. If check fails, spell is wasted and attack penalty still applies. Can cast spell first or last but cannot cast between weapon attacks.

Spellstrike (Su) Can deliver range "touch" magus spells through any melee weapon you wield as part of a melee attack. Instead of free touch attack, make one free melee attack with weapon (at highest bonus) as part of casting this spell. If successful, attack deals normal damage as well as spell effect. If made in concert with spell combat, this melee 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.

Wild Magic (Su) Caster level reduced by 3. Each time you cast a spell, roll 1d6 and add to caster level to determine random effective level. Modified effective caster level affects all level-based variables of a spell, including concentration and spell resistance checks.


Height 6'6"; Weight 240 lbs.; Hair Black; Eyes Brown; Skin Gray; Tattoos House Ozamata crane on chest; Age 16; Religion The Path and the Way; Homeland Realmspace; Favored Class Magus

Defeated Enemies Brigand Goon, Coliar Derhii, Coliar Dirigible Octopus Goon, Coliar White Chimericore, Giant Funnel-Web Spider, Giant Vulture (2), Gnoll Marauder Lackey, Goblin Vulture Pilot, Orc Marauder Goon (2), Orc Scout Goon, Sky Blue Draco-Wyvern Goon, Sky Blue Half-Dragon Aarakocra Sorceress, Tengu Ruffian Goon, Tengu Vandal Goon

Defining Characteristic Balance (muscle and mind).

History Neko was born in a small, remote village on the planet of Chandos in Realmspace. As a half-orc, Neko rarely felt as if he belonged to the human or orc race. To further complicate matters, his father was an orc fighter, and his mom was a human sorcerer. When Neko came of age, his parents noticed how incredibly smart and strong he was, so they decided to train him in martial and spell combat at the young age of 6. At age 10, he was sent to an exclusive academy for those with amazing talents to be molded into soldiers for planet militias. Neko's platoon was sent on a mission to board and conquer an Elven man-O'-war battleship. Neko's small squad proved no match, was quickly killed off, and Neko forced into captivity.

After 2 days of captivity, a rogue crew of 6-8 individuals successfully boarded and slain a majority of the crew on the Man O' War. Seizing the opportunity to escape his captor, Neko will offer his services to this ragtag group of mercenaries in hopes of joining the group and surviving another day.

Future Level-Up Plans: Knowledge (engineering) skill points come from headband of vast intelligence and do not require "real" skill points. At 10 ranks in both Spellcraft and Use Magic Device, bonus from Magical Aptitude increases.


SESSION NOTES
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