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Kae'than (Garick83)

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Kae'than

Basic InformationEdit

      Race: Elf
     Class: Magus
     Level: 1
Experience: 0 XP (1,300 TNL)
 Alignment: Chaotic Good
 Languages: Common, Elven, Draconic, Celestial, 
            Gnome, and Goblin
     Deity: The Quel'nar 
First Seen: URL to introduction appearance at DWI
  Location: URL-new-post.html to current game
Background: Open


AbilitiesEdit

  • Please indicate Racial and Level Adjustments
STR: 13 +1 (03 pts)
DEX: 16 +3 (05 pts)  +2 Racial Modifier
CON: 10 +0 (02 pts)  -2 Racial Modifier
INT: 18 +4 (10 pts)  +2 Racial Modifier
WIS: 10 +0 (00 pts)
CHA: 10 +0 (00 pts)

Combat StatisticsEdit

  • Please specify the nature of Special and Miscellaneous Adjustments
    (Max-2)   HP:   9 = [1d8 + CON (0) + FC (1)] (Magus 1)
                        [0d0 + CON (0) + FC (0)] (Class 2)
              AC:  17 = [10 + DEX (3) + Armor (4) + Shield (0) + Natural (0)
                          + Size (0) + Misc (0)]
        AC Touch:  13 = [10 + DEX (3) + Size (0) + Misc (0)]
   AC Flatfooted:  14 = [10 + Armor (4) + Shield (0) + Natural (0)
                          + Size (0) + Misc (0)]
            INIT:  +5 = [DEX (3) + Reactionary Trait (2)]
             BAB:  +0 = [Magus 1 (0) + Class 2 (0)]
             CMB:  +1 = [BAB (0) + STR (1) + Misc (0)]
             CMD:  15 = [10 + BAB (0) + STR (1) + DEX (4) + Misc (0)]
       Fortitude:  +2 = [Magus 1 (2) + CON (0) + Misc (0)]
          Reflex:  +3 = [Magus 1 (0) + DEX (3) + Misc (0)]
            Will:  +2 = [Magus 1 (2) + WIS (0) + Misc (0)]
           Speed:  30'
Damage Reduction:  00/Any
Spell Resistance:  00
   Spell Failure:  00
   Concentration:  07 = [Caster Level (1) + INT (4) + Focused Mind (2)]

Weapon StatisticsEdit

  • Please specify the nature of Special and Miscellaneous Adjustments
   Rapier: Attack: +3 = [BAB (0) + DEX (3) + Misc (0) + Magic (0)]
           Damage: 1d6+1, Crit: 18-20/x2, Pierce 
   Dagger: Attack: +3 = [BAB (0) + DEX (3) + Misc (0) + Magic (0)]
   (Melee) Damage: 1d4+1, Crit: 19-20/x2, Pierce/Slash 

   Dagger: Attack: +3 = [BAB (0) + DEX (3) + Misc (0) + Magic (0)]
  (Ranged) Damage: 1d4+1, Crit: 19-20/x2, Pierce, Range Increment: 10' 

Racial FeaturesEdit

Ability Adjustments: +2 (Dexterity), +2 (Intelligence), -2 (Constitution)
               Size: Medium
              Speed: 30'
      Favored Class: Magus (+1 hp/level)
   Elven Immunities: Elves are immune to magic sleep effects and gain a +2 
                     racial saving throw bonus against enchantment spells and
                     effects.
        Keen Senses: Elves receive a +2 racial bonus on Perception checks.
        Elven Magic: Elves receive a +2 racial bonus on caster level checks made
                     to overcome spell resistance. In addition, elves receive a
                     +2 racial bonus on Spellcraft skill checks made to identify
                     the properties of magic items.
 Weapon Familiarity: Elves are proficient with longbows (including composite
                     longbows), longswords, rapiers, and shortbows (including
                     composite shortbows), and treat any weapon with the 
                     word “elven” in its name as a martial weapon.
   Low-Light Vision: Elves can see twice as far as humans in conditions
                     of dim light.

Class FeaturesEdit

Magus 1

Armor/Weapons: 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.
       Spells: A magus casts arcane spells drawn from the magus spell list.
               A magus must choose and prepare his spells ahead of time.
               To learn, prepare, or cast a spell, the magus must have an
               Intelligence score equal to at least 10 + the spell level. 
               The Difficulty Class for a saving throw against a magus’s 
               spell is 10 + the spell level + the magus’s Intelligence 
               modifier.
               A magus can cast only a certain number of spells of each 
               spell level per day. His base daily spell allotment is given 
               on Table: Magus. In addition, he receives bonus spells per 
               day if he has a high Intelligence score.
               A magus may know any number of spells. He must choose and 
               prepare his spells ahead of time by getting 8 hours of sleep 
               and spending 1 hour studying his spellbook. While studying, 
               the magus decides which spells to prepare.
     Cantrips: A magus can prepare a number of cantrips, or 0-level spells,
               each day, as noted on Table: Magus under “Spells per Day.” 
               These spells are cast like any other spell, but they are not
               expended when cast and may be used again.
   Spellbooks: A magus must study his spellbook each day to prepare his 
               spells. He cannot prepare any spell not recorded in his 
               spellbook except for read magic, which all magi can prepare 
               from memory. A magus begins play with a spellbook containing 
               all 0-level magus spells plus three 1st-level magus spells of 
               his choice. The magus also selects a number of additional 
               1st-level magus spells equal to his Intelligence modifier to 
               add to his spellbook. At each new magus level, he gains two new
               magus spells of any spell level or levels that he can cast 
               (based on his new magus level) for his spellbook. At any time, 
               a magus can also add spells found in other spellbooks to his 
               own. A magus can learn spells from a wizard’s spellbook, 
               just as a wizard can from a magus’s spellbook. The spells 
               learned must be on the magus spell list, as normal. An 
               alchemist can learn formulae from a magus’s spellbook, 
               if the spells are also on the alchemist spell list. A magus 
               cannot learn spells from an alchemist.
  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.
               At 5th level, these bonuses can be used to add any of the 
               following weapon properties: dancing, flaming, flaming burst, 
               frost, icy burst, keen, shock, shocking burst, speed, or 
               vorpal.
               Adding these properties consumes an amount 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. These bonuses do not function if the 
               weapon is wielded by anyone other than the magus.
               A magus can only enhance one weapon in this way at one time. 
               If he uses this ability again, the first use immediately ends.
  Arcane Pool: 5/5 (1/2 Magus Level (min +1) +Int Modifier (+4)
 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.

FeatsEdit

Weapon Finesse (Level 1): With a light weapon, elven curve blade, rapier, 
                          whip, or spiked chain made for a creature of your 
                          size category, you may use your Dexterity modifier 
                          instead of your Strength modifier on attack rolls. 
                          If you carry a shield, its armor check penalty applies 
                          to your attack rolls.

TraitsEdit

   Focused Mind (Magic): You gain a +2 trait bonus on concentration checks.
   Reactionary (Combat): You gain a +2 trait bonus on Initiative checks.

SkillsEdit

  • Please specify the nature of Miscellaneous or Special Adjustments.
  • Skills with a blank 'Total' may not be used untrained.
Skill Points:  6 = [Base (2) + INT (4)/Level; FC (0), Misc (0)] (Magus 1)
               0 = [Base (0) + INT (0)/Level; FC (0), Misc (0)] (Class 2)

Skills                Total   Rank     CS   Ability  ACP  Misc
Acrobatics               1     0       0       3     -2   +0
Appraise                 5     1       0       4          +0
Bluff                    0     0       0       0          +0
Climb                   -1     0       *       1     -2   +0
Craft (       )          4     0       *       4          +0
Diplomacy                0     0       0       0          +0
Disable Device                 0       0       3     -2   +0
Disguise                 0     0       0       0          +0
Escape Artist            1     0       0       3     -2   +0
Fly                      1     0       *       3     -2   +0
Handle Animal                  0       0       0          +0
Heal                     0     0       0       0          +0
Intimidate               0     0       3       0          +0
Knowledge (Arcana)       8     1       3       4          +0
Knowledge (Dngnrng)            0       3       4          +0
Knowledge (Engnrng)            0       0       4          +0
Knowledge (Geography)          0       0       4          +0
Knowledge (History)            0       0       4          +0
Knowledge (Local)              0       0       4          +0
Knowledge (Nature)             0       0       4          +0
Knowledge (Nobility)           0       0       4          +0
Knowledge (Planes)       8     1       3       4          +0
Knowledge (Religion)           0       0       4          +0
Linguistics                    0       0       4          +0
Perception               3     1       0       0          +2 Keen Senses
Perform    (       )     0     0       0       0          +0
Profession (Engineer)    0     0       *       0          +0
Ride                     1     0       *       3     -2   +0
Sense Motive             0     0       0       0          +0
Sleight of Hand                0       0       3     -2   +0
Spellcraft               8     1       3       4          +0
  (ID magic items)     (10)                               +2 Elven Magic
Stealth                  2     1       0       3     -2   +0
Survival                       0       0       0          +0
Swim                    -1     0       *       1     -2   +0
Use Magic Device               0       *       0          +0

*  =  untrained class skill

Spell Lists (Known)Edit

0 Level                    Level 1                    Level 2
* Acid Splash              * Burning Hands            * Spell Name
* Arcane Mark              * Chill Touch              * Spell Name
* Dancing Lights           * Corrosive Touch
* Daze                     * Magic Missle
* Detect Magic             * Shield
* Disrupt Undead           * Shocking Grasp
* Flare                    * Warding Weapon
* Ghost Sound              
* Light                    
* Mage Hand                
* Open/Close               
* Prestidigitation         
* Ray of Frost             
* Read Magic               
* Spark                    





Spell Lists (Prepared)Edit

0 Level                    Level 1                    Level 2
* Acid Splash              * Chill Touch              * Spell Name
* Detect Magic             * Shocking Grasp           * Spell Name
* Mage Hand

EquipmentEdit

Equipment                        Cost     Weight
Explorer's Outfit                 --         --  lb
Cloak Patchwork                    5    gp    .5 lb
Chain Shirt                      100    gp   25  lb
Shield                             0    gp    0  lb
Rapier (Melee)                    20    gp    2  lb
Pouch, Spell Components            5    gp    2  lb
Backpack                           2    gp    2  lb
  Spellbook                        0    gp    3  lb
  Silk Rope                       10    gp    5  lb
  Flint and Steel                  1    gp    -  lb
  Hook, Grappling Common           1    gp    1  lb
  Rations, Elven Trail             2    gp    1  lb
  Waterskin                        1    gp    4* lb
  Dagger                           2    gp    1  lb
                               ========     ======
                        Totals:  149.00 gp   46.5lb
* = Max weight when full

            Light  Medium   Heavy    
Max Weight: 0-50   51-100   101-150

Consumed or Destroyed Items    
 (none yet)                       0 gp
                                ======
                Total Consumed:   0 gp

FinancesEdit

PP:  0                                   Initial Character Money:   +150   gp
GP:  0                                 earned on first adventure:     +0   gp
SP: 10                                                           ==========
CP:  0                                           Career Earnings:    150   gp
                                               Carried Inventory:   -149   gp
                                     consumed or destroyed items:     -0   gp
Gems/Jewelry/Other:                        living accommodations:     -0   gp
0000                                                             ==========
                                                         Coinage:      1   gp

DetailsEdit

      Size: Medium
    Gender: Male
       Age: 134
    Height: 6'4"
    Weight: 141
Hair Color: Black
 Eye Color: Electric Blue
Skin Color: Pale
Appearance: Weathered Explorer
  Demeanor: Calm, Quiet, appears to be in deep thought

BackgroundEdit

Ancestry

Kae'than's father was a wizard, and researcher of dragons, and all things related to dragons. Kae'than's father believed he had found lore, relics, and ancient manuscripts, spoke of a being called the Quel'nar (The one who will balance the great arcanas). The manuscripts claimed that once long ago, all magical creatures came from a single source. Furthermore, it claimed that Elves and Dragons were once one and the same, and then through some great tragedy, they were ripped apart from each other. Kae'than's father believed that it will be possible to rejoined with one another to become an entity of capable of controlling magic in a whole new a whole new intimate fashion. Kae'than's father believed these legends had to be real so much that it consumed his all of his life Kae'than spent his entire childhood and most of his young adult life following his father into caverns and caves looking for any and all pieces of information trying to piece together anything possible to learn how to bring the Quel'nar back. Because of his father keeping him constantly on the move, Kae'than study arcana became more of an on the move study, allowing him to lend himself to a blending of physical combat, and magical combat.

Present

Kae'than's father mysteriously disappeared in the middle of the night while Kae'than was sleeping at a local inn. Kae'than now travels searching for answers relating to his father and the Quel'nar. Rumors lead him to Dunn Wright Inn, perhaps he can finally put together the mystery of his father's disappearance and the mystery of the Quel'nar....

Adventure LogEdit

[link=Twist Tree adventure here]

      XP Received: 0000
Treasure Received: 0000 GP
                   0000 Gems/Jewelry
                        Items

Level UpsEdit

  Level 2:
    Class: Class
      BAB: +0 to +0
     Fort: +0 to +0
      Ref: +0 to +0
     Will: +0 to +0
     Feat: Feat
 Features: Class Features
       HP: Max -2 or Link to IC Roll, +1 FC Bonus (If Chosen)
Skill Pts: +0 = +0 (Class) +0 (Race) +00 (Old Total) 
                +1 (FC Bonus if Chosen) = 00 (New Total)
 
Level 2 to Level 3 Next, and so on . . .

ApprovalsEdit

  • Approval (May 19, 2013) (Satin Knights - Judge) level 1
  • Approval (May 19, 2013 1826 hrs local) (Scott DeWar - non Judge) level 1

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