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Karra (Lindeloef)

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Karra

Basic InformationEdit

      Race: Half-Elf
     Class: Magus (Hexcrafter)
     Level: 2
Experience: 1734 XP (15.02.15)(3300 TNL)
 Alignment: Neutral Good
 Languages: Common, Inner Sea, Dwarven, Elven, Gnome, Halfling, Orc 
     Deity: TBA
First Seen: The Dunn Wright Inn
  Location: The Road to Tritower
Background: Closed


AbilitiesEdit

STR: 14 +2 (  5 pts)
DEX: 12 +1 (  2 pts)
CON: 12 +1 (  2 pts)
INT: 19 +4 ( 13 pts + 2 Racial)
WIS: 10 +0 (  0 pts)
CHA: 08 -1 ( -2 pts)

Combat StatisticsEdit

(Max-2)   )   HP:  21 = [2d8 (14) + CON (1*2) + FC (2) + Toughness(3) ] (Magus 2)
              AC:  14 = [10 + DEX (1) + Armor (3)]
        AC Touch:  11 = [10 + DEX (1)]
   AC Flatfooted:  13 = [10 + Armor (3)]
            INIT:  +3 = [DEX (1) + Trait (2)]
             BAB:  +0 = [Magus (0)]
             CMB:  +3 = [BAB (1) + STR (2)]
             CMD:  14 = [10 + BAB (1) + STR (2) + DEX (1)]
       Fortitude:  +4 = [Magus (3) + CON (1)]
          Reflex:  +1 = [Magus (0) + DEX (1)]
            Will:  +3 = [Magus (3) + WIS (0)]
           Speed:  30'
Damage Reduction:  00/Any
Spell Resistance:  00
   Spell Failure:  00

Weapon StatisticsEdit

Melee:
 Katana: Attack: +3 = [BAB (1) + STR (2)]
           Damage: 1d8+2, Crit: 18-20/x2, Special: one handed
 Dagger: Attack: +3 = [BAB (1) + STR (2)]
           Damage: 1d4+2, Crit: 19-20/x2
Ranged:
 Dagger: Attack: +2 = [BAB (1) + DEX (1)]
           Damage: 1d4+2, Crit: 19-20/x2

Racial FeaturesEdit

Ability Adjustments: +2 (INT)
               Size: Normal
              Speed: 30'
      Favored Class: Magus (+2 HP), Witch(-)

   Low-Light Vision: Can see twice as far as Humans in conditions of
                     dim light.
     Ancestral Arms: Receive Exotic Weapon training (Katana)
          Elf Blood: Count as both Elves and Humans for any effect related
                     to race.
   Elven Immunities: Immune to magic sleep effects and get a +2 racial 
                     saving throw bonus against enchantment spells and
                     effects.
        Keen Senses: Receive a +2 Racial bonus on Perception skill checks.
      Multitalented: Choose two Favored Classes at 1st Level and gain +1 HP
                     or +1 Skill Point whenever they level in either one of
                     those classes.

Class FeaturesEdit

Magus

Armor/Weapons: A magus is proficient with all simple and martial weapons and 
               with light armor. He can cast magus spells while wearing light 
               armor without incurring the normal arcane spell failure chance.

Arcane Pool: 1/2 magus level +Int mod. (5 pts.)
             Gains arcane pool to fuel his powers & enhance weapon equal to 1/2
             magus level (minimum 1) + INT mod. 
             Refreshes 1/day when the magus prepares spells.

             1 point (swift action): held weapon gains +1 enhancement bonus for 1
             minute. Every four levels beyond 1st, weapon gains another +1 bonus 
             (max +5 at 17th level). 
             Bonuses stack with existing weapon enhancement to +5 max.
             Multiple uses of this ability do not stack with themselves.

             5th level: bonuses can add any of the following weapon properties:
             dancing (4), flaming (1), flaming burst (2), frost (1), icy burst (2),
             keen (1), shock (1), shocking burst (2), speed (3), or vorpal (5).

            
             Adding properties consumes bonus equal to the property’s base price
             modifier. Properties are added to any the weapon already has 
             (duplicates do not stack).

             If the weapon is not magical, min +1 enhancement bonus must be 
             added before other properties can be added. 
             Bonuses & properties are decided when arcane pool point is spent & 
             cannot be changed until next time magus uses ability.
             Bonuses do not function if 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.

 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 spell list with a casting time of 1 standard action
               (any attack the magus 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.


 Spell Strike:   At 2nd level, whenever a magus casts a spell with a range of “touch” 
                 from the magus spell list, he can deliver the spell through any weapon 
                 he is wielding as part of a melee attack. 

                 Instead of the free melee touch attack normally allowed to deliver the 
                 spell, a magus can make one free melee attack with his weapon 
                 (at his highest base attack bonus) as part of casting this spell. 

                If successful, this melee attack deals  its normal damage as well as the 
                effects of the spell. If the magus makes this attack in concert with spell 
                combat, this melee attack takes  all the penalties accrued by spell combat 
                melee attacks. 

                This attack uses the weapon’s critical range (20, 19–20, or 18–20 and 
                modified by the keen weapon property or similar effects), but the spell 
                effect only deals ×2 damage on a successful critical hit, while the weapon
                damage uses its own critical modifier.

FeatsEdit

Toughness (Magus 1): You gain +3 hit points. For every Hit Die you possess
                     beyond 3, you gain an additional +1 hit point. 
                     If you have more than 3 Hit Dice, you gain +1 hit points
                     whenever you gain a Hit Die (such as when you gain a level).

TraitsEdit

Elven Reflexes (Racial/Elven): +2 to Initiative
Magical Lineage (Magic): (Shocking Grasp) When you apply metamagic feats to 
                          this spell that add at least 1 level to the spell,
                          treat its actual level as 1 lower for determining
                          the spell's final adjusted level.

SkillsEdit

Skill Points: 12 = [Base (2) + Int (4)] * Level (Magus 2)

Skills                Total   Rank     CS   Ability  ACP  Misc
Acrobatics               0     0       0       1     -1   +0
Appraise                 4     0       0       4          +0
Bluff                   -1     0       0      -1          +0
Climb                    5     1       3       2     -1   +0
Diplomacy               -1     0       0      -1          +0
Disable Device                 0       0       0     -1   +0
Disguise                -1     0       0      -1          +0
Escape Artist            0     0       0       1     -1   +0
Fly                      0     0       *       1     -1   +0
Handle Animal                  0       0      -1          +0
Heal                     1     0       0       1          +0
Intimidate               3     1       3      -1          +0
Knowledge (Arcana)       9     2       3       4          +0
Knowledge (Dngnrng)      9     2       3       4          +0
Knowledge (Engnrng)            0       0       0          +0
Knowledge (Geography)          0       0       0          +0
Knowledge (History)            0       0       0          +0
Knowledge (Local)              0       0       0          +0
Knowledge (Nature)             0       0       0          +0
Knowledge (Nobility)           0       0       0          +0
Knowledge (Planes)       9     2       3       4          +0
Knowledge (Religion)           0       0       0          +0
Linguistics                    0       0       0          +0
Perception               2     0       0       0          +2(racial bonus)
Ride                     0     0       *       1     -1   +0
Sense Motive             0     0       0       1          +0
Sleight of Hand                0       0       0     -1   +0
Spellcraft               9     2       3       4          +0
Stealth                  0     0       0       1     -1   +0
Survival                 0     0       0       1          +1
Swim                     1     0       0       2     -1   +0
Use Magic Device         4     2       3      -1          +0

* = untrained class skill


Spellcasting StatisticsEdit

Concentration +5 | Caster Level 1 | Spell Failure 0%

Spell Level   Spells/Day   Save DC
 Cantrips         4          14
   1st            3          15


Spells KnownEdit

Cantrips                    Level 1                   
* Acid Splash              * Color Spray
* Arcane Mark              * Enlarge Person
* Dancing Lights           * Grease
* Daze                     * Ill Omen
* Detect Magic             * Obscuring Mist
* Disrupt Undead           * Shocking Grasp   
* Flare                    * True Strike  
* Ghost Sound
* Light
* Mage Hand
* Open/Close
* Prestidigitation
* Ray of Frost
* Read Magic
* Spark

Spells PreparedEdit

Cantrips                   Level 1
* Arcane Mark              * Color Spray
* Mage Hand                * Enlarge Person
* Ray of Frost

EquipmentEdit

Equipment                        Cost     Weight
Explorer's Outfit                 --         --   lb
Studded Leather                   25    gp   20   lb
Katana                            50    gp    6   lb
Dagger                             2    gp    1   lb
Spell Component Pouch              5    gp    2   lb

Backpack                           2    gp    2   lb
  Bedroll                          0.10 gp    5   lb
  Flint & Steel                    1    gp    0   lb
  Rope                             1    gp   10   lb
  Trail rations                    2.5  gp    5   lb
  Waterskin                        1    gp    4   lb
  Mug                              0.02 gp    1   lb
Belt pouch                         1    gp    0.5 lb
  Money                            0    gp    0   lb

                               ========     ======
                        Totals:  90.62 gp   56.5 lb

            Light  Medium   Heavy    
Max Weight: 0-58  59-116  117-175

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

FinancesEdit

PP:  0                                   Initial Character Money:   +150    gp
GP:  59                                earned on first adventure:     +0    gp
SP:  3                                                          ==========
CP:  8                                           Career Earnings:    150    gp
                                               Carried Inventory:    -90.62 gp
                                     consumed or destroyed items:     -0    gp
Gems/Jewelry/Other:                        living accommodations:     -0    gp
0000                                                              ==========
                                                         Coinage:     59.38 gp

DetailsEdit

      Size: Medium
    Gender: Female 
       Age: 22
    Height: 5'3"
    Weight: not telling
Hair Color: Blonde
 Eye Color: violet
Skin Color: 
Appearance:
  Demeanor:

BackgroundEdit

After 16 years of being raised by her Elven Father, Karra started searching for her mother Lanera. After a year of travel Karra found her. That is when Lanera discovered that Karra posses the same magical abilities as her. She taught Karra how to wield Magic and fight with a sword. Eager to use her new learned abilities for good, Karra set out to venture through the lands and help people. But not without one last gift from her mother, the families ancestral blade.

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 +1
     Fort: +2 to +3
      Ref: +0 to +0
     Will: +2 to +3

 Features: Spell Strike
       HP: Max -2 , +1 FC Bonus
Skill Pts: 12 = +6 (Class) +06 (Old Total) 
              = 12 (New Total)
Spells per day: 
      lvl 0: 3 to 4
      lvl 1: 2 to 3

ApprovalsEdit

  • Approval (August 1st, 2014) (Satin Knights ~ Judge) level 1
  • Approval (August 1st, 2014) (Aura - Judge) level 1
  • Approval (March 8th, 2015) (Aura) level 2

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