Lvl 1 Feat - Armor of the pit +2 Natural Bonus – Quarterstaff Master [b/](One handed weapon or two decided at start of turn, Can take W.Spec Q Staff with no levels in fighter)
[b]Monk bonus 1-Dodge Monk bonus 2-Deflect arrows
Lvl3 Feat – Weapon Finess Lvl5 Feat – Blind fight Magus Arcana - Spell Blending (mage Armor, Touch of Gracelessness
You are skilled at attacking opponents that you cannot clearly perceive.
Blind fight
Benefit: In melee, every time you miss because of concealment (see Combat ), you can reroll your miss chance percentile roll one time to see if you actually hit.
An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class , and the attacker doesn't get the usual +2 bonus for being invisible . The invisible attacker's bonuses do still apply for ranged attacks, however.
You do not need to make Acrobatics skill checks to move at full speed while blinded.
Normal: Regular attack roll modifiers for invisible attackers trying to hit you apply, and you lose your Dexterity bonus to AC . The speed reduction for darkness and poor visibility also applies.
Special: The Blind-Fight feat is of no use against a character who is the subject of a blink spell.
Spell Combat – full round action, all melee attacks (-2 penalty) and cast any magus spell. Can cast defensively on attack roles up to int bonus and add that bonus to concentration checks.
Spell Strike (Su) - 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.
Spell Strike - Deliver spells via weapon
Arcane pool=5(1/2 magus level + 3 int)
>>>Weapon Enhance – 1 pt +Swift action = +1 enhancement bonus for one min
Spell Recall- Recall spell as free action by spending point = spell level
Flurry of blows-Monk levels = BAB for determining TWF using monk weapons
Unarmed Strike 1d8
Perfect Strike - Roll attack 2X take better using monk weapons. If one crits the other is the confirmation. 5X/d
Quarter staff master - Can use Qstaff as one handed weapon to add 2X str modifier
Maneuver Training - BAB = Monk levels for CMB
Ki Pool (magic) 6- 1/2 monk levels + Wis = 6
skills:
Total skill points = 35 (4+int=7 X5)
Acrobatics + 11(+5 rank+3 Dex,+3 Class skill)
Climb + 7(+3 rank+1 Str,+3 Class skill)
Escape artist + 10(+2 rank+3 dex,+3 Class skill)
Craft Staff maker +7(+1 rank,+3 Int, +3 Class skill)
Fly+ (+0 rank,+2 Dex, +3 Class skill)
Intimidate + 3(+1 rank, -1 cha+3 Class skill)
Know (Arcana) +7 (+1 rank,+3 Int, +3 Class skill)
Know (Dungeon) + 7(+1 rank,+3 Int, +3 Class skill)
Know (history) + 7(+1 rank,+3 Int, +3 Class skill)
Know (Planes) + 7(1+1 rank,+3 Int+3 Class skill)
Know (religion) + 7(+1 rank,+3 Int, +3 Class skill)
Linguistics+4 (+1 ranks, +3 int)
Perception + 11(+4 rank +4 wis +3 Class skill)
perform (none)+ 0(0+ rank,-1cha +3 Class skill)
Ride+7 (1+ rank,+3 Dex, +3 Class skill)
sense motive +8 (+1 rank,+4 wis +3 Class skill)
Spellcraft + 7(+1 rank,+3 Int, +3 Class skill)
stealth+ 11(+5 rank,+3dex +3 Class skill)
Swim+5 (+1 rank,+1 Str,+3 Class skill)
UMD +3 (+1 rank,-1 Cha +3 Class skill)
Mundane stuff that I'll probably get
Bedroll
Blankets
Hanging tent
6 days rations
I'll be wearing the large cloak and wide-brimmed hat that I started with.
1lb sack of flour (or something similar doesn't have to be edible)
Rope, hemp 50'
Block and Tackle
Chalk
Oil flask (flammable)
hand mirror
Grappling hook (if he has one)
string
needle and thread
fishhooks
ink
paper (or parchment)
bell (string, a fishhook and a bell is a lot cheaper than "alarm")
A couple of torches
extra clothes
watertight container for scrolls or maps
standard backpack, bedroll, rations
netting (very useful in multiple situations)
empty flasks
crowbar
hammer and pitons (or the "climbing kit")
mirror
standard waterskins, pouches, bags, etc.
Traits:
Reactionary (combat): (+2 initiative) You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacted to danger quickly. You gain a +2 trait bonus to initiative checks.
Focused Mind (Magic): Your childhood was either dominated by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks
Tiefling Racial Traits:
30' movement
Darkvision 60'
darkness 1/d
Cold, Elec, Fire resist 5
Prehensile tail - free action to draw small objects on person
Brief History:
TBD
Notes:
Starting item wish list
Adamantine staff (3000)
Darksire amulet (4500-creation 9 days) - +5 resists for tieflings, +4 diplomacy evil outsiders
Hat of disguise (900-creation 2days)
Handy Haversac (1000-Creation 2 days)
Wand of infernal healing (750)
Arcane locked MW manacles (75GP) - Arcane locked by me via loaned Ring of spell storing
Extra -275g pocket money
Possible Vows -
Cleanliness +1/5lvls - Prestidigitation
Fasting +1/6 lvls - ring of sustenance