Elf

Varrel's page

1,171 posts. Alias of STR Ranger.


Full Name

Varrel

Race

Elf

Classes/Levels

Magus 7 AC 23/13/21, HP75/75, F9/R5/W6, Init +4, Perception +13+2 Alertness,

Silf:
Perception +13, HP 29/29, AC 24/15/21, Saves F5/R9/W7, Bite Attack +8, 1d3-2 damage, doesn't provoke when charging

Gender

Male

Size

Med

Age

120

Special Abilities

Low light Vision, Elven Magic, Keen Senses, Immune to sleep, +2vs Mind Affecting

Alignment

Neutral Good

Deity

Ragathiel

Location

Korvosa

Languages

Common, Elven, Sylvan, Orc, Cheliaxan, Varisian, Dwarven

Occupation

Former Slave/Bodyguard

Strength 18
Dexterity 14
Constitution 15
Intelligence 20
Wisdom 8
Charisma 7

About Varrel

Born a Slave, Varrel has known pain and suffering his whole life.
He has no family and only knows the kiss of the lash. Varrel was different though. Unlike the other slaves owned by House Thrune, THIS elf would not break, rather he was smart enough to toe the line because it lessened the pain. Such was he so used to serving, that one day, when his wizard master had been caught unaware, Varrel, surprisingly had saved his life.

He had fought wildly and without skill but his rage and ferocity was equal to the task. His master looked on in disbelief as he used a firepoker to fend an assasin and, unexpectedly he was able to daze his foe with magic before felling him.

The fact he had only seen his master cast this spell and further, the fact he managed to recite the inflections and complete the gestures, whilst simultaneously swinging his improvised weapon spoke of possibility to his master.

Meaning to use Varrel as a secret body quard, he began having him trained under skilled and repeatedly brutal instructors. Varrel asked for none of this, hated it. Hated not having a life, hated his master for deciding his fate, hated himself for not letting the assasin finish his work. Varrel had enough, but was not beyond reason. His foolish master believed him finally tamed, an so he would appear, until he had sufficient power to find his justice.

Statblock:
Traits: Magical Lineage (Frostbite), Wayang Spellhunter (Shocking Grasp),Paranoid DC15 aid another
Bruising Intellect Int to Intimidate

Varrel CR 6
Male Elf (Chelaxian) Magus 8
NG Medium Humanoid (Elf)
Init +4; Senses Perception +13, Cast Defensively +2 (Racial)
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DEFENSE
--------------------
AC 23, touch 13, flat-footed 21 (10+2dex+8 Armor(+2 Shadow)+1 Ring,+1 Armored Kilt+1 amulet of Nat armor)
hp 75/75 (8d8+ con)
Favored Bonus: Extra Arcana

Fort +9 , Ref +5, Will +6 (+2racial vs mind affecting),included +1 Cloak
Resist None
--------------------
OFFENSE
--------------------
Spd 30 ft.

Melee Spell Combat +1 Cruel Cold Iron Scimitar +10/+5 (1d6+3+1/19-20/x2/S) or Spellstrike Two Handed Masterwork Scimitar +12 (1d6+4/19-20/x2/S)

Spell Combat Masterwork Alchemical Silver Heavy Pick+10/+5 (1d6-1+3/x4/P) or Spellstrike Two Handed +12
(1d6-1+4/x4/P)

Spell Combat Masterwork Alchemical Silver Warhammer +10/+5 (1d8+3/x3/B) or Spellstrike Two Handed +12
(1d8-1+4/x3/B)

Spell Combat Masterwork Cold Iron Cestus +10/+5 (1d4+3/19-20/x2/B or P) or Spellstrike +12

Spell Combat Masterwork Alchemical Silver Cestus +10/+5 (1d4+3/19-20/x2/B or P) or Spellstrike +11

Ranged Masterwork (+3)Composite Longbow +10/+5 (1d8+3/x3/P) range: 110ft
Note: Spellstrike CAN be used in conjunction with spell combat, granting an extra attack as part of casting the spell.

--------------------
STATISTICS
--------------------
Str 16, Dex 14, Con 13, Int 18, Wis 8, Cha 7
Encumbrance: Light- 76lbs / Medium- 153lbs/ Heavy- 230lbs/ Lift- 460lbs/ Drag- 1,150lbs

Base Atk +6/+1 (+1 Ioun stone); CMB +11; CMD 23

Supernatural Abilities::

Hexes-DC= 10+1/2HD+Int.

Slumber Hex, Will DC19 Range 30ft

Flight Hex- The witch grows lighter as she gains power, eventually gaining the ability to fly. At 1st level, the witch can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the witch.

Evil Eye- The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch's choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch's Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4.

Skills::
49
Acrobatics 1+2(DEX)=3
Appraise 0+5(INT)= 5
Bluff 0-2 (CHA)=-2
Climb 4+3(STR)=7
Craft (Weapons) 4+5(INT)=5
Diplomacy 3-2(CHA)= 1
Fly 4+2(DEX)=6
Intimidate 11+5(INT)=16
Knowledge-Arcana 8+5(INT)=13
Knowledge-Dungeoneering 5+5(INT)=10
Knowledge-Planes 5+5(INT)=10
Knowledge-Nature 1+5(INT)=6
Knowledge-Religion 4+5(INT)=9
Linguistics 1+5 (Int)=6
Profession-Bodyguard 4-1(WIS)=3
Ride 4+2(DEX)=6
Sense Motive 0=0/w/familiar=2
Spellcraft 11+5(INT)=16
Swim 4+3(STR)+4(racial hex)=11
Stealth 7+2(DEX)+5 (Magic)=14
Perception 7-1(WIS)+2(racial)+5(Magic)=13+2 Alertness familiar
Use Magic Device 4-2(CHA)=2
-1 Armor check Penalty

Racial Abilities:

Standard Racial Traits
•Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
•Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
•Type: Elves are Humanoids with the elf subtype.
•Base Speed: Elves have a base speed of 30 feet.
•Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.
Defense Racial Traits

•Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Feat and Skill Racial Traits

•Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Magical Racial Traits

•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.
Offense Racial Traits

•Arcane Focus: Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity.

•Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

Class Abilities:
Arcane Pool: 9 points.
Uses: Enchance wpn (+2), 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.
Hex Arcana- Flight, Slumber
Empathic Link with Familiar (Su), Share Spells with Familiar
Deliver Touch Spells
Speak with Master

Gear::

Arms/Armor:
Arrows (20),
Masterwork Composite Shortbow (+3str) 700gp
+1 Cruel Cold Iron Scimitar 8030gp
Masterwork Cold Iron Cestus R.Hand 310gp
Masterwork Alchemical Silver Cestus L.Hand 310gp
Masterwork Alchemical Silver Pick 398gp
Masterwork Alchemical Silver War hammer 402gp
Magic+2 Shadow Mithral Breastplate/Armored Kilt
Magnatist Glove 6000
Ring of Protection +1
Amulet of Natural Armor +1 2000gp
Headband of Vast Intelligence +2 4000gp
Belt of Physical Might 10000gp
Cloak of Resistance +1 1000gp
Ring of Wizardry 1 20000gp
Cracked Prism +1 Attack 4000gp
Eyes of the Eagle 2500gp

Other Gear:
Backpack (1 @ 3 lbs),
Holy symbol, wooden: Ragathiel,
Pouch, belt (20 @ 2 lbs),
Spell component pouch,
Spellbook-Magus,
4x Pearl of Power (1st) 3 used today

GP- 905

SPECIAL ABILITIES:

Alertness: You gain the Alertness feat while your familiar is within arm's reach.

Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Magical Lineage: Frostbite -1 LA for Metamagic on this spell.
Share Spells with Familiar The magus may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A magus may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast)
Speak With Master
Speak With Animals of it's kind

Feats/Special::

1- Arcane pool, cantrips, spell combat, Rime Spell
2- Spellstrike
3- Arcana: Familiar (either raven or pterosaur), Enforcer
4- Hex Magus: Slumber
5- Bonus Feat: Blindfight, Combat Expertise
6- Hex Arcana: Evil Eye Racial: Hex Arcana- Flight
7- Medium Armor, Moonlight Stalker
8- Improved Spell Combat

Arcane Poolpoints 9 9 left

Spellist:

Magus Spells Known (CL 5, P=Prepped)
0- DC15(at will, all spells known)
P-Light
P-Detect Magic
P-Brand
P-Mage Hand
P-Prestidigiation

1-DC16 (6/day)
Prepared:
P- Vanish
P- Ray of Enfeeblement
P- Shocking Grasp
P- Shocking Grasp
P- Frostbite (Rime Spell)
P- Frostbite (Rime Spell)
Ring of Wizardry Slots Prepared:
P- True Strike
P- Ill Omen
P- Enlarge Person (cast)
P- Blend
P- Chill Touch
P- Silent Image

Known-Blend, Enlarge Person, Vanish, True Strike, Silent Image, Reduce Person, Mount, Frostbite, Shield, Color Spray, Grease, Shocking Grasp, Ill Omen, Chill Touch, Weaponwand, Infernal Healing, Obscuring Mist, Magic Weapon, Warding Weapon, Keep Watch, Ray of Enfeeblement

2- DC17 5/day
Prepared:
P- Glitterdust
P- Frigid Touch
P- Blur
P- Blur
P- Serren's Armor Lock

Known-Glitterdust, Frigid Touch, Invisibility, Brow Gnasher, Blindness/Deafness, Tactical Acumen, Blur, Bladed Dash, Serren's Armor Lock, Flaming Sphere, Ablative Barrier

3- DC18 3/day
P-Bestow Curse
P-Slow
P-Fireball

Known- Bestow Curse, Aqueous Orb, Slow, Haste, Fly, Gtr Magic Weapon, Fireball,Dispel Magic, Sleet Storm, Water Breathing, Vampiric Touch, Stinking Cloud, Monstrous Physique

Disposable Magic:
Magic Missile scroll
Silent Image scroll
Scroll of Invisibility ×2
Keep Watch scroll
Potion of Invisibility
6x Potions of CMW

Wand of SHIELD 46 charges
Wand of Invisibility 49 charges
Wand of Infernal Healing 50 charges
Wand of MOUNT 50 charges
Wand of SLOW 13 charges

To buy: Mirror Image, Bulls Str, Scorching Ray, Gust of Wind, Stone Call

3- Cloak of Winds, Displacement, Ray of Exhaust, Stinking Cloud, Wind Wall

Silf:
Rhamphorhynchus
CR1/3
XP 135
N Tiny animal
Init +3; Senses low-light vision, scent;

DEFENSE
AC 24, touch 15, flat-footed 20(+3 Dex, +2 size, Natural+4, +5 (+1 Magic) leather Lamillar)
hp 29 (1/2 Master)
Fort +6, Ref +7, Will +8
Defensive Abilities evasion, Improved Evasion

OFFENSE
Speed 10 ft., fly 40 ft. (good)
Melee bite +8 (1d3–2)(-1 Armor check)
Space 2-1/2 ft.; Reach 2-1/2 ft.
Special Attacks sudden swoop

STATISTICS
Str 6, Dex 17, Con 11, Int 9, Wis 14, Cha 11
Base Atk +9; CMB +?; CMD ?
Feats Lightning Reflexes

Acrobatics 1+3(DEX)=4 (-1 Armor)
Appraise 0-1(INT)= -1
Climb 4-1(STR)=3
Craft (Weapons) 4-1(INT)=3
Diplomacy 3+0 (CHA)= 3
Fly 14+3(DEX)=17(-1armor)
Intimidate 11+0(CHA)=11
Knowledge-Arcana 8-1(INT)=7
Knowledge-Dungeoneering 5-1(INT)=4
Knowledge-Planes 5-1(INT)=4
Knowledge: Nature 1-1=0
Knowledge-Religion 4-1(INT)=3
Linguistics 1-1(INT)=0
Profession-Bodyguard 4+2(WIS)=5
Ride 4+3(DEX)=7(-1armor)
Sense Motive 0+2 (WIS)=2 +2 for Alertness
Spellcraft 11-1(INT)=10
Swim 4-2(STR)=2
Stealth 11+3(DEX)=14(-1armor)
Perception 9+2(WIS)=11+2 for Alertness
Use Magic Device 4+0(CHA)=4

SPECIAL ABILITIES
Sudden Swoop (Ex)

If a rhamphorhynchus makes a charge attack while flying, it does not provoke attacks of opportunity when it enters an opponent’s space to make a melee attack. It also gains a +2 bonus on damage rolls with its bite attack when it makes a sudden swoop.

Silf's Gear:

+1 Magic Leather Lamillar (Ally craft for 1/2) 530gp

Proposed Level 20 Build:

1- Arcane pool, cantrips, spell combat, Rime Spell
2- Spellstrike
3- Arcana: Familiar (either raven or pterosaur), Enforcer
4- Hex Magus: Slumber
5- Bonus Feat: Blindfight, Combat Expertise
6- Hex Arcana: Misfortune, Racial: Hex Arcana- Flight
7- Medium Armor, Moonlight Stalker
8-Improved Spell Combat
9-Hex Arcana-Evil Eye, Or SPELL SCARSImproved Familiar (Fairie Dragon)
10-Fighter Training
11-Power Attack, Spell Recall, Intensify Spell
12- Hex Arcana- Ice Tomb, Racial: Hex Arcana- Retribution or major healing
13- Heavy Armor, Extra Arcana: Arcane Accuracy
14 Greater Spell Combat
15- Arcana- Bane Blade, Craft Rod
16- Counterstrike
17-Quicken Spell, Spell Perfection:Chain Lightning
18- Hex Arcana- Summon Spirit, Racial: Lifegiver
19- Greater Spell Access, Dazing Spell
20- True Magus