Bordayus Judas
BordayusJudas3rdcolor_zpsca9c5caf.jpg
Male Human Magus 1 XP: 375
True Neutral

Strength 10 (+0)
Dexterity 16 (+3)
Constitution 14 (+2)
Intelligence 20 (+5)
Wisdom 12 (+1)
Charisma 8 (-1)

Size: Medium
Height: 5' 0"
Weight: 180 lb
Eyes: Black
Hair: Light Brown Straight; Beardless
Skin: Pale

Total Hit Points: 10

Speed: 30 feet

Armor Class: 16 = 10 + 3 [dexterity] +3 [Armor AC]
Touch AC: 13
Flat-footed: 13

Initiative modifier: + 3 = + 3 [dexterity]
Fortitude save: + 4 = +2 [base] +2 [Constitution]
Reflex save: + 3 = 0 [base] + 3 [dexterity]
Will save: + 3 = 2 [base] + 1 [wisdom]
Attack (handheld): + 0 = 0 [base] + 2 [strength]
Weapon Finesse: + 3 = 0 [base] + 3 [dexterity]
Attack (missile): + 3 = 0 [base] + 3 [dexterity]
Combat Maneuver Bonus: + 0 = 0 [base] + 2 [strength]
Combat Maneuver Defense: + 13 = 10 + 0 [base] + 0 [strength] + 3 [dexterity]

Languages: Abyssal Common Draconic Elven Goblin Infernal Orc

Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
Rapier [1d8, crit 18-20/x2, range inc 10 ft., 2 lbs. Piercing]
Studded Leather: +3 AC, +3 Dex, -1 Armor Check, Light Armor

Feats:

Metamagic Feat: Heighten Spell
Weapon Finesse

Skills Stats Total Ability Rank Misc
Climb STR 3 0 0 +3 class Skills
Craft INT 9 5 1 +3 Class Skills
Fly DEX 7 3 1 +3 Class Skills
Intimidate CHA 2 -1 0 +3 Class Skills
Knowledge Arcana INT 9 5 1 +3 Class Skills
Knowledge Dungeoneering INT 9 5 1 +3 Class Skills
Knowledge Plane INT 9 5 1 +3 Class Skills
Profession: Secret Agents WIS 5 1 1 +3 Class Skills
Ride DEX 6 3 0 +3 Class Skills
Spelllcraft INT 9 5 1 +3 Class Skills
Swim STR 3 0 0 +3 Class Skills
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  • = check penalty for armor/shield

** = some groups double armor/shield penalties for swimmers
This character also has 1 ranks in Linguistics.

Zero-level Wizard spells: 3 can be chosen per day; unlimited casting

Acid Splash: Orb deals 1d3 acid damage.
Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
Dancing Lights: Creates torches or other lights.
Daze: A single humanoid creature with 4 HD or less loses its next action.
Detect Magic: Detects spells and magic items within 60 ft.
Disrupt Undead: Deals 1d6 damage to one undead.
Flare: Dazzles one creature (–1 on attack rolls).
Ghost Sound: Figment sounds.
Light: Object shines like a torch.
Mage Hand: 5-pound telekinesis.
Open/Close: Opens or closes small or light things.
Prestidigitation: Performs minor tricks.
Ray of Frost: Ray deals 1d3 cold damage.
Read Magic : Read scrolls and spellbooks.
Spark : Ignites flammable objects.

First-level Wizard spells: 3 (1 + 2) per day

Blood Money: Use your blood as material component for casting spells.
Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lbs./level
Keep Watch: Enables the subjects to stand watch or keep vigil throughout the night without any ill effects
Mirror Strike: You may strike multiple opponents with a single attack
Ray of Enfeeblement: Ray causes 1d6 Str penalty + 1 per 2 levels
Shield: Invisible disc gives +4 to AC, blocks magic missiles
True Strike: +20 to Next attack
Vanish Invisablility for 1 round / Level max 5

Favored class points: Hit points +0; Skill points +1

Adjust weapon attack rolls and armor penalties as required for masterwork / magic equipment.

Human

•This human chose +2 to intelligence (already included)
•Extra feat at first level (already included)
•Four extra skill points at first level (already included)
•One extra skill point at each additional level (already included)

Magus

  • 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.

  • Spells 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.

Class HP rolled
Level 1: Magus 10

Equipment:

1 lb
3 lb
_
4 lb Weapons / Armor / Shield (from above)
Spellbook x1

Total

More about this character:

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