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Virgilia Kalar
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Back to [[Not_Quite_Zero_Anymore|the main page]]. '''Virgilia Kalar'''<br> N Female Tiefling Magus (Bladebound, Fiend Flayer, Kensai) 6 =Abilities= Str 8<br> Dex 14 +2 racial +2 item (18)<br> Con 12<br> Int 15 +4 racial +1 level +2 item (22)<br> Wis 10<br> Cha 13 -2 racial (11)<br> =Combat= Init: +6 (+4 Dex +2 reactionary)<br> AC: 21 (base 10 + 4 Dex +6 Int +1 armor) <br> HP: 8 + 4d8 + 5 (33 hp)<br> BAB: +4<br> Attacks: Black Blade Katana +11, 1d8+6 S, 18-20/x2<br> CMB: +2<br> CMD: 16<br> Fort: +6 (+5 Magus +1 Con mod)<br> Ref: +6 (+2 Magus +4 Dex mod)<br> Will: +5 (+5 Magus +0 Wis mod)<br> =Traits= Magical Lineage (Shocking Grasp): when applying metamagic feats to Shocking Grasp, reduce the final adjusted level by 1.<br> Reactionary: +2 initiative checks<br> =Skills= Acrobatics 5 ranks +4 Dex mod (+9)<br> Bluff 5 ranks +2 racial +0 Cha mod +2 racial (+9)<br> Intimidate 5 ranks +3 class skill +0 Cha mod (+8)<br> Knowledge (arcana) 5 ranks +3 class skill +6 Int mod (+14)<br> Knowledge (dungeoneering) 1 rank +3 class skill +6 Int mod (+10)<br> Knowledge (the planes) 1 rank +3 class skill +6 Int mod (+10)<br> Perform (dance) 2 ranks +0 Cha mod (+2)<br> Ride 1 rank +3 class skill +4 Dex mod (+8)<br> Spellcraft 5 ranks +3 class skill +6 Int mod (+14)<br> Stealth 5 ranks +4 Dex mod +2 racial (+11)<br> Use Magic Device 5 ranks +3 class skill +0 Cha mod (+8)<br> =Feats= Kensai 1: Weapon Focus (katana)<br> Level 1: Fiendish Heritage<br> Level 3: Weapon Finesse<br> Level 5: Dervish Dance/Heart Moves The Blade Style<br> Magus 5: Craft Wondrous Item<br> =Racial Features= Fiendish resistance: cold/electricity/fire 5<br> Skilled: +2 racial bonus to Bluff and Stealth<br> Spell-like ability: Death knell 1/day (replaced by +2 racial bonus to Int)<br> Senses: 60ft Darkvision<br> Fiendish Sorcery: +2 to Cha mod for Abyssal/Infernal bloodline abilities (replaced by prehensile tail: remove small objects on one's person as a swift action<br> =Class Features= 8 arcane points (spend 1p to add +1 enhancement bonus for 1 minute, stacks with existing bonus to +5. May also add dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed or vorpal for 1 minute, by spending APP equal to the enhancement bonus equivalent)<br> Fiend Flayer 1: Take 2 Con damage and gain +1 APP until you next prepare spells<br> Magus 1: Spell Combat (cast spell as part of full attack, take -2 on all attacks)<br> Kensai 1: Canny Defense (add lower of Int mod or kensai class level to AC)<br> Magus 2: Spellstrike (deliver touch spell through melee attack, use weapon threat range)<br> Kensai 3: Black Blade (+2 enhancement bonus, 2 arcane pool, Alertness, black blade strike, t<br>elepathy, unbreakable, energy attunement, Int 12 Wis/Cha 8)<br> Kensai 4: Perfect Strike (spend 1 APP to maximize base weapon damage; on crit, instead spend 2 APP to increase crit multiplier by 1)<br> Magus 6: Magus Arcana (Spell Shield: as an imm. action, spend 1 APP to gain a +6 shield bonus to AC until the end of her next turn)<br> =Spells= DC 16 + spell level ==Level 0: 3== Arcane Mark*<br> Detect Magic*<br> Prestidigitation*<br> Ghost Sound*<br> ==Level 1: 3+2== Color Spray *<br> Grease *<br> Shocking Grasp ****<br> ==Level 2: 1+2== Glitterdust*<br> Invisibility*<br> Mirror Image **<br> =Gear= Silken Ceremonial Armor (30gp) +2 Dex Belt (2k)* +2 Int headband (2k)* Boots of the Cat (0.5k)* Asterisked items were self-constructed
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