Virgilia Kalar

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Virgilia Kalar
N Female Tiefling Magus (Bladebound, Fiend Flayer, Kensai) 6

Abilities

Str 8
Dex 14 +2 racial +2 item (18)
Con 12
Int 15 +4 racial +1 level +2 item (22)
Wis 10
Cha 13 -2 racial (11)

Combat

Init: +6 (+4 Dex +2 reactionary)
AC: 21 (base 10 + 4 Dex +6 Int +1 armor)
HP: 8 + 4d8 + 5 (33 hp)
BAB: +4
Attacks: Black Blade Katana +11, 1d8+6 S, 18-20/x2
CMB: +2
CMD: 16
Fort: +6 (+5 Magus +1 Con mod)
Ref: +6 (+2 Magus +4 Dex mod)
Will: +5 (+5 Magus +0 Wis mod)

Traits

Magical Lineage (Shocking Grasp): when applying metamagic feats to Shocking Grasp, reduce the final adjusted level by 1.
Reactionary: +2 initiative checks

Skills

Acrobatics 5 ranks +4 Dex mod (+9)
Bluff 5 ranks +2 racial +0 Cha mod +2 racial (+9)
Intimidate 5 ranks +3 class skill +0 Cha mod (+8)
Knowledge (arcana) 5 ranks +3 class skill +6 Int mod (+14)
Knowledge (dungeoneering) 1 rank +3 class skill +6 Int mod (+10)
Knowledge (the planes) 1 rank +3 class skill +6 Int mod (+10)
Perform (dance) 2 ranks +0 Cha mod (+2)
Ride 1 rank +3 class skill +4 Dex mod (+8)
Spellcraft 5 ranks +3 class skill +6 Int mod (+14)
Stealth 5 ranks +4 Dex mod +2 racial (+11)
Use Magic Device 5 ranks +3 class skill +0 Cha mod (+8)

Feats

Kensai 1: Weapon Focus (katana)
Level 1: Fiendish Heritage
Level 3: Weapon Finesse
Level 5: Dervish Dance/Heart Moves The Blade Style
Magus 5: Craft Wondrous Item

Racial Features

Fiendish resistance: cold/electricity/fire 5
Skilled: +2 racial bonus to Bluff and Stealth
Spell-like ability: Death knell 1/day (replaced by +2 racial bonus to Int)
Senses: 60ft Darkvision
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

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)

Fiend Flayer 1: Take 2 Con damage and gain +1 APP until you next prepare spells
Magus 1: Spell Combat (cast spell as part of full attack, take -2 on all attacks)
Kensai 1: Canny Defense (add lower of Int mod or kensai class level to AC)
Magus 2: Spellstrike (deliver touch spell through melee attack, use weapon threat range)
Kensai 3: Black Blade (+2 enhancement bonus, 2 arcane pool, Alertness, black blade strike, t
elepathy, unbreakable, energy attunement, Int 12 Wis/Cha 8)
Kensai 4: Perfect Strike (spend 1 APP to maximize base weapon damage; on crit, instead spend 2 APP to increase crit multiplier by 1)
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)

Spells

DC 16 + spell level

Level 0: 3

Arcane Mark*
Detect Magic*
Prestidigitation*
Ghost Sound*

Level 1: 3+2

Color Spray *
Grease *
Shocking Grasp ****

Level 2: 1+2

Glitterdust*
Invisibility*
Mirror Image **

Gear

Silken Ceremonial Armor (30gp) +2 Dex Belt (2k)* +2 Int headband (2k)* Boots of the Cat (0.5k)*

Asterisked items were self-constructed