Russ Magus pathfinder
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HARACTER NAME PLAYER NAME IDENTITY
LASS SIZE GENDER ALIGNMENT DEITY
EVEL RACE AGE HEIGHT WEIGHT EYES HAIR
Acrobatics
AMMUNITION
AMMUNITION
AMMUNITION
AMMUNITION
AMMUNITION
AMMUNITION
STR
MOD
+
+0
+1
+1 + +0+3 +
+0 ++4
ATTACK BONUS
RANGED
TOTAL
WILL +
+
+5
TOTAL
WISDOM=
COMBAT MANEUVER BONUS
CMB =
SIZE
MODBAB
+0
P
ATTACK BONUS
+9
Medium3 lbs
BABSTR+
DEX
SIZE
MOD
MISC.
MOD
+0
4 +
SIZE
DAMAGE
Medium
+
1d8+2
+3
ANGE
CRITICAL
-
SIZE
+3
TOTAL ATTACK BONUS
WEIGHT
P
TYPE
8 lbs
ANGE
WEIGHT
CM +1; SB [+1]
+3
Boar Spear
WEAPON
110 ft
TOTAL ATTACK BONUS CRITICAL
20/x2ANGE WEIGHT SIZE SPECIAL PROPERTIES
TYPE
DAMAGE
CRITICAL
SPECIAL PROPERTIES
WEIGHT
TYPE
CRITICAL
CRITICAL
SPECIAL PROPERTIES
TOTAL ATTACK BONUS
20/x2
DAMAGE
+1
+1
+12
Dex*¹
+14
Wis¹
1d6+1
DAMAGE
Sound-based
=
T Int
+5
Wis¹
Dex*¹
T
T
T
T +14
Spellcraft
Unusual stonework
Use Magic Device Cha
T
+8
+8Wis¹
=
=
+=
=
=
=
=
=
+8
Tracking - 1/2 speed Wis¹
+14
+8
+8
+8
=
+
+
+
+
=
++
+
=
=
=
+
=
Skills marked with ¹ can be used normally even if the character has zero (0) skill ranks
Skills marked with S are class skills.
* ARMOR CHECK PENALTY applies. ** Twice ARMOR CHECK PENALTY applies.
+=
+
+
=
+ +
+
+
+
+
=
+
+
+
+
+
+
=
+
+
+
+
+
=
5
=
=
2
+
+ 01++ 5
0
+
+ 0 +
=
+
+
=
= 1 + 0
+
5
+
+ 5 +
= 5
5 + (5) +
+
+
+
(5)
+(5)+
1 += (5)
0+
+
+
5=
4
=
1+ 5
2+
1
+
= (5)= 1 +
+ (5)
1 +
= + (5)
(5)
1 +=
(5)
1 +
+ (5)+
= 1 + (5)
= 1 (5)+
+
+
+ (5)
+ (5)
+ (5)
1
+
+8Wis¹ +8 1 +
+
(5)=
= 1+
+
+
Wis¹
Wis¹ +8 ++ (5)=
+
4+10
= 4
Secret doors/compartments
Opposed in dark or shadows
+ 1 +
1
+8 +
Knowledge (planes) = 4Wis¹
+8
+
= 1
= 1
T
+8
+ 5= 2 +Intimidate
Knowledge (dungeoneering) Int +8
Cha¹ +10
Knowledge (arcana) Int
5
Wis¹
=
+ 1 +
+
3=
+
+1
5Perception
Wis¹ +8
0+
2
+
+
2
0=
= ++
+0
+
1 +
0
+
0
0
+
=
= +
0
0
0
4
+
+
+
+
+
4
+
+
+
4
1
4
0 +
0 +
SKILL NAME
+
+=
=
N
Dex*¹ 5
+4
+1=
=
0 +
+0 ++0+0 +
SKILLS
ARCANE SPELL FAILURE
DAMAGE REDUCTION
ARMOR
CHECK
PENALTY
30 ft/x4
+
0 lbs
NON
LETHAL
Medium
+ +0
SPELL RESISTANCE
Cha¹
Int¹
Bluff
Climb
Craft (alchemy)
+2
+4
+
+7
1711
+4
Int¹
Str*¹
—
++ +0
=
+
ARMOR
BONUS
DEX
MODIFIER
Magus 5
5 Drow / Humanoid (Elf) 130
WOUNDS
Russ
5 ft. 10 in.
TEMP.
Male
ABILITY
SCORETOTAL
TEMP.
SCORE
50HPHIT POINTS
22DEFLECT
BONUS
TEMP.
MODIFIER
+5
POINT TRACKER
SIZE
MODIFIER
DEXDEXTERITY
20
CHARISMA
ABILITY NAME
+1STR 13
ABILITY
MODIFIER
STRENGTH
ARMOR CLASS
AC
+1
+10
+112
18 +4
ONSTITUTION
+2
13
=
BASE
SAVE
=
++1 +5
WIS
+=
Appraise 4
2 0
+
RANKS
Int¹WISDOM
CONDITIONAL MODIFIERSTOTAL
BASE ATTACK
CON
INT
NTELLIGENCE
CHA
INIT
BAB +314
+
MAX RANKS:
T
T
SR15TOUCH
ARMOR CLASS
C L A S S
S K I L L
SKILL
MODIFIER
+5
KEY
ABILITY
DODGE
BONUS
+0
CONCENTRATION CHECK BONUS
Mgs T
=
ABILITY
MODIFIER
FLAT
FLAT-FOOTED
SPEED
ABILITY
MODIFIER
4
=
NATURAL
ARMORMISC.
Craft (bows) +4
SPELL FAIL
T
T
T
T
T
T
Wis¹
Stealth
+
+9
TEMP.
MODIFIER
Int¹
Opposed
Sight-based
Smell-based
Int
Find Traps
Opposed in bright light Wis¹
20/x3
Craft (weapons)
Craft (trapmaking)
Wis¹
Taste-based
+4
INITIATIVE
=
=
=
Wis¹ +8
Wis¹
Touch-based
MISC.
MOD
+ +0
+4
Craft (armor)
Cha¹ +2
+1
+5Heal
Escape Artist
Wis¹
Disguise
Dex*¹
Diplomacy +2Cha¹
+8
+8
+
+0
Wis¹
Wis¹
Tracking - Normal Speed
Tracking - x2 speed
+5SHIELD
BONUS
= +5
+0
15%
TOTAL ATTACK BONUS CRITICALDAMAGE
+
TEMP.
MODIFIER
+0+0+1
+ enses: ow- g s on, een enses,
=
BASE
ATTACK
+4
MISC.
BONUS
+1
++2
+0
Perform (act) Cha¹
Marshes or Forests
Dim light or darkness Dex*¹B
Quarterstaff
+5
+ saves vs enc , mmune o seep
MISC.
BONUS
+
+3
+5
Int¹T
T
Int¹
brace, see text
TEMP.
MODIFIER
ABILITY
MODIFIER
SPECIAL PROPERTIES
+4
Composite Longbow +1
MELEE
+14
Str*¹ANGE
WEAPON
+1
Ride
Sense Motive
+2Dex*¹
Survival
Dex*¹
Swim
Underground
+10
++
14 sCoreForge Pathfinder Character Creator v7.4.0.1
SPECIAL PROPERTIES
+8
SIZE
MODIFIER
WEAPON
TOTAL
19 = + ++
+
SIZE
SIZE
TOTAL ATTACK BONUS
WEAPON
ANGE
TYPE
WEAPON
DEXTERITY
REFLEX
CONSTITUTION
SAVING THROWS
+6
FORTITUDE
WEIGHTANGE
- 4 lbs
WEAPON
DAMAGE
+10+6
TYPE
TOTAL ATTACK BONUS
=
Medium monk, double
WEIGHT TYPE
1d8+1
SIZE SPECIAL PROPERTIES
CMDOMBAT MANEUVER DEFENSE
+3 +
++
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--
#
#
#
#
#
#
#
#
#
#
#
300 750
MED LOAD
HEAVY
LOAD
50 150
NOTES
0 lbs
150
100
Goblin
Wrist/Arm Slot
ENCUMBRANCE
Total Weight Carried lbs
LIGHT
LOAD
20.50Armor/Shield/Weapons lbs
0 lbs
Shoulder Slot
17.5
0 lbs
at least 15,000 23,000
Headband Slot
Neck Slot
Ring Slot (LH)
0 lbs
0 lbs
Ring Slot (RH)
0 lbs
Hand Slot
0 lbs
0 lbs
Head Slot
0 lbs
Chest/Torso Slot
Feet Slot
0 lbs
0 lbs
Eyes/Face Slot
Belt of Incredible Dexterity +2 1 lbs
Belt/Waist Slot
0 lbsBody Slot
Magic Items Equipped by Slot
SPECIAL ABILITIES
ARMOR BONUS MAX DEX BONUS
SPECIAL PROPERTIES
GEAR
ARMOR/PROTECTIVE ITEM TYPE
+05 lbs—SPECIAL PROPERTIES
Wgt.
WEIGHT
Mithral Chain Shirt +1ACP
Buckler +1
OTHER POSSESSIONSEM ITEMWgt.
SPELL FAILURE
+2
+0 10%
WEIGHTMAX DEXSHIELD BONUS
LANGUAGES
Drow Sign Languag
Elven
EXPERIENCE / LEVEL
/
+6
30 ft 12.5 lbs
SHIELD/PROTECTIVE ITEM
5%
Light
SPELL FAILURE
+5
CHECK PENALTY
P
P
SPEED
P
Undercommon
Unencumbered
Aklo
Common
LIFT OVERLIFT OFFGROUND
PUSHDRAG
14 sCoreForge Pathfinder Character Creator v7.4.0.1
isc.
(Spd: normal, Max Dex Bonus:
normal).
MONEY
rt
P
ems
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14 sCoreForge Pathfinder Character Creator v7.4.0.1
buckle, usually depicting the image of a tiger. The belt grants the wearer an
enhancement bonus to Dexterity. [CL: 8th] [Belt/Waist (PFCR)]
• EFFICIENT QUIVER: This appears to be a typical arrow container capable of
holding about 20 arrows. It has three distinct portions, each with a nondimensional
space allowing it to store far more than would normally be possible. The first and
smallest one can contain up to 60 objects of the same general size and shape as an
arrow. The second slightly longer compartment holds up to 18 objects of the same
general size and shape as a javelin. The third and longest portion of the case
contains as many as 6 objects of the same general size and shape as a bow (spears,
staffs, or the like). Once the owner has filled it, the quiver can quickly produce any
item she wishes that is within the quiver, as if from a regular quiver or scabbard.
The efficient quiver weighs the same no matter what's placed inside it. [CL: 9th]
[Pack (PFUEq 294)]
ADDITIONAL CHARACTER INFO/SPECIAL ABILITIES
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14 sCoreForge Pathfinder Character Creator v7.4.0.1
ADDITIONAL CHARACTER INFO/SPECIAL ABILITIESADDITIONAL CHARACTER INFO/SPECIAL ABILITIES NOTE-- DROW RACIAL TRAITS --
• Dex: +2, Con: -2, Cha: +2
• TYPE: Humanoid (Elf)
• SIZE: Medium
• DROW MAGIC: Drow can use the following spell-like abilities once per day:
dancing lights, darkness, faerie fire. Caster level equals the drow's class levels.
• POISON USE: Drow are skilled in the use of poison and never risk
accidentally poisoning themselves.
• SPELL RESISTANCE: Drow have spell resistance equal to 11.
• WEAPON FAMILIARITY: Drow are proficient with the hand crossbow, rapier
and short-sword.
• ELVEN BLOOD: Drow count as elves for any effect related to race.
• ELVEN IMMUNITIES: Elves are immune to magic sleep effects and get a +2
racial saving throw bonus against enchantment spells or effects.
• KEEN SENSES: Elves receive a +2 racial bonus on Perception skill checks.
• LOW-LIGHT VISION: Some drow dwell close to the surface lands, either because
they serve drow causes or they were exiled. Drow with this racial trait gain low-light
vision, allowing them to see twice as far as humans in conditions of dim light.
• Automatic Languages: Elven, Undercommon
• Bonus Languages: Abyssal, Aklo, Aquan, Common, Draconic, Drow Sign Language,
Gnome, Goblin
-- ARCHETYPES --
• You have selected the following Archetypes:
- Myrmidarch (Magus)
-- CLASS ABILITIES --
• FAVORED CLASS (Magus) : You've gain the following bonuses: H it Point).
• DIMINISHED SPELLCASTING: A Magus of this type casts one fewer spell of
each level than normal. If this reduces the number to 0, he may cast spells of that
level only if his Intelligence allows bonus spells of that level. (PFUC).
• MAGUS ARCANA: You have chosen the following Arcana: Arcane Accuracy.
- Arcane Accuracy (Su): You can expend 1 point a swift action to grant yourself
a +4 insight bonus on all attack rolls until the end of your turn. (PFUM). (PFUM 10 -
12).
• ARCANE POOL: You gain a reservoir of arcane energy that you can draw upon to
fuel your powers and enhance your weapon. Your arcane pool total is 6 points. You can
expend 1 point from your arcane pool, as a swift action, to grant any weapon you are
holding a +2 enhancement bonus for 1 minute. These bonuses can also be used to add any
of the following weapon properties: Dancing, Flaming, Flaming Burst, Frost, Icy Burst,
Keen, Shock, Shocking Burst, Speed, or Vorpal. The pool refreshes once per day when
you prepares your spells. (PFUM 9).
• BONUS FEAT: A magus gains a bonus feat in addition to those gained from
normal advancement. These bonus feats must be selected from those listed as combat,
item creation, or metamagic feats. He must meet the prerequisites for these feats as
normal. (PFUM 12).
• MAGUS SPELLS: A magus casts arcane spells drawn from the magus spell list. A
magus must choose and prepare his spells ahead of time. A magus can learn spells froma wizard's spellbook, just as a wizard can from a magus's spellbook. The spells
learned must be on the magus spell list, as normal. The magus can cast known 0-level
spells at will. (PFUM 9).
• MAGUS WEAPONS AND ARMOR: A magus is proficient with all simple and
martial weapons. A magus is also proficient with light armor. He can cast magus spells
while wearing light armor without incurring the normal arcane spell failure chance.
(PFUM 9).
• RANGED SPELLSTRIKE: A myrmidarch can use spellstrike to cast a single-target
touch attack ranged spell and deliver it through a ranged weapon attack. Even if the
spell can normally affect multiple targets, only a single missile, ray, or effect
accompanies the attack. A myrmidarch using a multiple-target spell with this ability
may deliver one ray or line of effect with each attack when using a full-attack
action, up to the maximum allowed by the spell (in the case of ray effects). Any
effects not used in the round the spell is cast are lost. (PFUC).
• SPELL COMBAT: You learn to cast spells and wield your weapons at the same time.
Like two-weapon fighting, but the off-hand weapon is a spell that is being cast. As a
full-round action, you can make all of your attacks with your melee weapon at a -2
penalty and can also cast any spell with a casting time of 1 standard action. If you
cast defensively, you can decide to take an additional penalty on your attack rolls,
up to 4, and add that amount as a bonus on your concentration check. (PFUM 10).
• SPELLSTRIKE: 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. When a magus casts a spell with a range of touch, 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 castingthis spell. (PFUM 10).
-- COMBAT FEATS --
• ARMOR PROFICIENCY (LIGHT): When you wear a type of armor in which
you are proficient, the armor check penalty for that armor applies only to Balance,
Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks.
(PFCR 118)
• DEADLY AIM: You may subtract 1 from ranged attack rolls to gain +2 damage.
Declare before attacking. Does not apply to touch or non-HP damage attacks. Lasts
until your next turn. (PFCR 121)
• POINT-BLANK SHOT: You get a +1 bonus on attack and damage rolls with ranged
weapons at ranges of up to 30 ft. (PFCR 131)
• PRECISE SHOT: You can shoot or throw ranged weapons at an opponent engaged in
melee without taking the standard -4 penalty on your attack roll. (PFCR 131)
• RAPID SHOT: When making a full-attack action with a ranged weapon, you can fire
one additional time this round. All of your attack rolls take a –2 penalty when using
Rapid Shot. (PFCR 132)
-- TRAITS --
• BANDIT (Regional: River Kingdoms): Since you were young, you've been a member
of one River Kingdoms bandit gang or another. Choose one of the following skills:
Escape Artist, Intimidate, or Stealth. You gain a +1 trait bonus on that skill, and it
is always a class skill for you. (PFCo: ISP 18)
• MAGICAL LINEAGE (Magic): Snowball is treated as one level lower
when figuring adjusted level for metamagic. (PFAPG 329)
• REACTIONARY (Combat): You gain a +2 trait bonus to Initiative checks. (PFAPG328)
-- WEAPONS --
• COMPOSITE LONGBOW +1: You need at least two hands to use a bow, regardless of
its size. You can use a composite longbow while mounted. If your Strength bonus is
less than the strength rating of the composite bow, you can't effectively use it, so
you take a –2 penalty on attacks with it. [Weapon 1 (PFCR)]
-- MAGIC ITEMS --
• BELT OF INCREDIBLE DEXTERITY +2: This belt has a large silver
buckle, usually depicting the image of a tiger. The belt grants the wearer an
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4 sCoreForge Pathfinder Character Creator v7.4.0.1
0Weight Carried lbs
M Wgt.
0Weight Carried lbs Weight Carried lbs0
Wgt. ITEMITEM Wgt. ITEM
OTHER POSSESSIONS
Weight Carried lbs