Taroc Of Skath

Basic Information

Name : Taroc (of Skath)
Race : Human (Kellid)
Gender : Male
Alignment : Chaotic Neutral
Player : Nakibe
Physical Description : Before you stands a large man of about 6'4", with raven-black hair and eyes. It seems almost as if his face is frozen permanently in a scowl, as few can recall ever seeing him smiling. At least, not while they were watching. Various small scars and cuts cross his tanned body, suggesting a rough life. All in all his stance and mannerisms suggest a man that thieves and bullyboys would feel was best left alone. Or maybe that's just the two well-worn axes prominently displayed at his belt.

History

Taroc, son of Skath was born in the harsh plains of Numeria. His childhood in this hard land taught him the value of community and family, but this was not to last for him. As a young boy he knew he was different from the others, in a way that frightened him. Sudden lights while out playing, campfires that flared when he was near. It scared him, with the many cruel tales and experiences of fey creatures weilding dark magics to subvert men's wills, or to set them on fire, or worse. And thus he hid his powers for as long as he could. At 14, however, his tribe was attacked by a horrifying monster and he unthinkingly tried his hardest to save them. And for that act his fears came true.

Now, Taroc roams the soft southern countries looking for work, still fighting, still surviving, at least to a degree. It was a surprise to see how accepted that his powers were in the southern lands, and he slowly has continued to improve his knowledge and control, in the hopes of perhaps being able to live more happily than he did before.

Vital Statistics

Level : Magus 2
To Next Level : —

Strength : 13 (+1)
Dexterity : 13 (+1)
Constitution : 10 (+0)
Intelligence : 17 (+3)
Wisdom : 14 (+2)
Charisma : 8 (-1)

Hit Points : 11 / 15
Spellcasting (+5 Concentration, +9 when Casting Defensively)

  • Level 0 Spells - 2 / 4
  • Level 1 Spells - 1 / 3

Arcana Points : 3 / 4
Initiative : 1+d20
Hero Points : 0

Attack Bonus : +1

  • Melee Bonus : +2
  • Ranged Bonus : +2

Armor Class : 15 (+1 DEX, +4 Armor)

  • Flat-footed - 14
  • Touch - 12

Fortitude Save : +3 (+3 Class, +0 CON)
Reflex Save : +1 (+0 Class, +1 DEX)
Willpower Save : +6 (+3 Class, +2 WIS, +1 Trait)

Weapon - Masterwork Battleaxe "-"

  • Attack Set : +3 (+4 with Arcane Enhancement)
  • Damage Dealt : 1d8+1 Slashing (1d8+2 With Enhancement)
  • Threat on : 20
  • Critical Multiplier : x3

Weapon - Throwing Axe "-"

  • Attack Set : +2 (+3 with Arcane Enhancement)
  • Damage Dealt : 1d6+1 Slashing (1d6+2 with Enhancement)
  • Threat on : 20
  • Critical Multiplier : x2
  • Range Increment : 10 ft

Weapon - Unarmed Attack

  • Attack Set : +2 (+3 with Arcane Enhancement)
  • Damage Dealt : 1d3+1 Bashing, Subdual (1d3+2 with Enhancement)
  • Threat On : 20
  • Critical Multiplier : x2

Feats

  • Level 1, Human - Hermean Blood
    • Pick 2 skills to become class skills for you. (Perception, Sense Motive)
  • Level 1 - Combat Casting
    • Gain a +4 bonus to casting spells defensively

Skills

Skills in Bolded Italics are class skills

Points from Magus class : 10
Points from Human race : 2

Skill Name Base Stat Skill Points Total Bonus
Acrobatics DEX - 1
Appraise INT - 3
Bluff CHA - -1
Climb STR - 1
Craft INT - 3
Diplomacy CHA - -1
Disable Device DEX - 1
Disguise CHA - -1
Escape Artist DEX - 1
Fly DEX - 1
Handle Animal CHA - -1
Heal WIS - 2
Intimidate CHA 2 4
Knowledge - Arcana INT 2 8
Knowledge - Dungeoneering INT - 3
Knowledge - Engineering INT - 3
Knowledge - Geography INT - 3
Knowledge - History INT - 3
Knowledge - Local INT - 3
Knowledge - Nature INT - 3
Knowledge - Nobility INT - 3
Knowledge - Planes INT - 3
Knowledge - Religion INT - 3
Linguistics INT - 3
Perception WIS 2 7
Perform CHA - -1
Profession WIS - 2
Ride DEX - 1
Sense Motive WIS 2 7
Sleight of Hand DEX - 1
Spellcraft INT 2 8
Stealth DEX - 1
Survival WIS 2 4
Swim STR - 1
Use Magical Device CHA - -1

Class Abilities

Magus Class Specials (Level 2)

  • Attack Bonus - 3/4ths (+1)
  • Simple Weapon Proficiency
  • Martial Weapon Proficiency
  • Light Armor Proficiency
  • Class Skills - Climb, Craft, Fly, Intimidate, Knowledge (arcana), Knowledge (dungeoneering), Knowledge (planes), Profession, Ride, Spellcraft , Swim, and Use Magic Device.
  • Spellcasting (SP, Varies) - Intelligence-based, Bard-like (6th level maximum)
    • 0th level Spells - 4 Maximum, All known
    • 1st level spells - 2 Maximum, 5 known
  • Arcane Pool (SU) - A pool of (1/2 Magus Level) + INT points /day (Currently 4).
    • "Arcane Enhancement" (SU, Swift) - At 1st level as a Swift action, the Magus can spend 1 point to grant a weapon they are holding a +1 Enhancement bonus, +1/4 levels (Max +5) for 1 minute. Stacks with existing weapon enhancements, but multiple uses of this ability CANNOT stack. Current Enhancement Bonus : +1
  • Spell Combat (EX, Full Round) - At 1st level, a magus learns to cast spells and wield his weapons at the same time. User makes their full set of attacks at a -2 penalty, and cast a spell with a casting time of Standard action or less. Can choose to cast defensively alongside this option, and take an INT mod additional penalty to all attacks, but gain an INT mod Circumstance bonus to Concentration checks. User may choose to either cast the spell before OR after all attacks have been made.
  • Spellstrike (EX, With Attack) - At 2nd level, whenever a 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. 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 casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.
  • Favored Class - +2 HP

Human Racial specials

  • +2 to any one ability (DEX)
  • Medium size
  • Normal (30 ft) movement speed.
  • +1 Additional Feat
  • +1 Skill Point per level
  • Starting Languages : Common/Taldane, Hallit, Osiriani, Skald

Traits

  • Carefully Hidden
    • Gain a +1 Trait bonus to Will saves, and +2 to saves vs Divination
  • Dirty Fighter
    • Gain a +1 Trait bonus to damage when you attack someone you are flanking.

Spells

Level 0 Spells - 3 /day (DC 13)
Commonly Readied Spells

  • 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.

Level 1 Spells - 2 /day (DC 14)
Commonly Readied Spells

  • Flare Burst - As flare, but affects all creatures in 10 ft.
  • Frostbite - Target takes cold damage and is fatigued.
  • Returning Weapon - Grants a weapon the returning special weapon quality.
  • Shield - Invisible disc gives +4 to AC, blocks magic missiles
  • Shocking Grasp - Touch delivers 1d6/level electricity damage (max 5d6).

Inventory & Equipment

  • Equipped : Masterwork Chain Shirt - 25 lbs, 250 GP
    • +4 Armor Class, +4 MAX DEX bonus, -1 Armor Checks, 20% Spell Failure
  • Equipped : Masterwork Battleaxe - 6 lbs, 310 GP
    • +1 Attack Bonus, 1d8 damage, x3/20, Slashing
  • Equipped : Throwing Axe - 2 lbs, 8 GP
    • 1d6 damage, x2/20, Slashing, Range 10
  • Equipped : Backpack - 2 lbs, 2 GP
  • Backpack : Bedroll - 5 lbs, 0.1 GP
  • Backpack : Magus' Travel Spellbook - 1 lbs, 10 GP
  • Backpack : Cold Weather Outfit - 7 lbs, 8 GP
  • Backpack : Cooking Kit - 2 lbs, 1 GP
  • Backpack : Trail Rations (5 days) - 5 lbs, 2.5 GP
  • Pocket Money : 47.9 GP
  • Cost of Living : Average (10 GP/month)
  • Weight: 55 lbs / 100 lbs max (Medium Load)
    • Without Backpack : 35 lbs / 50 lbs (Light Load)

Loads: 50 lbs Light, 100 lbs Medium, 150 lbs Heavy

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