You are on page 1of 8

Abel Veldwalker Robert None Chaotic Good

CHARACTER NAME PLAYER NAME DEITY REGION ALIGNMENT


Magus 4 Kitsune Medium / 5 ft. 5' 10" 155 lbs. Normal
CLASS RACE SIZE / FACE HEIGHT WEIGHT VISION
4 / 3 9000 / 15000 28 Male Green
Redish Brown,
Long
Character Level / CR EXP / NEXT LEVEL AGE GENDER EYES HAIR POINTS
ABILITY NAME
ABILITY
SCORE
EQUIPPED
SCORE
ABILITY
MODIFIER
ABILITY
DAMAGE PENALTY
STR
Strength
16 +3
DEX
Dexterity
18 +4
CON
Constitution
15 +2
INT
Intelligence
19 +4
WIS
Wisdom
14 +2
CHA
Charisma
18 +4
WOUNDS/CURRENT HP SUBDUAL DAMAGE DAMAGE REDUCTION SPEED
HP
hit points
40
Walk 30 ft.
AC
armor class
19
:
14
:
15
=
10
+
4
+
0
+
4
+
0
+
0
+
0
+
1
+
0 10 +0 0
TOTAL FLAT TOUCH
BASE ARMOR
BONUS
SHIELD
BONUS
STAT SIZE NATURAL
ARMOR
DEFLEC-
TION
DODGE MISC MISS
CHANCE
ARCANE
SPELL
FAILURE
ARMOR
CHECK
PENALTY
SPELL
RESIST
INITIATIVE
modifier
+4 = +4 + +0
TOTAL
DEX
MODIFIER
MISC
MODIFIER
BASE ATTACK
bonus
+3
TOTAL SKILLPOINTS: 24 SKILLS MAX RANKS: 4/4
SKILL NAME
KEY ABILITY SKILL
MODIFIER
ABILITY
MODIFIER
RANKS MISC
MODIFIER

Acrobatics DEX 8 = 4 + 2 + 2

Appraise INT 5 = 4 + 1

Bluff CHA 4 = 4

Climb STR 8 = 3 + 2 + 3
Craft (Armor) INT 8 = 4 + 1 + 3
Craft (Jewelry) INT 8 = 4 + 1 + 3

Craft (Untrained) INT 4 = 4


Craft (Weapons) INT 8 = 4 + 1 + 3

Diplomacy CHA 4 = 4

Disguise CHA 4 = 4

Escape Artist DEX 4 = 4

Fly DEX 4 = 4

Heal WIS 2 = 2

Intimidate CHA 4 = 4
Knowledge (Arcana) INT 11 = 4 + 4 + 3
Knowledge (Dungeoneering) INT 10 = 4 + 3 + 3

Perception WIS 4 = 2 + 2

Perform (Untrained) CHA 4 = 4

Ride DEX 4 = 4

Sense Motive WIS 4 = 2 + 2


Spellcraft INT 11 = 4 + 4 + 3

Stealth DEX 4 = 4

Survival WIS 2 = 2

Swim STR 7 = 3 + 1 + 3
= + +
= + +
: can be used untrained. : exclusive skills. *: Skill Mastery.
Arcane Pool
Uses per Day
JJJJJ J
Arcane Pool (Su):You have a reservoir of mystical arcane energy that you draw upon to fuel your powers
and enhance your weapon. This arcane pool has 6 points. The pool refreshes once per day when you
prepare your spells. You can expend 1 point from your arcane pool as a swift action to grant any weapon
you are holding a +1 enhancement bonus for 1 minute. 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. [Paizo Inc. - Ultimate Magic, p.9]
SAVING THROWS TOTAL
BASE
SAVE
ABILITY MAGIC MISC EPIC TEMP
FORTITUDE
(constitution)
+6 = +4 + +2 + +0 + +0 + +0 +
REFLEX
(dexterity)
+5 = +1 + +4 + +0 + +0 + +0 +
WILL
(wisdom)
+6 = +4 + +2 + +0 + +0 + +0 +
Conditional Modifiers
TOTAL BASE ATTACK BONUS STAT SIZE MISC EPIC TEMP
MELEE
attack bonus
+6 = +3 + +3 + +0 + +0 + +0 +
RANGED
attack bonus
+7 = +3 + +4 + +0 + +0 + +0 +
CMB
attack bonus
+6 = +3 + +3 + +0 + +0 + +
GRAPPLE TRIP DISARM SUNDER
BULL
RUSHOVERRUN
Offense +6 +6 +6 +6
+6 +6
Defense
21 21 21 21 21 21
*Bite
HAND TYPE SIZE CRITICAL REACH
Primary P M 20/x2 5 ft.
TOTAL ATTACK BONUS DAMAGE
+6 1d4+3
*Rapier +1 (Frost/Silversheen)
HAND TYPE SIZE CRITICAL REACH
Primary P M 18-20/x2 5 ft.
To Hit Dam To Hit Dam
1H-P
+7 1d6+4
2W-P-(OH)
+1 1d6+4
1H-O
+3 1d6+2
2W-P-(OL)
+3 1d6+4
2H
+7 1d6+4
2W-OH
-3 1d6+2
Special Properties
+1d6 cold damage, Count as an alchemical silver weapon, immune to all rust
Flash Poweder
HAND TYPE SIZE CRITICAL REACH
Equipped M none/x0 5 ft.
20 ft. 30 ft. 40 ft. 50 ft. 60 ft.
TH
+5 +3 +1 -1 -3
Dam
70 ft. 80 ft. 90 ft. 100 ft.
TH
-5 -7 -9 -11 +7
Dam
Special Properties
Creatures within a 10-foot-radius burst are blinded for 1 round (Fortitude DC 13
negates).
*: weapon is equipped
1H-P: One handed, in primary hand. 1H-O: One handed, in off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off
hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH: 2 weapons, off hand.
ARMOR TYPE AC MAXDEX CHECK SPELL FAILURE
*Chain Shirt (Mithral) Light +4 +6 +0 10
30 hp/inch, hardness 15
Character: Abel Veldwalker
Player: Robert
PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing).
Created using PCGen6.02.1 on Aug 19, 2014 at 4:24:09 PM
Level:4 (CR:3)
Page 1
Kukri
HAND TYPE SIZE CRITICAL REACH
Equipped S M 18-20/x2 5 ft.
To Hit Dam To Hit Dam
1H-P
+6 1d4+3
2W-P-(OH)
+0 1d4+3
1H-O
+2 1d4+1
2W-P-(OL)
+2 1d4+3
2H
+6 1d4+3
2W-OH
-2 1d4+1
Morningstar
HAND TYPE SIZE CRITICAL REACH
Carried BP M 20/x2 5 ft.
To Hit Dam To Hit Dam
1H-P
+6 1d8+3
2W-P-(OH)
+0 1d8+3
1H-O
+2 1d8+1
2W-P-(OL)
+2 1d8+3
2H
+6 1d8+4
2W-OH
-4 1d8+1
EQUIPMENT
ITEM LOCATION QTY WT COST
TOTAL WEIGHT CARRIED/VALUE 81.16
lbs.
/
13,410.4
gp
Hat (Enhancement) Equipped 1 0 0
Bite Equipped 1 0 0
Bracers (Metal) Equipped 1 0 0
Rapier +1 (Frost/Silversheen)
+1d6 cold damage, Count as an alchemical silver weapon,
immune to all rust
Equipped 1 2 8,770
Belt (Kitsune) Equipped 1 0 0
Chain Shirt (Mithral)
30 hp/inch, hardness 15
Equipped 1 12.5 1,100
Cloak (Pouch) Equipped 1 0 0
Bandolier
0 lbs.
Contains small loops or pouches for holding eight objects the
size of a flask or small dagger. You can use the retrieve a stored
item action to take an item from a bandolier.
Equipped 2 0 (0) 0.5 (1)
Backpack, Masterwork
20.1 lbs., 1 Bedroll, 10 Chalk (1 Piece), 1 Flint and Steel, 1 Mess
Kit, 1 Pot (Iron), 6 Rations (Trail/Per Day), 10 Scroll (Rope Trick),
1 Manacles (Masterwork/Medium), 1 Manacles
(Masterwork/Small)
Equipped 1 4 50
Bedroll Backpack,
Masterwork
1 5 0.1
Chalk (1 Piece) Backpack,
Masterwork
10 0 (0) 0 (0.1)
Flint and Steel Backpack,
Masterwork
1 0 1
Mess Kit Backpack,
Masterwork
1 1 0.2
Pot (Iron)
0 lbs.
Backpack,
Masterwork
1 4 0.8
Rations (Trail/Per Day)
JJJJJ J
Backpack,
Masterwork
6 1 (6) 0.5 (3)
Scroll (Rope Trick)
JJJJJ JJJJJ
Backpack,
Masterwork
10 0 (0.1) 150
(1,500)
Manacles (Masterwork/Medium) Backpack,
Masterwork
1 2 50
Manacles (Masterwork/Small) Backpack,
Masterwork
1 2 50
Weapon Cord Equipped 5 0 (0) 0.1 (0.5)
Belt Pouch
22 lbs., 4 Ink (1 oz. Vial), 2 Ink (Color/1 oz. Vial), 1 Inkpen, 2
Rope (Silk/50 ft.), 6 Caltrops, 5 Flash Poweder, 6 Ioun Torch
Equipped 5 0.5
(2.5)
1 (5)
Ink (1 oz. Vial) Belt Pouch 4 0 (0) 8 (32)
Ink (Color/1 oz. Vial) Belt Pouch 2 0 (0) 16 (32)
Inkpen Belt Pouch 1 0 0.1
Rope (Silk/50 ft.)
4 hp, DC 24 Strength check to burst
Belt Pouch 2 5 (10) 10 (20)
Caltrops Belt Pouch 6 2 (12) 1 (6)
Flash Poweder
Creatures within a 10-foot-radius burst are blinded for 1 round
(Fortitude DC 13 negates).
JJJJJ
Carried 5 0 (0) 50 (250)
Flash Poweder
Creatures within a 10-foot-radius burst are blinded for 1 round
(Fortitude DC 13 negates).
JJJJJ
Belt Pouch 5 0 (0) 50 (250)
Ioun Torch Belt Pouch 6 0 (0) 75 (450)
Spell Component Pouch
0 lbs.
Equipped 1 2 5
Sack
0 lbs.
Equipped 6 0.5 (3) 0.1 (0.6)
Area Map (Wondrous)
A geographically relevant map grants a user a +1 circumstance
Equipped 1 2 50
EQUIPMENT
ITEM LOCATION QTY WT COST
TOTAL WEIGHT CARRIED/VALUE 81.16
lbs.
/
13,410.4
gp
bonus on Survival checks made to navigate in the wilderness. It
also can be used to grant the same bonus on Knowledge
(dungeoneering) checks made to navigate underground.
Wrist Sheath
0.06 lbs., 1 Wand of Cure Light Wounds
Equipped 1 1 1
Wrist Sheath
2 lbs., 1 Kukri
Equipped 1 1 1
Kukri Wrist Sheath 1 2 8
Wand of Cure Light Wounds
JJJJJ JJJJJ JJJJJ JJJJJ JJJJJ
JJJJJ JJJJJ JJJJJ JJJJJ JJJJJ
Wrist Sheath 1 0.1 750
Morningstar Carried 1 6 8
Magus Spellbook Carried 1 3 15
WEIGHT ALLOWANCE
Light 86 Medium 173 Heavy 260
Lift over head 260 Lift off ground 520 Push / Drag 1300
LANGUAGES
Aklo, Celestial, Common, Elven, Sylvan, Tengu
Traits
Dirty Fighter [Paizo Inc. - Second
Darkness Player's Guide,
p.11]
You wouldn't have lived to make it out of childhood without the aid of a sibling,
friend, or companion on whom you could always count to distract your enemies long
enough to do a little bit more damage than normal. When you hit a foe you are
flanking, you deal an additional 1 point of damage (this damage is added to your
base damage, and is multiplied on a critical hit). This additional damage is a trait
bonus.
Magical Lineage (Shocking Grasp) [Paizo Inc. - Second
Darkness Player's Guide,
p.13]
One of your parents was a gifted spellcaster who not only used metamagic often,
but developed many magical items and perhaps even a new spell or two--and you
have inherited a fragment of this greatness. When you apply metamagic feats to
Shocking Grasp, treat its actual level as 1 lower for determining the spell's final
adjusted level.
Special Attacks
Spell Combat (Ex) [Paizo Inc. - Ultimate
Magic, p.10]
You can cast spells and wield your weapons at the same time. This functions much
like two-weapon fighting, but the offhand weapon is a spell that is being cast. To use
this ability, you 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, you can make all of your attacks with your 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 you cast this spell defensively, you can decide to take an additional
penalty on your attack rolls, up to your Intelligence bonus, and add the same amount
as a circumstance bonus on your concentration check. If the check fails, the spell is
wasted, but the attacks still take the penalty. You can choose to cast the spell first or
make the weapon attacks first, but if you have more than one attack, you cannot cast
the spell between weapon attacks.
Spellstrike (Ex) [Paizo Inc. - Ultimate
Magic, p.10]
Whenever you cast a spell with a range of "touch" from the magus spell list, you
can deliver the spell through any weapon you are 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 you make 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 x2 damage on a
successful critical hit, while the weapon damage uses its own critical modifier.
Character: Abel Veldwalker
Player: Robert
PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing).
Created using PCGen6.02.1 on Aug 19, 2014 at 4:24:09 PM
Level:4 (CR:3)
Page 2
Special Qualities
Agile (Ex) [Paizo Inc. - Advanced
Race Guide, p.192]
Kitsunes get a +2 racial bonus on Acrobatics checks.
Arcane Accuracy (Su) [Paizo Inc. - Ultimate
Magic, p.11]
You can expend 1 point from your arcane pool as a swift action to grant yourself a
+4 insight bonus on all attack rolls until the end of your turn.
Arcane Pool (Su) [Paizo Inc. - Ultimate
Magic, p.9]
You have a reservoir of mystical arcane energy that you draw upon to fuel your
powers and enhance your weapon. This arcane pool has 6 points. The pool
refreshes once per day when you prepare your spells. You can expend 1 point from
your arcane pool as a swift action to grant any weapon you are holding a +1
enhancement bonus for 1 minute. 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.
Armor Proficiency (Ex) [Paizo Inc. - Ultimate
Magic, p.9,12,13]
You can cast magus spells while wearing light armor without incurring the normal
arcane spell failure chance. Like any other arcane spellcaster, a magus wearing
medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the
spell in question has a somatic component. A multiclass magus still incurs the normal
arcane spell failure chance for arcane spells received from other classes.
Cantrips [Paizo Inc. - Ultimate
Magic, p.10]
You can prepare a number of cantrips, or 0-level spells, each day. These spells are
cast like any other spell, but they are not expended when cast and may be used
again.
Change Shape (Su) [Paizo Inc. - Advanced
Race Guide, p.192]
Kitsune can assume the appearance of a specific single human form of the same
sex.
Kitsune Magic (Ex) [Paizo Inc. - Advanced
Race Guide, p.192]
Kitsune add +1 to the DC of any enchantment spells they cast.
Natural Weapons (Ex) [Paizo Inc. - Advanced
Race Guide, p.192]
Kitsune have a bite attack in their natural form.
Spell Recall (Su) [Paizo Inc. - Ultimate
Magic, p.12]
You can use your arcane pool to recall spells he has already cast. With a swift
action, you can recall any single magus spell that you have already prepared and
cast that day by expending a number of points from your arcane pool equal to the
spell's level (minimum 1). The spell is prepared again, just as if it had not been cast.
Feats
Dodge [Paizo Inc. - Core
Rulebook, p.122]
You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex
bonus to AC also makes you lose the benefits of this feat.
Armor Proficiency, Light [Paizo Inc. - Core
Rulebook, p.118]
When you wear a type of armor with which you are proficient, the armor check
penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Martial Weapon Proficiency [Paizo Inc. - Core
Rulebook, p.130]
You make attack rolls with all your martial weapons normally (without the
non-proficient penalty).
Simple Weapon Proficiency [Paizo Inc. - Core
Rulebook, p.133]
You make attack rolls with simple weapons without penalty.
PROFICIENCIES
Aldori Dueling Sword, Amentum, Amentum (Javelin), Atlatl, Axe (Boarding), Axe
(Throwing), Bardiche, Battle Aspergillum, Battleaxe, Bayonet, Bec de Corbin, Bill,
Bite, Blowgun, Boar Spear, Boarding Pike, Brass Knife, Brass Knuckles, Broadsword
(Nine Ring), Butterfly Sword, Cat-O'-Nine-Tails, Cestus, Chakram, Club, Crossbow
(Heavy), Crossbow (Light), Cutlass, Dagger, Dagger (Chain), Dagger (Punching),
Dart, Dogslicer, Double Chicken Saber, Earth Breaker, Falchion, Flail, Flail (Heavy),
Gaff, Gauntlet, Gauntlet (Spiked), Gladius, Glaive, Glaive-Guisarme, Grapple, Great
Terbutje, Greataxe, Greatclub, Greatsword, Guisarme, Hair, Halberd, Hammer
(Light), Handaxe, Hook Hand, Hooked Lance, Horsechopper, Hunga Munga, Iron
Brush, Javelin, Jutte, Kerambit, Klar, Klar (as weapon), Kukri, Lance, Longbow,
Longspear, Longsword, Lucern Hammer, Lucerne Hammer, Lungchuan Tamo, Mace
(Heavy), Mace (Light), Mattock, Mere Club, Monk's Spade, Morningstar, Naginata,
Nodachi, Ogre Hook, Pick (Heavy), Pick (Light), Pilum, Poisoned Sand Tube,
Quarterstaff, Ranseur, Rapier, Rhomphaia, Rock, Sansetsukon, Sap, Scimitar,
Scizore, Scythe, Sea-Knife, Shang Gou, Shieldbash, Shortbow, Shortspear, Sibat,
Sickle, Sling, Spear, Spear (Boar), Spells (Ray), Spells (Touch), Spiked Armor,
Splash Weapon, Stake, Starknife, Sword (Bastard), Sword (Short), Sword (Tri-Point
Double-Edged), Sword Cane, Tepoztopilli, Terbutje, Tiger Fork, Tonfa, Trident, Tube
Arrow Shooter, Unarmed Strike, Underwater Heavy Crossbow, Underwater Light
Crossbow, War Razor, Waraxe (Dwarven), Warhammer, Wushu Dart
TEMPLATES
Character: Abel Veldwalker
Player: Robert
PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing).
Created using PCGen6.02.1 on Aug 19, 2014 at 4:24:09 PM
Level:4 (CR:3)
Page 3
Innate Racial Spells
Name Save Information Time Duration Range Comp. Source
* =Domain/Speciality Spell
JJJ Dancing Lights
1 standard action 1 minute [D] Medium (140 ft.) V, S CR: p.263
School: Evocation [Light] SR: No Target: Up to four lights, all within a 10-ft.-radius area Caster Level:4 Concentration:+4
Effect: You create up to four lights that resemble lanterns or torches.
Character: Abel Veldwalker
Player: Robert
PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing).
Created using PCGen6.02.1 on Aug 19, 2014 at 4:24:09 PM
Level:4 (CR:3)
Page 4
Magus Spells
* =Domain/Speciality Spell
LEVEL
0 1 2 3 4 5 6
PER DAY
4 4 2
Concentration +8
LEVEL 0
Name Save Information Time Duration Range Comp. Source
JJJJJAcid Splash
1 standard action Instantaneous Close (35 ft.) V, S CR: p.239
School: Conjuration, EarthSchool (Creation) [Acid] SR: No Target: One missile of acid Caster Level:4 Concentration:+8
Effect: You fire a small orb of acid at the target dealing 1d3 points of acid damage.
JJJJJArcane Mark
1 standard action Permanent Touch V, S CR: p.244
School: Universal SR: No Target: One personal rune or mark, all of which must fit within 1 sq. ft. Caster Level:4 Concentration:+8
Effect: This spell allows you to inscribe your personal rune or mark.
JJJJJDancing Lights
1 standard action 1 minute [D] Medium (140 ft.) V, S CR: p.263
School: Evocation [Light] SR: No Target: Up to four lights, all within a 10-ft.-radius area Caster Level:4 Concentration:+8
Effect: You create up to four lights that resemble lanterns or torches.
JJJJJDaze
DC: 15, Will negates 1 standard action 1 round Close (35 ft.) V, S, M CR: p.264
School: Enchantment (Compulsion) [Mind-Affecting] SR: Yes Target: One humanoid creature of 4 HD or less Caster Level:4 Concentration:+8
Effect: This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions.
JJJJJDetect Magic
1 standard action Concentration, up to 4 minutes [D] 60 ft. V, S CR: p.267
School: Divination SR: No Target: Cone-shaped emanation Caster Level:4 Concentration:+8
Effect: You detect magical auras.
JJJJJDisrupt Undead
1 standard action Instantaneous Close (35 ft.) V, S CR: p.273
School: Necromancy SR: Yes Target: Ray Caster Level:4 Concentration:+8
Effect: You direct a ray of positive energy dealing 1d6 points of damage to Undead.
JJJJJFlare
DC: 14, Fortitude negates 1 standard action Instantaneous Close (35 ft.) V CR: p.284
School: Evocation [Light] SR: Yes Target: Burst of light Caster Level:4 Concentration:+8
Effect: This cantrip creates a burst of light.
JJJJJGhost Sound
DC: 14, Will disbelief 1 standard action 4 rounds [D] Close (35 ft.) V, S, M CR: p.289
School: Illusion (Figment) SR: No Target: Illusory sounds Caster Level:4 Concentration:+8
Effect: Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place.
JJJJJLight
1 standard action 40 minutes Touch V, M/DF CR: p.304
School: Evocation [Light, WoodSchool] SR: No Target: Object touched Caster Level:4 Concentration:+8
Effect: This spell causes a touched object to glow like a torch.
JJJJJMage Hand
1 standard action Concentration Close (35 ft.) V, S CR: p.306
School: Transmutation SR: No Target: One nonmagical, unattended object weighing up to 5 lbs. Caster Level:4 Concentration:+8
Effect: You point your finger at an object and can lift it and move it at will from a distance.
JJJJJOpen/Close
DC: 14, Will negates (object) 1 standard action Instantaneous Close (35 ft.) V, S, F CR: p.317
School: Transmutation SR: Yes (object) Target: Object weighing up to 30 lbs. or portal that can be opened or closed Caster Level:4 Concentration:+8
Effect: You can open or close [your choice] a door, chest, box, window, bag, pouch, bottle, barrel, or other container.
JJJJJPrestidigitation
DC: 14, See text 1 standard action 1 hour 10 ft. V, S CR: p.325
School: Universal SR: No Target: See text Caster Level:4 Concentration:+8
Effect: Prestidigitations are minor tricks that novice spellcasters use for practice.
JJJJJRay of Frost
1 standard action Instantaneous Close (35 ft.) V, S CR: p.330
School: Evocation, WaterSchool [Cold] SR: Yes Target: Ray Caster Level:4 Concentration:+8
Effect: A ray of freezing air and ice projects from your pointing finger dealing 1d3 points of cold damage.
JJJJJRead Magic
1 standard action 40 minutes Personal V, S, F CR: p.330
School: Divination SR: Target: You Caster Level:4 Concentration:+8
Effect: You can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible.
JJJJJSpark
DC: 14, Fortitude negates (object) 1 standard action Instantaneous Close (35 ft.) V or S APG: p.246
School: Evocation, FireSchool [Fire] SR: Yes (object) Target: one Fine object Caster Level:4 Concentration:+8
Effect: Ignites flammable objects.
LEVEL 1
Name Save Information Time Duration Range Comp. Source
JJJJJBurning Hands
DC: 15, Reflex half 1 standard action Instantaneous 15 ft. V, S CR: p.251
School: Evocation, FireSchool [Fire] SR: Yes Target: Cone-shaped burst Caster Level:4 Concentration:+8
Effect: A cone of searing flame shoots from your fingertips dealing 4d4 points of fire damage to any creature in the effect area.
JJJJJChill Touch
DC: 15, Fortitude partial or Will negates; see
text
1 standard action Instantaneous Touch V, S CR: p.255
School: Necromancy SR: Yes Target: Up to 4 creatures touched Caster Level:4 Concentration:+8
Effect: A touch from your hand, which glows with blue energy, disrupts the life force of living creatures dealing 1d6 points of damage.
JJJJJColor Spray
DC: 15, Will negates 1 standard action Instantaneous; see text 15 ft. V, S, M CR: p.256
School: Illusion (Pattern) [Mind-Affecting] SR: Yes Target: Cone-shaped burst Caster Level:4 Concentration:+8
Effect: A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious.
JJJJJCorrosive Touch
1 standard action Instantaneous Touch V, S UM: p.213
School: Conjuration (Creation) [Acid] SR: Yes Target: Creature or object touched Caster Level:4 Concentration:+8
Effect: Touch attack deals 4d4 acid damage.
JJJJJEnlarge Person
DC: 15, Fortitude negates 1 round 4 minutes [D] Close (35 ft.) V, S, M CR: p.277
School: Transmutation SR: Yes Target: One humanoid creature Caster Level:4 Concentration:+8
Effect: This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8.
JJJJJFeather Fall
DC: 15, Will negates (harmless) or Will
negates (object);
1 immediate action Until landing or 4 rounds Close (35 ft.) V CR: p.281
School: Transmutation, AirSchool SR: Yes (object) Target: 4 Medium or smaller free-falling objects or creatures, no two of which may be
more than 20 ft. apart
Caster Level:4 Concentration:+8
Effect: The affected creatures or objects fall slowly.
JJJJJFloating Disk
1 standard action 4 hours Close (35 ft.) V, S, M CR: p.284
School: Evocation [Force] SR: No Target: 3-ft.-diameter disk of force Caster Level:4 Concentration:+8
Effect: You create a slightly concave, circular plane of force that follows you about and carries loads for you.
JJJJJFrostbite
1 standard action Instantaneous Touch V, S UM: p.221
School: Transmutation [Cold] SR: Yes Target: Up to 4 creatures touched Caster Level:4 Concentration:+8
Effect: Target takes 1d6+4 nonlethal cold damage and is fatigued.
JJJJJMagic Missile
1 standard action Instantaneous Medium (140 ft.) V, S CR: p.309
School: Evocation [Force] SR: Yes Target: Up to five creatures, no two of which can be more than 15 ft. apart Caster Level:4 Concentration:+8
Effect: 2 missiles that do 1d4+1 damage each.
JJJJJRay of Enfeeblement
DC: 15, Fortitude half 1 standard action 4 rounds Close (35 ft.) V, S CR: p.329
School: Necromancy SR: Yes Target: Ray Caster Level:4 Concentration:+8
Effect: A coruscating ray springs from your hand, the subject takes a penalty to Strength equal to 1d6+2.
JJJJJShield
1 standard action 4 minutes [D] Personal V, S CR: p.342
School: Abjuration, VoidElementalSchool [Force] SR: Target: You Caster Level:4 Concentration:+8
Effect: Shield creates an invisible shield of force that hovers in front of you.
JJJJJShocking Grasp
1 standard action Instantaneous Touch V, S CR: p.343
School: Evocation, AirSchool [Electricity, MetalSchool] SR: Yes Target: Creature or object touched Caster Level:4 Concentration:+8
Effect: Your successful melee touch attack deals 4d6 points of electricity damage.
JJJJJTrue Strike
1 standard action See text Personal V, F CR: p.363
School: Divination, VoidElementalSchool SR: Target: You Caster Level:4 Concentration:+8
Character: Abel Veldwalker
Player: Robert
PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing).
Created using PCGen6.02.1 on Aug 19, 2014 at 4:24:09 PM
Level:4 (CR:3)
Page 5
Magus Spells
* =Domain/Speciality Spell
Effect: You gain temporary, intuitive insight into the immediate future during your next attack.
JJJJJUnerring Weapon
DC: 15, Will negates (harmless, object) 1 standard action 4 rounds Close (35 ft.) V, S UC: p.248
School: Transmutation SR: Yes (harmless, object) Target: one weapon or 20 projectiles, all of which must be together at the time of casting Caster Level:4 Concentration:+8
Effect: Grants a +3 bonus on attack rolls to confirm a critical hit.
JJJJJUnseen Servant
1 standard action 4 hours Close (35 ft.) V, S, M CR: p.364
School: Conjuration (Creation) SR: No Target: One invisible, mindless, shapeless servant Caster Level:4 Concentration:+8
Effect: An unseen servant is an invisible, mindless, shapeless force that performs simple tasks at your command.
JJJJJVanish
DC: 15, Will negates (harmless) 1 standard action 4 rounds [D] Touch V, S APG: p.253
School: Illusion (Glamer) SR: Yes (harmless) Target: creature touched Caster Level:4 Concentration:+8
Effect: This spell functions like invisibility. Like invisibility, the spell immediately ends if the subject attacks any creature.
LEVEL 2
Name Save Information Time Duration Range Comp. Source
JJJJJBlood Transcription
1 standard action 24 hours Touch V, S UM: p.209
School: Divination [Evil] SR: No Target: One dead spellcaster Caster Level:4 Concentration:+8
Effect: Learn a spell from the target's blood.
JJJJJFrigid Touch
1 standard action Instantaneous Touch V, S UM: p.221
School: Evocation [Cold] SR: Yes Target: Creature touched Caster Level:4 Concentration:+8
Effect: Target takes 4d6 cold damage and is staggered.
JJJJJGust of Wind
DC: 16, Fortitude negates 1 standard action 1 round 60 ft. V, S CR: p.293
School: Evocation, AirSchool [Air] SR: Yes Target: Line-shaped gust of severe wind emanating out from you to the extreme of the
range
Caster Level:4 Concentration:+8
Effect: This spell creates a severe blast of air [approximately 50 mph] that originates from you, affecting all creatures in its path.
JJJJJMirror Image
1 standard action 4 minutes Personal V, S CR: p.314
School: Illusion (Figment) SR: Target: You Caster Level:4 Concentration:+8
Effect: This spell creates a number of illusory doubles of you that inhabit your square.
JJJJJMount (Communal)
1 round 8 hours [D] Close (35 ft.) V, S, M UC: p.237
School: Conjuration (Summoning) SR: No Target: up to six mounts Caster Level:4 Concentration:+8
Effect: As mount, but you may divide the duration among creatures touched.
JJJJJPilfering Hand
1 standard action see text Close (35 ft.) S UC: p.239
School: Evocation [Force] SR: Yes (object) Target: one object Caster Level:4 Concentration:+8
Effect: You may seize an object or manipulate it from afar.
JJJJJPyrotechnics
DC: 16, Will negates or Fortitude negates;
see text; Spell
1 standard action 1d4+1 rounds, or 1d4+1 rounds after
creatures leave the smoke cloud; see text
Long (560 ft.) V, S, M CR: p.328
School: Transmutation, FireSchool SR: Yes or No; see text Target: One fire source, up to a 20-ft. cube Caster Level:4 Concentration:+8
Effect: Pyrotechnics turns a fire into a burst of blinding fireworks or a thick cloud of choking smoke, depending on your choice.
Character: Abel Veldwalker
Player: Robert
PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing).
Created using PCGen6.02.1 on Aug 19, 2014 at 4:24:09 PM
Level:4 (CR:3)
Page 6
Innate
JJJDancing Lights (DC:)
Spellbook: Magus Spellbook
Magus
Level 0
JAcid Splash (DC:)
JArcane Mark (DC:)
JDancing Lights (DC:)
JDaze (DC:15)
JDetect Magic (DC:)
JDisrupt Undead (DC:)
JFlare (DC:14)
JGhost Sound (DC:14)
JLight (DC:)
JMage Hand (DC:)
JOpen/Close (DC:14)
JPrestidigitation (DC:14)
JRay of Frost (DC:)
JRead Magic (DC:)
JSpark (DC:14)
Level 1
JBurning Hands (DC:15)
JChill Touch (DC:15)
JColor Spray (DC:15)
JCorrosive Touch (DC:)
JEnlarge Person (DC:15)
JFeather Fall (DC:15)
JFloating Disk (DC:)
JFrostbite (DC:)
JMagic Missile (DC:)
JRay of Enfeeblement
(DC:15)
JShield (DC:)
JShocking Grasp (DC:)
JTrue Strike (DC:)
JUnerring Weapon (DC:15)
JUnseen Servant (DC:)
JVanish (DC:15)
Level 2
JBlood Transcription (DC:)
JFrigid Touch (DC:)
JGust of Wind (DC:16)
JMirror Image (DC:)
JMount (Communal) (DC:)
JPilfering Hand (DC:)
JPyrotechnics (DC:16)
Character: Abel Veldwalker
Player: Robert
PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing).
Created using PCGen6.02.1 on Aug 19, 2014 at 4:24:09 PM
Level:4 (CR:3)
Page 7
Abel Veldwalker
Kitsune
RACE
28
AGE
Male
GENDER
VISION
Chaotic Good
ALIGNMENT
Ambidextrous
DOMINANT HAND
5' 10"
HEIGHT
155 lbs.
WEIGHT
Green
EYE COLOUR
Tan
SKIN COLOUR
Redish Brown, Long
HAIR
PHOBIAS
Obsessive Compulsive(Knowledge in general{Arcana focused}),
PERSONALITY TRAITS
INTERESTS
,
SPOKEN STYLE / CATCH PHRASE
Goldspring
RESIDENCE
LOCATION
None
REGION
Description:
Biography:
City,Large. Goldspring Population 16,000
Both of your parents are alive.
Dad Darion Veldwalker (Kitsune){Magus6,expert4}
Mother Tressa Veldwalker(Maiden name Pyresong){1/2 Naiad Human, Expert8}
5 siblings (females inherited fey bloodline)
3 older
(2female identicle twins first born Raine, second Gelly)6Sorceror fey bloodline.
1male (Donte)5 Spellslinger
Me and my twin(female fraternal){Rosalia} Lvl 4 Arcanist[Blade Adept Archetype]
1younger(male)[Aurrin]Lvl 2 Expert
Middle class (artisans)The family was well off, though not rich.
Tradespeople: Artisans. Blacksmith Father retired Magus, Goldsmith Mother 1/2 Naiad.
Met a Fantastic Creature... Mothernal Grandmother Dfni (Naiaad Mythic 2): Grandma had never visited until I was 7. She had an
almost unearthly beauty. When she introduced herself to me I could not believe she was so old, but looked so youthful. She is a Naiad,
and has a strong connection to a power that is otherworldly.
Spell's Edge The first time you held a magic weapon and felt the thrum of arcane energy within, you knew that magic and melee were
meant to be joined. Since that moment, magic weaponry has become symbolic of the most potent syntheses of your magus training,
and your ability to create magical weapons and imbue mundane arms with magic still resonates with this focus.
Inborn Power: Many fey creatures are born with the innate ability to cast spells, and either because of having fey blood in your lineage
or being born near fey lands you too were gifted this talent.
Character: Abel Veldwalker
Player: Robert
PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing).
Created using PCGen6.02.1 on Aug 19, 2014 at 4:24:09 PM
Level:4 (CR:3)
Page 8

You might also like