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 Nisba Tiefling Magus

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PostSubject: Nisba Tiefling Magus   Tue Jul 23, 2013 1:24 am

Nisba
Male Tiefling Magus (Fiend Flayer, Hexcrafter) 13
LN Medium Outsider (native)
Init +4; Senses darkvision 120 ft., low-light vision, see in darkness; Perception +13
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Defense
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AC 24, touch 11, flat-footed 23 (+11 armor, +1 Dex, +2 natural)
hp 109 (13d8+26)
Fort +10, Ref +8, Will +8
Resist cold 5, electricity 5, fire 5
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Offense
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Speed 20 ft.
Melee +3 Keen, Transformative Falchion +17/+12 (2d4+10/15-20/x2) and
+3 Keen, Transformative Scimitar +17/+12 (1d6+8/15-20/x2)
Special Attacks hex arcana (accursed strike, arcane cloak +7, misfortune [dc 23], wand wielder),
spellstrike
Spell-Like Abilities Darkness (1/day), Feather Fall (self only) (At will)
Magus (Fiend Flayer, Hexcrafter) Spells Prepared (CL 13):
3 (6/day) Vampiric Touch, Blink, Displacement, Force Punch (DC 20), Prehensile Pilfer
2 (7/day) Bull's Strength, Mirror Image, Invisibility, Bear's Endurance, Ablative Barrier, Tactical Acumen
1 (7/day) Chill Touch (DC 18), Chill Touch (DC 18), Expeditious Retreat, Enlarge Person (DC 18), Infernal
Healing, Recharge Innate Magic, Warding Weapon
0 (at will) Open/Close (DC 17), Prestidigitation (DC 17), Prestidigitation (DC 17), Read Magic, Ghost
Sound (DC 17)
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Statistics
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Str 20, Dex 18, Con 14, Int 24, Wis 10, Cha 8
Base Atk +9; CMB +14; CMD 25
Feats Arcane Strike, Armor of the Pit, Blind-Fight, Extra Hex, Eye of the Arclord (1/day), Fiend Sight,
Fiend Sight, Improved Fiendish Darkness, Power Attack -3/+6
Skills Acrobatics +7 (+3 jump), Bluff +1, Climb +0, Escape Artist -1, Fly +12, Knowledge (arcana) +23,
Knowledge (dungeoneering) +23, Knowledge (planes) +23, Perception +13, Profession (soldier) +15, Ride
-1, Spellcraft +23, Stealth +24, Swim +4, Use Magic Device +15; Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Common, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal
SQ arcane pool (+4) (15/day), hex arcana, hex magus, hexes (flight), improved spell combat, infernal
mortification, knowledge pool, prehensile tail
Other Gear +2 Shadow, improved Full plate, +3 Keen, Transformative Falchion, +3 Keen, Transformative
Scimitar, Belt of physical might (Str & Dex +4), Headband of vast intelligence +6 (Use Magic Device, 150
GP
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Special Abilities
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Accursed Strike (Sp) Can use spells with the curse descriptor with spellstrike, even if they are not touch.
Arcane Cloak +7 (Su) 1 Arcane Pool: +7 to Stealth checks and Bluff checks to create a diversion in
order to hide.
Arcane Pool (+4) (15/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or
selected item powers.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as
magic for the purpose of overcoming damage reduction.

Blind-Fight Re-roll misses because of concealment, other benefits.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity
attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (120 feet) (Fiend Sight) You can see in the dark (black and white vision only).
Eye of the Arclord (1/day) Gain a third eye with magic powers
Hex Arcana You can substitute Hexes for Magus Arcana.
Hex Magus (Su) You gain access to witch hexes.
Improved Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Infernal Mortification (Su) At 1st level, a fiend flayer can sacrifice some of his own infernal blood to add
to his arcane pool. Sacrificing blood in this way is a standard action. For every 2 points of Constitution
damage the fiend flayer takes in this way, his arcane pool inc
Knowledge Pool (Su) Spend Arcane Pool points to prepare a magus spell that is not in your spellbook
for 1 day.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Misfortune (2 rds) (DC 23) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
See in Darkness See perfectly in darkness of any kind, including magical darkness.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Wand Wielder (Su) The magus can activate a wand or staff in place of casting a spell when using spell
combat.
p2
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