Name: Lorraine DiHammermoore Race: Human Gender: Female Alignment: NG Deity: Ti'ana (Elysium) Home Plane: Prime Physical Description: http://besyanteo.rpgww.org/images/Lorraine.gif Lorraine DiHammermoore appears to be a very relaxed, easy going woman. Her long, straight black hair is worn loose, covering her ears at most times, framing her starkly pale face, china doll face. Her dark green eyes are usually half lidded, and coupled with her always slightly upturned lips someone unfamiliar with her might mistake the expression for intoxication. She wears a darkened leather chest piece and leggings, as well as a pair of light cloth gloves, heavy boots, a sizable backpack and a belt with many pouches. At her side is a sheathed longsword, though rumor has it that she's a bit of a caster. She keeps a riding horse, and a pet hawk that rarely leaves it's favored perch on her left shoulder. She will not talk about where she came from; she prefers to change the subject, or to ignore the question entirely. Strength (STR): 14 [+2] Level: Magus 6 Dexterity (DEX): 13 [+1] Experience Points: 18230/23000 Constitution (CON): 14 [+2] BAB: +4 Intelligence (INT): 16 [+3] Fort Save: 5 (+2 Con) = +7 Wisdom (WIS): 10 [+0] Ref Save : 2 (+1 Dex) = +3 Charisma (CHA): 12 [+1] Will Save: 5 (+0 Wis) = +5 Speed/Base Speed: 30 ft Hit Points: (8+5d8)+(6*+2 Con) = 42/42 Melee: Longsword, masterwork (1d8+2, 19-20/x2): +4 (+2 Str +1 Enhancement) = +7 Whip-dagger (1d6, 19-20/x2, counts as a whip for special attacks): +4 (+2 Str) = +6 Armor: Leather (Light, +2 Armor, +6 Max Dex, -0 Armor Check, Spell Failure 0%, Spd 30 ft.) Other Equipment: Enduring Amulet (Neck) Endure elements, can grant fire and cold res for 1 round 3 charges 1/day, 1: res 10, 2: res 15, 4: res 20 Armor Class: 10 (+1 Dex +2 Armor) = 13, 12 flat-footed, 11 touch Armor Check Penalty: -0 Arcane Spell Failure: 0% Initiative: +1 Dex = +1 CMB: +4 BAB +2 Str +0 Size = +6 CMD: 10 +4 BAB +2 Str +1 Dex +0 Size = 17 FEATS: -Familiar Alertness (+2 to Perception and Sense Motive checks, only when hawk is in arm's reach) -Hum Combat Casting (+4 to Concentration checks on defensive/grappling/pinned) -Lvl1 Mounted Combat (Negate a hit on the mount with a successful Ride check) -Lvl3 Quick Draw (Draw weapon as free action) -Lvl5 Craft Wondrous Item (Create wondrous items) -Mgs5 Craft Magic Arms and Armor (Create magic arms and armor) Arcane Pool: 6 (+2 bonus) MAGUS ARCANA: -Mgs3 Familiar (Gain a familiar as a wizard) -Mgs6 Empowered Magic (Cast a spell as if it were empowered 1/day) SKILLS: [c] denotes class skill *: Armor check penalty applies Skills: 6/level, +6 FC Total Points: 42 -[ ] Acrobatics* [Dex]: 1 (+1 Stat -0 Armor) = +2 -[ ] Appraise [Int]: 5 (+3 Stat) = +8 -[c] Climb* [Str]: 1 (+2 Stat +3 Class -0 Armor) = +6 -[c] Craft (Armor) [Int]: 3 (+3 Stat +3 Class) = +9 -[c] Craft (Weapon) [Int]: 5 (+3 Stat +3 Class) = +11 -[c] Knowledge (Arcana) [Int]: 5 (+3 Stat +3 Class) = +11 -[c] Knowledge (Dungeon) [Int]: 2 (+3 Stat +3 Class) = +8 -[c] Knowledge (Planes) [Int]: 4 (+3 Stat +3 Class) = +10 -[ ] Linguistics [Int]: 1 (+3 Stat) = +4 -[c] Ride* [Dex]: 4 (+1 Stat -0 Armor +3 Class) = +8 -[c] Spellcraft [Int]: 5 (+3 Stat +3 Class) = +11 -[c] Swim* [Str]: 1 (+2 Stat +3 Class -0 Armor) = +6 -[c] Use Magic Device [Cha]: 5 (+1 Stat +3 Class) = +9 SIZE: Medium LANGUAGES: Common, Celestial, Draconic, Elven, Sylvan Class Specials: Magus Weapon and Armor Proficiency: A magus is proficient with all simple and martial weapons. A magus is also proficient with light armor. A magus 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 or arcane spells received from other classes. Arcane Pool (Su): At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to ½ his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells. At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. 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. At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property's base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus. A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends. Cantrips: A magus 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. Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus 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, he can make all of his attacks with his 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 he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks. Spellstrike (Su): 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. Spell Recall (Su): At 4th level, the magus learns to use his arcane pool to recall spells he has already cast. With a swift action he can recall any single magus spell that he has already prepared and cast that day by expending a number of points from his arcane pool equal to the spell's level (minimum 1). The spell is prepared again, just as if it had not been cast. Bonus Feats: At 5th level, and every six levels thereafter, 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. Racial Specials: Human +2 Cha Bonus Feat: Humans receive a bonus feat at 1st level. Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Weapon Training: Humans are proficient with any one martial weapon of their choice, in addition to those granted by class proficiencies. This weapon must be chosen at 1st level and cannot be changed. Favored Class: Magus Spells per Day ----------------------- Lv0: 5/day Lv1: 4+1/day Lv2: 3+1/day 0: Daze, Detect Magic, Light, Read Magic, Arcane Mark 1: Reduce Person, Feather Fall, Lorraine's Force Push, Magic Missile, Shocking Grasp 2: Invisibility*, Levitate, Scorching Ray Spells Known: DC 13+level ----------------------- Lv0 Acid Splash: Orb deals 1d3 acid damage. Arcane Mark: Inscribes a personal rune (visible or invisible). Dancing Lights: Creates torches or other lights. Daze: Humanoid creature of 4 HD or less loses next action. Detect Magic: Detects spells and magic items within 60 ft. 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. Repair Minor Damage: Repairs 1 point of damage to any construct. Spark: Ignites flammable objects. Lv1 Babau Slime: Secrete a body-covering acid that damages attacking foes. Enlarge Person: Humanoid creature doubles in size. Expeditious Retreat: Your speed increases by 30 ft. Feather Fall: Objects or creatures fall slowly. Grease: Makes 10-ft. square or one object slippery. Jump: Subject gets bonus on Jump checks. Lorraine's Force Push: 1d3 damage/level (max 5), bull rush. Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5). Orb of Electricity, Lesser: Ranged touch attack deals 1d8 electricity damage + 1d6/two levels beyond 1st (max 5d6) Orb of Sound, Lesser: Ranged touch attack deals 1d8 sonic damage + 1d6/two levels beyond 1st (max 5d6) Reduce Person: Humanoid creature halves in size. Repair Light Damage: Repairs 1d8+1/level (max +5) to any construct. Scatterspray: Group of small objects flies apart in a burst. Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6). Lv2 Bear's Endurance: Subject gains +1d4+1 to Con for 1 hr./level. Bull's Strength: Subject gains +1d4+1 to Str for 1 hr./level. Cat's Grace: Subject gains +1d4+1 to Dex for 1 hr./level. Fire Breath: Exhale a cone of flame at will. Invisibility: Subject is invisible for 1 min./level or until it attacks. Levitate: Subject moves up and down at your direction. Scorching Ray: Ranged touch attack deals 4d6 fire damage, + 1 ray/four levels (max 3). Spider Climb: Grants ability to walk on walls and ceilings. Equipment and Inventory ----------------------- Equipped: Longsword, mwk [ 4 lbs.] < 315 gp> Equipped: Chain shirt, mwk [ 25 lbs.] Equipped: Whip-dagger [ 3 lbs.] Worn: Spell Component Pouch [ 2 lbs.] Worn: Blue cloak from Automata [------ lbs.] Neck: Enduring Amulet [------ lbs.] < 1500 gp> Subtotal: 34 lbs. Worn: Handy Haversack [ 5 lbs.] < 2000 gp> Backpack: Spellbook [ 3 lbs.] Backpack: Rations, trail x5 [ 5 lbs.] Backpack: Bedroll [ 5 lbs.] Backpack: Wine, fine (bottle) [ 1.5 lbs.] Backpack: Ink [------ lbs.] Backpack: Inkpen [------ lbs.] Backpack: Blast disk [ 1 lbs.] < 900 gp> Backpack: Paper golem manual [ 1 lbs.] Backpack: Sunrod x5 [ 5 lbs.] Backpack: Soap [ 1 lbs.] Backpack: Rope, silk (100ft) [ 10 lbs.] Backpack: Waterskin x2 [ 8 lbs.] Backpack: Greatsword +1, flaming [ 8 lbs.] < 8000 gp> Subtotal: 5 lbs. ( 53.5 lbs.) (/125 lbs.) 5 lbs. Worn: Belt Pouch [ 0.5 lbs.] Belt Pouch: Potion of Cure Light Wounds x2 [------ lbs.] < 100 gp> Belt Pouch: Potion of Magic Fang [------ lbs.] < 50 gp> Belt Pouch: Potion of Remove Fear [------ lbs.] < 50 gp> Belt Pouch: Scroll of Ray of Stupidity [------ lbs.] < 150 gp> Belt Pouch: Scroll of Backbiter [------ lbs.] < 150 gp> Belt Pouch: Potion of levitation [------ lbs.] < 300 gp> Belt Pouch: Flint and Steel [------ lbs.] Belt Pouch: Elysian bandages (12 uses) [ 1 lbs.] < 300 gp> Belt Pouch: Chaos flask x3 [ 1.5 lbs.] < 300 gp> Belt Pouch: Potion of displacement [------ lbs.] < 750 gp> Scroll Case [ 0.5 lbs.] Scroll Case: Parchment, Sheet x5 [------ lbs.] Satchel: Chocolate marshmellow 1/3-strength CLW [------ lbs.] Satchel: Chocolate caramel 1/3-strength Bless [------ lbs.] Satchel: Chocolate raspberry-cream 1/3-strength Detect Magic [------ lbs.] Satchel: Chocolate praline 1/3-strength Mage Armor [------ lbs.] Subtotal: 3.5 lbs. / 10.5 lbs. Horse, Light [------ lbs.] Horse: Saddle, Riding [ 25 lbs.] Horse: Rider + Gear [150 lbs.] Horse: Horseshoes of Ascent [------ lbs.] Subtotal: 175 lbs. Horse: Saddlebags [ 8 lbs.] Saddlebags: Feed x5 [ 25 lbs.] Subtotal: 33 lbs. /258 lbs. Total: 14865 gp GP 4995.82 Total Weight: 42.5 lbs. Loads: 58 lbs Light, 116 lbs Medium, 175 lbs Heavy Mount Weight: 208 lbs Loads: 150 lbs Light, 300 lbs Medium, 450 lbs Heavy ========================================================= Magic Items ========================================================= Blast Disk (Magic Item Compendium, pg. 152) Body Slot: -- (held) Caster Level: 5th Aura: Faint; (DC 17) evocation Activation: Standard (manipulation) "This jet-black, 8-inch-diameter plate bears a bas relief humanoid skull surrounded by runes and sigils. Its other side is perfectly smooth and flat." A blast disk can be set to explode through proximity or on a timer. In either case, when the disk activates it explodes, destroying the blast disk and dealing 5d6 points of fire damage to all creatures and objects within 10 fewt (Reflex DC 14 half). If set to explode through proximity, a blast disk must be set down in a square on the battlefield. The next creature of Small or larger size to enter that square (either on the ground or airborne within 5 feet) sets off the blast disk. That creature receives a -2 penalty on the save against the blast. A blast disk can also be set to automatically explode up to 10 rounds after placement. A character who has trapfinding can find (Perception DC 28) and disable (Disable Device DC 28) a blast disk. Prerequisites: Craft Wondrous Item, fireball Cost to Create: 450 gp, 1 day ========================================================= Familiar ========================================================= Aaron (Hawk) N Tiny animal Init +3; Senses: low-light vision; Perception +16 Languages: empathic link --------------------------------------------------------- AC 16, touch 15, flat-footed 13 (+2 size, +3 Dex, +1 natural) hp 21/21 (HD 1d8) Fort +3, Ref +6, Will +8 --------------------------------------------------------- Speed 10 ft., fly 60 ft. (average) Melee talons +8 (1d4-2) Space 2½ ft.; Reach 0 ft. Base Atk +3; CMB +4; CMD 9 --------------------------------------------------------- Abilities: Str 6, Dex 17, Con 11, Int 6, Wis 14, Cha 7 Feats: Weapon Finesse Skills: Craft (Weapon) +1, Fly +7, Knowledge (Arcana) +2, Knowledge (Planes) -1, Linguistics -1, Ride +7, Perception +14*, Spellcraft +2, Use Magic Device +2 --------------------------------------------------------- Alertness (Ex): The presence of the familiar sharpens its master's senses. While a familiar is within arm's reach, the master gains the Alertness feat. Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails. Empathic Link (Su): The master has an empathic link with her familiar out to a distance of up to 1 mile. Only general emotional content can be communicated. Note that the low Intelligence of a low-level master's familiar limits what the creature is able to communicate or understand, and even intelligent familiars see the world differently from humans, so misunderstandings are always possible. Share Spells: Any spell the master casts on herself may also affect her familiar, if the familiar is within 5 feet. If the spell has a duration other than instantaneous, the effect ends if the familiar moves beyond 5 feet and will not affect the familiar again even if it moves within 5 feet once more. The master may cast a spell with a target of "You" on her familiar (as a touch range spell) instead of on herself. A master and her familiar can share spells even if the spells normally do not affect creatures of the familiar's type. Skills: Hawks have a +8 racial bonus on Perception checks. ========================================================= Mount ========================================================= Paul (Light Horse) N Large animal Init +1; Senses: low-light vision, scent; Perception +4 Languages: --- --------------------------------------------------------- AC 13, touch 10, flat-footed 12 (-1 size, +1 Dex, +3 natural) hp 19 (3 HD) Fort +5, Ref +4, Will +2 --------------------------------------------------------- Speed 60 ft.; Run Melee 2 hooves -2 each (1d4+1*) Space 10 ft.; Reach 5 ft. Base Atk +2; CMB +5 --------------------------------------------------------- Abilities: Str 14, Dex 13, Con 15, Int 2, Wis 12, Cha 6 Feats: Endurance, Run Skills: Perception +4 Advancement: - --------------------------------------------------------- A light horse cannot fight while carrying a rider. Carrying Capacity: A light load for a light horse is up to 150 pounds; a medium load, 151-300 pounds; and a heavy load, 301-450 pounds. A light horse can drag 2,250 pounds. ========================================================= Spells ========================================================= Backbiter (Spell Compendium, pg. 23) Necromancy Level: Sorcerer/wizard 1 Components: V, S, F Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One weapon Duration: 1 round/level or until discharged Saving Throw: Will negates; see text Spell Resistance: Yes (object) The weapon you indicate during the spell's casting briefly shimmers with a black aura that disappears in an eyeblink. You cast this spell on any melee weapon. The next time that weapon is used to make a melee attack, its shaft twists around so that the weapon strikes the wielder instead. The weapon hits automatically, and no attack roll is made. The wielder gets no warning or knowledge of the spell's effect on his weapon, and although he makes the attack, the self-dealt damage can't be consciously reduced (though damage reduction applies) or changed to nonlethal damage. Once the weapon attacks its wielder (whether successfully or not), the spell is discharged. Magic weapons targeted by this spell receive a Will save. An item in a creature's possession uses its own Will save bonus or its wielder's bonus, whichever is higher. Focus: A dagger. ========================================================= Ray of Stupidity (Spell Compendium, pg. 167) Enchantment (Compulsion) [Mind-Affecting] Level: Magus 2, Sorcerer/wizard 2 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Ray Duration: Instantaneous Saving Throw: None Spell Resistance: Yes A bright yellow beam bursts from your extended fingertips. The beam emits an "uh" sound, like someone trying to think of a word. This ray clouds the mind of your enemy, damaging its intellect. You must succeed on a ranged touch attack with the ray to strike a target. A subject struck by the ray takes 1d4+1 points of Intelligence damage. If the target is a wizard, she might temporarily lose the ability to cast some or all of her spells if her Intelligence drops too low. Material Component: A miniature cone-shaped hat. ========================================================= Scatterspray (Spell Compendium, pg. 180) Transmutation Level: Magus 1, Sor/Wiz 1 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: Six or more Diminutive or Fine objects, all within 1 ft. of each other, whose total weight does not exceed 25 lb. Duration: Instantaneous Saving Throw: See text Spell Resistance: No With a single word and gesture, you send small, unattended objects flying about the room. You can point to a collection of little, unsecured items and cause them to fly off in all directions simultaneously. The spray of items creates a burst with a 10-foot radius. If the items are fairly hard or sharp (such as stones, sling bullets, coins, or the like), creatures in the burst take 1d8 points of damage. A successful Reflex save negates this damage. Eggs, fruit, and other soft objects can be used, but the damage then dealt is nonlethal damage. =========================================================