Post by ragnarokknight on Mar 11, 2014 17:39:26 GMT -6
Characterization:
Character Name: Cayle Deryck Milburn
Alias: The Silver Dragon, the Silver Hero, the Silver Milburn
Race: Human
Age: 27
Sex: Male
Height: 6'2"
Weight: 140lbs
Build: Lean
Complexion: White, Fair
Hair Color: Silver
Hair Style: Short
Class Information:
ECL: 6
Experience: 28 100 / 35 000
Classes: Magus 6
Class Archetypes: N/A
Faith: The Sovereign Host (Mild adherence)
Alignment: Chaotic Good
Defensive Scores and Skills:
Initiative: 4 (4DEX + Modifiers)
Perception: 6
Sense Motives: 0
Languages: Common, Draconic, Elven, Dwarven, Halfling
HP: 54 / 54
HP Math: (6+3TOUGH+3CON) + (2+3CON) + (7+3CON) + (7+3CON+1TOUGH) + (1+3CON+1TOUGH) + (7+3CON+1TOUGH)
AC: 18 (22) [10 + 4Armor + 4DEX + (4Shield Bonus)* + Other Modifiers]
Touch: 14 [10 + 4DEX + Other Modifiers]
Flat Footed: 14 (18) [10 + 4Armor + 0NatArmor + (4Shield Bonus) + Other Modifiers]
Special Modifiers: *+4 Shield Bonus when spell Shield is active.
Fortitude: 8 [5CLASS + 3CON + Other Modifiers]
Reflex: 6 [2CLASS + 4DEX + Other Modifiers]
Will: 5 [5CLASS + 0WIS + Other Modifiers]
Special Modifiers: List circumstantial modifiers below.
Damage Reduction: N/A
Spell Resistance: N/A
Immunities: N/A
Vulnerabilities: N/A
Combat Statistics:
Base Attack Bonus [BAB]: 4
Combat Maneuver Bonus: 5 [4BAB + 1STR + 0Size + Other Modifiers]
Combat Maneuver Defense: 19 [10 + 4BAB + 1STR + 4DEX + 0Size + Other Modifiers]
Movement: 30 [30 - Armor Penalties + Other Modifiers]
Movement Modifiers: List circumstantial movement modifiers here.
Ranged - Longbow
Standard Attack: 1d20+8 [4BAB + 4DEX]
Full Round Attack: List all attacks with their score and respective modifiers.
Damage: 1d8+1 [1STR]
Range: 100ft
Critical: x3
Special Modifiers: N/A
Melee - Keen Scimitar
Standard Attack: 1d20+10 (1d20+12) [4BAB + 4DEX + 1 (or 3) Enhancement + 1 Weapon Focus + Modifiers]
Full Round Attack: List all attacks with their score and respective modifiers.
Damage: 1d6+5 [4DEX + 1 (or 3) Enhancement + Modifiers]
Range: Melee
Critical: 15-20/x2
Special Modifiers: Dervish Dance (Adds DEX to damage)
Type of Attack - What Weapon, Maneuver, Trick, or Spell.
Standard Attack: 1d20+Score [BAB + Modifiers]
Full Round Attack: List all attacks with their score and respective modifiers.
Damage: XdX+Score [Modifiers]
Range: List the attack's maximum range.
Critical: List the attack's critical range and multiplier, if applicable.
Special Modifiers: List any circumstantial modifiers the attack may have.
Ability Scores:
Rolled Scores: 13 10 17 16 18 14Strength [Str]: 13 [+1]
Dexterity [Dex]: 18 [+4]
Constitution [Con]: 16 [+3]
Intelligence [Int]: 18 [+4]
Wisdom [Wis]: 10 [+0]
Charisma [Cha]: 16 [+3]
Racial Qualities:
Subtype: Human
Size: Medium
Speed: 30ft
Vision: Standard Vision
Immunities: None
Resistances: N/A
Stat Benefits: Human Racial (+2 to stat, CON), Lv4 (+1 DEX)
Skill Benefits: +1SP/Lv
Other Benefits: N/A
Class Qualities:
Weapon Proficiency: All Simple and Martial
Armor Proficiency: Light Armor (Can cast while wearing light armors without arcane spell failure chance)
Shield Proficiency: N/A
Class Features: Seen Here
Traits:
- Rich Parents: Your starting wealth increases to 900 gp.
- Magical Lineage: Pick one spell when you choose this trait (Shocking Grasp). When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell's final adjusted level.
Feats:
- Weapon Finesse: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
- Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
- Dervish Dance: When wielding a scimitar with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat the scimitar as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability). The scimitar must be for a creature of your size. You cannot use this feat if you are carrying a weapon or shield in your off hand.
- Weapon Focus (Scimitar): You gain a +1 bonus on all attack rolls you make using the selected weapon. [FEAT FROM MAGUS LV5 FEATURE]
- Extra Arcane Pool: Your arcane pool increases by 2.
Skills:
Skillpoints: 42/42 (2+4INT/Lv +1SP/lv[Human])Bluff: 8 [ +3Ranks + 3CHA + Other Modifiers]
Climb: 5 [ +1Ranks + 1STR + 3Trained + ACP + Other Modifiers]
Diplomacy: 9 [+4Ranks + 3CHA + Other Mods]
Fly: 12 [ +5Ranks + 4DEX + 3Trained + ACP + Other Modifiers]
Intimidate: 10 [ +4Ranks + 3CHA + 3Trained + Other Modifiers]
Know>Arcana: 8 [ +1Ranks + 4INT + 3Trained + Other Modifiers]
Know>Dungeoneering: 8 [ +1Ranks + 4INT + 3Trained + Other Modifiers]
Perception: 6 [ +6Ranks + 0WIS + Other Modifiers]
Perform>Dance: 5 [ +2Ranks +3CHA + Other Modifiers]
Spellcraft: 11 [ +5Ranks + 4INT + 3Trained + Other Modifiers]
Stealth: 10 [ +3Ranks +4DEX + 2Clothing + Other Modifiers]
Swim: 5 [ +1Ranks + 1STR + 3Trained + ACP + Other Modifiers]
Use Magic Device: 11 [ +5Ranks + 3CHA + 3Trained + Other Modifiers]
Carrying Capacity and Movement Modifiers:
Current Load: 52lbs
Light Load: 58lbs or less (without backpack: 50lbs or less)
Medium Load: 59lbs-116lbs (without backpack: 51lbs-100lbs)
Heavy Load: 117lbs-175lbs (without backpack: 101-150lbs)
Lift Capacity: 150lbs
Encumbered Lift: 300lbs
Drag Capacity: 750
Inventory:
Platinum Pieces: 0
Gold Pieces: 92
Silver Pieces: 2
Bronze Pieces: 5
One-Eye's Tokens: 740
- Masterwork Backpack, 50g, +1STR for carrying capacity
- 2x Rations, Trail, 1gp, 2lbs
- 2x Rations, Trail, 4 Tokens, 2lbs
- Artisan's Outfit, 4lbs (WORN), 1gp
- Spellbook, STARTING, 3lbs
- Longbow, 75g, 3lbs
- Common Arrows (19), 1gp, 3lbs
- Keen Scimitar (Masterwork, +1), 2315gp, 4lbs, (ACP -1)
- Chain shirt (Masterwork), 250gp, 25lbs
- Bedroll, 1sp, 5lbs
- Scroll case, 1gp, 1/2lbs
- Scroll of Shield, 25gp
- Scroll of Shield, 50 tokens
- Scroll of Shield, 50 tokens
- Scroll of Identify, 25g
- Journal, 10g, 1lb
- Inkpen, 1sp
- Ink, 8gp
- Masterwork Outfit of Reconnaissance (Cloak Slot), 8lbs (WORN), +4 Enhancement to Stealth & +2 Enhancement to Acrobatics, +1 Fortitude against Extreme Weather
- Compass, 1/2lbs
- 5x Cure Light Wounds Potion, 660 Tokens, 0lbs
- Ring of Sustenance, 2500g, 0lbs (WORN)
- Spell Component Pouch, 2g, 2lbs
- Sleeves of Many Garments, 200g, 1lbs
- Ioun Torch, 75gp, 0lbs
Barracks Chest:
- Masterwork Backpack
- Light Crossbow
- 10x Bolts
- Longsword
- 4x Wandermeal
- Signal Horn, 1gp, 2lbs
- 2x Sunrod, 1/2lbsBar
- Corpse-Ferrying Bag, 4000gp, 20lbs
- Blanket, 3lbs
Spell Casting [Remove for Non-Spellcasters:]
Spell-Save DC: [10 + Spell Level + 4INT]
Spells per Day:
0: Cantrips, cast unlimited times/daily as long as prepared
- Acid Splash
- Detect Magic
- Ray of Frost
- Arcane Mark
- Read Magic
Shocking Grasp (Flavored: Ice)- Shocking Grasp (Flavored: Ice)
- Shocking Grasp (Flavored: Ice)
GreaseShield
- Mirror Image
- Frigid Touch
- Blur
- Bear's Endurance
4:
5:
6:
7:
8:
9:
Known Spells:
0:
- Acid Splash
- Arcane Mark
- Dancing Lights
- Daze
- Detect Magic
- Disrupt Undead
- Flare
- Ghost Sound
- Light
- Mage Hand
- Open/Close
- Prestidigitation
- Ray of Frost
- Read Magic
- Spark
- Color Spray
- Grease
- Ray of Enfeeblement
- Shield
- Vanish
- Shocking Grasp (Flavored: Ice)
- Magic Missile
- True Strike
- Frostbite
- Vanish
- Burning Hands (Flavored: Ice)
- Chill Touch
- Cultural Adaptation
- Erase
- Mirror Image
- Frigid Touch
- Bear's Endurance
- Blur
3:
4:
5:
6:
7:
8:
9:
Arcana Pool
9 / 9 Daily
9 / 9 Daily
- Arcane Accuracy: The magus can expend 1 point from his arcane pool as a swift action to grant himself an insight bonus equal to his Intelligence bonus on all attack rolls until the end of his turn.
- Spell-Blending (Cultural Adaptation and Erase): When a magus selects this arcana, he must select one spell from the wizard spell list that is of a magus spell level he can cast. He adds this spell to his spellbook and list of magus spells known as a magus spell of its wizard spell level. He can instead select two spells to add in this way, but both must be at least one level lower than the highest-level magus spell he can cast.
Biography
Born to a noble family, Cayle was blessed to be a little better than others his age. Unfortunately for him, this was largely something his parents made up about him whenever bragging to other nobles. Unnecessary praise came in droves, which taught him a good deal of how to act and think. Whenever he was praised, he knew well enough to not turn them down through sheer practice. However, this caused a rather comical internal dialogue whenever it occurred: if someone said he was a good person, he made a mental note that they were atrocious judges of character. His goal, regardless of the situation, was to make it by as easily as possible and to make excellent use of his talents to make sure that no matter what, he had it the easiest. This led to some interesting scrapes as a child, causing him to be in more trouble than needed but always finding a way out of it. He became a good person, in spite of his own internal dialogue that implies otherwise.
However, despite his attempts to not get into excess trouble, that would not be the case. Ever. One particular incident is what landed him in the thick of the War, fighting for his life in a desperate attempt to survive. Wandering the streets alone one night, he found himself before a bar. Seeking to drink a little, maybe discover some young woman to waste away a night with, he happened upon a bar brawl.
Through clever use of his talents for talking people out of hostile situations (and a clever use of several spells), he managed to turn a potentially deadly bar-brawl for several people into something that only ended with a few injuries and no burning buildings. The wizard at the bar was particularly thankful, for example, to be informed that the entire building was made of wood (as were several others nearby) before he cast his fire-oriented spells.
No good deed goes unpunished, however. Cayle was the savior of the person who instigated the bar brawl in particular, and the two became friends. If you ask Cayle, he smells atrocious but is dependable if you can keep him focused. Due to their friendship and his gloating parents, word got out over his heroic deed, and it was suggested that he join the army. When the head of the Milburn household suggests something like that of one of his sons, it simply happens. Upon ending up in the recruiter's office, he spoke of looking to attain a nice, quiet, 'easy' post. He was slapped on the back by the recruiter, one of the men who was at the bar brawl and severely misunderstood Cayle's "heroism" for "not wanting to die." As fate would have it, the recruiter honestly believed the "Silver-Hero" tall-tale and believed he could make a difference at the front line.
And it was at that precise moment, Cayle felt an immediate regret for saving that bar. He was told of a bridge, trained in how to fight in an army, all while dodging catapult barrages. His insistence that he be better off firing the catapults was not helped when his abilities helped him be trained as a Magus. As he became acquainted with other soldiers who might have seen his efforts to not die in a burning bar as heroism, he felt embarrassed. These were people who survived war, who honestly thought to go into battle. And here he was, in the same legion with people who honestly believed he was a man of combat. Truly, he and his uncanny knack for accidental heroism were to be his own worst enemies in the years to come.
Pet
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