Shula Kaden | |
Age: | 31 |
Hair: | Brown |
Eye: | Dark Hazel |
Height: | 5ft 7in |
Weight: | 131 lbs |
Race: | Half Elf/Half Vampire |
Class: | Magus 1 |
Archetype: | Staff Magus, Hexcrafter |
Favored Class Option: | +1 Hit Point/Level |
Alignment: | Lawful Neutral |
Deity: | Wee Jas |
Level: | 1 ( CL +1) |
Experience: | 0/5,000 (Medium Growth) |
Hit Points: | 10/10 |
Hero Points: | 1/3 |
Gold: | 205 Gold |
Current Status: | Active |
Played by (Perada) |
- Description
- Abilities & Skills
- Feats,Traits, Class Abilities
- Class Abilities and Archetypes
- Equipment
- Magus Arcana, Spells and DCs
- Character Information
Gallery
A long-haired and beautiful woman with fine features that is marred slightly by her pale complexion, Shula is a somewhat cold and aloof individual. Very disciplined through many years in training and study, she takes her work very seriously, lives for today and not tomorrow, and is a devout follower of Wee Jas. Her devotion to her work and to her faith has kept the urges and perversions of those who live on the line between life and undeath like herself at bay…but even then, one can have regretful slips of self control.
Ability | Score | Mod | Temp Score | Temp Mod |
Strength | 22 | +6 | +0 | +0 |
Dexterity | 18 | +4 | +0 | +0 |
Constitution | 12 | +1 | +0 | +0 |
Intelligence | 20 | +5 | +0 | +0 |
Wisdom | 10 | +0 | +0 | +0 |
Charisma | 10 | +2 | +0 | +0 |
Stat | Base | H-Elf | Half Vampire | Points Spent | Total |
---|---|---|---|---|---|
STR | 8 | - | +4 | 10 | 22 |
DEX | 8 | - | - | 10 | 18 |
CON | 8 | +2 | -2 | 4 | 12 |
INT | 8 | - | +4 | 8 | 20 |
WIS | 8 | - | +2 | 0 | 10 |
CHA | 8 | - | +2 | 0 | 10 |
Temp Mod Used to track Magic Item bonuses etc
Armor Class | Saving Throws | Base | Bonus | Total | ||
Total | 10 + 4 Dexterity, +4 armor +2 Natural Armor = 20 | Fortitude | +2 | +2 | +4 | |
Flat-Footed | 16 | Reflex | +0 | +5 | +5 | |
Touch | 14 | Will | +2 | +3 | +5 |
Save Enhancements:
- Immune to all sleep effects
- Add +2 to Will Saves against Enchantments (Half Elf)
- +1 Added to all Saves (Half Elf Racial, Destined)
- +2 to Fort. Saves against Disease (Half Vampire)
- +2 to Will Saves against all mind effects (Half Vampire)
- +2 Against all fear effects (Half Elf Racial, Fearless)
- Add +2 to all Will Saves (Half Elf Racial, Dual Minded)
BAB | Mod | Total Range/Melee | Initiative | CMB | CMD |
+0 | +4 Dex/+6 Str | +4/+6 | +4 | +6 | +20 |
Skills | Ranks | Stat Bonus | Synergy | Magical Bonuses | Total | |
C | Climb (Str) | +0 | +6 | +0 | +0 | +6 |
C | Craft (Weaponsmith, Int) | +1 | +5 | +3 | +0 | +9 |
C | Intimidate (Cha) | +0 | +0 | +0 | +0 | +0 |
C | Knowledge (Arcana) (Int) | +1 | +5 | +3 | +0 | +9 |
C | Knowledge (Dungeoneering) (Int) | +1 | +5 | +3 | +0 | +9 |
C | Knowledge (Planes) (Int) | +1 | +5 | +3 | +0 | +9 |
C | Profession (Cook, Wis) | +1 | +0 | +3 | +0 | +4 |
C | Ride (Dex) | +0 | +5 | +0 | +0 | +5 |
C | Spellcraft (Int) | +1 | +5 | +3 | +0 | +9 |
C | Swim (Str) | +0 | +6 | +0 | +0 | +6 |
C | Use Magic Device (Cha) | +1 | +0 | +3 | +0 | +4 |
Skills per level: 2+Int. Mod = 7
Level 1: 7
The magus's class skills are Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (planes) (Int), Pilot (Dex), Profession (Wis), Ride (Dex), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha).
Languages Known: Common, Elvish +5, Undercommon, Sylvan, Dwarven, Draconic, Infernal.
Feats:
Level 1 - Power Attack: -1 Penalty to attacks to gain +2 Damage.
Archetype- Quarterstaff Master You can wield a quarterstaff as either a two-handed or one-handed weapon.
Level 3 - Feat: Description
Level 5 - Feat: Description
Level 7 - Feat: Description
Level 9 - Feat: Description
Level 11 - Feat: Description
Level 13 - Feat: Description
Level 15 - Feat: Description
Level 17 - Feat: Description
Level 19 - Feat: Description
Racial Abilities:
- +2 to an Ability Score of choice: Half Elf characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
- Size: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
- Base Speed: Half-elves have a base speed of 30 feet.
- Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages,such as Druidic).
- Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
- Arcane Training: Half-elves occasionally seek tutoring to help them master the magic in their blood. Half-elves with this racial trait have only one favored class, and it must be an arcane spellcasting class. They can use spell trigger and spell completion items for their favored class as if one level higher (or as a 1st-level character if they have no levels in that class). This racial trait replaces the multitalented racial trait.
- Dual Minded: The mixed ancestry of some half-elves makes them resistant to mental attacks. Half-elves with this racial trait gain a +2 bonus on all Will saving throws. This racial trait replaces the adaptability racial trait.
- Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
- Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
- Elf Blood: Half-elves count as both elves and humans for any effect related to race.
- Gift of Tongues: Half-elves gain a +1 racial bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill.
- Fearless: Half-elves tend to be stubborn and arrogant, shirking caution when other races might heed such. They gain a +2 to all saving throws against fear effects.
- Destined: Half-elves gain a +1 racial bonus on all saving throws.
- ** +4 STR, -2 CON, +4 INT, +2 WIS, +2 CHA.** Half-Vampires are exceptionally strong and cunning as well as insightful and charming, but they have frail constitutions.
- Size: Half-Vampires retain the size of the base creature.
- Speed: Half-Vampires retain the speed of the base creature.
- Languages: Half-Vampires begin play speaking the languages of the base creature.
- Half-Undead: Half-Vampires gain the following traits associated with being half-undead.
- Darkvision 60'
- +2 racial bonus on saving throws against disease and mind-affecting effects
- take no penalties from energy-draining effects, though they still die if they accrue more negative levels than they have Hit Dice. After 24 hours, any negative levels are removed without need for additional saving throws.
- harmed by positive energy and healed by negative energy, fast healing effects still function normally.
- eat, breathe, and sleep
- Natural Armor: Half-Vampires improve their natural armor by +2 (or gain +2 natural armor if the base creature does not possess it).
- Shadow Resistance: Half-Vampires have resistance 5 (cold and electricity).
- Regeneration: Half-Vampires have Regeneration 5 (positive energy), as per the monster ability.
- Fangs: Half-Vampires have a natural bite attack (1d4), this is a primary natural attack. If it is used in a full attack with a manufactured weapon, treat it as a secondary natural attack. A half-vampire that successfully deals damage with it's bite attack may use it's blood drinker ability as a free action as a part of the attack.
- Blood Drinker: A half-vampire that drinks blood gains 5 temporary Hit Points. The effect lasts for 1 hour or until the temporary Hit Points are depleted. A half-vampire may feed multiple times and continue to gain hit points to a maximum of 5 temporary Hit Points for every three Hit Dice it possesses.
- A half-vampire may drink blood from an opponent who is helpless, grappled, paralyzed, pinned, unconscious, or similarly disabled. You must first cut your target by dealing 1 hit point of damage with a slashing or piercing weapon (though it may feed upon a creature with severe wounds or a bleed effect without cutting it first). Once you cut the target, you can drink from its wound as a standard action. Drinking blood deals 2 points of Constitution damage to the creature you fed upon. The blood must come from a humanoid and cannot come from a dead or summoned creature. Feeding on unwilling intelligent creatures is an evil act.
Character Role: Gish, Debuffer, Damage
While most magi use a one-handed weapon as their melee implement of choice, one group of magi uses the quarterstaff instead. These lightly armored magi use staves for both defense and inflicting their spells upon enemies. Skilled in manipulating these weapons with one hand or two, they eventually learn how to use arcane staves as well, and are just as formidable in combat as their sword-swinging brethren.
Weapon and Armor Proficiency: A staff magus is proficient with simple weapons only. He 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 or heavy armor or using 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. This replaces the normal magus weapon and armor proficiency feature.
Quarterstaff Master (Ex): At 1st level, the staff magus gains the Quarterstaff Master feat as a bonus feat, even if he does not meet the normal prerequisites. He only gains the benefit of this feat when wearing no armor or light armor.
Quarterstaff Defense (Ex): At 7th level, while wielding a quarterstaff, the staff magus gains a shield bonus to his Armor Class equal to the enhancement bonus of the quarterstaff, including any enhancement bonus on that staff from his arcane pool class feature. At 13th level, this bonus increases by +3. This ability replaces the medium armor and heavy armor class abilities.
Staff Weapon (Su): At 10th level, a staff magus treats any magical staff he is wielding as a magical quarterstaff with an enhancement bonus to attack and damage equal to the staff’s caster level divided by 4 (minimum +1). The staff must have at least 1 charge for the magus to use this ability. A staff magus can restore 1 charge to a staff by expending a number of points from his arcane pool equal to the level of the highest-level spell cast in the staff, as long as at least one spell in the staff is on the magus spell list. The magus cannot restore charges to more than one staff per day. This ability replaces fighter training.
A hexcrafter magus has uncovered the secret of using his arcane pool to recreate witch hexes. These magi can hex friend and foe, curse those they strike, and expand their spell selection to include many curses and harmful spells.
Hex Magus (Su): At 4th level, the hexcrafter magus gains access to a small number of witch’s hexes. The hexcrafter magus picks one hex from the witch’s hex class feature. He gains the benefit of or uses that hex as if he were a witch of a level equal to his magus level. This feature replaces spell recall.
Hex Arcana: A hexcrafter gains access to the following magus arcana, or may select any witch hex in place of a magus arcana. At 12th level, the hexcrafter may select a hex or major hex in place of a magus arcana. At 18th level, a hexcrafter can select a hex, major hex, or grand hex in place of a magus arcana. He cannot select any hex or arcana more than once.
Accursed Strike (Sp): A hexcrafter magus who can cast bestow curse, major curse, or any spell with the curse descriptor can deliver these prepared spells using the spellstrike ability, even if the spells are not touch attack spells.
Spells
A hexcrafter magus adds the following spells to his magus spell list: bestow curse, major curse, and all other spells of 6th level or lower that have the curse descriptor.
Weapon | Attack Bonus | Damage | Crit | Damage Type |
Masterwork Quarterstaff | +7 (+5 Double weapon or Spell Combat) | 1d6+6/1d6+6 (+9 if wielded with both hands.) | 20 x2 | B |
Dagger | +6 | 1d4+6 | 19-20 x2 | P/S |
Sling | +4 | 1d4+6 | 20 x2 | B |
- Ammo:
- Sling Bullets (50)
Armor / Shield | Armor/Shield Bonus | Max Dex | Armor Check | Arcane Spell Failure | Movement Speed | Weight |
Chain Shirt | +4 | +4 | +0 | 5% | 30ft | 25 lbs |
Slot | Item | Description |
Head | Item name goes here | Brief item description |
Face | Item name goes here | Brief item description |
Neck | Item name goes here | Brief item description |
Shoulders | Item name goes here | Brief item description |
Torso | Item name goes here | Brief item description |
Arms | Item name goes here | Brief item description |
Hands | Item name goes here | Brief item description |
Right Ring | Item name goes here | Brief item description |
Left Ring | Item name goes here | Brief item description |
Waist | Item name goes here | Brief item description |
Feet | Item name goes here | Brief item description |
Pack | Item name goes here | Brief item description |
Wands
Scrolls
Potions
Mundane items
Item Name | Obtained from | Worth | Description |
---|---|---|---|
Masterwork Backpack | Purchased | 25 GP | Half weight, Increased carry capacity by +1 Strength. |
Bedroll | Purchased | 1 SP | Bedroll Used for Sleeping |
Blanket, Winter | Purchased | 5 SP | Good Winter Blanket |
Clothing, Explorers outfit, 2 | Purchased | 20 GP | Good Clothing with cloak |
Clothing, Cold Weather | Purchased | 8 GP | For harsh cold weather |
Flint and Steel | Purchased | 1 GP | Used to start a campfire |
Trail Rations | Purchased | 25 SP | 5 Days worth of Trail Rations |
Lamp Oil, 3 pints | Purchased | 3 SP | Fuel for a lantern or to start a fire. |
Silk Rope | Purchased | 10 GP | Thirty feet of strong rope. |
Whistle | Purchased | 8 SP | Emergency Whistle, can be heard from 1/2 a mile. |
Grappling Hook | Purchased | 1 gold | Used to attach rope (AC5 when throwing to catch.) |
Tent | Purchased | 10 gold | Used for shelter |
Spell Component Pouch | Purchased | = 5 gold | Contains mundane spell components |
Spell Book, Traveler's | Purchased | 15 Gold | Compact spell book, holds 70 pages. |
Arcane Pool Points = Level + Intellect Mod = 6 Points.
1st | Arcane Accuracy | Spend 1 Arcane Pool point to add your intellect mod to all attack rolls. |
---|
Magus Spells
A Magus starts with a spellbook containing all magus cantrips, these are cast but never expended. A Magus can know any number of spells in their spell book and starts with 3 first level spells at level 1, plus one additional spell per intelligence mod. A Spell with an (*) by it is a spell that is usually prepared unless said otherwise.
Spell Level | Per Day | DC |
---|---|---|
Cantrips | Not Expended | 15 |
1st | 3 | 16 |
2nd | Unlocked at level 4 | - |
3rd | Unlocked at level 7 | - |
4th | Unlocked at level 10 | - |
5th | Unlocked at level 13 | - |
6th | Unlocked at level 16 | - |
Cantrips Prepared | |
---|---|
Spell Name | Description |
Read Magic | Allows the reading of spellbooks and scrolls. |
Detect Magic | Sense and identify magical auras |
Daze | Inflict the Dazed condition to a humanoid target 5HD or Less |
Level 1 Spells Known | |
---|---|
Spell Name | Description |
(*) Shield | Grants a +4 AC Shield Bonus |
(*) Color Spray | A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Each creature within the cone is affected according to its HD |
Grease | Make a 10ft square or an object slippery. |
(*) Shocking Grasp | 1d6+1/Level Electricity Damage, Touch Attack |
True Strike | +20 To any one attack |
Vanish | Turn invisible for 1 round / level (up to 5th level) |
Ray of Enfeeblement | 1d6+1 per 2 Levels in Strength Damage, Save for half. |
Obscuring Mist | A misty vapor arises around you. It is stationary. The vapor obscures all sight, including darkvision, beyond 5 feet. |
Character Theme:I Don't Care Anymore by Phil Collins
It was more three decades ago; a life Miss Kaden has never known. The lands beyond the city of Arae‘saena are always ones of danger; anything could dwell within the darkness of the forests and deep places of the land. The Kaden family were somewhat known amongst the logging community, both as a novelty and with some respect. Soren, her father, was a physician— one who tended the sick without so much as asking for a coin, and her mother…Triel Dawnsinger, an elf maiden who had fallen hard for the good doctor because of of his warmth, his kindness…and other reasons too. The two had married and were living in a cabin near Wolverton, a logging town where simple folk lived. Considering that the marriage was not accepted by her parents, Triel eloped with Soren, leaving the high-elven courts and its decadence behind for a humble life of hard work. The townsfolk lived a relatively peaceful life, unaware that in the mountains that overshadowed the forests there, a great threat loomed. An old manse, hidden by the craggy walls of the mountains held within its walls a vampire, one Count Khorba…one who would awaken and cast his wickedness over the land.
The vampire took fancy to the lady, Triel, spiriting her away from the Kaden home, leaving the healer wounded and near death. Though he managed to heal himself, his heart was broken by the fact that he had not the means to fight back such a monster whom had stolen away his love…who was also with child…his child.
He beseeshed the mayor for help, pleading with any who would hear him…and he found help in a quartet of traveling adventurers, one of which was the older sister of the lady Triel. She had no love for the man, but being her brother-in-law and a good man, the cleric of Wee Jas felt inclined to act.
Soren and the adventurers stole their way into the manse, facing monster upon monster, and in a battle that some say shook the very foundations of the mountains. Spell and steel clashed as the group battled toe to toe with the Count and although they were victorious, winning back the elf maiden…they were too late, for she had been drained…Triel was dying, forced into labor by the vampire’s draining of her blood and the shock of his death. She delivered a healthy child…a little girl they named “Shula”…which means “Flame” in the ancient tongue. Tirel died shortly after childbirth, and bereft with his grief, Soren took his own life months later, driven to madness from it.
Sent to live with her aunt, Shula was quickly shunned by the other elves, however the child found some measure of kindreship within the walls of the temple of Wee Jas, where arcane study was a daily practice. Her aunt raised the child as her own daughter, but when she was old enough to know, told the tale of her mother and father, giving the little girl something that had once belonged to her mother; a spellbook…as well as a choice. To follow in her father's footsteps…or to embrace her mother heritage and learn the ways of the arcane…
The choice…was not a hard one for her.
Shula's life was one of hardship…unaccepted by her elvish peers only to find such amongst other “Ayr'dal”…outcasts…half elves, she made friends rather easily despite spending many years within the walls of a temple. Yet, when she began the trek into adolesence, the vampire blood that was tainting her own was beginning to manifest, causing her to have frenzied outbursts, keeping her temper short while also giving her a nagging hunger for blood. Seeing this ahead of time, Her aunt, Misha, made arrangements for the girl to learn the arts of elvish warfare…the ways of a magus…so that she would have the mental discipline to keep her vampiric urges under control and chained within her mind all while using the training to make the most of her augmented body; a wheal from the woe that her cursed blood brought.
Upon reaching adulthood, Shula chose to honor her father by taking his family name of Kaden as her surname instead of her elvish heritage. She had honored her mother by learning the ways of magic, so now she would tempter that blade with the wisdom he used to have. Leaving the temple, she decided to make two stops…first to her parents home, long abandoned and fallen into disrepair. Exploring it, she found that it once was place where love and faith had abided…destroyed by the hunger of a monster. Claming what possessions she could, she left it as it was…to fall into the dust of time, where it belonged.
The other destination was the old manse, also now abandoned…there was something she had to see for herself, something that Shula needed to know. Spending an entire day, she searched for the coffin where the monster had laid…a great risk to herself, yes, but in daytime, if the monster was there, he was no threat…she found the coffin was gone, taken away by someone…or something.
Leaving this, Shula made one more choice…but the resolution she'd make would be kept close to her heart, known only to herself…she would one day find the vampire responsible for ruining her life…and destroy him…utterly…but for now, there was one final destination to take. Catching a coach from the logging town, the half-elven magus took a ride to the great city Arae`Saena…the time for her to find her destiny…was now.