Kae'than (Garick83)

===Basic Information===
 Race: Elf
 Class: Magus
 Level: 1
 Experience: 0 XP (1,300 TNL)
 Alignment: Chaotic Good
 Languages: Common, Elven, Draconic, Celestial, 
 Gnome, and Goblin
 Deity: The Quel'nar 
 First Seen: URL to introduction appearance at DWI
 Location: URL-new-post.html to current game
 Background: Open
===Abilities===
* Please indicate Racial and Level Adjustments
STR: 13 +1 (03 pts)
DEX: 16 +3 (05 pts) +2 Racial Modifier
CON: 10 +0 (02 pts) -2 Racial Modifier
INT: 18 +4 (10 pts) +2 Racial Modifier
WIS: 10 +0 (00 pts)
CHA: 10 +0 (00 pts)
===Combat Statistics===
* Please specify the nature of Special and Miscellaneous Adjustments
 (Max-2) HP: 9 = [1d8 + CON (0) + FC (1)] (Magus 1)
 [0d0 + CON (0) + FC (0)] (Class 2)
 AC: 17 = [10 + DEX (3) + Armor (4) + Shield (0) + Natural (0)
 + Size (0) + Misc (0)]
 AC Touch: 13 = [10 + DEX (3) + Size (0) + Misc (0)]
 AC Flatfooted: 14 = [10 + Armor (4) + Shield (0) + Natural (0)
 + Size (0) + Misc (0)]
 INIT: +5 = [DEX (3) + Reactionary Trait (2)]
 BAB: +0 = [Magus 1 (0) + Class 2 (0)]
 CMB: +1 = [BAB (0) + STR (1) + Misc (0)]
 CMD: 15 = [10 + BAB (0) + STR (1) + DEX (4) + Misc (0)]
 Fortitude: +2 = [Magus 1 (2) + CON (0) + Misc (0)]
 Reflex: +3 = [Magus 1 (0) + DEX (3) + Misc (0)]
 Will: +2 = [Magus 1 (2) + WIS (0) + Misc (0)]
 Speed: 30'
Damage Reduction: 00/Any
Spell Resistance: 00
 Spell Failure: 00
 Concentration: 07 = [Caster Level (1) + INT (4) + Focused Mind (2)]
===Weapon Statistics===
* Please specify the nature of Special and Miscellaneous Adjustments
 Rapier: Attack: +3 = [BAB (0) + DEX (3) + Misc (0) + Magic (0)]
 Damage: 1d6+1, Crit: 18-20/x2, Pierce 
 Dagger: Attack: +3 = [BAB (0) + DEX (3) + Misc (0) + Magic (0)]
 (Melee) Damage: 1d4+1, Crit: 19-20/x2, Pierce/Slash 
 Dagger: Attack: +3 = [BAB (0) + DEX (3) + Misc (0) + Magic (0)]
 (Ranged) Damage: 1d4+1, Crit: 19-20/x2, Pierce, Range Increment: 10' 
===Racial Features===
Ability Adjustments: +2 (Dexterity), +2 (Intelligence), -2 (Constitution)
 Size: Medium
 Speed: 30'
 Favored Class: Magus (+1 hp/level)
 Elven Immunities: Elves are immune to magic sleep effects and gain a +2 
 racial saving throw bonus against enchantment spells and
 effects.
 Keen Senses: Elves receive a +2 racial bonus on Perception checks.
 Elven Magic: Elves receive a +2 racial bonus on caster level checks made
 to overcome spell resistance. In addition, elves receive a
 +2 racial bonus on Spellcraft skill checks made to identify
 the properties of magic items.
 Weapon Familiarity: Elves are proficient with longbows (including composite
 longbows), longswords, rapiers, and shortbows (including
 composite shortbows), and treat any weapon with the 
 word “elven” in its name as a martial weapon.
 Low-Light Vision: Elves can see twice as far as humans in conditions
 of dim light.
===Class Features===
Magus 1
Armor/Weapons: A magus is proficient with all simple and martial weapons.
 A magus is also proficient with light armor. 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, 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.
 Spells: A magus casts arcane spells drawn from the magus spell list.
 A magus must choose and prepare his spells ahead of time.
 To learn, prepare, or cast a spell, the magus must have an
 Intelligence score equal to at least 10 + the spell level. 
 The Difficulty Class for a saving throw against a magus’s 
 spell is 10 + the spell level + the magus’s Intelligence 
 modifier.
 A magus can cast only a certain number of spells of each 
 spell level per day. His base daily spell allotment is given 
 on Table: Magus. In addition, he receives bonus spells per 
 day if he has a high Intelligence score.
 A magus may know any number of spells. He must choose and 
 prepare his spells ahead of time by getting 8 hours of sleep 
 and spending 1 hour studying his spellbook. While studying, 
 the magus decides which spells to prepare.
 Cantrips: A magus can prepare a number of cantrips, or 0-level spells,
 each day, as noted on Table: Magus under “Spells per Day.” 
 These spells are cast like any other spell, but they are not
 expended when cast and may be used again.
 Spellbooks: A magus must study his spellbook each day to prepare his 
 spells. He cannot prepare any spell not recorded in his 
 spellbook except for read magic, which all magi can prepare 
 from memory. A magus begins play with a spellbook containing 
 all 0-level magus spells plus three 1st-level magus spells of 
 his choice. The magus also selects a number of additional 
 1st-level magus spells equal to his Intelligence modifier to 
 add to his spellbook. At each new magus level, he gains two new
 magus spells of any spell level or levels that he can cast 
 (based on his new magus level) for his spellbook. At any time, 
 a magus can also add spells found in other spellbooks to his 
 own. A magus can learn spells from a wizard’s spellbook, 
 just as a wizard can from a magus’s spellbook. The spells 
 learned must be on the magus spell list, as normal. An 
 alchemist can learn formulae from a magus’s spellbook, 
 if the spells are also on the alchemist spell list. A magus 
 cannot learn spells from an alchemist.
 Arcane Pool: 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 
 1/2 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.
 Arcane Pool: 5/5 (1/2 Magus Level (min +1) +Int Modifier (+4)
 Spell Combat: 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.
===Feats===
Weapon Finesse (Level 1): 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.
===Traits===
 Focused Mind (Magic): You gain a +2 trait bonus on concentration checks.
 Reactionary (Combat): You gain a +2 trait bonus on Initiative checks.
===Skills===
* Please specify the nature of Miscellaneous or Special Adjustments.
* Skills with a blank 'Total' may not be used untrained.
Skill Points: 6 = [Base (2) + INT (4)/Level; FC (0), Misc (0)] (Magus 1)
 0 = [Base (0) + INT (0)/Level; FC (0), Misc (0)] (Class 2)
Skills Total Rank CS Ability ACP Misc
Acrobatics 1 0 0 3 -2 +0
Appraise 5 1 0 4 +0
Bluff 0 0 0 0 +0
Climb -1 0 * 1 -2 +0
Craft ( ) 4 0 * 4 +0
Diplomacy 0 0 0 0 +0
Disable Device 0 0 3 -2 +0
Disguise 0 0 0 0 +0
Escape Artist 1 0 0 3 -2 +0
Fly 1 0 * 3 -2 +0
Handle Animal 0 0 0 +0
Heal 0 0 0 0 +0
Intimidate 0 0 3 0 +0
Knowledge (Arcana) 8 1 3 4 +0
Knowledge (Dngnrng) 0 3 4 +0
Knowledge (Engnrng) 0 0 4 +0
Knowledge (Geography) 0 0 4 +0
Knowledge (History) 0 0 4 +0
Knowledge (Local) 0 0 4 +0
Knowledge (Nature) 0 0 4 +0
Knowledge (Nobility) 0 0 4 +0
Knowledge (Planes) 8 1 3 4 +0
Knowledge (Religion) 0 0 4 +0
Linguistics 0 0 4 +0
Perception 3 1 0 0 +2 Keen Senses
Perform ( ) 0 0 0 0 +0
Profession (Engineer) 0 0 * 0 +0
Ride 1 0 * 3 -2 +0
Sense Motive 0 0 0 0 +0
Sleight of Hand 0 0 3 -2 +0
Spellcraft 8 1 3 4 +0
 (ID magic items) (10) +2 Elven Magic
Stealth 2 1 0 3 -2 +0
Survival 0 0 0 +0
Swim -1 0 * 1 -2 +0
Use Magic Device 0 * 0 +0
* = untrained class skill
===Spell Lists (Known)===
0 Level Level 1 Level 2
* Acid Splash * Burning Hands * Spell Name
* Arcane Mark * Chill Touch * Spell Name
* Dancing Lights * Corrosive Touch
* Daze * Magic Missle
* Detect Magic * Shield
* Disrupt Undead * Shocking Grasp
* Flare * Warding Weapon
* Ghost Sound 
* Light 
* Mage Hand 
* Open/Close 
* Prestidigitation 
* Ray of Frost 
* Read Magic 
* Spark 
===Spell Lists (Prepared)===
0 Level Level 1 Level 2
* Acid Splash * Chill Touch * Spell Name
* Detect Magic * Shocking Grasp * Spell Name
* Mage Hand
===Equipment===
Equipment Cost Weight
Explorer's Outfit -- -- lb
Cloak Patchwork 5 gp .5 lb
Chain Shirt 100 gp 25 lb
Shield 0 gp 0 lb
Rapier (Melee) 20 gp 2 lb
Pouch, Spell Components 5 gp 2 lb
Backpack 2 gp 2 lb
 Spellbook 0 gp 3 lb
 Silk Rope 10 gp 5 lb
 Flint and Steel 1 gp - lb
 Hook, Grappling Common 1 gp 1 lb
 Rations, Elven Trail 2 gp 1 lb
 Waterskin 1 gp 4* lb
 Dagger 2 gp 1 lb
 ======== ======
 Totals: 149.00 gp 46.5lb
* = Max weight when full
 Light Medium Heavy 
Max Weight: 0-50 51-100 101-150
Consumed or Destroyed Items 
 (none yet) 0 gp
 ======
 Total Consumed: 0 gp
===Finances===
 PP: 0 Initial Character Money: +150 gp
 GP: 0 earned on first adventure: +0 gp
 SP: 10 ==========
 CP: 0 Career Earnings: 150 gp
 Carried Inventory: -149 gp
 consumed or destroyed items: -0 gp
 Gems/Jewelry/Other: living accommodations: -0 gp
 0000 ==========
 Coinage: 1 gp
===Details===
 Size: Medium
 Gender: Male
 Age: 134
 Height: 6'4"
 Weight: 141
Hair Color: Black
 Eye Color: Electric Blue
Skin Color: Pale
Appearance: Weathered Explorer
 Demeanor: Calm, Quiet, appears to be in deep thought
===Background===
Ancestry
Kae'than's father was a wizard, and researcher of dragons, and all things related to dragons. Kae'than's father believed he had found lore, relics, and ancient manuscripts, spoke of a being called the Quel'nar (The one who will balance the great arcanas). The manuscripts claimed that once long ago, all magical creatures came from a single source. Furthermore, it claimed that Elves and Dragons were once one and the same, and then through some great tragedy, they were ripped apart from each other. Kae'than's father believed that it will be possible to rejoined with one another to become an entity of capable of controlling magic in a whole new a whole new intimate fashion. Kae'than's father believed these legends had to be real so much that it consumed his all of his life Kae'than spent his entire childhood and most of his young adult life following his father into caverns and caves looking for any and all pieces of information trying to piece together anything possible to learn how to bring the Quel'nar back. Because of his father keeping him constantly on the move, Kae'than study arcana became more of an on the move study, allowing him to lend himself to a blending of physical combat, and magical combat.
Present
Kae'than's father mysteriously disappeared in the middle of the night while Kae'than was sleeping at a local inn. Kae'than now travels searching for answers relating to his father and the Quel'nar. Rumors lead him to Dunn Wright Inn, perhaps he can finally put together the mystery of his father's disappearance and the mystery of the Quel'nar....
===Adventure Log===
[link=Twist Tree adventure here]
 XP Received: 0000
Treasure Received: 0000 GP
 0000 Gems/Jewelry
 Items
===Level Ups===
 Level 2:
 Class: Class
 BAB: +0 to +0
 Fort: +0 to +0
 Ref: +0 to +0
 Will: +0 to +0
 Feat: Feat
 Features: Class Features
 HP: Max -2 or Link to IC Roll, +1 FC Bonus (If Chosen)
Skill Pts: +0 = +0 (Class) +0 (Race) +00 (Old Total) 
 +1 (FC Bonus if Chosen) = 00 (New Total)
 
Level 2 to Level 3 Next, and so on . . .
===Approvals===
*Approval (May 19, 2013) (Satin Knights - Judge) level 1
*Approval (May 19, 2013 1826 hrs local) (Scott DeWar - non Judge) level 1
Category:Approved Characters