Sho-Gurub

Sho-Gu-Rub
3rd level Magus, 1st level Sorcerer (Crossblooded Orc and Blue Dragon)
Human

6,000xp (Fast Progression)

Str: +0 (11)
Con: +1 (12)
Dex: +5 (20) (note: racial bonus)
Int: +3 (16)
Wis: +0 (10)
Cha: +0 (11)

Fort: +4 (1 Con + 3 base)
Ref: +6 (5 Dex + 1 base)
Will: +3 (0 Wis + 5 base - 2 crossblooded)
Init: +5 (5 Dex)
BAB: +2
CMD: 17 (BAB + Str + Dex + 10)
CMB: +2 (BAB + Str)

AC: 20 (10 base, +5 Dex, +4 armor, +1 enhancement)
HP: 27 (3d8 + 1d6 + 4 Con + 4 favored class)

Attacks
Shocking Grasp Melee Attack
Attack: +9 = +5 DEX, +2 BAB, +1 feat, +1 enhancement (note: +3 against an enemy wearing metal armor, holding a metal weapon, or made of metal)
Damage: 6d6+16 = +5d6 shocking grasp, +1d6 scimitar, +10 bloodlines, +5 DEX, +1 enhancement

Shocking Grasp Melee Attack (wand)
Attack: +9 = +5 DEX, +2 BAB, +1 feat, +1 enhancement (note: +3 against an enemy wearing metal armor, holding a metal weapon, or made of metal)
Damage: 2d6+8 = +1d6 shocking grasp, +1d6 scimitar, +2 bloodlines, +5 DEX, +1 enhancement

Normal Melee Attack
Attack: +9 = +5 DEX, +2 BAB, +1 feat, +1 enhancement
Damage: 1d6+6 = +1d6 scimitar, +5 DEX, +1 enhancement

Armor Check Penalty: 0
Arcane Spell Failure Chance: 10% (note: does not apply to magus spells)
Speed: 30 ft.

Feats (note: 1 starting, 1 human bonus, 1 3rd level)
Weapon Finesse: Use DEX modifier instead of STR modifier for attack rolls when using a light weapon,
Dervish Dance: User DEX modifier instead of STR modifier for attack rolls when using a scimitar.
Weapon Focus (scimitar): Adds +1 to attack roll when using a scimitar.

Skills (note: 24 ranks, 12 from INT, 6 from magus, 2 from sorcerer, 4 from human)
Disable Device = +9 = 4 ranks + 5 DEX
Perform (dance) = +2 = 2 ranks + 0 CHA
Slight of Hand = +7 = 2 ranks + 5 DEX
Spellcraft = +10 = 4 ranks + 3 INT + 3 trained
Stealth = +11 = 4 ranks + 5 DEX + 2 enhancement
Use Magic Device = +7 = 4 ranks + 0 CHA + 3 trained

Abilities
Arcane Pool (magus): Four times per day, use a swift action to add a +1 enhancement bonus to a weapon for 1 minute.
Spell Combat (magus): As a full round action, make an attack and then cast a spell, both at a -2 to the attack roll.
Spellstrike (magus): When casting a spell with a range of "touch", use the same bonuses as the weapon in hand, and add the weapon's effects to a hit.
Wand Wielder (magus): May use a wand in place of a spell when using Spell Combat (and Spellstrike).
Orc Bloodline Arcana (crossblooded sorcerer): You gain the orc subtype, including darkvision 60 feet and light sensitivity. If you already have darkvision, its range increases to 90 feet. Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.
Draconic Bloodline Arcana (crossblooded sorcerer): Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type, that spell deals +1 point of damage per die rolled.
Draconic Bloodline Power (crossblooded sorcerer): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.

Traits
Gifted Adept (shocking grasp): Pick one spell when you choose this trait—from this point on, whenever you cast that spell, its effects manifest at +1 caster level.
Precocious Spellcaster (ray of frost and shocking grasp): Select one cantrip and one 1st-level spell; when you cast these spells, they function at one caster level higher than your actual caster level.

Concentration: d20+6

Sorcerer Spells
0th level (3 known, ∞ per day): penumbra (negate light sensitivity for 10 minutes), mending (fix things), message (whisper and get whispers back)
1st level (1 known, 3 per day): shield (+4 to AC for 1 minute)

Magus Spells (prepared spells are bolded)
0th level (All known, 4 prepared, ∞ per day): detect magic, light, arcane mark, ray of frost
1st level (10 known, 4 prepared, 4 per day): shocking grasp, blurred movement, color spray, feather fall, grease, magic missile (three times), obscuring mist, mount, poisoned egg, vanish

Gear
+1 Magic Scimitar (2315gp)
+1 Magic Mithril shirt (2100gp)
Wand of shocking grasp, 25 charges (375gp)
Ioun Stone (magenta prism, cracked) (800gp) (note: gives +2 competence to a skill of your choice, changeable once per day)
Ioun torch (75gp)
Stubborn nail (100gp)
Traveler's Any-Tool (250gp)
Misc stuff. (two candles, chalk, a hammer and four pitons, 100 feet of hemp rope, a hooded lantern with 5 flasks of oil, two sacks, two torches, 10 ft. pole, and four tindertwigs) (15gp)
70gp
Globotractor: Will Save DC 15, 2d6 electric damage, DC 15 Reflex to avoid damage

Max Light Load: 38lbs.
Current Load: 29lbs.

Max HP: 27
Current HP: 27

Languages: Common, Draconic, Orc, Elf

Description
Height: 6'5"
Weight: 251lbs.
Age: 32
Hair: White
Skin: Green

Campaign Notes
B'al D'archy - a human overseer of the Feywild camp
Miss Vandercoff - a chubby human
Darren & Dorren - shovel and pick, Mrs. Vandercoff's assistants
Malakalaka Ridge

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