Ulriah Cooper

An unfortunate man who discovered his demon blood when he came to the new world

Description:

Ulriah Bucket
Tiefling Fiend Flayer Kensai Magus 1
Age 200

HP 10
AC 16 = 10+4(DEX)1(Canny Defense)1(Silk Robe) Touch AC 15 Flat Footed AC 11
BAB 0
Fort +2
2= 4
Ref +0
4= 4
Will +2
1= +3

Movement 30ft Run 80ft Charge withdraw

Arcane Pool 6

13 STR 13 0
17
2 DEX 19 4
14 CON 14 +2
18
2 INT 20 +5
12 WIS 12 +1
11-2 CHA 9 -1

Capacity 50/100/150

- Tiefling features -

Ability Score Racial Traits: Tieflings are quick in body and mind, but are inherently strange and unnerving. They gain +2 Dexterity, +2 Intelligence, and –2 Charisma.
Type: Tieflings are outsiders with the native subtype.
Size: Tieflings are Medium creatures and thus receive no bonuses or penalties due to their size.
Speed: Tieflings have a base speed of 30 feet.
Languages: Tieflings begin play speaking Common. (Modified by Campaign Setting)

Scaled Skin: The skin of these tieflings provides some energy resistance, but is also as hard as armor. Choose one of the following energy types: cold, ELECTRICITY, or fire. A tiefling with this trait gains resistance 5 in the chosen energy type and also gains a +1 natural armor bonus to AC. (This racial trait replaces fiendish resistance.)

Fiendish Sprinter: Some tieflings have feet that are more bestial than human. Whether their feet resemble those of a clawed predator or are the cloven hooves common to many of their kind, tieflings with this trait gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions. (This racial trait replaces skilled.)

Soul Seer: Rare tieflings have a peculiar sight that allows them to see the state of a creature’s soul. They can use deathwatch at will as spell-like ability. (This racial trait replaces the spell-like ability and fiendish sorcery racial traits.)/

Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.

Favored Class: Magus (+1/6 magus arcana) (was elf before change to tiefling.)

- Magus Features -

Weapons and armor
All simple
Estoc

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.

A kensai may cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level.

Spells 0-2 1-2
Cantrips
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

1st
Shocking Grasp
Blade Tutor’s Spirit
Chill Touch
Color Spray
Floating Disk
Line in the Sand
Weapon Wand
True Strike

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 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 (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 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.

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.

Infernal Mortification (Su)

At 1st level, a fiend flayer can sacrifice some of his own infernal blood to add to his arcane pool. Sacrificing blood in this way is a standard action. For every 2 points of Constitution damage the fiend flayer takes in this way, his arcane pool increases by 1 point. Any arcane pool points gained in this way and not spent disappear the next time the magus prepares his spells. Unlike normal ability score damage, this damage cannot be healed by way of lesser restoration. Only time can heal the Constitution damage taken by way of infernal mortification. This ability cannot be used if the fiend flayer’s Constitution damage is equal to or greater than 1/2 his Constitution score.

Canny Defense (Ex)

At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name, save that his chosen weapon may be of any type.

When wearing light or no armor and not using a shield, a (magus) adds 1 point of Intelligence bonus (if any) per (magus) class level as a dodge bonus to her Armor Class while wielding a melee weapon. If a (magus) is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.

Weapon Focus (Ex)

At 1st level, a kensai gains Weapon Focus with his chosen weapon as a bonus feat. (Estoc)

- Feats -
Weapon Finesse

- Skills – 7
0+0+4= 4 Acrobatics(DEX)
0
0+5= 5 Appraise(INT)
0
0-1= -1 Bluff(CHA)
0+0+1= 1 *Climb(STR)
1
3+5= 9 *Craft (Blacksmith)(INT)
0
0+5= 5 *Craft(INT)
0
0-1= -1 Diplomacy(CHA)
= + Disable Device(DEX)
0+0-1= -1 Disguise(CHA)
0+0+4= 4 Escape Artist(DEX)
0
0+4= 4 *Fly(DEX)
= + Handle Animal(WIS)
0
0+1= 1 Heal(WIS)
0
0-1= -1 *Intimidate(CHA)
1+3+5= 9 *Knowledge (arcana)(INT)
1
3+5= 9 *Knowledge (dungeoneering)(INT)
= + Knowledge (engineering)(INT)
= + Knowledge (geography)(INT)
= + Knowledge (history)(INT)
= + Knowledge (local)(INT)
= + Knowledge (nature)(INT)
= + Knowledge (nobility)(INT)
1
3+5= 9 *Knowledge (planes)(INT)
= + Knowledge (religion)(INT)
1
0+5= 6 Linguistics(INT)
0
0+1= 1 Perception(WIS)
0
0-1= -1 Perform(CHA)
= + *Profession(WIS)
0+0+4= 4 *Ride(DEX)
0
0+1= 1 Sense Motive(WIS)
= + Sleight of Hand(DEX)
1
3+5= 9 *Spellcraft(INT)
0
0+4= 4 Stealth(DEX)
0
0+1= 1 Survival(WIS)
0
0+1= 1 *Swim(STR)
1
3-1= +3 *Use Magic Device(CHA)

- Equipment -
55gp 2sp
8 Explorer’s Clothes
-Scarf
-Cloak
4 Silk Ceremonial Armor
4 Estoc
3 Spellbook
.5 Book Lariat
5 Silk Rope
2 Spell Component Pouch
5 Bedroll
3 Blanket
10 Trail rations x10
/ Ink
/ Inkpen x2
2 Backpack
4 Waterskin
50.5lb

- Traits -
Metamagic Master: Choose a spell of 3rd level or below. (Shocking Grasp) When you use the chosen spell with a metamagic feat, it uses up a spell slot one level lower than it normally would.
Magical Lineage: Pick one spell (Shocking Grasp) when you choose this trait. 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.
Paranoid Anyone: who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.

Bio:

Ulriah came to the new continent a long time ago. Having just left a short stint as a member of the town militia, he tried to make his fortune as an adventurer. Upon arriving, he began to notice gradual changes. First his skin turned pale and scaly. He assumed he was coming down with something, and blew this off. The his horns started to grow, and he started turning blue, then purple. Finally, his feet slowly changed into cloven hooves.

He did his best to hide this, but eventually his companions caught on, and banished him to the leper house on the edge of the city.

It isn’t all bad though. Due to his bloodline, he lived abnormally long, and is now one of the oldest people around. It also gave him plenty of time to study magic, something he found he had a knack for, and coupled with his martial skills, he is a formidable force.

Ulriah Cooper

Into the New World jwhite68stang finbreaker