Human (P), Fighter (P) / Magus (P) 6th Medium Humanoid (Human) with 27,754 XP Alignment: Neutral Hit Dice: 6d10+6 (50 hp) Initiative: +2 Speed: 30' (6 sq) (light enc.) Space/Reach: 5 ft./5 ft. AC: 17 (+5 Armor, +2 Dex, ), Touch 12, Flat-Footed 15 Abilities: Str 16, Dex 14, Con 13, Int 15, Wis 13, Cha 12 Saves: Fort +6, Ref +4, Will +6 Base Att/CMB/CMD: +6 / +9 / 21 Single Attack: Bastard Sword: +13 melee (1d10+8/19-20) - Spellstrike Bastard Sword: +15 melee (1d10+8/19-20) Bastard Sword: +15 melee (1d10+10/19-20)- Two handed Ray: +8 ranged (0/20) Full Attack: Bastard Sword: +13/+8 melee (1d10+8/19-20) - Spellstrike Bastard Sword: +11/+6 melee (1d10+8/19-20) Bastard Sword: +11 melee (1d10+8/19-20)- Two handed Ray: +8/+3 ranged (0/20) ────┤ FEATS ├──── Exotic Wpn Proficiency, Wpn Focus: Bastard Sword, Wpn Specialization: Bastard Sword, Craft Magic Arms & Armor, Craft Wand, Two-Weapon Fighting, Rich Parents Trait, Alertness, Vital Strike, Additional Traits, Magical Lineage Trait. ────┤ SKILLS ├──── Acrobatics +2, Appraise +2, Bluff +1, Climb +7, Diplomacy +1, Disguise +1, Escape Art +2, Fly +6, Heal +1, Intimidate +1, Perception +4, Ride +6, Sense Mot +3, Spellcraft +11, Stealth +3, Survival +8, Swim +7, Use Mag Dev +8, Cr:Alchemy +8, Pro:Sailor +6, Kn:Arcana +6, Kn:Dungeon +6, Kn:Eng +6, Kn:Planes +6. ────┤ MAGUS (P) SPELLS ├──── Spells per Day: (5/5/4; save DC 12+spell level): Level 0 - Acid Splash, Detect Magic, Light, Read Magic, Ray of Frost. Level 1 - Burning Hands, Color Spray, Enlarge Person, Magic Missile, Shocking Grasp. Level 2 - Invisibility, Mirror Image, Scorching Ray, Burning Gaze. ────┤ Racial Traits: Human (P) ├──── Bonus Feat: One extra feat at Level #1 Heart of the Wilderness: Add +3 to your Constitution score when determining the negative HP total necessary to kill you • Gain a +3 on Survival checks ────┤ Class Features: Fighter (P) 6th ├──── 4x bonus combat feat Armor Training (Ex): Current armor is a Chain Shirt Armor • No speed reduction for a Medium Armor • Reduce the Armor Check penalty by 0 • +1 to the Maximum DEX bonus of the armor Weapon Training (Ex): • Group #1: +1 att/dmg/CMB/CMD with the 'Heavy Blades' group ────┤ Class Features: Magus (P) 6th ├──── Proficient with all simple and martial weapons Proficient with light armor Concentration: 1d20+8 (Plus bonuses from feats, items, etc.) Spell Combat (Ex): as full rnd action • make full attack with melee weapon & cast spell w/ off hand • melee attacks take a -2 penalty, as do any attacks the spell requires • if casting defensively, you may take an additional penalty (up to 2) to attack rolls and use that as a bonus to Concentration Armored Casting (Ex): may freely cast spells in light armor Arcane Pool (Su): 5 points • spend 1 Arcane point (swift act) to gain +2 hit/dmg bonus for 1 min • only 1 weapon at a time may be enhanced, and no one else may use it • may also use enhancement for these properties: +1: flaming, frost, keen, shocking +2: flaming burst, icy burst, shocking burst +3: speed • +4: dancing • +5: vorpal • non-magical weapons must be enhanced to +1 before adding properties • properties add to a magic weapon, but duplicates do not stack Spellstrike (Su): may cast touch spells thru melee weapon. • 1 free melee weapon attack at highest bonus instead of touch attack • melee attack deals normal damage on top of spell effecte • may be used with Spell Combat, taking any penalties incurred thereby. • weapon attack crits like normal, spell uses weapon crit range but only does x2 regardless of weapon modifier Magus Arcana: x2 acquired • (metamagic feat emulations do not change spell level or casting time) • Spell Shield (Su): immediate action, spend an arcane pool point to gain a +2 shield bonus to AC until the end of next turn • <magus> Spell Recall (Su): swift act to recall spell already cast • must expend a number of AP points equal to the spell's level 1x Bonus Magus Feats (must be Combat, Item Creation, or Metamagic feats) ────┤ Conditional Bonus - Fighter (P) Class ├──── +2 bonus on Will saves against fear [Bravery] ────┤ Conditional Bonus - Human (P) Race ├──── +5 on Constitution checks to stabilize when dying [Heart of the Wilderness] ────┤ Languages (x3) ├──── Common, Draconic, Orc, Dwarven ────┤ EQUIPMENT ├──── ARMOR WORN: Chain Shirt Armor. Spell Component Pouch, Wizard's Spellbook, Bastard Sword ────┤ TOTAL CHARACTER VALUE ├──── 100 gp.
As the son of distinguished nobles, Drake was afforded a very comfortable childhood. He grew up with his faternal twin brother, Drogan, in stable times for the family names and the family business. Drake’s father owned a number of trading posts along the outlands road and of recent – the bandits and wolves had subsided for over two decades now.
Understanding that the time would come when his commerce would be challenged, Drake’s father set out to provide for his son’s a prize education in swordplay, arcane might, and tactics. Drake took immediately to the studies and poured himself in. By his teens he could challenge most grown men in a duel. By the time he was twenty his prowess with a blade and mind were near unmatched.
Seeing that his son had reached the sumit of his training within the community, Drake’s father encouraged him to travel abroad for some time and seek out his own adventures, challenge himself, and improve his potential.