20th Level Magus
[NAME] - Alignment, Worships, etc
Human - Monk [Master of Many Styles] (2nd) / Magus [Staff Magus] + [Hexcrafter] (18th)
AC HP Fort Reflex Will SR CMD Initiative BAB
?? (?) +? +? +? (-) (-) +? +?
Strength: 10 (-)
Dexterity: 10 (-)
Constitution: 10 (-)
Intelligence: 10 (-)
Wisdom: 10 (-)
Charisma: 10 (-)

Traits:

  • [Trait]
  • [Trait]

Feats:

  • ?? [1st]
  • ?? [3rd]
  • ?? [5th]
  • ?? [7th]
  • ?? [9th]
  • ?? [11th]
  • ?? [13th]
  • ?? [15th]
  • ?? [17th]
  • ?? [19th]

Bonus Feats:

  • ?? [Human Racial Bonus]
  • Improved Unarmed Strike You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice. [Monk Class Bonus, 1st]
  • Stunning Fist You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned. Special: A monk receives Stunning Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk. [Monk Class Bonus, 1st]
  • ?? [Monk Archetype Bonus, 1st]
  • ?? [Monk Archetype Bonus, 2nd]
  • Quarterstaff Master By employing a number of different stances and techniques, you can wield a quarterstaff as a one-handed weapon. At the start of your turn, you decide whether or not you are going to wield the quarterstaff as a one-handed or two-handed weapon. When you wield it as a one-handed weapon, your other hand is free, and you cannot use the staff as a double weapon. You can take the feat Weapon Specialization in the quarterstaff even if you have no levels in fighter. [Magus Archetype Bonus, 1st]
  • ?? [Magus Class Bonus, 5th]
  • ?? [Magus Class Bonus, 11th]
  • ?? [Magus Class Bonus, 17th]

Skills:

?? +? []

Languages:

  • Common

Class features and Special abilities:

Racial Features:
Stat Changes:
Class Features:
??:

Spells, abilities and Powers:

??
??:
Spell List
Spell Slots per day: 0th 1st
(?) (?)
Spell Prepared: 0th (?) 1st (?)
? ?

Items, gear and equipment:

Weapons:
Enhancements
Wondrous Items:
Ioun Stones:
Spellbooks
Scrolls
Potions
Mundane Equipment:
Other Items:
Head
Headband
Eyes
Shoulders
Neck
Body
Chest
Armour
Belt
Wrist
Hands
Ring 1
Ring 2
Feet
GP Pouch
gp

Familiars, Cohorts, Followers, Intelligent items, and Common Summons


Combat Cheat Sheet


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