House Daressin. Recently arrived in Moonshae and quickly settled in the island of Snowdown. Your family’s history of trading and business pervades your blood. As a deft merchant of the region, you gain a bonus language: Dwarven, Elven, Gnome, Giant, Halfling, or Sylvan. Your family motto is “Success through Grace.”
Dex 16 +2(race)
Con 13 -2(race)
Int 16 +2(race)
Fort Save +2
Ref Save +0
Will Save +2
Arcane Pool 1 +4(int)
Special: Arcane pool, cantrips, spell combat
Spell 0: 3/jour
- Acid Splash. Orb deals 1d3 acid damage.
- Arcane Mark. Inscribes a personal rune on an object or creature (visible or invisible).
- Dancing Lights. Creates torches or other lights.
- Daze. A single humanoid creature with 4 HD or less loses its next action.
- Detect Magic. Detects spells and magic items within 60 ft.
- Disrupt Undead. Deals 1d6 damage to one undead.
- Flare. Dazzles one creature (–1 on attack rolls).
- Ghost Sound. Figment sounds.
- Light. Object shines like a torch.
- Mage Hand. 5-pound telekinesis.
- Open/Close. Opens or closes small or light things.
- Prestidigitation. Performs minor tricks.
- Ray of Frost. Ray deals 1d3 cold damage.
- Read Magic. Read scrolls and spellbooks.
- Spark. Ignites flammable objects.
- Magic Missile. 1d4+1 damage; +1 missile per two levels above 1st (max 5).
- Burning Hands. 1d4/level fire damage (max 5d4).
- Shield. Invisible disc gives +4 to AC, blocks magic missiles
- Corrosive Touch. Touch attack deals 1d4 acid/level.
- Mirror Strike. You may strike multiple opponents with a single attack.
- Shocking Grasp. Touch delivers 1d6/level electricity damage (max 5d6).
- Warding Weapon. The weapon you use for the focus of this spell defends you, allowing you to cast spells without provoking attacks of opportunity.
3. Race and Class.
- +2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
- Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
- Normal Speed: Elves have a base speed of 30 feet.
- Low-Light Vision: Elves can see twice as far as humans in conditions of dim light (see low-light vision).
- Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
- 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.
- Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
- 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.
- Languages: Elves begin play speaking Common and Elven.
- Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
There are those who spend their lives poring over ancient tomes and texts, unlocking the power of magic, and there are those who spend their time perfecting the use of individual weapons, becoming masters without equal.
The magus is at once a student of both philosophies, blending magical ability and martial prowess into something entirely unique, a discipline in which both spell and steel are used to devastating effect. As he grows in power, the magus unlocks powerful forms of arcana that allow him to merge his talents further, and at the pinnacle of his art, the magus becomes a blur of steel and magic, a force that few foes would dare to stand against.
Role: Magi spend much of their time traveling the world, learning whatever martial or arcane secrets they can find. They might spend months learning a new sword-fighting style from a master warrior, while simultaneously moonlighting in the local library, poring through tomes of ancient lore. Most who take this path dabble in all sorts of lore, picking up anything that might aid them in their search for perfection.
Hit Die: d8.
Starting Wealth: 140 gp. + an outfit worth 10 gp or less.
Weapon and Armor Proficiency: Proficient with all simple and martial weapons and light armor.
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 (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.
Spell Comabat (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.
- Climb (Str)
- Craft (Int)
- Fly (Dex)
- Intimidate (Cha)
- Knowledge (arcana) (Int)
- Knowledge (dungeoneering) (Int)
- Knowledge (planes) (Int)
- Profession (Wis)
- Ride (Dex)
- Spellcraft (Int)
- Swim (Str)
- Use Magic Device (Cha)
Weapon Focus (Combat) - Longsword +1 attack
Unlike most of her kin who were fundamentalists of Helm, Lagislawa (Ghis for short) is a deist believing that nature and the universe itself is god.
Not a personal god that meddles in the affairs of mortals as most theist/extremists are. She's anti-clerical at the most. She detests organized religions believing them to be oppressive and controlling leaving its followers bereft of critical thinking.
Her family is one of the last who have arrived in Moonshae settling in an obscure and uninhabited section of the island of Snowdown presumably in an attempt to avoid religious persecution from their homeland. Lagislawa is second generation. Exactly what did happen, her family doesn't want to talk about it much. But the pervading truth is that it was bad enough for the entire family to immigrate. She has a huge suspicion that it had a lot (or everything) to do with the patron god's death.
Lagislawa is used to doing things by herself. A loner. She's become very independent. Lagislawa grew up in a mostly liberal household giving her ample space and privacy especially from her dad. But for her mom, who has quickly adapted to the local religions of Moonshae, and has taken into impressing the "neighbors" Not so much. She has in fact convinced her husband to have Ghis married off to a forgettable local noble, to a family that has been in Snowdown the longest, probably to gain influence and acceptance in the budding fishing community.
Ghis, of course, could not and would not agree to the arrangement. She doesn't want to have anything to do with marraige. For in her mind, marraige spells the end of liberty and of her passion.
When one gets married, the woman will relinquish her life traditionally before the union. This signifies letting go of her dream of becoming the first in her family to be a master of arms and of magic.
7. Equipment (140gp)
Chain shirt 100 gp
Longsword 15 gp 1d6/1d8 dmg