Adriel grew up on the island of Wayang the son of a local Alchemist. His father would often go to the woods for supplies and it was there he met Adriel's mother a reclusive druid who almost never interacted with the town but, in this case reached out to another elf.
The result of this romantic tryst would be a son.
Raised largely in the woods but occasionally visiting his father Adriel grew up with alot of confusion between the divine calling of his mother and the arcane discoveries his father had made. Lost with wonder at the two kinds of magic and often in his 'hazes' from smoking the plant from witch he draws his last name. It was druing one of his smoke induced episodes he became almost comatose and the voice spoke to him.
The messege was hazy, insistent. But it warned him of his mother and fathers deaths at the hands of the Goblins who were ambushing them right NOW. Suddenly wide awake and with the realisation of real danger, he grabbed his mothers bow and ran to their meeting place to find the deed done and 2 goblin stragglers desecrating their bodies. That was when his patron gave him his 'gifts', reaching out with a power he didn't understand he simply willed one goblin to pass out. Then he shot the other in the back as it ran away. It had it easy, for the other suffered long before Adriel was done with it. Now, confused and for the first time without a family, Adriel wanders the world. Lost and following a quiet inner voice he barely comprehends, he has given up all vice, knowing it was his weakness that cost him the people he cared about. The patron speaks to him then, of rights and wrongs and justice. When he is lucid, there is only empitness and the constant question, 'Am I going Insane?'
Traits: Magical Lineage (Frostbite), Wayang Spellhunter (Shocking Grasp)
Varrel CR 6
Male Elf (Chelaxian) Magus 7
NG Medium Humanoid (Elf)
Init +4 (Dex+Familiar); Senses Perception +10
AC 22, touch 13, flat-footed 20
(10+2Dex,+7 Armor+1Armor Enchant+1Amulet+1Ring)
Favored Bonus: Extra Arcana
Fort +8, Ref +5, Will +7,(+2racial vs mind affecting, +1Cloak)
Spd 30 ft. (20ft in med armor)
Melee Spell Combat Masterwork Cold Iron Scimitar +9(1d6+4/18-20/x2/S) or Spellstrike Two Handed Masterwork Scimitar +11 (1d6+6/18-20/x2/S)
Spell Combat Masterwork Alchemical Silver Cestus (R hand)+9(1d4+4/19-20/x2/B or P)
or Spellstrike +11 (1d4+4/19-20/x2/B or P)
Spell Combat Masterwork Cold Iron Cestus +9 (1d4+4/19-20/x2/B or P)
or Spellstrike +11
Spell Combat Cold Iron Kukri +8(1d4+2/18-20/x2/S)
or Spellstrike +10
Spell Combat Heavy Pick +8 (1d6+2/x4/P)
or Spellstrike +10
Note: Spellstrike CAN be used in conjunction with spell combat, granting an extra attack as part of casting the spell.
Str 16, Dex 14, Con 14, Int 18, Wis 10, Cha 7
Encumbrance: Light- 58 lbs. or less/ Medium- 59–116 lbs./ Heavy- 117–175 lbs.
Base Atk +5; CMB +8; CMD +20
Flight Hex- The witch grows lighter as she gains power, eventually gaining the ability to fly. At 1st level, the witch can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the witch.
•Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
•Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
•Type: Elves are Humanoids with the elf subtype.
•Base Speed: Elves have a base speed of 30 feet.
•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. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
•Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Feat and Skill Racial Traits
•Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Magical Racial Traits
•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
● Arcane Focus:
+2 to Cast defensively. This replaces weapon familiarity.
•Dark Vision: Some elves have drow blood. This replaces low light vision.
Arcane Pool: 8 points.
Uses: Enchance wpn (+1), 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 1/3 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.
Spell Combat, Spellstrike, Hex Magus,
Knowledge pool, Medium Armor.
Masterwork Magic Cold Iron Scimitar 330gp
Masterwork Cold Iron Cestus R.Hand 310gp
Masterwork Alchemical Silver Cestus 325gp
+1 Mithral Breastplate/Armored Kilt 5200gp
Cold Iron Kukri 16gp
Heavy Pick with handle 8gp
Mighty Composite (+3 pull)Longbow 700gp
5 days trail rations
Backpack (1 @ 3 lbs),
Holy symbol, wooden: Imodae,
Pouch, belt (20 @ 2 lbs),
Spell component pouch,
(Backup in Backpack) Spell component pouch,
2x Pearl of Power (1st) 2000gp
Headband of Vast Intelligence +2 4000gp
Cloak of Resistance 1000gp
Amulet of Natural Armor 2000gp
Ring of Protection 2000gp
Belt of Strength +2 4000gp
Alchemists Kit 25gp
Trait:=[b]Magical Lineage: Frosbite
Benefit: Pick one spell when you choose this trait. When you apply metamagic feats to this spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.
Trait: Wayang Spellhunter (Shocking Grasp)
NN Tiny Magical Beast
Init +3; Senses Low-Light Vision, Scent; Perception +6
AC 17, touch 15, flat-footed 14 (+3Dex,+2Size, +2Natural Armor)
hp 25 (6HD)
Fort +4, Ref +7, Will +5
Defensive abilities: EVASION
Speed 10 ft., fly 40 ft. (average)
Melee bite +7 (1d3-2, min1)
Space 2-1/2 ft.; Reach 2-1/2 ft.
Str 6, Dex 17, Con 11, Int 8, Wis 14, Cha 11
Base Atk +4; CMB +0; CMD +13
Feats: Lighning Reflexes
If a rhamphorhynchus makes a charge attack while flying, it does not provoke attacks of opportunity when it enters an opponent’s space to make a melee attack. It also gains a +2 bonus on damage rolls with its bite attack when it makes a sudden swoop.
SQ Improved Evasion (Ex), Share Spells, Deliver Touch Spells
Improved Evasion, Empathic Link, Speak with Master
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Before you stands a strongly built elf clad in a mithral Breastplate and all black leather to keep the shine down, His cloak is short and similarly black, contrasting with golden skin, white hair and eyes that seem to alternate between lavender and cerulian, depending on the light. Across his back he carries a basic longbow, at his hips is a Paired Scimitar/Kukri set, both of fine craft. The man clearly moves as though he knows how to use the weapons he wears. The 2 things that stick out the most is his bright but unsettling smile, and the constant darting movements of the winged lizard thing that sits upon his chest.