Male Human (Ulfen) Magus (Myrmidarch) 1
CN Medium Humanoid (Human)
Init +0; Senses Perception +0
AC 13, touch 10, flat-footed 13. . (+3 armor)
hp 11 (1d8+2)
Fort +4, Ref +0, Will +2
Spd 30 ft.
The 'Ancor' +3 (2d6+4/20/x3)
Hammer, Light +3 (1d4+3/20/x2)
Hammer, Light +0 (1d4+3/20/x2)
Magus (Myrmidarch) Spells Known (CL 1, 3 melee touch, 0 ranged touch):
1 (1/day) Shield (DC 14)
0 (at will) Prestidigitation (DC 13), Light
Base Atk +0; CMB +3; CMD 13
Feats Combat Casting, Fey Foundling, Rugged Northerner
Traits Devotee of the Green: Knowledge (Nature), Focused Mind
Skills Acrobatics -1, Climb +2, Escape Artist -1, Fly -1, Knowledge (Geography) +5, Knowledge (Nature) +8, Profession (Sailor) +4, Ride -1, Stealth -1, Survival +1, Swim +6, Use Magic Device +4
Languages Common, Giant, Skald, Sylvan, Varisian
SQ Arcane Pool (+1) (4/day) (Su), Spell Combat (Ex)
Combat Gear Hammer, Light (3), Studded Leather, The 'Ancor';
Arcane Pool (+1) (4/day) (Su) - 0/4
Hammer, Light - 0/3
Arcane Pool (+1) (4/day) (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.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Focused Mind +2 Trait bonus to Concentration Checks
Fey Foundling Magical healing works better on you
Rugged Northerner Frostbite, hypothermia, and extreme cold effects lessened
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Gylfir was born the son of Ulfar Olafson, a noted Ulfen raider. With Gylfir as a lad of about two, Ulfar brought his son to the seasonal launch of his boat. Gylfir sat on an oardeck as the ship was slipped into the fjord. Over the side he saw a smiling face in the water, and when he bent over the side to see it closer, a pair of kelp-coverd arms reached up, grabbed him and pulled him under. Ulfar reached for his son, but Gylfir was quickly disappearing from sight. Ulfar grabbed a weighted fishnet and cast it after his son and his abductor. The net closed tight and a struggle ensued. Several men helped hold the line as the net pulled first one direction, then another. Finally the net seemed to snag on an obstruction. The pulling stopped, and his entire crew hauled on the line. Slowly the line moved until something broke free. Up came the net with Gylfir and an old slime-encrusted anchor, but a large hole was rent in the net allowing th abductor to escape.
Ulfar took his son home and the ancient anchor he placed outside his door as a symbol of luck at saving his son. After this incident, Gylfir often came into the house talking of the garden people, but they never followed him in, and his parents would go outside and never see anything. They were unsure if only Gylfir could see these 'garden-people' or if he was making up tales. That is until the day his mother, Hreddi looked out the door and saw a six-year old Gylfir being pulled toward the heather hedge by a vine wrapped around his ankle. She ran and grabbed Gylfir and ran back for the house. The vine tugged and pulled until she crossed the threshold. At that momnt, the vine dropped off of Gylfir, withered where it had rubbed against the old anchor at the threshold.
Ulfar came to recognize the power in the anchor and although he did not understand why the faege were after his child, he knew the anchor could prevent it. Gilfer remained chained to the anchor throughout his childhood. The 'garden people' would still come and visit him when he was alone, but never was another attempt made to snatch him. Now marked as a strange child, Gilfir cam to growup with the Garden People as his only friends. They taught him of the old ways, of runes and earth magic.
But there came a time that Gilfir wanted to see what was through th gate and behind th hedge. His father on long voyages and his mother afraid for his safety, it fell upon Gilfir to carry the anchor to the places he wanted to see. He grew strong, carrying the cold iron everywhere, to the point now that he carries without even noticing.
He was even going to wield it on his first raid on his father's boat next season. There were some murmuring about bringing the strange young man, but his father's crew fell in line. But when his father fell sick and died over the winter to a strange ailment, his place on a boat did with him. There were strange talk of how Ulfar died and stranger looks Gylfir's way.
So now without a place on a boat, Gylfir looks to prove himself more the the strange circumstances of his childhood.