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Rogue Elf

Malnival Selintin's page

1,108 posts. Alias of Kozaric.


Level 12 Magus, INIT:6, AC:29, HP:90/90, F:8 R:11 W: 8, Perception 15 (18 Sight)

About Malnival Selintin

Malnival Selintin
Male Elf Magus 12
CG Medium Humanoid
Init +6; Senses: Perception +13 (+15 with Familiar +18 sight based checks)
AC 29, touch 18, flat-footed 23. (+8 Armor, +6 Dex,+3 NA, +2 Deflect)
HP: 90
Fort +8, Ref +11, Will +8
Spd: 30 ft.
-+3 Scimitar +19/+14(1d6+9/15-20/x2)
-Rapier +15/+10 (1d6+1/18-20/x2)
-Mace, Light +15/+10 (1d6+1/x2)
-Dagger +15/+10 (1d4+1/19-20/x2)
-MW, Long bow, Composite +16/+11 (1d8+1/20/x3) Range 110
-Dagger +15/+10 (1d4+1/19-20/x2) Range 10
Special Attacks:
-Add +2 to weapon, or +1 and keen, shock, frost, or flaming.
-Power Attack: -3 attack +6 damage
Str 13 Dex 21(23 w/Belt) Con 10 Int 16 Wis 10 Ch 10 (20 point buy)
Base Atk +9/+4; CMB +10; CMD 25; Concentration +15
Weapon Finesse: Use Dex to hit with light weapons.
Dervish Dance: When using a scimitar add dex to hit and damage.
Intensified Spell: Increases the maximum number of damage dice by 5 levels.
Weapon Focus: +1 to hit w/ Scimitar
Power Attack: -2 hit +4 damage
Create Magic Weapon and Armor
Weapon Specialization (bonus): +2 Damage w/scimitar
Improved Critical: Scimitar

Student Survivalist: Although she is seen as something of a mystery to most of Sandpoint’s citizens, Shalelu has never really seemed all that mysterious to you. Of course, that’s probably because she helped raise you. You have never quite figured out why Shalelu decided to treat you as a younger sibling, but you certainly appreciated it— and you eagerly absorbed all of the survivalist tricks that she showed you over the years. As a result, you gain a +2 trait bonus on all Survival checks, and Survival is a class skill for you. In addition, you gain a +1 trait bonus on all attack rolls against foes that threaten your mentor. NPC Choices: Shalelu.
Focused Mind: Your childhood was either dominated by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.

Skills (2+Int3= 5)
Acrobatics (Dex):+6
Climb (Str):+5
Craft Weapon (Int), +8
Fly (Dex),+12
Intimidate (Cha), +4
Knowledge (arcana) (Int), +11
Knowledge (dungeoneering) (Int), +7
Knowledge (planes) (Int), +10
Linguistics (Int): +5 (Tian, Skald)
Perception: +13
Perform (Dance)(Cha): +2
Ride (Dex),
Spellcraft (Int), +19 (+21 Identify Items)
Swim (Str), +5
Use Magic Device (Cha). +5
Languages: Common, Elven, Sylvan, Goblin, Draconic, Tian, Skald.

Racial Abilities:

+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.
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.

Class Abilities:

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. 4(level)+3(Int)=7
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 (see the Magic Weapon Special Ability Descriptions). 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.

Cantrips: A magus can prepare a number of cantrips, or 0-level spells, each day not expended when cast and may be used again.

Spells: A magus casts arcane spells drawn from the magus spell list presented on page 13. A magus must choose and prepare his spells ahead of time.

Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time.

Spellstrike (Su): At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon's critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

Magus Arcana:
Familiar (Ex): The magus gains a familiar, using his magus level as his effective wizard level. This familiar follows the rules for familiars presented in the arcane bond wizard class feature.
-Hawk:+3 to Sight based Perception
Empowered Magic (Su): The magus can cast one spell per day as if it were modified by the Empower Spell feat. This does not increase the casting time or the level of the spell. The magus must be at least 6th level before selecting this magus arcana.
Hasted Assault (Su): The magus can expend 1 point from his arcane pool as a swift action to move more quickly. This functions as haste, but only targets the magus and lasts for a number of rounds equal to the magus's Intelligence bonus. The magus must be at least 9th level before selecting this magus arcana.

Spell Recall (Su): At 4th level, the magus learns to use his arcane pool to recall spells he has already cast. With a swift action he can recall any single magus spell that he has already prepared and cast that day by expending a number of points from his arcane pool equal to the spell's level (minimum 1). The spell is prepared again, just as if it had not been cast.

Bonus Feats: At 5th level, and every six levels thereafter, a magus gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat, item creation, or metamagic feats. He must meet the prerequisites for these feats as normal.

Knowledge Pool (Su): At 7th level, when a magus prepares his magus spells, he can decide to expend 1 or more points from his arcane pool, up to his Intelligence bonus. For each point he expends, he can treat any one spell from the magus spell list as if it were in his spellbook and can prepare that spell as normal that day. If he does not cast spells prepared in this way before the next time he prepares spells, he loses those spells. He can also cast spells added in this way using his spell recall ability, but only until he prepares spells again.

Medium Armor (Ex): At 7th level, a magus gains proficiency with medium armor. A magus can cast magus spells while wearing medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component.

Improved Spell Combat (Ex): At 8th level, the magus's ability to cast spells and make melee attacks improves. When using the spell combat ability, the magus receives a +2 circumstance bonus on concentration checks, in addition to any bonus granted by taking an additional penalty on the attack roll.

Fighter Training (Ex): Starting at 10th level, a magus counts 1/2 his total magus level as his fighter level for the purpose of qualifying for feats. If he has levels in fighter, these levels stack.

Improved Spell Recall (Su):At 11th level, the magus's ability to recall spells using his arcane pool becomes more efficient. Whenever he recalls a spell with spell recall, he expends a number of points from his arcane pool equal to 1/2 the spell's level (minimum 1). Furthermore, instead of recalling a used spell, as a swift action the magus can prepare a spell of the same level that he has in his spellbook. He does so by expending a number of points from his arcane pool equal to the spell's level (minimum 1). The magus cannot apply metamagic feats to a spell prepared in this way. The magus does not need to reference his spellbook to prepare a spell in this way.

Valwen, Malnival's Familiar:


N Tiny animal

Init +3; Senses low-light vision; Perception +14


AC 20, touch 15, flat-footed 17 (+3 Dex, +2 size, +5 NA)

HD: 10

HP: 37

Fort +7, Ref +7, Will +9 (Base: Fort +7, Ref +3, Wil +7)


Speed 10 ft., fly 60 ft. (average)

Melee: 2 talons +9 (1d4–2)

Space 2-1/2 ft.; Reach 0 ft.

Str 6, Dex 17, Con 11, Int 10, Wis 14, Cha 7

Base Atk +7/+2; CMB +7; CMD 20

Feats Weapon Finesse

Skills Fly +9, Perception +16; Racial Modifier +8 Perception

Improved Evasion, Alertness, Shair spell, empathic link, Deliver touch spells, Speak with Master.Speak with Animals of Its Kind

Spells Memorized:

0 Lev:
-Acid splash
-Detect magic
-Mage hand

1st Lev: (6)
-Shocking Grasp 5d6
-Shocking Grasp 5d6
-Shocking Grasp 5d6
-Shocking Grasp 5d6

2nd Level (5)
-Cats Grace +4 DEX
-Elemental Touch +1d6 energy damage +Special 1 Round/level
-Web- 20' Radius 10min level
-Scorching Ray: Ranged Touch 4d6
-Scorching Ray: Ranged Touch 4d6

3rd Level (4)
-Dispel Magic
-Displacement: 50% miss chance

4th Level (1)
-Stone Skin 100hp

-Black Tentacals:Tentacles grapple all creatures within a 20-ft. spread.


0 Level:(all)
-acid splash
-arcane mark
-dancing lights
-detect magic
-disrupt undead
-ghost sound
-mage hand
-ray of frost
-read magic

1st Level
-Color Spray
-Shocking Grasp
-Magic Missile
-Enlarge Person
-True Strike
-Burning Hands
-Obscuring Mist

2nd Level
-Cats Grace
-Frigid Touch
-Scorching Ray

3rd Level
-Dispel Magic

4th Level
-Stone skin: 100 dr
-Solid Fog
-Black Tentacals


Rapier 20g 2 lbs
Mace, Light 5g 4 lbs
MW, Bow, Long, Composite +1 Strength 2 lbs
40 Arrows, 2g 6 lbs
Dagger, 2gp 1lb
Dagger, 2gp 1lb
MW Armor, Chain Shirt, +4 AC -1 Skill Check 25Lbs
Scimitar, Cold Iron 4lbs
Bow, Composite +2 Str (Gift to Shalelu)

Cold Weather Outfit
Backpack (empty) 2 gp 2 lbs.
Pouch, belt (empty) 1 gp 1/2 lb.
Bedroll 1 sp 5 lbs.
Hammock 1 sp 3 lbs.
Shovel 2 cp 3 lbs.
Rope, Hemp (50 ft.) 1 gp 5 lbs.
Lamp, Common 1 sp 1 lb.
Oil (3-pint flask) 1 sp 1 lbs.(x2)
Rations, trail (per day) 5 sp 1 lb.
Waterskin 1 gp 4 lbs.
Flint and steel 1 gp —
Compass 1 gp 1/2 lb.
Sunrod 2 gp 1 lb.
Grappling Hook 1 gp 7 lb.

Special Items:
(2) Potion Cure Light
(1)Alchemist's fire
(3)Weapon blanch, silver
Tanglefoot Bag
Scroll, Jump
Scroll, Fire Ball X2
Scroll, Endure elements
Scroll Charm Person
Pear of Power, 1st level
(1)Arrows, Evil Outsider Bane
+3 Scimitar
+2 Belt Dex
Ring of sustinance
Amulet +3 Na
Ring +2 Protection

On Hand
27pp 616g 14sp 5cp

Coat of the Elfen Gaijin:
This armor coat is of the Tian lamellar style, stringing small plates of gleaming mithril in parallel rows with fine, red silk ribbon. It is sized for an elf's figure, and the mithril plates are etched with elven scrollwork.
The Coat is a+2 mithril lamellar steel armor of nimbleness. While worn, the armor counts as light armor for purposes of movement and proficiency. The armor has a +6 armor bonus, +2 enhancement bonus, maximum Dexterity bonus of +6, Armor Check Penalty of 0, Arcane Spell Failure chance of 15%, and weighs 15 pounds.
Additionally, once per day, as a swift action, you can gain the benefits of the Evasion feat for 1 round.


Malnival is 6' tall and 145 lbs. He has long brown hair and green eyes.
His cloak is a greenish brown over a simple dark brown tunic which covers his chain shirt. He wears the same color dark brown pants with calf high deer skin boots. His belt has numerouse weapons hanging from scabards and retaining rings. Most notably his well cared for scimitar rides on his left hip.


Malnival was raised in an orphanage in Crying Leaf after the death of both his parents. When he came of age he was apprenticed to Felonis Kinhan, a Mage of minor note, but Mal’s violent temper proved to constantly get in the way of his studies. Finally his teacher had enough and sent young Malnival to the city watch were he hoped the discipline and physical exertion would push the hot headed elf back into line.
Fortunately for Mal, this was a blessing. Working for the watch, he was able to learn the art of swordplay and he did receive the disciple to devote himself to his studies. Only now his devotion was to two disciplines, not one.

Shalelu Andosana always stopped by the watch barracks when she came through Crying Leaf on her travels, and for some reason she always checked in on Mal. Maybe his past sparked something in her, or maybe she just took a liking to the young elf, but Shalelu always seemed to help Malnival out. She treated him like a little brother and it was Shalelu that presented him with his first sword. She also helped smooth things over with Felonis Kinhan and started his teachings in magic again.
When Mal was older she even took the budding magus with her into the wild. Teaching him of the forest and its inhabitants. She told him of stories of her adventures and of Sanpoint. When Malnival became old enough to join the Watch, Malnival left. He traveled to the town of Sanpoint, the subject of many of Shalelu’s stories.

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