Growing up Thandion was often bored. Everything thing took so long in elvish society and while his friends and classmates didn’t seem to mind it drove Thandion crazy. It wasn’t that he struggled at his schooling; he did in fact do very well. That was part of the problem he didn’t see the point of endless repetition of facts for memorisation or drills in the field. When he found out about the lesser races he immediately fell in love, their short lives forced constantly changed. Some of the changes were huge affecting the whole world like the fall of Thassilon Empire. He desired to make a difference to the world like the Empire had. Before he left the elven land his parents believing all lesser races to be barbaric ruffians made him train to defend himself. So after 10 more never ending years of studying the traditional mixing of magic and sword play Thandion was free to make his own way in the wider world.
He started by just wandering from town to town, city to city getting work where he could to play his way, mostly as caravan guards as that allowed for both travelling and making a living. After a few years of this he realised he would never make a difference in this way and made up his mind to study how to make a difference through the study of the Thassilon Empire. So he continued to travel but now from library to ruin to local experts.
Thandion believes strongly in justice and process for the law. If at all possible he will never do lethal damage, firstly so the culprits can be brought to justice for every victim to see but also so he never again kills an innocent person again.
Reason for being in Sandpoint:
Sandpoint is his adopted home, while he has been away for a time he returned to face his demons.
The eyes of this weary elf stand out at first glance. Most of his face is shadowed by his leather cap but his eye glare out seeming to accuse any movement of malicious intent. The remainder of his face while defaulting to tired grimace breaks into genuine smiles and laughs when interacting with people.
Like most elves he is tall and lithe, but not so much to stand out particularly. He appears to be fit and well-muscled, like to baker who spends hours kneading dough rather than the black smith or the logger. His clothes while immaculately clean are more practical and weathered than the average elf.
As he walks he maintains the balance of an experience swordsman, and wearing a light chain shirt but at his belt in an empty scabbard. Next to the scabbard, tucked into his belt is a sap.
Note on style:
While Thandion has done something bad and yes sad, but I don't see him as a sad character, he hit rock bottom 5 years ago and know heading back towards a happier end of the spectrum. If this is too drama ridden for the campaign let me know.
Male Elf Magus 3
Tower Elf racial traits:
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. See Additional Rules.
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.
Arcane Focus: Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magicuser, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity.
Urbanite: Elves who live in cities for more than a century can grow to know the ebb and flow of social situations just as their forest-dwelling cousins know the rules of the wild. Elves with this racial trait gain a +2 racial bonus on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation. This racial trait replaces keen senses.
Whenever you deal nonlethal damage with a melee weapon, you can make an Intimidate check to demoralize your target as a free action. If you are successful, the target is shaken for a number of rounds equal to the damage dealt. If your attack was a critical hit, your target is frightened for 1 round with a successful Intimidate check, as well as being shaken for a number of rounds equal to the damage dealt. Link to intimidate rules.
You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
Concentration = +11 (+4 int, +3 Caster level, +2 trait, +2 Racial trait)
Languages Common, Thassilonian, Elven, Varisian, Draconic, Gnome, Skald
Scholar of the Ancients:
Growing up with your nose in books, you’ve had a great interest in past cultures and ancient history. Furthermore, having grown up in Varisia, you know the monuments dotting the landscape belong to an ancient civilization known as Thassilon. From your life of study and dogged research, you’ve pieced together the language and partial history of this once-great empire. You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to speak and read Thassilonian.
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.
Militia Veteran (Survival):
Your first job was serving in a civilian militia in your home town. Skills learned through daily drilling and protecting your fellow townsfolk gave you special insight into military life. Select one of the following skills: Profession (soldier), Ride, or Survival. You gain a +1 trait bonus on that skill, and it is always a class skill for you.
Arcane Pool (Su) 5 points/day:
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. 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.
Spell Combat (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.
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.
Close range (Ex):
The magus can deliver ray spells that feature a ranged touch attack as melee touch spells. He can use a ranged touch attack spell that targets more than one creature (such as scorching ray), but he makes only one melee touch attack to deliver one of these ranged touch effects; additional ranged touch attacks from that spell are wasted and have no effect. These spells can be used with the spellstrike class feature.
Magus spell casting
Chain shirt 100gp
Estel, a light horse (combat trained) 110gp
Ridding saddle 10gp
Spell component pouch 5gp
Spell book free
Wedding ring 5gp (based on signet ring)
My share of wand CLW 125gp
Master work sap 301gp
Saddle bags 4gp
Longsword 15gp (carried by Avian)
50ft of chain 150gp
6 Small sized manacles 90gp
1 Small sized master worked manacles 50gp
2 Medium sized manacles 30gp
1 Medium sized master worked manacles 50gp
2 Average locks 80gp
5 Simple locks 100gp
Pearl of power lv1 1000gp
net (to return to Pavro) 20 gp
Cash 856gp 2sp 3cp Held by Ameiko some to be given to any family member of the dead mercinaries.
[.dice=Intimidate (if I hit)]1d20+6[/dice]
[.ooc](Target: The DC of this check is equal to 10 + the target's Hit Dice + the target's Wisdom modifier. If successful target is [.url=http://paizo.com/pathfinderRPG/prd/glossary.html#_shaken]shaken[/url] for rounds equal to damage dealt.)[/ooc]