About Varrel Thrunebane
Born a Slave, Varrel has known pain and suffering his whole life.
He had fought wildly and without skill but his rage and ferocity was equal to the task. His master looked on in disbelief as he used a firepoker to fend an assasin and, unexpectedly he was able to daze his foe with magic before felling him.
The fact he had only seen his master cast this spell and further, the fact he managed to recite the inflections and complete the gestures, whilst simultaneously swinging his improvised weapon spoke of possibility to his master.
Meaning to use Varrel as a secret body quard, he began having him trained under skilled and repeatedly brutal instructors. Varrel asked for none of this, hated it. Hated not having a life, hated his master for deciding his fate, hated himself for not letting the assasin finish his work. Varrel had enough, but was not beyond reason. His foolish master believed him finally tamed, an so he would appear, until he had sufficient power to find his justice.
Hatred Runs deep in the young elf and though he wishes he could leave Cheliax behind, his familiar Talon, constantly reminds him that every bit of his knowledge and power came from an infernal source...
Traits: Magical Lineage (Frostbite), Hedge Magician
Varrel CR 9
Male Elf (Chelaxian) Magus 10
NG Medium Humanoid (Elf)
Init +4; Senses Perception +22, Cast Defensively +2 (Racial)
AC 27, touch 16, flat-footed 23
Favored Bonus: Extra Arcana
Fort +14, Ref +11, Will +12(+2racial vs mind affecting)
Melee Spell Combat (+2 Cold Iron Scimitar)+13/+8(1d6+7/18-20/x2/S) or Spellstrike Two Handed +15 (1d6+10/18-20/x2/S)
Spell Combat (+1 Alchemical Silver Cestus) (R hand)+12/+7(1d4+6/19-20/x2/B or P)
Spell Combat Masterwork Heavy Pick +12/+7 (1d6+5/x4/P)
Ranged +1 Magic (+5)Composite Longbow +14/+9 (1d8+5/19-20x3/P) range: 110ft
Note: Spellstrike CAN be used in conjunction with spell combat, granting an extra attack as part of casting the spell.
Base Atk +8/+3; CMB +13(base): CMD +27(+29 for ring,jingasa)
Hexes- Slumber Hex, Will DC20 Range 30ft
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.
Craft: Jewellery 10+6(Int)=16
Ride 4+4(DEX)= 8
Sense Motive 0+1(WIS)+2 Familiar =3
Spellcraft 14+6(INT)=20(+2racial to ID items)
Swim 4+5(STR)=8/Flight hex=13
Perception 13+0(WIS)+2(racial)/+4Familiar/+3Competence= 22
Use Magic Device14-2(CHA)= 12
•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.
•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
•Darkvision: See in Darkness. Dazzled in bright light
Arcane Pool: 11 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 1/2 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. 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, Improved Spell Combat, Spell Recall
+2 Mithral Agile Breastplate/w Armored Kilt 8400gp
+1 Ring of Protection 2000gp
+2 Amulet of Natural Armor 3800self craft
+4 Cloak of Resistance 7800self craft
Jingasa of the Fortunate Warrior 2500self craft
+1 Composite Longbow (+4str) 2500gp
+2 Cold Iron Scimitar 8030gp
Masterwork Alchemical Silver Cestus 325gp
Bracers of Falcon's Aim 1900self craft
Masterwork Heavy Pick 308gp
Lesser Rod of Intensify 3000gp
Alchemy*All gear self crafted for finishing1/2
Alertness: You gain the Alertness feat while your Familiar is within arm's reach.
Trait: Magical Lineage (Frostbite), Wayang Spell hunter (shocking grasp)
Arcane Pool points 11
Magus Spells Prepped (CL 6, P=Prepped)
0- DC15(at will, all spells known)
P-Ray of Frost
1- Blend, Chill Touch, Colour Spray, Frostbite, Grease, Ill Omen, Lock Gaze, Magic Missile, Obscuring Mist, Mount, Shield, Shocking Grasp, Silent Image, Vanish, Infernal Healing, Unseen Servant
2-Blindness/Deafness, Burning Gaze, Fire Breath, Serren's Armor Lock, Gust of Wind, Mirror Image, Minor Image, Communal Mount, Scorching Ray, Tactical Acumen, Web, Bladed Dash, Brow Gasher, Frigid Touch, Flaming Sphere, Invisibility, Glitterdust
3- Dispel Magic, Fireball, Bestow Curse , Resilient Resovior, Haste, Slow, Versatile Weapon , Vampiric Touch
4- Ball Lightening, Greater Invisibility , Dimension Door, Fireshield
Defensive Abilities improved evasion; Immune fire, poison; Resist acid 10, cold 10; SR 16
OFFENSE Speed 20 ft. (4 squares), fly 50 ft. (perfect)
Space 2½ ft.; Reach 0 ft.
Base Atk +8; CMB +6; CMD 20
Combat Gear +1 Studded Leather Armor, Wand of Ill Omen
; Other Gear mini pouch Encumbrance light 24 lb. 12 oz., medium 49 lb. 8 oz., heavy 75 lb.; Weight Carried 5 oz