Elenora Aquila AKA Xeno AKA The black widow
Female Tiefling magus 1
Chaotic Good Medium Outsider/Native
Init +4
Perception -1
• Defence
AC 17, touch 17, flat-footed 13 (+7 Dex, +3 MW Studded leather)
HP 10 (8/lv +2 con/level)
Fort +4, Ref +4, Will +1
resistance 5 vs fire/cold/electricity
CMD 14
• Offence
Spd 30 ft.
Melee
Rapier +4 (1d6 18-20/x2)
Options:
•Spell combat -2 to hit and cast a spell
•Arcane pool enhanced +1 to hit +1 damage
Ranged
None currently
• Statistics
Str 10(+0), Dex 18(+4), Con 14(+2), Int 16(+3), Wis 8(-1), Cha 10(+0)
Base Atk +0; CMB +0; CMD 13
Favoured class: +1/4 per lv to arcane pool (Currently = 1/4 = 0).
• Racial Traits
+2 Dexterity, +2 Intelligence, –2 Charisma: Tieflings are quick in body and mind, but are inherently strange and unnerving.
Native Outsider: Tieflings are outsiders with the native subtype.
Medium: Tieflings are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Tieflings have a base speed of 30 feet.
Darkvision: Tieflings see in the dark for up to 60 feet.
Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks.
Spell-Like Ability: Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level.
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5
Fiendish Sorcery: Tiefling sorcerers with the Abyssal or Infernal bloodlines treat their Charisma score as 2 points higher for all sorcerer class abilities.
Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc.
• Skills (2+3 ranks/level=5 ranks + 2 Background) (Armour check penalty = 0)
Acrobatics untrained = +4*
Bluff untrained = +2 (+2 racial)
Climb 1 rank = +4*
Disguise 1 rank = +1 (additional +2 if using kit)
Intimidate untrained = +0
Knowledge (Local) 1 rank = +4
Knowledge (Nobility)# 1 rank = +8 (+1 Trait and class skill from Child of Kintargo)
Perception untrained = -1
Perform (Dance)# 1 rank = +1
Sense Motive untrained = -1
Spellcraft 1 rank = +7
Stealth 1 rank = +12* (+2 racial, cloak of elvenkind)
*Armour check penalty applied
# Background skills
Concentration = +6 (+1 Caster lv, +3 Int and +2 Trait)
• Languages
Taldan (Common), Infernal, Abyssal, Draconic, Halfling
• Traits
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.
Child of Kintargo:
You had the fortune (or perhaps the misfortune, depending on your viewpoint) to be born into one of Kintargo’s noble families. Your experience growing up among the city’s well-to-do has given you an
upper hand when it comes to knowledge of high society, and you start the game with a modest inheritance. With the new situation in Kintargo brewing, there is much concern about an eventual restructuring of the city’s nobility. Already, one noble estate has burned to the ground under what can best be described as suspicious circumstances, but whether the government or rebels were responsible depends on whom you ask. With this trait, the assumption is that you belong to a minor noble family (and can make up your family name). In this case, your family keeps a small manor in the Greens. If you want to be a member of one of Kintargo’s major noble families, you must take the Noble Scion feat at 1st level.
You gain a +1 trait bonus on Knowledge (nobility) checks, and Knowledge (nobility) is always a class skill for you. The Noble Scion feat (see the sidebar on page 11) does not have a Charisma prerequisite for you. In addition, you start play with a noble’s outfit, a signet ring, and a single additional nonmagical item worth no more than 200 gp. If you take the Noble Scion feat, your last name is probably Aulamaxa, Aulorian, Delronge, Jarvis, Jhaltero, Sarini, Tanessen, or Vashnarstill; if you’re not human, you were adopted into the family. If you don’t take this feat, you can
make up your last name.
• Reason for Protest
Tagging Along: You hadn’t planned on going to the protest. Maybe crowds bother you, or you worry that it might get out of hand, or perhaps you’re just not political. But when you found out a close friend (one of the other PCs works best for this friend) was planning on going, you reluctantly agreed to come along, if only to make sure your friend stays out of trouble. You aren’t as interested in joining the protests as you are keeping alert for anything that might escalate the protest into something more. Someone has to watch out for your friend, and who better to do that than you? You gain a +2 bonus on all Perception and initiative checks made during the protest itself.
• Feats
Weapon finesse: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armour check penalty applies to your attack rolls.
• Special abilities
Arcane Pool (Su) 4 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.
• Magus Arcana
None currently
• Magus spell casting
Cantrips (DC 13) In Spellbook: Acid splash, Arcane mark, Dancing lights, Daze, Detect magic, Disrupt undead, Flare, Ghost sound, Light, Mage hand, Open/close, Prestidigitation, Ray of frost, Read magic, Spark.
Memorized (3): Arcane mark, Daze, Prestidigitation
First level spells (DC 14) In Spellbook: Feather Fall, Grease, Reduce Person, Shield, True Strike, Vanish
Memorized (1+1): Shield, Grease
• Equipment weight of carried gear 24 lbs;
Worn/Carried by Xeno
Rapier 20 gp 2lb
MW Studded leather Free (with trait) 20lb
Spell component pouch 5 gp 2lb
Traveller’s outfit (Xeno costume) 0 gp
Pouch, Belt 1 gp
contain coin 5.99gp
Normally Left at home when dressed as Xeno
False-bottomed Chest 52 gp
In normal part of the chest
Noble's Outfit Free with trait
Jewellery 100 gp
Perfume 5 gp
Whetstone 0.01 gp
Traveller’s outfit (Everyday around the house clothes) 1 gp
In false bottom of chest
Disguise kit 50 gp
Spellbook 0 gp
Traveler's outfit (spare Xeno costume) 1 gp
+ other Xeno costume if dressed as Elenora
Carried on her if dressed as Elenora
Noble's Outfit (or courtier's depending on event)
Jewellery
Rapier
Spell component pouch
Pouch, Belt