Adriel Mistleaf's page

736 posts. Alias of STR Ranger.

Full Name

Adriel Mistleaf




Hexcrafter 5 (AC18/12/16), 51/51HP, F7/R4/W7+9vs enchantment, Per+10/ +2Thrasher, Init+4








Neutral Good


Not Selected


Common, Elf, Draconic, Sylvan, Orc, Infernal



Strength 14
Dexterity 15
Constitution 14
Intelligence 16
Wisdom 10
Charisma 10

About Adriel Mistleaf

Adriel grew in the Scar Thicket, near the Whisperwood the son of a Tian elf Alchemist. His father would often go to the woods for supp lies and it was there he met Adriel's mother a reclusive druid who almost never interacted with the town but, in this case reached out to another elf.
The result of this romantic tryst would be a son.
Raised largely in the woods but occasionally visiting his father Adriel grew up with alot of confusion between the divine calling of his mother and the arcane discoveries his father had made. Lost with wonder at the two kinds of magic and often in his 'hazes' from smoking the plant from witch he draws his last name. It was during one of his smoke induced episodes he became almost comatose and the voice spoke to him.
The message was hazy, insistent. But it warned him of his mother and fathers deaths at the hands of the Lemure's who were ambushing them right NOW. Suddenly wide awake and with the realisation of real danger, he grabbed his mothers bow and father's Katana and Armor and ran to their meeting place to find the deed done and 2 low devils desecrating their bodies. That was when his patron actually screamed his name for the first time. He doesn't remember what happened or how he did it, but when the haze withdrew the Lemures were dead. Now, confused and for the first time without a family, Adriel gathered what wealth and magic he could from his father's home and bought his way into an apprenticeship with a Mage who has a propensity for drinking and smoking and woman greater than even Adriel's own. In truth this was a blessing as well as a curse, for the Human was a failed Eldritch Knight who had lost his retainer and was more than happy to teach the young elf to survive while they spent what remained of his parents wealth. The instruction was was fun while the money lasted and the drink and whores dulled the pain the young Magus was avoiding dealing with. Separated from his master on good terms and with the promise to come back more of a man than his teacher, he gave in to his Wanderlust, his talents keeping him alive and in coin and women. The patron speaks to him now and then, of rights and wrongs and justice. Adriel tries hard to ignore the voices but cannot ignore a cry for help or killing a goblin, should he cross one. Now he finds himself aboard a ship bound for who cares where, honestly? It is the promise of a new world, of adventure and wine and women and (hopefully) a new future. But he understands the world is full of dangers, and he would enjoy life as much as he could until he died.


Traits: Magical Lineage (Frostbite), Touched by the sea (+1 Swim, 1less underwater attack penalty)

Varrel CR 4
Male Elf (Chelaxian) Magus 5
NG Medium Humanoid (Elf)
Init +4 (Dex+Familiar); Senses Perception +10

AC 18, touch 12, flat-footed 16
(10+2Dex,+4 Armor +1Armor Enchant, +1Amulet Natural Armor)
HP= Exp=8+2
5+4+2 TOTAL:51hp
Favored Bonus:All towards Extra Arcana

Fort +7, Ref +4, Will +7,
Base Saves from classes 4/1/6
+1 From Cloak of Resist
(+2racial vs mind affecting)
Resist None
Spd 30 ft. (20ft in med armor)

NOTE-Adriel receives +2 to attack when he tumbles through enemy squares 10/day

Melee Spell Combat Masterwork Cold Iron Scimitar +4(1d6+2/18-20/x2/S) or Spellstrike Two Handed Masterwork Scimitar +6 (1d6+3/18-20/x2/S)

Spell Combat Masterwork Alchemical Silver Cestus (R hand)+4(1d4+2/19-20/x2/B or P)
or Spellstrike +6(1d4+2/19-20/x2/B or P)

Spell Combat Masterwork Cold Iron Cestus +4(1d4+2/19-20/x2/B or P)
or Spellstrike +6

Spell Combat Cold Iron Kukri +4(1d4+2/18-20/x2/S)
or Spellstrike +6

Spell Combat Cold Iron Dagger (carries one per boot) +4(1d4+2/19-20/x2/S/10ft)
or Spellstrike +6

Spell Combat Heavy Pick +4(1d6+2/x4/P)
or Spellstrike +6

Ranged Masterwork Comp Longbow +6 (1d8+2/x3/P) range: 110ft

Note: Spellstrike CAN be used in conjunction with spell combat, granting an extra attack as part of casting the spell.

Str 14, Dex 15, Con 14, Int 16, Wis 10, Cha 10
Creation Stat Breakdown Str 14 (5points)
Dex13+2racial(3points)=15 dex
Con15-2racial(7points)+4th level bump=14 con
Int14+2racial(5points)= 16 Int
Wis10 (0)
Cha 10 (0)

Encumbrance: Light- 58 lbs. or less/ Medium- 58-116 lbs./ Heavy- 117-175 lbs.

Base Atk +3; CMB +6; CMD +18


Acrobatics 5 ranks+2(DEX)+3 (Class)-1 (armor)=9+5 Daredevil Boots
Bluff0 ranks+0(CHA)+3 (Class)=0
Appraise 0+3(INT)=1
Climb1 rank+2(STR)+3(class)-1 (armor)= 5
Craft (Alchemy)1 rank+3(INT)+3(class)= 7
Diplomacy 1 ranks+0(CHA)+3(class)= 4
Fly 1 rank+2(DEX)+3(class)-1 (armor)=5
Intimidate5 ranks+0(CHA)+3(class)=8
Linguistics1 ranks+3(Int)=3(class)=7
Knowledge-Arcana1 rank+3(INT)+3(class)=7
Knowledge-Dungeoneering1 rank+3(INT)+3(class)=7
Knowledge-Planes1 rank+3(INT)+3(class)=7
Knowledge-Religion 1 rank+3(INT)+3(class)=7
Knowledge-Nature 0 rank+3(INT)+3(class)=0
Profession- Sailor1 rank+0(WIS)+3(class)=4
Ride 1 rank+2(DEX)+3(class)-1 (armor)=5
Sense Motive0 rank+0(WIS)+3(class)=0/+2Familiar=2
Survival 1 ranks+0(WIS)+3(class)=4
Spellcraft 1 rank+5(INT)=6 (+2racial to ID items)
Swim 1 rank+2(STR)+3(class)+1 (Trait)+4(Flight Hex)-1 (armor)=10
Stealth5+2(DEX)+3(class)-1 (armor)=9
Perception 5+0(WIS)+2(racial)+3(class)=10/+2 Familiar = 12
Use Magic Device0 ranks+0(CHA)+3(class)= 0

Racial Abilities:

•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.
Magical Racial Traits

•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. This replaces weapon familiarity.

Class Abilities:
Arcane Pool: 1/2 Magus lvl+INT= 5 points.
5 points remaining
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.

Magus Arcana

Flight -Effect: 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. 3 minutes remaiing


Bulltets (20)
Masterwork Magic Cold Iron Scimitar 330gp
Masterwork Cold Iron Cestus R.Hand 310gp
Masterwork Alchemical Silver Cestus 325gp
+1 Leather Lammellar 1060gp
Cold Iron Kukri 16gp
Heavy Pick with handle 8gp
Sap 1gp
Cold Iron Dagger x2 8gp
Mighty Composite (+3 pull)Longbow 700gp
Arrows 20

Other Gear:
5 days trail rations
4 waterskins
Adventurers Outfit
Backpack (1 @ 3 lbs),
Pouch, belt (20 @ 2 lbs),
Spell component pouch,
(Backup in Backpack) Spell component pouch,
Quickdraw Sheath 5gp
Alchemists Kit 25gp

Amulet of Natural Armor +1 2000gp
Cloak of Resistance 1000gp
Daredevil Boots, Softpaws 1400gp
Pearl of Power 1000gp

GP:802 gp



Trait:=[b]Magical Lineage: Frosbite
Benefit: Pick one spell when you choose this trait. When you apply metamagic feats to this spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.

1- Arcane pool, cantrips, spell combat, Rime Spell
2- Spellstrike
3- Arcana: Familiar (pterosaur), Enforcer
4- Hex Arcana
5- Blindfight, Combat Expertise
Up to this level

Arcane Poolpoints 5 5 left


Magus Spells Known (CL 4, P=Prepped)
0- DC13(at will, all spells known 4 per day)
P-Detect Magic

1-DC14 (4/day)
P- (Rime) Frostbite
P- Shocking Grasp
P- Color Spray
P- Chill Touch
P- Vanish

2- DC15 2/day
P- Glitterdust
P- Flaming Sphere
p- Blindness

Disposable Magic:
Wand of Shield 45 charges


1- Blend, Chill Touch, Colour Spray, Frostbite, Magic Missile, Obscuring Mist, Mount, Shield, Shocking Grasp, Vanish, True Strike

2-Glitterdust, Flaming Sphere, Invisibility, Frigid Touch, Blindness, Mirror Image

Thrasher CR 1/8
Base Statictics
Male Pterosaur
NN Tiny Magical Beast
Init +3; Senses Low-Light Vision, Scent; Perception +6
AC 22, touch 15, flat-footed 19 (+3Dex,+2Size, +2Natural Armor, +5item:+1Magic Leather Lamellar)
hp 22 (4HD)
Fort +4, Ref +7, Will +8
Defensive abilities: EVASION

Speed 10 ft., fly 40 ft. (average)
Melee bite +6-1 (1d3-2, min1)
Space 2-1/2 ft.; Reach 2-1/2 ft.
Str 6, Dex 17, Con 11, Int 8, Wis 14, Cha 11
Base Atk +3; CMB +4; CMD +12
Feats: Lighning Reflexes

Special Abilities
If a rhamphorhynchus makes a charge attack while flying, it does not provoke attacks of opportunity when it enters an opponent’s space to make a melee attack. It also gains a +2 bonus on damage rolls with its bite attack when it makes a sudden swoop.

Acrobatics 5+3(DEX)+3(class)-1 (Armor)=10
Bluff0 ranks+0(CHA)+3 (Class)=3
Appraise 0+3(INT)=1
Climb1 rank-2(STR)+3(class)= 2
Craft (Alchemy)1 rank-1(INT)+3(class)= 3
Diplomacy 1 ranks+0(CHA)+3(class)= 4
Fly 1 rank+3(DEX)+3(class)=7 Base Mod +11
Intimidate3 ranks+0(CHA)+3(class)=6
Linguistics1 ranks-1(Int)=3(class)=3
Knowledge-Arcana1 rank-1(INT)+3(class)=3
Knowledge-Dungeoneering0 rank-1(INT)+3(class)=0
Knowledge-Planes1 rank-1(INT)+3(class)=3
Knowledge-Religion 0 rank+3(INT)+3(class)=0
Knowledge-Nature 0 rank+3(INT)+3(class)=0
Profession- Alchemist0 rank+0(WIS)+3(class)=0
Ride 1 rank+3(DEX)+3(class)=7
Sense Motive0 rank+2(WIS)+3(class)=5/+2Familiar=7
Survival 1 ranks+2(WIS)+3(class)=5
Spellcraft 1 rank-1(INT)=0 (+2racial to ID items)
Swim 1 rank-2(STR)+3(class)=2
Perception 5+2(WIS)+3(class)=10/+2 Familiar = 12
Use Magic Device0 ranks+0(CHA)+3(class)= 0

SQ Improved Evasion (Ex), Share Spells, Deliver Touch Spells
Improved Evasion, Empathic Link
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.


Before you stands a strongly built elf clad in a Leather Lamellar and all black leather to keep the shine down, His cloak is short and similarly black, contrasting with golden skin, white hair and eyes that seem to alternate between lavender and cerulian, depending on the light. Across his back he carries a basic longbow, at his hips is a Paired Scimitar/Kukri set, both of fine craft. The man clearly moves as though he knows how to use the weapons he wears. The 2 things that stick out the most is his bright but unsettling smile, and the constant darting movements of the winged lizard thing that sits upon his chest.