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.
Traits: Magical Lineage (Frostbite), Touched by the sea (+1 Swim, 1less underwater attack penalty)
Varrel CR 4
Fort +7, Ref +4, Will +7,
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)
Spell Combat Masterwork Cold Iron Cestus +4(1d4+2/19-20/x2/B or P)
Spell Combat Cold Iron Kukri +4(1d4+2/18-20/x2/S)
Spell Combat Cold Iron Dagger (carries one per boot) +4(1d4+2/19-20/x2/S/10ft)
Spell Combat Heavy Pick +4(1d6+2/x4/P)
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.
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
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
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
Perception 5+0(WIS)+2(racial)+3(class)=10/+2 Familiar = 12
Use Magic Device0 ranks+0(CHA)+3(class)= 0
•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.
•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:
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.
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
Cold Iron Dagger x2 8gp
Mighty Composite (+3 pull)Longbow 700gp
Amulet of Natural Armor +1 2000gp
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
Arcane Poolpoints 5 5 left
Magus Spells Known (CL 4, P=Prepped)
0- DC13(at will, all spells known 4 per day)
2- DC15 2/day
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
SQ Improved Evasion (Ex), Share Spells, Deliver Touch Spells
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.