Seltyiel

Dallion Elvenmere's page

5 posts. Alias of david barker.


Full Name

Dallion Elvenmere

Race

Elf

Classes/Levels

LV: 1 Magus

Gender

Male

Size

medium

Age

145

Alignment

CG

Languages

Elven, Common, Draconic, Abyissal, Infernal, Celestrial

Strength 10
Dexterity 15
Constitution 12
Intelligence 20
Wisdom 12
Charisma 8

About Dallion Elvenmere

Dallion Elvenmere:
Name: Dallion Elvenmere
Race: Elf
Class: Magus
LV: 1
Alignment:CG
AGE: 136
Favorite Class: Magus +1 hit point
STR: 10 +0
DEX: 15 +2
CON: 12 +1
INT: 20 +5
WIS: 12 +0
CHA: 8 -1
Combat
HP: 10
Arcane Pool: 6
AC: 17
FLAT: 14
TOUCH: 13

FORT: 3
REF: 3
WILL: 2
INT: 3
SPEED: 30
CMB: 0
CMD: 13
BAB: 0
Melee: 0
Range: +3
Rapier +3 1d6 18-20*2

SKILLS
Intimidate (Cha): +6
Knowledge (arcana) (Int) +9
Knowledge (dungeoneering) (Int) +9
Knowledge (planes) (Int) +9
Spellcraft (Int): +9
(concentration +11, casting defensively
Use Magic Device (Cha): +6

FEATS
Weapon Finesse

Traits
Riftwarden Orphan:
You bear a strange birthmark on your body—something you’ve
learned is the Sign of the Seeker’s Spiral, a
rune associated with the secret society known
as the Riftwardens. You have researched this
rune, and have learned that the mark
sometimes appears on the children of
Riftwardens who have been exposed
to particularly strange planar
energies. Unfortunately, you never
knew your parents, for you were
raised by a foster family in
Kenabres. Your foster family has conf irmed
that both of your parents were Riftwardens,
and has further conf irmed that your parents
went missing on a secret mission into the
Worldwound less than a month after you
were born. You’re not sure what happened to
them, but you’re certain they’re dead—and
your gut tells you that the one who murdered
them yet lives! In any event, you’ve long felt
magic in your blood, and casting spells comes
easily to you. You gain a +2 trait bonus on all
concentration checks. Associated Mythic Path:
Archmage. Multiple Characters: You should be
siblings with any other character that takes this
trait, so that you share the same missing parents.
Your parents could even be foster parents.

Demon Slayer
By studying a demonic opponent, you can sense and target its weak spots.

Benefit: You can attempt a Knowledge (planes) check to find a demon’s weak spot. (DC 10 + the demon’s CR). If you succeed, you gain a +3 trait bonus on rolls to confirm critical hits against that demon until the end of the battle. This effect only works on demons.
Sacred Touch: You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature merely by touching it.
ELF
The long-lived elves are children of the natural world, similar in many superficial ways to fey creatures, though with key differences. While fey are truly linked to the flora and fauna of their homes, existing as the nearly immortal voices and guardians of the wilderness, elves are instead mortals who are in tune with the natural world around them. Elves seek to live in balance with the wild and understand it better than most other mortals. Some of this understanding is mystical, but an equal part comes from the elves' long lifespans, which in turn gives them long-ranging outlooks. Elves can expect to remain active in the same locale for centuries. By necessity, they must learn to maintain sustainable lifestyles, and this is most easily done when they work with nature, rather than attempting to bend it to their will.

However, their links to nature are not entirely driven by pragmatism. Elves' bodies slowly change over time, taking on a physical representation of their mental and spiritual states, and those who dwell in a region for a long period of time find themselves physically adapting to match their surroundings, most noticeably taking on coloration that reflects the local environment.

Elves value their privacy and traditions, and while they are often slow to make friends at both the personal and national levels, once an outsider is accepted as a comrade, the resulting alliances can last for generations. Elves take great joy in forging alliances with races that share or exceed their long lifetimes, and often work to befriend dragons, outsiders, and fey. Those elves who spend their lives among the short-lived races, on the other hand, often develop a skewed perception of mortality and become morose, the result of watching wave after wave of companions age and die before their eyes.

Physical Description: Generally taller than humans, elves possess a graceful, slender physique that is accentuated by their long, pointed ears. It is a mistake, however, to consider them weak or feeble, as the thin limbs of an elf can contain surprising power. Their eyes are wide and almond-shaped, and filled with large, vibrantly colored pupils. The coloration of elves as a whole varies wildly, and is much more diverse than that of human populations. However, as their coloration often matches their surroundings, the elves of a single community may appear quite similar. Forest-dwelling elves often have variations of green, brown, and tan in their hair, eye, and even skin tones.

While elven clothing often plays off the beauty of the natural world, those elves who live in cities tend to bedeck themselves in the latest fashions. Where city-dwelling elves encounter other urbanites, the elves are often fashion trendsetters.

Society: Many elves feel a bond with nature and strive to live in harmony with the natural world. Although, like most, elves prefer bountiful lands where resources are plentiful, when driven to live in harsher climates, they work hard to protect and shepherd the region's bounty, and learn how to maximize the benefit they receive from what little can be harvested. When they can carve out a sustainable, reliable life in deserts and wastelands, they take pride as a society in the accomplishment. While this can make them excellent guides to outsiders they befriend who must travel through such lands, their disdain of those who have not learned to live off the scant land as they have makes such friends rare.

Elves have an innate gift for craftsmanship and artistry, especially when working in wood, bone, ivory, or leather. Most, however, find manipulating earth and stone to be distasteful, and prefer to avoid forging, stonework, and pottery. When such work must be done within a community, a few elves may find themselves drawn to it, but regardless of their craftsmanship, such "dirt-wrights" are generally seen by other elves as being a bit off. In the most insular of elven societies, they may even be treated as lower class.

Elves also have an appreciation for the written word, magic, and painstaking research. Their naturally keen minds and senses, combined with their inborn patience, make them particularly suited to wizardry. Arcane research and accomplishment are seen as both practical goals, in line with being a soldier or architect, and artistic endeavors as great as poetry or sculpture. Within elven society, wizards are held in extremely high regard as masters of an art both powerful and aesthetically valued. Other spellcasters are not disdained, but do not gain the praise lavished upon elven wizards.

Relations: Elves are prone to dismissing other races, writing them off as rash and impulsive, yet on an individual level, they are excellent judges of character. In many cases an elf will come to value a specific member of another race, seeing that individual as deserving and respectable, while still dismissing the race as a whole. If called on this behavior, the elf often doesn't understand why his "special friend" is upset the elf has noticed the friend is "so much better than the rest of his kind." Even elves who see such prejudice for what it is must constantly watch themselves to prevent such views from coloring their thinking.

Elves are not foolish enough, however, to dismiss all aspects of other races and cultures. An elf might not want a dwarf neighbor, but would be the first to acknowledge dwarves' skill at smithing and their tenacity in facing orc threats. Elves regard gnomes as strange (and sometimes dangerous) curiosities, but regard their magical talent as being worthy of praise and respect. Halflings are often viewed with a measure of pity, for these small folk seem to the elves to be adrift, without a traditional home. Elves are fascinated with humans, who seem to live in a few short years as full a life as an elf manages in centuries. In fact, many elves become infatuated with humans, as evidenced by the number of half-elves in the world. Elves have difficulty accepting crossbreeds of any sort, however, and usually disown such offspring. They similarly regard half-orcs with distrust and suspicion, assuming they possess the worst aspects of orc and human personalities.

Alignment and Religion: Elves are emotional and capricious, yet value kindness and beauty. Most elves are chaotic good, wishing all creatures to be safe and happy, but unwilling to sacrifice personal freedom or choice to accomplish such goals. serving as an example of personal artistry and freedom of expressions, rather than seeking some base physical gratification.

Adventurers: Many elves embark on adventures out of a desire to explore the world, leaving their secluded realms to reclaim forgotten elven magic or search out lost kingdoms established millennia ago by their ancestors. This need to see a wider world is accepted by their societies as a natural part of becoming mature and experienced individuals. Such elves are expected to return in some few decades and take up lives in their homelands once more, enriched both in treasure and in worldview. For those elves raised among humans, however, life within their homes—watching friends and family swiftly age and die—is often stifling, and the ephemeral and unfettered life of an adventurer holds a natural appeal.

Elves generally eschew melee because of their relative frailty, preferring instead to engage enemies at range. Most see combat as unpleasant even when needful, and prefer it be done as quickly as possible, preferably without getting close enough to smell their foes. This preference for making war at a distance, coupled with their natural accuracy and grasp of the arcane, encourages elves to pursue classes such as wizards and rangers.

Male Names: Caladrel, Heldalel, Lanliss, Meirdrarel, Seldlon, Talathel, Variel, Zordlon.

Female Names: Amrunelara, Dardlara, Faunra, Jathal, Merisiel, Oparal, Soumral, Tessara, Yalandlara.

Elf Racial Traits
+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.

Medium: Elves are Medium creatures and receive no bonuses or penalties due to their size.

Normal Speed: Elves have a base speed of 30 feet.

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

Elven Immunities: Elves are immune to magic sleep effects and gain 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.

Keen Senses: Elves receive a +2 racial bonus on Perception checks.

Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.

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.

Magus
There are those who spend their lives poring over ancient tomes and texts, unlocking the power of magic, and there are those who spend their time perfecting the use of individual weapons, becoming masters without equal. The magus is at once a student of both philosophies, blending magical ability and martial prowess into something entirely unique, a discipline in which both spell and steel are used to devastating effect. As he grows in power, the magus unlocks powerful forms of arcana that allow him to merge his talents further, and at the pinnacle of his art, the magus becomes a blur of steel and magic, a force that few foes would dare to stand against.

Role: Magi spend much of their time traveling the world, learning whatever martial or arcane secrets they can find. They might spend months learning a new sword-fighting style from a master warrior, while simultaneously moonlighting in the local library, poring through tomes of ancient lore. Most who take this path dabble in all sorts of lore, picking up anything that might aid them in their search for perfection.
Alignment: Any.
Hit Die: d8.

CLASS SKILLS
The magus's class skills are Climb (Str), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (planes) (Int),Profession (Wis), Ride (Dex), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha).
Skill Ranks per Level: 2 + Int modifier.

STARTING WEALTH
The following table lists the starting gold piece value for magus characters. In addition, each character begins play with an outfit worth 10 gp or less.
×10 gp
Class Starting Wealth Average
Magus 4d6 140 gp

CLASS FEATURES
The following are the class features of the magus.

TABLE: MAGUS
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
0 1st 2nd 3rd 4th 5th 6th
1st +0 +2 +0 +2 Arcane Pool, Cantrips, Spell Combat
3 1 — — — — —
2nd +1 +3 +0 +3 Spellstrike
4 2 — — — — —
3rd +2 +3 +1 +3 Magus Arcana
4 3 — — — — —
4th +3 +4 +1 +4 Spell Recall
4 3 1 — — — —
5th +3 +4 +1 +4 Bonus Feat 4 4 2 — — — —
6th +4 +5 +2 +5 Magus Arcana
5 4 3 — — — —
7th +5 +5 +2 +5 Knowledge Pool, Medium Armor
5 4 3 1 — — —
8th +6/+1 +6 +2 +6 Improved Spell Combat
5 4 4 2 — — —
9th +6/+1 +6 +3 +6 Magus Arcana
5 5 4 3 — — —
10th +7/+2 +7 +3 +7 Fighter Training
5 5 4 3 1 — —
11th +8/+3 +7 +3 +7 Bonus Feat, Improved Spell Recall
5 5 4 4 2 — —
12th +9/+4 +8 +4 +8 Magus Arcana
5 5 5 4 3 — —
13th +9/+4 +8 +4 +8 Heavy Armor
5 5 5 4 3 1 —
14th +10/+5 +9 +4 +9 Greater Spell Combat
5 5 5 4 4 2 —
15th +11/+6/+1 +9 +5 +9 Magus Arcana
5 5 5 5 4 3 —
16th +12/+7/+2 +10 +5 +10 Counterstrike
5 5 5 5 4 3 1
17th +12/+7/+2 +10 +5 +10 Bonus Feat 5 5 5 5 4 4 2
18th +13/+8/+3 +11 +6 +11 Magus Arcana
5 5 5 5 5 4 3
19th +14/+9/+4 +11 +6 +11 Greater Spell Access
5 5 5 5 5 5 4
20th +15/+10/+5 +12 +6 +12 True Magus
5 5 5 5 5 5 5
Weapon and Armor Proficiency: A magus is proficient with all simple and martial weapons. A magus is also proficient with light armor. He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells: A magus casts arcane spells drawn from the magus spell list. A magus must choose and prepare his spells ahead of time.
To learn, prepare, or cast a spell, the magus must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magus's spell is 10 + the spell level + the magus's Intelligence modifier.
A magus can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high Intelligence score (see the Ability Modifiers and Bonus Spells Table).
A magus may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the magus decides which spells to prepare.

Spellbooks: A magus must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook except for read magic, which all magi can prepare from memory. A magus begins play with a spellbook containing all 0-level magus spells plus three 1st-level magus spells of his choice. The magus also selects a number of additional 1st-level magus spells equal to his Intelligence modifier to add to his spellbook. At each new magus level, he gains two new magus spells of any spell level or levels that he can cast (based on his new magus level) for his spellbook. At any time, a magus can also add spells found in other spellbooks to his own (see Arcane Spells).
A magus can learn spells from a wizard's spellbook, just as a wizard can from a magus's spellbook. The spells learned must be on the magus spell list, as normal. An alchemist (see the Alchemist description) can learn formulae from a magus's spellbook, if the spells are also on the alchemist spell list. A magus cannot learn spells from an alchemist.

Arcane Pool (Su): 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.
A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Cantrips: A magus can prepare a number of cantrips, or 0-level spells, each day, as noted in the table above under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

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.

Spellstrike (Su): 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.

Magus Arcana: As he gains levels, a magus learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 3rd level, a magus gains one magus arcana. He gains an additional magus arcana for every three levels of magus attained after 3rd level. Unless specifically noted in a magus arcana's description, a magus cannot select a particular magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the magus spell list unless otherwise noted.

Arcane Accuracy (Su): The magus can expend 1 point from his arcane pool as a swift action to grant himself an insight bonus equal to his Intelligence bonus on all attack rolls until the end of his turn.

Broad Study (Ex): The magus selects another one of his spellcasting classes. The magus can use his spellstrike and spell combat abilities while casting or using spells from the spell list of that class. This does not allow him to cast arcane spells from that class's spell list without suffering the normal chances of arcane spell failure, unless the spell lacks somatic components. The magus must be at least 6th level and must possess levels in at least one other spellcasting class before selecting this arcana.

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.

Concentrate (Ex): The magus can reroll any concentration check he has just made with a +4 bonus. He must use this ability after the roll is made, but before the roll's outcome is determined. The magus must take the second roll, even if it is worse. The magus can use this ability once per day.

Critical Strike (Su): Whenever the magus scores a critical hit with a melee weapon, he may cast a spell with a range of touch as a swift action, then make a touch attack with that spell against the target of the critical hit as a free action. The magus can use this ability once per day. The magus must be at least 12th level before selecting this arcana.

Dispelling Strike (Su): The magus can spend 1 or more points from his arcane pool as a swift action to imbue his weapon with a special power. If the weapon strikes a creature within the next minute, that creature is the subject of a targeted dispel magic using the magus's level as the caster level, except that this effect cannot dispel a spell of a level higher than the number of arcane pool points expended to activate this ability (treat higher-level spells as if they do not exist and apply the dispel attempt to the remaining spells with the highest caster level). Once the strike is made, the power dissipates, even if the dispel attempt is unsuccessful. The magus must be at least 9th level before selecting
this arcana.

Empowered Magic (Su): The magus can cast one spell per day as if it were modified by the Empower Spell feat. This does not increase the casting time or the level of the spell. The magus must be at least 6th level before selecting this magus arcana.

Familiar (Ex): The magus gains a familiar, using his magus level as his effective wizard level. This familiar follows the rules for familiars presented in the arcane bond wizard class feature.

Hasted Assault (Su): The magus can expend 1 point from his arcane pool as a swift action to move more quickly. This functions as haste, but only targets the magus and lasts for a number of rounds equal to the magus's Intelligence bonus. The magus must be at least 9th level before selecting this magus arcana.

Maneuver Mastery (Ex): The magus has mastered one combat maneuver. He selects one maneuver when selecting this arcana. Whenever he is attempting the selected maneuver, he uses his magus level in place of his base attack bonus (in addition to any base attack bonus gained from other classes). A magus can select this magus arcana more than once. Its effects do not stack. Each time he selects this arcana, he selects another combat maneuver.

Maximized Magic (Su): The magus can cast one spell per day as if it were modified by the Maximize Spell feat. This does not increase the casting time or the level of the spell. The magus must be at least 12th level before selecting this magus arcana.

Pool Strike (Su): The magus can expend 1 point from his arcane pool as a standard action to charge his free hand with energy. He can make a melee touch attack with that hand as a free action as part of activating this ability. If the touch attack hits, it releases the charge and deals 2d6 points of energy damage (acid, cold, electricity, or fire, chosen when he spends the arcane pool point to activate this ability). He can use this ability with the spellstrike class feature. If he misses with this attack, he can hold the charge for up to 1 minute before it dissipates. At 6th level, and every three levels thereafter, the amount of damage dealt by this attack increases by 1d6.

Quickened Magic (Su): The magus can cast one spell per day as if it were modified by the Quicken Spell feat. This does not increase the level of the spell. The magus must be at least 15th level before selecting this magus arcana.

Reflection (Su): The magus can sacrifice 1 or more points from his arcane pool as an immediate action to reflect a spell back at its caster. This functions as spell turning, but only if the targeted spell is of a level equal to or lower than the number of points expended. If insufficient points are expended, they instead grant an insight bonus on any saving throws allowed by the spell, equal to the number of points spent. The magus must be at least 15th level before selecting this magus arcana.

Silent Magic (Su): The magus can cast one spell per day as if it were modified by the Silent Spell feat. This does not increase the casting time or the level of the spell.

Spell Blending (Ex): When a magus selects this arcana, he must select one spell from the wizard spell list that is of a magus spell level he can cast. He adds this spell to his spellbook and list of magus spells known as a magus spell of its wizard spell level. He can instead select two spells to add in this way, but both must be at least one level lower than the highest-level magus spell he can cast. A magus can select this magus arcana more than once.

Spell Shield (Su): The magus can expend a point from his arcane pool as an immediate action to grant himself a shield bonus to AC equal to his Intelligence bonus until the end of his next turn.

Still Magic (Su): The magus can cast one spell per day as if it were modified by the Still Spell feat. This does not increase the casting time or the level of the spell.

Wand Mastery (Su): Whenever The magus uses a wand, he calculates the DC for any spell it contains using his Intelligence modifier, instead of the minimum modifier needed to cast a spell of that level.

Wand Wielder (Su): The magus can activate a wand or staff in place of casting a spell when using spell combat.

Spell Recall (Su): At 4th level, the magus learns to use his arcane pool to recall spells he has already cast. With a swift action he can recall any single magus spell that he has already prepared and cast that day by expending a number of points from his arcane pool equal to the spell's level (minimum 1). The spell is prepared again, just as if it had not been cast.

Bonus Feats: At 5th level, and every six levels thereafter, a magus gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat, item creation, or metamagic feats. He must meet the prerequisites for these feats as normal.

Knowledge Pool (Su): At 7th level, when a magus prepares his magus spells, he can decide to expend 1 or more points from his arcane pool, up to his Intelligence bonus. For each point he expends, he can treat any one spell from the magus spell list as if it were in his spellbook and can prepare that spell as normal that day. If he does not cast spells prepared in this way before the next time he prepares spells, he loses those spells. He can also cast spells added in this way using his spell recall ability, but only until he prepares spells again.

Medium Armor (Ex): At 7th level, a magus gains proficiency with medium armor. A magus can cast magus spells while wearing medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component.

Improved Spell Combat (Ex): At 8th level, the magus's ability to cast spells and make melee attacks improves. When using the spell combat ability, the magus receives a +2 circumstance bonus on concentration checks, in addition to any bonus granted by taking an additional penalty on the attack roll.

Fighter Training (Ex): Starting at 10th level, a magus counts 1/2 his total magus level as his fighter level for the purpose of qualifying for feats. If he has levels in fighter, these levels stack.
Improved Spell Recall (Su): At 11th level, the magus's ability to recall spells using his arcane pool becomes more efficient. Whenever he recalls a spell with spell recall, he expends a number of points from his arcane pool equal to 1/2 the spell's level (minimum 1). Furthermore, instead of recalling a used spell, as a swift action the magus can prepare a spell of the same level that he has in his spellbook. He does so by expending a number of points from his arcane pool equal to the spell's level (minimum 1). The magus cannot apply metamagic feats to a spell prepared in this way. The magus does not need to reference his spellbook to prepare a spell in this way.

Heavy Armor (Ex): At 13th level, a magus gains proficiency with heavy armor. A magus can cast magus spells while wearing heavy armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component.
Greater Spell Combat (Ex): At 14th level, the magus gains the ability to seamlessly cast spells and make melee attacks. Whenever he uses the spell combat ability, his concentration check bonus equals double the amount of the attack penalty taken.

Counterstrike (Ex): At 16th level, whenever an enemy within reach of the magus successfully casts a spell defensively, that enemy provokes an attack of opportunity from the magus after the spell is complete. This attack of opportunity cannot disrupt the spell.

Greater Spell Access (Su): At 19th level, the magus gains access to an expanded spell list. He learns and places 14 spells from the wizard's spell list into his spellbook as magus spells of their wizard level. He gains two of each of the following wizard spells not on the magus spell list: 0-level, 1st-level, 2nd-level, 3rd-level, 4th-level, 5th-level, and 6th-level. He can ignore the somatic component of these spells, casting them without the normal chance of spell failure.

True Magus (Su): At 20th level, the magus becomes a master of spells and combat. Whenever he uses his spell combat ability, he does not need to make a concentration check to cast the spell defensively. Whenever the magus uses spell combat and his spell targets the same creature as his melee attacks, he can choose to either increase the DC to resist the spell by +2, grant himself a +2 circumstance bonus on any checks made to overcome spell resistance, or grant himself a +2 circumstance bonus on all attack rolls made against the target during his turn.

MAGUS SPELL LIST
Magi gain access to the following spells.

0-Level Magus Spells—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.

1st-Level Magus Spells—burning hands, chill touch, color spray, corrosive touch, enlarge person, expeditious retreat, feather fall, flare burst, floating disk, frostbite, grease,hydraulic push, jump, magic missile, magic weapon, mount, obscuring mist, ray of enfeeblement, reduce person, shield, shocking grasp, silent image, stone fist, true strike,unseen servant, vanish.

2nd-Level Magus Spells—acid arrow, alter self, bear's endurance, blood transcription, blur, bull's strength, burning gaze, cat's grace, darkness, defensive shock, elemental touch, fire breath, flaming sphere, fog cloud, frigid touch, glitterdust, gust of wind, invisibility, levitate, minor image, mirror image, pyrotechnics, scorching ray, shatter, spider climb, stone call, web.

3rd-Level Magus Spells—aqueous orb, arcane sight, beast shape I, blink, cloak of winds, daylight, dispel magic, displacement, elemental aura, fireball, flame arrow, fly, force hook charge, force punch, gaseous form, haste, hydraulic torrent, keen edge, lightning bolt, magic weapon (greater), major image, monstrous physique I, phantom steed, ray of exhaustion, sleet storm, slow, stinking cloud, undead anatomy I,
vampiric touch, versatile weapon, water breathing, wind wall.

4th-Level Magus Spells—arcana theft, ball lightning, beast shape II, black tentacles, detonate, dimension door, dragon's breath, elemental body I, enlarge person (mass), fire shield, firefall, ice storm, invisibility (greater), monstrous physique II, phantasmal killer, reduce person (mass), river of wind, shout, solid fog, stoneskin, vermin shape I, wall of fire, wall of ice, wall of sound.

5th-Level Magus Spells—acidic spray, baleful polymorph, beast shape III, cloudkill, cone of cold, corrosive consumption, elemental body II, fire snake, geyser, interposing hand, monstrous physique III, overland flight, telekinesis, teleport, undead anatomy II, vermin shape II, wall of force, wall of stone.

6th-Level Magus Spells—acid fog, bear's endurance (mass), beast shape IV, bull's strength (mass), cat's grace (mass), chain lightning, contagious flame, disintegrate, dispel magic (greater), elemental body III, flesh to stone, forceful hand, form of the dragon I, freezing sphere, mislead, monstrous physique IV, sirocco, stone to flesh, transformation,true seeing, undead anatomy III, wall of iron.


Gear:

Rapier 1d6 18-20*2
Lamellar(leather(ultimate equipment) +4 +3 –2 20% 30 ft. 20 ft. 25 lbs.

Spellbook
MAGUS'S KIT(backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.)
grappling hook
explorer's outfit

money
gems
pp
gp59
sp
cp


BIO:

Dallion Elvenmere is the son of Tallen and Solena Elvenmere. Dallion’s parents vanished while he was a just a babe, after his parents vanished he was sent to be raised by his aunt Selvea. Selvea was a mage in the city of Kenabres. Growing up in his aunt’s home exposed him to magic and knowledge. At an early age Dallion showed an affinity for the arcane arts. He picked up on the required semiotic components easily and was able to focus with great ease.
One day while he was roaming through the streets of Kenabres Dallion stumbled upon a man bleeding to death. When Dallion went to check on the man his hand grazed the man and the bleeding suddenly stopped. Dallion panicked and ran from the man, when he burst into his aunt’s home she stopped him. He explained to her what happened, after hearing his tell she explained to him about his parents. His parents were Riftwardens and that after he was born they went on a mission into the Worldwound. It was that day he swore to avenge his parents and eradicate all evil he came a crossed. Dallion left Kenabres to further his training in the arcane arts and melding it with his swordtraining.
Now 35 years later Dallion has returned to Kenabres to see his aunt to only find out she has disappeared less than a month ago.

intro:
Dallion looked around at the people near him, some of them seemed familiar but it has been a long time since he has been home Greetings friends how be you, I am Dallion Elvenmere are you all enjoying the festivities? It is so nice to be back. By the way do any of you know a Selvea Elvenmere? He awaits response when none is given he stares at the people. She is my aunt and she seemed to have vanished I am sure someone here knows her. Robert Kraven is that you? He yells at a man walking by but seems to ignore Dallion

appearance:
Dallion stands tall for an Elf in fact he is taller than most races at 6 feet and 6 inches, he isn’t very muscular but there is quickness about him. He has blonde hair hanging from his head like straw. His slightly tan skin seems to bring out his sea green eyes. He seems to carry himself with a slight edge about him.

player:
Time zone: GMT-6
I can post a minimum of once a day every day

spellbook:

0-Level Magus Spells—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

1st-Level Magus Spells— enlarge person, feather fall, magic missile, magic weapon, obscuring mist, ray of enfeeblement, shield, true strike.


spells prepared:

0-lv-3[dc-14]Read Magic, Acid Splash, Disrupt Undead
1-lv-2[dc-15]Magic Missle, Enlarge person