About Fenian Trisven
(Class 2 + 5 Int + 2 Background) = 9
spell component pouch
flint and steel
trail rations (5 days)
potion of cure light wounds
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.
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: Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Eagle Knight Recruit: You begin play with a breastplate, a longsword (or some other martial or simple weapon), and an additional 100 gp of gear. In addition, you gain a +1 trait bonus on saving throws against mind-affecting effects.
Warrior of Old: You gain a +2 trait bonus on initiative checks.
Arcane Revitalization: Once per day, when you confirm a critical hit with a weapon attack, you regain 1 arcane pool point. You can’t exceed your maximum number of arcane pool points.
Righteous Indignation: Whenever a foe provokes an attack of opportunity from you, you must take it unless you succeed at a Will save against a DC equal to 10 + your level. You take a –1 penalty on Will saving throws against spells with the emotion descriptor that do not also have the fear descriptor.
Feats and Special Abilities:
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.
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.
Arcane Strike (Combat): As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.
Fenian Trisven was born among the theaters of Almas. His father was an actor known for his elegant and precise stage combat. His mother provided magical effects for ambitious shows. The pair never achieved high fame but kept a modest house and provided well for their 3 children. Fenian’s older brother and sister both followed their parent’s path, the youngest Trisven sibling was far more dour than his siblings and took to quiet study more readily than the limelight. Fenian did enjoy learning his father’s fencing but found the rest of the acting profession a bore.
As an adolescent, Fenian convinced his parents to allow him to enroll at Almas University. The youth found his father’s footwork aided in the calisthenics required by the institution and soon began blending his swordplay with the other arcane teachings of the University. Fenian enjoyed the access to knowledge the University offered but found attending lectures unbearably dull and often skipped classes to pour over tomes in the library. The tales and history of Ancient Azlant particularly interested the young elf and Fenian quickly read through the Almas Universities entire collection on the subject.
Fenian was eventually drummed out of the University due to his poor attendance but the elf figured he had gotten what he needed from the institution. He went south through the city to enlist at the Golden Aerie to enlist in the Eagle Knights. The resident knights took him in and furthered his martial training but the youngster constantly kept an eye out for his next opportunity. When he heard of the Bountiful Venture Company’s intent to explore Azlant, Fenian rushed to his commander with a proposition. In exchange for release from his duties and the ability to set sail should he be selected, Fenian would report any new from the expedition to the Eagle Knights. The commander was happy to be free of the listless elf and could only benefit from eyes on the ground among the colonists.
Fenian is a wiry elf standing 5'10" and weighing 118 lbs. He has a long dour face with eyes that seem to study everything intently. He keeps his long auburn hair pulled back neatly into a neat ponytail.
He wears a tailored black gown of Almas university modified to allow freer movement and less potential for snagging. The color has clearly begun to fade from the clothing as if the elf has owned it for quite some time. He wears a pair of swords on is hip and a bow and quiver across his back.
Fenian is a quiet, reserved man, preferring to let his actions speak for him. He has had few friends in his time in Almas, but he is unfalteringly loyal to those he has managed to make. Fenian is passionate about Azlant lore and has struggled to maintain his demeanor while listening to other colonists talking shop about their new home. He is slow to trust and doesn't want to let his guard down yet, but is beginning to feel at home around people who share his passion.