Sanvil Trett

Gal Gos's page

2 posts. Alias of MrStr4ng3.


About Gal Gos

Gal Gos
Male half-elf magus (bladebound) 4 (Pathfinder RPG Ultimate Magic 9, 47)
CG Medium humanoid (elf, human)
Init +1; Senses low-light vision; Perception +3
--------------------
Defense
--------------------
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 40 (4d8+8)
Fort +6, Ref +2, Will +3; +2 vs. enchantments, +2 trait bonus vs. Poison
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee drathinmaleé +8 (1d10+5/19-20) or
. . net +3 (entangle) or
. . sap +7 (1d6+4 nonlethal)
Ranged pilum +4 (1d8+4)
Special Attacks arcane pool (+1, 3 points), spell combat, spell recall, spellstrike
Magus (Bladebound) Spells Prepared (CL 4th; concentration +6)
. . 2nd—frigid touch[UM], mirror image
. . 1st—enlarge person (DC 13), shield, ectoplasmic shocking grasp (2)
. . 0 (at will)—detect magic, light, mage hand, prestidigitation

Spellbook:

Acid Splash 0 [V/S]
Arcane Mark 0 [V/S]
Dancing Lights 0 [V/S]
Daze 0 [V/S]
Detect Magic 0 [V/S]
Disrupt Undead 0 [V/S]
Flare 0 [V]
Ghost Sound 0 [V//SM] (a bit of wool)
Light 0 [V/M] (a firefly)
Mage Hand 0 [V/S]
Open/Close 0 [V/S/F] (a brass key)
Prestidigitation 0 [V/S]
Ray of Frost 0 [V/S]
Read Magic 0 [V/S/F] (a clear crystal)
Disguise Weapon 1 [V/S]
Illusion of Calm 1 [V/S]
Shield 1 [V/S]
Shocking Grasp 1 [V/S]
Windy Escape 1 [V/S]

--------------------
Statistics
--------------------
Str 19, Dex 12, Con 14, Int 14, Wis 8, Cha 10
Base Atk +3; CMB +7; CMD 18
Feats Combat Casting, Combat Expertise, Deadly Aim, Ectoplasmic Spell[APG], Power Attack
Traits blight-burned, magical lineage
Skills Climb +8, Disable Device +4, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (planes) +6, Perception +3, Ride +8, Sense Motive +1, Spellcraft +9, Swim +8; Racial Modifiers +2 Perception
Languages Common, Elven, Hallit, Sylvan
SQ arcane training[APG], black blade, black blade: arcane pool, black blade: strike, black blade: telepathy, black blade: unbreakable, elf blood, finesse weapon attack attribute
Combat Gear scroll of ant haul, scroll of mount, wand of enlarge person, caltrops, tanglefoot bag; Other Gear +1 mithral chain shirt, net, pilum[APG] (2), sap, ring of feather falling, chain (10 ft.), first book, flint and steel, masterwork thieves' tools, mwk manacles, waterskin, light horse, bit and bridle, feed (per day), riding saddle, saddlebags, trail rations, 365 gp, 2 sp, 5 cp
--------------------
Special Abilities
--------------------
Arcane Pool +1 (3/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Arcane Training +1 CL for spell trigger/completion items for favored class, or use them as if 1st level.
Black Blade (Ex) You gain an intelligent bonded weapon whose power grows with your own.
Black Blade: Arcane Pool (1/day) (Su) The Black Blade has an Arcane Pool used to fuel its own abilities.
Black Blade: Strike +1 (Sp) The Black Blade can grant itself a damage bonus for 1 min.
Black Blade: Telepathy (Su) The magus can telepathically communicate with his black blade if it is worn or held.
Black Blade: Unbreakable (Ex) The Black Blade is immune to the broken condition while the arcane pool is not empty.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Ectoplasmic Spell You can cast a spell that has full effect against incorporeal or ethereal creatures.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Finesse Weapon Attack Attribute Finesse weapons use Strength on attack rolls.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spell Recall (Su) Spend your Arcane Pool to recall spells you have already cast.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Mount:

--------------------

Horse, light CR –
Horse (Pathfinder RPG Bestiary 177)
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 50 ft.
Melee 2 hooves -2 (1d4+1)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run
[b]Tricks
Come, Heel, Riding, Stay
Skills Acrobatics +2 (+6 to jump with a running start, +10 to jump), Perception +6
SQ docile, riding
Other Gear bit and bridle, feed (per day) (5), riding saddle, saddlebags, trail rations
--------------------
Special Abilities
--------------------
Docile This animal's natural attacks are treated as secondary unless it is trained to fight.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Riding [Trick] The animal has been trained to bear a rider.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.

Background:

Gal was raised in the City of Vigil until he was about 14 years, His parents owned a successful bakery, he mother the baker and operator and his father a private tutor. Life was good for Luc, working with his mother in the early mornings through the day and learning magic and swordcraft in the afternoon with his father. It was a summer evening when that changes Rurik a woodcarver and friend of his parents Gal’s entire life rushed in one evening, he told the elders that it was urgent that he had to speak to them. His mother told Gal to close and clean the shop, being a curious teen he wanted to hear what was happening.

Rurik: ... he had a team of rough men with him.

Itar: Are you ...

Rurik: ... that scar you gave him, ... sure.

Elsa: Itar, think of Gal, ...

Itar: Of course ... govannen, ... haste.

The three adults footsteps headed for the door fast enough that Gal almost fell down the stairs.

His father soke as soon as he reached the first floor, “Gal, help your mother pack.” The elf and dwarf headed for the small courtyard behind the shop. Confused and scared Gal helped his mother to pack up a few bags of their clothing and mementos, at one point hearing the clater of stones the boy ran to the window to look into the yard, the scene he saw was as confusing as the rest of the day, His Father and Rurik where in the courtyard where they had moves a series of cobblestones his father was removing an Ironwood box about 4-5ft in length and he placed it into the back of the cart that Rurik had arrived in.

The Dwarf, Elf, Human and Half-elf left Vigil that afternoon with only what they carried in their cart and 2 horses. They headed south till they hit the Fangwood, this was where Rurik took one of the horses and left the family. “The town is Skelt, along the Shining River, Small enough not to be checked, large enough that we will not stand out.”

The family traveled for what seemed like a very long time till they settled in a grassland near the forest, a hard two day ride from Skelt, with no neighbours to speak of other then a few Rangers and Mountain men. They had a small farm with a few livestock, they would trade foodstuffs to trappers for furs and trade those furs for goods the few times a year they traveled to town.

The event that started Gal on the path of the adventurer was a blight attack, he and his father survived, but his mother did not. His father sat by the grave he and Gal had dug for he for 7 days. At the end of that time he returned to the farm house, the long Ironwood box, that gal had not seen except that glance through the window more than a decade ago, under his arm, and spoke with Gal at length.

The box contained an Ancient Sword, a relic of their family, Itar’s brother was seeking it and it must never fall into his hands. Gal was to leave the farm and take up the mantle of an adventurer, it was up to him to protect the blade, unlock it’s power, and ultimately keep it from his uncle.

Gal rode away from the farmhouse the next morning, about two hours into the trip to Skelt he turned back to see the plume of smoke he knew to be his family's farm.