Sorcerer

Leithe's page

62 posts. Alias of JAF0.


Full Name

Leithe Hunter

Race

half-elf magus/2

Classes/Levels

skills:
craft: alchemy 8, escape 3, fly 3, kn arcane 7, kn dung. 7, kn planes 7, perc 5, perform: dance 3, ride 3, spellcraft 11, swim 4, umd 5

Gender

hp 19/11; AC 16 t13 f13; F 5, R 3, W 4; bab 1 +4 melee +4 range; cmb 1 cmd 14; init +3; arc pool 4/4

Size

5'5" 107 lbs

Alignment

NG

Languages

common, elven

Strength 11
Dexterity 17
Constitution 14
Intelligence 16
Wisdom 12
Charisma 12

About Leithe

half elf racial features:

Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Keen SensesHalf-elves receive a +2 racial bonus on Perception checks.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Blended View Prerequisite(s): low-light vision. Half-drow whose non-drow parent had low-light vision might be blessed with a legacy of versatile senses. Characters with this trait keep their low-light vision but also gain darkvision to a distance of 60 feet.

traits:

Bloodthirsty: Benefit: Whenever you make an attack that reduces a foe to 0 hit points or fewer or you confirm a critical hit, your attack deals 1 additional point of damage. The additional damage is a trait bonus, and is multiplied by your weapon's critical hit multiplier.

Magical Lineage: One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness.
Benefit: Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell's final adjusted level. (shocking grasp)

feats:

Skill Focus +3 to any one skill ( 1/2 elf bonus feat) spellcraft

Weapon Finesse: Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. Special: Natural weapons are considered light weapons.

magus abilities:

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 Table: Magus. In addition, he receives bonus spells per day if he has a high Intelligence score.

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.

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

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.

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 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. 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. (4)

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.

spells known:

all 0 lvl magus cantrips
1st lvl spells: mirror strike, shocking grasp, color spray, frostbite, infernal healing, grease, monkey fish, keep watch

spells memorized:

lvl 0 - 3/day dc 13 - acid splash, prestidigitation, detect magic, arcane mark

lvl 1 - 1/day dc 14 - frostbite (1d6 and fatigue), color spray, shield

equipment:

90 gp
studded leather armor
rapier
morningstar
backpack
belt pouch
flint and steel
ink
inkpen
mess kit
rope, silk 50'
soap
spell component pouch
trail rations (5 days)
waterskin

background:

Leithe was born and raised in Magnimar to Dariusz Hunter, one of a few town alchemists, and his lovely elven wife, Alyrriel. They lived quietly and raised two daughters and one son. All three were trained in at least a modicum of alchemy skills, limited only by each one's talent in the field. Leithe showed the most aptitude and was given a bit more training than her siblings. Their mother had been a traveling bard in her youth, specializing in dance and song, so the children were brought up in a house full of music and dance as well. However Leithe showed little talent for the arts, and was often jealous of her twin Neithe and her brother Damon for their skill.

Still, she at least tried and participated, though often to the laughter of her siblings. She sometimes got even with them with childhood alchemical pranks like stinkbombs and disappearing ink in their pots when they did their lessons. Yet, despite all this, there was no lack of love in their household, and childhood slights and bad blood gave way to love and respect as they grew older. Neithe met and fell in love with another half-elf and married him, with Leithe as her maid of honor. Damon left to study performing arts further, traveling with a troupe of itinerant players while he learned his craft. Eventually, he settled in Sandpoint, where he frequently stars in local plays and musicale reviews. Rumors have been heard that he met and lives with a very handsome human actor and they have been together for about three years now, but he has never confirmed this to the family.

Leithe discovered a love of magic, and after a great deal of pleading to her parents, she was given the funds to attend the Academie in Korvosa. She proved an apt enough pupil, thought perhaps not with the natural abilities of some of the other students. One of her teachers though saw her dancing in the rain one afternoon and saw her love of movement, even if it wasn't a well-honed skill. He approached her and asked if she wanted to learn to blend her magic training with swordplay and dance. He got her a weaponmaster to tutor her in fighting arts and dance, for many of the movements required are actually very similar, while she continued her magical studies as well.

Three years of training later, she finally mastered the basics of combining magic with swordplay, and was given her certificate of completion of the most elementary skills the Academie had to offer. She was ready to pursue a career! She considered several options, and for a little while, returned home to serve in the Magnimar militia, but it had been quiet in the area of late, with little chance for her to use her skills very much. After six months of fairly boring inactivity, she left to join the Pathfinder Society. Almost a year later, between assignments for the Society, she took on a job as a caravan guard, because, well, jobs for the Society pay only what Pathfinders find along the way. The Society pays nothing in terms of a stipend.

When the small caravan arrived in the town of Belhaim, the caravan master Gribbs, was arrested for smuggling. Though the guards were found to be innocent of any wrongdoing, she found herself stranded in town, without benefit of pay. Luckily the local innkeep took pity on the guards and offered them room and board for a few nights. She offered to perform for her keep, but the keeper of the Wise Piper would have none of it, and let her stay for free. She accepted, wondering how she'd get back to Absalom to get her next Society assignment.