Sanvil Trett

Loges Grey's page

360 posts. Organized Play character for Dorian 'Grey'.


Full Name

Loges of House Grey

Race

Human

Classes/Levels

Magus [Card Caster/Hexcrafter] 1 Ac 16 Hp 11/11 Initiative +6 Fort +4 Ref +2 Will +2 Percept +4

Gender

Male

Size

medium

Age

22

Special Abilities

Arcane pool 4/

Alignment

CG

Deity

Aroden

Location

Kintargo

Languages

Infernal, Draconic, Taldane, Sylvan

Strength 13
Dexterity 14
Constitution 14
Intelligence 17
Wisdom 10
Charisma 10

About Loges Grey

PathFinder #:
You are Pathfinder # 49842-6.

Background:
Fey-Taken

The stinging sounds of blades crossing echoed ceaselessly in the chamber. The young noble boy hastily parried a perfectly placed riposte from his tiefling teacher.
"You are learning, young Loges.", assured the tiefling.
Loges smiles in spite of himself. "Thank you, Master Ecarrdian."
They spared for a few more minutes; Loges paying special attention to the swordmaster's ripostes.
"I believe that these 4 years of training are finally paying off. You have shown natural talent, along with a quick understanding of the maneuvers. That is all for this day."
Loges stands at attention, saluting with his long sword held perpendicular from the ground. "Thank you, master Ecarrdian. I shall endeavour to do better next time." With that, the young adolescent turns to takes his leave.
"A moment, Loges. I need your assistance. There is a rare herb that I need for a remedy that I am working on. I would appreciate if you could go collect it."
Loges looks at the man who has taught him fencing these pass 4 years. "I have no other duties this afternoon. Where may i find it?"
The tiefling smiles. "Just in side the Hagwood. Not more then 1/2 mile in, you will find a small pond where the purple lotus lays near the waters edge. Bring me only a single blossom and no more. Be back before night fall, my dear Loges."

The wind whistled eerily through the almost naked branches of the tall,, old trees of the Hagwood. The silent sentinels watched with disapproving eyes as the young boy wondered heedlessly through their home. Absently whistling a tune, Loges traverses the scattered debris of the wood. After an hour, he comes to the pond. He easily notices the purple lotus' along the ponds edge. Taking a sack from his pack, Loges plucks a flower from the mud.
He hold the lotus up to his face, admiring the sharpness of the purple.
"Beautiful, isn't it?"
Turning in surprise, Loges views a figure that looks fairly human. His eyes are covered with a linen cloth and he wears a simple robe of pure white. In his hands he holds a shallow, marble bowl into which he appears to be gazing, despite his obvious blindness. The air around him seems to twist and ripple. (Faerie Seer)
"I have been watching you, young Loges. And, I think, that you will do!"
With that pronouncement, the blind man lazily tosses some rose petals in Loges' direction. Immediately, Loges begins to yawn and falls down on the shore asleep...

Academy of Korvosa

"As a young teen-ager, I was whisked away to the First World by mischievous fey for a time. When I returned, I was ever after considered odd and distant. I longed to return there, and found the mortal world dull and at times revolting, so I didn't eat as I should and did not question strange visions."
The robed student voices to his teacher.
"I believe that may be why you are drawn to the more mysterious aspects of magic; hexes and curses are a relatively unexplored school; at least by your average magi. I understand that you have been making headway on your studies. Once I return from Absalom, you may teach me."
Loges looks guiltily at his teacher. The Acadamae of Korvosa was a prestigious school for the arcane. His family sent him off to boarding school (as he thought of it, at first) shortly after his having gone missing for a week.
Now almost 10 years later, Loges is still haunted by strange visions, haunting sounds, and stray and lost thoughts.
"Loges?"
The early twenty-something quickly looks up. "Apologies, Master Aristotle. I was away, again."
Aristotle smiles knowingly at his young student. "No worries, Loges. You are to graduate next month and then the world is yours to explore; and believe me, there is plenty to see!"
Loges smiles. "I plan on returning home for a bit. I haven't seen my family for almost a decade. Also, I think that on my way back, that I may visit an old friend in Kintargo."

Description:
Appearance
The House of Grey is a minor noble family from WestCrown, descended from Taldan nobles. The House of Grey is a tenet and second cousins of House Drovenge of Westcrown. The House is well-known for their artistic accomplishments, along with a moderate income from their wine vineyards production (called Grey Lion Wine). The Grey family are naturally gifted and generally possess a pleasant appearance. Their skin is a natural bronze tone and their hair is normally dark brown and naturally flowing. They gain their natural appearance from their mixed ancestry of ancient Azlanti and Keleshite blood, though between the two they are proudest of their Azlanti heritage. Eyes tend to be on the smaller side, but are quite expressive with gray, green, or even unusual amber being common. Greys always cloth themselves in only the latest and most fashionable clothes they can afford. The Taldan style is imitated across the House of Grey, and few can match the Greys flair for high fashion. Men normally sport a well-trimmed, nicely groomed beard, while the Grey women wear elaborate wigs passed down the generations as family heirlooms.
The House sigil is a lion holding a wine bottle in a clawed grip.

Loges Grey is just over 6'. He weighs around 175 pounds. He has a lean, but athletic build. His wavy dirty-blonde hair reaches to his shoulders; but it is his strange piercing blue eyes that stand him out from most of his family. The laughter in his eyes causes one to think that he may be playing a joke on them.

Religion:

Loges' immediate family secretly worships Aroden. Loges was brought up learning His tenets. He dreams of finding an actual copy of Aroden's book: The History and Future of Humanity

Crunch:
Loges of House Grey
Male Human Magus [Card Caster/Hexcrafter] 1 Humanoid (human) Init +6; Perception +4
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +0 shield, +0 deflection, +1 Dex, +0 natural, +0 dodge)
hp 11 (1d8+3)
Fort +4 Ref +2, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee long sword +1 (1d8+1/19-20x2)
Range harrow cards(mw)+3 (1d4+2/x2)54/ 20'; dagger +2 (1d4+2/19-20/x2) 10'
....................
Special Attacks
spells
arcane pool 4/
spell combat

......... .....
SQ

fey thoughts(bluff and perception)
..............
arcane enhancement: swift, +1, 2 minutes
........... .
--------------------
Statistics
--------------------
Str 13, Dex 14 Con 14, Int 17, Wis 10, Cha 10
Base Atk +0; CMB +1; CMD 12
Feats improved initiative, point blank shot, deadly dealer(b)
The Magus's class skills are Climb (Str), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int) +7, Knowledge (dungeoneering) (Int), Knowledge (planes) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int) , Swim (Str), and Use Magic Device (Cha)+6. Diplomacy (Cha)+5, bluff (Cha)+5, Perception +4, Knowledge (nobility) (Int) (+1)

Skill Points at each Level: 2 + Int modifier.

Favored class bonus: +1 hp
Traits: trust worthy, bladed magic,child of kintargo
drawback: fey taken
Languages Infernal, Draconic, Taldane, Sylvan

Other Gear
noble outfit
signet ring
hallow deck x2(200gp)
Lamellar (leather)
magus kit
mw tool (use magic device)
spell component pouch
--------------------
Tracked Resources
--------------------

Wealth 2 gp

Spellbook:

1st
1.Shield
Source PRPG Core Rulebook pg. 342 (Amazon)
School abjuration [force]; Level alchemist 1, arcanist 1, bloodrager 1, investigator 1, magus 1, occultist 1, psychic 1, sorcerer/wizard 1, spiritualist 1, summoner 1, summoner (unchained) 1
Casting
Casting Time 1 standard action
Components V, S
Effect
Range personal
Target you
Duration 1 min./level (D)
Description
Shield creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance.

2. Chill Touch
Source PRPG Core Rulebook pg. 255 (Amazon)
School necromancy; Level arcanist 1, bloodrager 1, magus 1, shaman 1, sorcerer/wizard 1, spiritualist 1, witch 1
Casting
Casting Time 1 standard action
Components V, S
Effect
Range touch
Targets creature or creatures touched (up to one/level)
Duration instantaneous
Saving Throw Fortitude partial or Will negates; see text; Spell Resistance yes
Description
A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of damage. The touched creature also takes 1 point of Strength damage unless it makes a successful Fortitude saving throw. You can use this melee touch attack up to one time per level.

An undead creature you touch takes no damage of either sort, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds + 1 round per caster level.

3. Unseen Servant
Source PRPG Core Rulebook pg. 364 (Amazon)
School conjuration (creation); Level arcanist 1, bard 1, magus 1, medium 1, mesmerist 1, occultist 1, psychic 1, skald 1, sorcerer/wizard 1, spiritualist 1, summoner 1, summoner (unchained) 1, witch 1
Casting
Casting Time 1 standard action
Components V, S, M (a piece of string and a bit of wood)
Effect
Range close (25 ft. + 5 ft./2 levels)
Effect one invisible, mindless, shapeless servant
Duration 1 hour/level
Saving Throw none; Spell Resistance no
Description
An unseen servant is an invisible, mindless, shapeless force that performs simple tasks at your command. It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. The servant can perform only one activity at a time, but it repeats the same activity over and over again if told to do so as long as you remain within range. It can open only normal doors, drawers, lids, and the like. It has an effective Strength score of 2 (so it can lift 20 pounds or drag 100 pounds). It can trigger traps and such, but it can exert only 20 pounds of force, which is not enough to activate certain pressure plates and other devices. It can't perform any task that requires a skill check with a DC higher than 10 or that requires a check using a skill that can't be used untrained. This servant cannot fly, climb, or even swim (though it can walk on water). Its base speed is 15 feet.

The servant cannot attack in any way; it is never allowed an attack roll. It cannot be killed, but it dissipates if it takes 6 points of damage from area attacks. (It gets no saves against attacks.) If you attempt to send it beyond the spell's range (measured from your current position), the servant ceases to exist.

4. Vanish
Source Advanced Player's Guide pg. 1 (Amazon)
School illusion (glamer); Level arcanist 1, bard 1, magus 1, mesmerist 1, occultist 1, psychic 1, red mantis assassin 1, skald 1, sorcerer/wizard 1
Casting
Casting Time 1 standard action
Components V, S
Effect
Range touch
Target creature touched
Duration 1 round/level (up to 5 rounds) (D)
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Description
This spell functions like invisibility, except the effect only lasts for 1 round per caster level (maximum of 5 rounds). Like invisibility, the spell immediately ends if the subject attacks any creature.

5. Windy Escape
Source Advanced Race Guide pg. 1 (Amazon)
School transmutation [air]; Level arcanist 1, bard 1, bloodrager 1, druid 1, hunter 1, magus 1, red mantis assassin 1, skald 1, sorcerer/wizard 1 (sylph)
Casting
Casting Time 1 immediate action
Components V, S
Effect
Range personal
Target you
Duration instantaneous
Description
You respond to an attack by briefly becoming vaporous and insubstantial, allowing the attack to pass harmlessly through you. You gain DR 10/magic against this attack and are immune to any poison, sneak attacks, or critical hit effect from that attack.

You cannot use windy escape against an attack of opportunity you provoked by casting a spell, using a spell-like ability, or using any other magical ability that provokes an attack of opportunity when used.

6. Infernal Healing
Source Inner Sea World Guide pg. 295 (Amazon), Pathfinder #29: Mother of Flies pg. 67 (Amazon), Gods and Magic pg. 7 (Amazon)
School conjuration (healing) [evil]; Level arcanist 1, bloodrager 1, cleric 1, magus 1, sorcerer/wizard 1, summoner 1, summoner (unchained) 1, warpriest 1, witch 1
Casting
Casting Time 1 round
Components V, S, M (1 drop of devil blood or 1 dose of unholy water)
Effect
Range touch
Target creature touched
Duration 1 minute
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Description
You anoint a wounded creature with devil’s blood or unholy water, giving it fast healing 1. This ability cannot repair damage caused by silver weapons, good-aligned weapons, or spells or effects with the good descriptor. The target detects as an evil creature for the duration of the spell and can sense the evil of the magic, though this has no long-term effect on the target’s alignment.

Prepared Spells:

0-level
1. dancing lights
2. Prestidigitation
3. detect magic

1st level
1. shield
2. shield

Class:
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.

Archetypes:
Hexcrafter
Source Ultimate Magic pg. 1 (Amazon)
A hexcrafter magus has uncovered the secret of using his arcane pool to recreate witch hexes. These magi can hex friend and foe, curse those they strike, and expand their spell selection to include many curses and harmful spells.

Hex Magus (Su): At 4th level, the hexcrafter magus gains access to a small number of witch’s hexes. The hexcrafter magus picks one hex from the witch’s hex class feature. He gains the benefit of or uses that hex as if he were a witch of a level equal to his magus level. This feature replaces spell recall.

Hex Arcana: A hexcrafter gains access to the following magus arcana, or may select any witch hex in place of a magus arcana. At 12th level, the hexcrafter may select a hex or major hex in place of a magus arcana. At 18th level, a hexcrafter can select a hex, major hex, or grand hex in place of a magus arcana. He cannot select any hex or arcana more than once.

Accursed Strike (Sp): A hexcrafter magus who can cast bestow curse, major curse, or any spell with the curse descriptor can deliver these prepared spells using the spellstrike ability, even if the spells are not touch attack spells.

Spells: A hexcrafter magus adds the following spells to his magus spell list: bestow curse, major curse, and all other spells of 6th level or lower that have the curse descriptor.

Card Caster
Source The Harrow Handbook pg. 24 (Amazon)
Though it is known primarily as a tool of knowledge, the harrow is also an instrument of defense and even war. The card caster is an ancient, martial offshoot of the traditional harrower, learning to not only draw power from the harrow, but also to invest each card with deadly power.

Deadly Dealer (Su): At 1st level, the card caster gains Deadly Dealer (see page 15) as a bonus feat, even if he does not meet the prerequisites. A card caster can invest cards with enough magic to deal lethal damage even without the Arcane Strike feat so long as he has at least 1 point in his arcane pool.

Arcane Pool Focus (Su): A card caster’s arcane pool can be used to augment only ranged weapons. At 5th level, a card caster can use his arcane pool to add the following weapon special abilities to ranged weapons: brilliant energy, distance, flaming, flaming burst, frost, icy burst, returning, seeking, shock, shocking burst, and speed. He can use his arcane pool to augment an entire harrow deck as if it were ammunition. All cards from a deck enhanced with a special ability, such as flaming, must share the same bonus. This ability modifies arcane pool.

Harrowed Spellstrike (Su): Beginning at 2nd level, a card caster can invest a single thrown weapon with a single touch or ranged spell as part of the spell’s normal casting time. The spell must target a single creature, and the spell’s range changes to match the thrown weapon’s range increment. This ability otherwise functions identically to spellstrike, except it can only be applied to thrown ranged weapons instead of melee attacks. This ability replaces and modifies spellstrike.

Role Dealer (Su): Beginning at 3rd level, whenever the card caster randomly draws and throws a harrow card matching one axis of his alignment, the card’s critical threat range increases to 19–20. If the card caster draws and throws a harrow card matching his alignment exactly, the attack’s critical multiplier also increases to 3 and the magus gains a +4 bonus on his confirmation roll. This ability replaces the magus arcana gained at 3rd level.
Site Owner: Blake DavisContributor: Jesse LatimerNethys Artwork: Hugo Soils

Magus Arcana:

3rd: Accursed Strike (Sp): A hexcrafter magus who can cast bestow curse, major curse, or any spell with the curse descriptor can deliver these prepared spells using the spellstrike ability, even if the spells are not touch attack spells.

6th: Arcane Accuracy (Su) (Ultimate Magic pg. 11 (Amazon)): 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.

9th: Enduring Blade (Su) (Ultimate Combat pg. 1 (Amazon)): Whenever the magus enchants his weapon using his arcane pool, he may spend 1 additional point from his arcane pool to increase the duration to 1 minute per magus level. The magus must be at least 6th level before selecting this arcana.

feats:

1. Improved Initiative (Combat)
Source PRPG Core Rulebook pg. 127 (Amazon)
Your quick reflexes allow you to react rapidly to danger.

Benefit: You get a +4 bonus on initiative checks.

1. Combat Casting
Source PRPG Core Rulebook pg. 119 (Amazon)
You are adept at spellcasting when threatened or distracted.

Benefit: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.

.........................................................
3. Spell Focus (necromancy)
Source PRPG Core Rulebook pg. 134 (Amazon)
Choose a school of magic. Any spells you cast of that school are more difficult to resist.

Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.

5th: g. spell focus and power attack or imp. unarmed strike and hex strike
7th: power attack or ?
9th: arcane strike or g. spell focus or enforcer
11th: weapon focus and weapon specialization

traits:
Child of Kintargo:
You had the fortune (or perhaps the misfortune, depending on your viewpoint) to be born into one of Kintargo’s noble families. Your experience growing up among the city’s well-to-do has given you an upper hand when it comes to knowledge of high society, and you start the game with a modest inheritance. With the new situation in Kintargo brewing, there is much concern about an eventual restructuring of the city’s nobility. Already, one noble estate has burned to the ground under what can best be described as suspicious circumstances, but whether the government or rebels were responsible depends on whom you ask. With this trait, the assumption is that you belong to a minor noble family (and can make up your family name). In this case, your family keeps a small manor in the Greens. If you want to be a member of one of Kintargo’s major noble families, you must take the Noble Scion feat at 1st level. You gain a +1 trait bonus on Knowledge (nobility) checks, and Knowledge (nobility) is always a class skill for you. The Noble Scion feat (see the sidebar on page 11) does not have a Charisma prerequisite for you. In addition, you start play with a noble’s outfit, a signet ring, and a single additional nonmagical item worth no more than 200 gp. If you take the Noble Scion feat, your last name is probably Aulamaxa, Aulorian, Delronge, Jarvis, Jhaltero, Sarini, Tanessen, or Vashnarstill; if you’re not human, you were adopted into the family. If you don’t take this feat, you can make up your last name.

Trustworthy

Source Ultimate Campaign pg. 61 (Amazon)
People find it easy to put their faith in you. You gain a +1 trait bonus on Bluff checks made to fool someone. You also gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.

Bladed Magic

Source Ultimate Campaign pg. 56 (Amazon)
You have an innate talent for using magical weaponry and those weapons capable of becoming magical. You gain a +1 trait bonus on Craft checks made to craft magic or masterwork weapons. In addition, when you use your arcane pool class ability to grant a weapon an enhancement bonus, that bonus lasts for 2 minutes instead of 1.

Drawback
Fey-Taken

Source Quests and Campaigns pg. 22 (Amazon)
As a child, you were whisked away to the First World by mischievous fey for a time. When you returned, you were ever after considered odd and distant. You long to return there, and find the mortal world dull and at times revolting, so you do not eat as you should and do not question strange visions. You take a –2 penalty on saving throws against disease, illusions, and poison of all kinds, as well as against the spells, spell-like abilities, and supernatural abilities of fey.

racial:
Human Racial Traits
+2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Fey Thoughts
Source Heroes of the Wild pg. 5 (Amazon)
The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character.
A human who replaces skilled with fey thoughts .
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

equipment:

Noble's outfit
Source Ultimate Equipment pg. 89 (Amazon), PRPG Core Rulebook pg. 159 (Amazon)
Price 75 gp; Weight 10 lbs.
Category Clothing
Description
These clothes are designed specifically to be expensive and gaudy, letting everyone know exactly how expensive they are. Precious metals and gems are worked into the clothing, along with elaborate embroidery, and some outfits may contain impractical concessions to high fashion. A would-be noble also needs a signet ring and jewelry (worth at least 100 gp) to accessorize this outfit.

Signet ring
Source Ultimate Equipment pg. 57 (Amazon), PRPG Core Rulebook pg. 158 (Amazon)
Price 5 gp; Weight —
Category Adventuring Gear
Description
This ring has an embossed design, typically a family crest or official icon. You press a signet ring into softened wax to leave an impression of this symbol.

Lamellar (leather)
Source Ultimate Equipment pg. 9 (Amazon), Ultimate Combat pg. 1 (Amazon)
Statistics
Cost 60 gp Weight 25 lbs.
Armor Bonus +4; Max Dex Bonus +3; Armor Check Penalty -2
Arcane Spell Failure Chance 20%; Speed 30 ft./20 ft.
Description
Lamellar is a type of armor in which small plates of various types of materials are strung together in parallel rows using fine cord. Lamellar plates can be constructed from lacquered leather, horn, or even stone, though suits of iron and steel are the most common. Lamellar armor can be crafted into various shapes, including partial pieces such as breastplates, greaves, or even entire coats. The properties of specific suits and pieces of lamellar armor are determined by their material.

Longsword
Source Ultimate Equipment pg. 18 (Amazon), PRPG Core Rulebook pg. 142 (Amazon)
Statistics
Cost 15 gp Weight 4 lbs.
Damage 1d6 (small), 1d8 (medium); Critical 19-20/x2; Range —; Type S; Special —
Description
This sword is about 3-1/2 feet in length.

Dagger
Source Ultimate Equipment pg. 17 (Amazon), PRPG Core Rulebook pg. 142 (Amazon)
Statistics
Cost 2 gp Weight 1 lb.
Damage 1d3 (small), 1d4 (medium); Critical 19-20/x2; Range 10 ft.; Type P or S; Special —
Description
A dagger is a fighting knife. Its blade is usually less than 1 foot long, and can be curved or straight, with one edge or two. Dagger designs vary widely, and can have many different names (such as a thrusting dagger being called a “dirk”). You get a +2 bonus on Sleight of Hand skill checks made to conceal a dagger on your body.

Magus's kit
Source Ultimate Equipment pg. 57 (Amazon)
Price 22 gp; Weight 31 lbs.
Category Kits
Description
This includes a 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. The kit does not contain a spellbook because a magus begins play with a spellbook.

Masterwork tool (umd)
Source Ultimate Equipment pg. 77 (Amazon), PRPG Core Rulebook pg. 158 (Amazon)
Price 50 gp; Weight 1 lb.
Category Tools
Description
This tool is perfect for its intended job. It grants a +2 circumstance bonus on a related skill check (if any). The bonuses provided by multiple masterwork items do not stack..