Perception +5; Low-Light Vision Darkvision Thoughtsense
Languages Common, Draconic, Elven, Jotun
Skills Acrobatics +1, Arcana +5, Athletics +7, Crafting +5, Intimidation +4, Lore: Academia +5, Occultism +5
Str +3, Dex +1, Con +2, Int +1, Wis +1, Cha +0
Items Chain Shirt, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap,
Material Component Pouch, Writing Set, Spellbook, Arrows (40), Steel Shield (Hardness 5, HP 20, BT 10)
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AC 17 (+19 with shield raised); Fort +8, Ref +5, Will +7
HP 28
Shield Block <- Trigger While you have your shield raised, you would take physical damage (bludgeoning,
piercing, or slashing) from an attack. You snap your shield in place to ward off a blow. Your shield prevents you
from taking an amount of damage up to the shield's Hardness. You and the shield each take any remaining
damage, possibly breaking or destroying the shield.
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Speed 30 feet
Melee Bastard Sword +7 (Two-Hand d12), Damage 1d8+3 S
Melee Dagger +7 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4+3 P
Ranged Composite Shortbow +5 (Deadly d10, Propulsive), Damage 1d6+1 P
Quick Draw > (Ranger) You draw your weapon and attack with the same motion. You Interact to draw a weapon,
then Strike with that weapon.
Spellstrike >> (Magus) Frequency until recharged (see below). You channel a spell into a punch or sword thrust
to deliver a combined attack. You Cast a Spell that takes 1 or 2 actions to cast and requires a spell attack roll. The
effects of the spell don’t occur immediately but are imbued into your attack instead. Make a melee Strike with a
weapon or unarmed attack. Your spell is coupled with your attack, using your attack roll result to determine the
effects of both the Strike and the spell. This counts as two attacks for your multiple attack penalty, but you don’t
apply the penalty until after you’ve completed the Spellstrike. The infusion of spell energy grants your Strike the
arcane trait, making it magical. After you use Spellstrike, you can’t do so again until you recharge your Spellstrike
as a single action, which has the concentrate trait. You also recharge your Spellstrike when you cast a conflux
spell (page 40) that takes at least 1 action to cast; casting a focus spell of another type doesn’t recharge your
Spellstrike.
Arcane Cascade > (Concentrate, Magus, Stance) Requirements You used your most recent action to Cast a
Spell or make a Spellstrike. You need to meet this requirement only to enter the stance, not to remain in it.. You
divert a portion of the spell’s magical power and keep it cycling through your body and weapon using specialized
forms, breathing, or footwork. While you’re in the stance, your melee Strikes deal 1 extra force damage. This
damage increases to 2 if you have weapon specialization and 3 if you have greater weapon specialization. Any
Strike that benefits from this damage gains the arcane trait, making it magical. If your most recent spell before
entering the stance was one that can deal damage, the damage from the stance is instead the same type that
spell could deal (or one type of your choice if the spell could deal multiple types of damage).
Arcane Prepared Spells DC 15, attack +5; 1st Thunderstrike, Runic Weapon; Cantrips Daze, Electric Arc, Frostbite,
Ignition, Phase Bolt
Focus Spells (1 points) Shielding Strike > As you attack a foe, warding magic transforms your momentum into
action and lifts your shield. Make a melee Strike. You can then either Raise your Shield if you're wielding one or
cast shield if you have the spell.
Additional Feats Aiuvarin, Assurance, Duelist Dedication, Expansive Spellstrike, Nimble Elf
Additional Specials Assurance (Athletics), Conflux Spells, Enhanced Senses (Darkvision), Enhanced Senses
(Thoughtsense), Hybrid Study (Sparkling Targe), Spellbook, Spellstrike Specific
PF1e version:
Mythandor Arathorn
Male elf wizard (sword binder) 1 (Pathfinder Player Companion: Arcane Anthology 11)
NG Medium humanoid (elf)
Hero Points 1
Init +2; Senses darkvision 60 ft., low-light vision; Perception +5
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Defense
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 11 (1d6+5)
Fort +1, Ref +3, Will +2; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Melee dagger +1 (1d4+2/19-20) or
. . longsword +1 (1d8+2/19-20)
Ranged longbow +2 (1d8/×3)
Special Attacks hand of the apprentice (7/day)
Wizard (Sword Binder) Spells Prepared (CL 1st; concentration +5)
. . 1st—color spray (DC 15), color spray (DC 15)
. . 0 (at will)—acid splash, daze (DC 14), detect magic
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Statistics
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Str 14, Dex 16, Con 12, Int 18, Wis 10, Cha 10
Base Atk +0; CMB +2; CMD 15
Feats Scribe Scroll, Toughness
Traits reckless, seeker
Skills Acrobatics +7, Knowledge (arcana) +8, Knowledge (local) +8, Knowledge (nature) +8, Perception +5, Spellcraft +8 (+10 to identify magic item properties); Racial Modifiers +2 Spellcraft to identify magic item properties
Languages Common, Draconic, Elven, Goblin, Orc, Sylvan
SQ arcane bond (longsword), elven magic, hero points
Other Gear studded leather, arrows (40), dagger, longbow, longsword, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, mess kit[UE], spell component pouch, trail rations (5), waterskin, wizard starting spellbook, 2 gp
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Tracked Resources
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Arcane Bond (Longsword) (1/day) (Sp) - 0/1
Arrows - 0/40
Dagger - 0/1
Hand of the Apprentice (Bonded sword only, 7/day) (Su) - 0/7
Trail rations - 0/5
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Special Abilities
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Arcane Bond (Longsword) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Darkvision (60 feet) You can see in the dark (black and white only).
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Hand of the Apprentice (Bonded sword only, 7/day) (Su) As a standard action, throw melee weapon (use Int instead of Dex) and instantly returns.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.