COMBAT
+1 Silver Longsword of Divine Wrath same dmg as longsword; see notes for Divine Wrath
---- it is in a Scabbard that also makes the weapon Good 1/day
+1 Longsword, +7 Melee, 1d8+5 dmg, 19-20/x2 spellstrike uses same mods
+5/+3 Longsword/Spell Combat
+4 Ranged
can spend 1 arcane pool point to give weapon a +1 bonus for 1 min
BAB +2
CMB +7
CMD 17
Racial Abilities:
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Favored Class: +3/4 arcane pool
Class 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)[4]: 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.
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.
Spell Combat (Su): A soul forger may use this ability only when wielding his bonded weapon.
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. See FAQ/Errata at right for more information.
Spellstrike (Su): A soul forger may use this ability only when wielding his bonded weapon.
Magus Arcana: As he gains levels, a magus learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 3rd level, a magus gains one magus arcana. He gains an additional magus arcana for every three levels of magus attained after 3rd level. Unless specifically noted in a magus arcana’s description, a magus cannot select a particular magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the magus spell list unless otherwise noted.
Diminished Spellcasting: A soul forger casts one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level.
Arcane Bond (Su): At 1st level, a soul forger gains a weapon as an arcane bond item. This is identical to the wizard class ability, but the soul forger must select a weapon.
Master Smith (Ex): A soul forger adds his magus class level on Craft checks to manufacture armor, shields, and weapons. This bonus applies on skill checks required when using Craft Magic Arms and Armor.
At 7th level, a soul forger uses the 1/10 gp value of armor, shields, and weapons to determine how much time it takes to craft mundane items, and he requires only half the normal amount of time to enchant magical arms and armor.
This ability replaces knowledge pool.
Poisonous Mutability: When subjected to a poison, if you succeed on your save, you may keep the poison of your blood (suffering no ill effect) for 1 day per character level. During that period, you may deal 1 point of damage to yourself to poison a weapon with your blood (same effect as the poison in question). Furthermore, if the poison is contact or ingested, you may transmit it to someone in a grapple. If it is an injury poison, you may do so at any time as a bite attack. During the time you carry the poison in your blood, you are immune to that poison and may store a number of doses up to your character level.
Dragonmarked (Mark of Making): you are dragonmarked and come from one of the houses. Come up with a reason you were ousted from your House.
+1 Silver Longsword of Divine Wrath. Though in your hands it will be classified as good for overcoming DR.
Divine Wrath:When a paladin or cleric of Dol Arrah or Dol Dorn hold such a weapon in their hand, they can expend a turn undead/channel attempt to imbue it with divine power for 1 round. If your next successful attack with it hits an undead target, the weapon deals an extra 1d6 points of damage per point of Chrisma bonus you possess. Also if a follower of Dol Arrah or Dol Dorn this ability can be used once per day.
In a special scabbard.
Potion: Enlarge Person
Potion: Shield of Faith
Potion: Protection from Evil
handy haversack with party's coins and gems: 3500 sp, 800 gp, 43 pp,
- MASTERWORK: 1 small dagger, morningstar, 1 small short sword, a scimitar, a heavy repeating crossbow and 1 longsword.
- light steel shield
- 50 bolts
3500 gp in gems.
TO CHECK
several pouches,
a strange belt with a unique locking mechanism shaped like an imp and a dragon fighting (Wis or Int DC 12 to unlock itfailed),
a broken composite bow and a covered quiver.
Feeling them you believe one is a coin purse,
another holds potions,
and the last holds odds and ends
Background:
Quantos was a member of House Cannith, before being excommunicated due to his pursuit of forbidden knowledge. He was linked with the followers of Merrix, who had made prgress toward replicating a creation forge. Not only was this action treason, as it violated the Treaty of Thronehold, but he was also using it to modify creatures of living flesh. This was viewed as an abomination once discovered, and all of his followers were excommunicated.
Quantos remained behind, studying forbidden knowledge for a time, but when his colleagues started going missing or turning up dead, he booked a flight to Stormreach. He has spent the better part of a year there, learning the lay of the land near the City of Dungeons and the nearby forest, although hasn't ventured too deeply into the shifting jungle.
Before, in the afterlife:
From the Darkness.
You find yourself on a battlefield... the battlefield the one you almost died on years before. Bodies lay strewn far and wide. In the distance you can see war machines, undead and other ferocious creatures fighting each other and men.
But all near you is still and quiet.
Then you notice her, a woman in near white clothing, but she as well as her clothing are nearly translucent. She lays a white flower over a body, then moves on to leave another white flower on top of another fallen soldier.
You find yourself on a battlefield... the battlefield the one you almost died on years before. Bodies lay strewn far and wide. In the distance you can see war machines, undead and other ferocious creatures fighting each other and men.
But all near you is still and quiet.
Then you notice her, a woman in near white clothing, but she as well as her clothing are nearly translucent. She lays a white flower over a body, then moves on to leave another white flower on top of another fallen soldier.
-----
You stand there amongst your platoon of those that fell. You see your mortal wound from that time, yet you are not bleeding just a large gap of a wound. In your battle gear and armor.
The flowers don't seem to be doing anything to the body each lay on.
She turns around and sees you. "Quantos ____ __________ sole survivor of your platoon. You were marked from that day, not for your cowardice, but for your sacrifice, you just like those that I lay flowers for served your country well. Only by the ministrations of a passing cleric did your mortal wounds be staunched enough for you to survive."
She pauses a moment to let what she knows sink into you then continues, "You have already earned your place upon the celestial plane by your first sacrifice, though you could be destined for more. Those that you have pledged to protect must be influenced for the best, for the best future outcome. Do you accept this responsibility?"
"Yes." what else could he do? marked to follow the turning of the cycles, life to death, death to life, and to death again.
"Quantos what name shall you take up, the Righteous, the Good, the Peacemaker, the Sunderer, the Bright, or the title of Steward? With this you must make a detour to a sacred site, a unicorn shall mark your path. Which would you take up in this path a halberd, a shield or a longsword?" She asks of you.
"The Sunderer seems most fitting. And most of my days have been with a trusty longsword, so with longsword I shall remain."
Once your choices are made you come to on the back of a mule. Fighting is going on around you. What do you do?