Female Dwarf Magus (Skirnir)
CG Medium humanoid (dwarf)
Init +1; Senses darkvision 60ft; Perception +1
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Defense
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AC 15 touch 11, flat-footed 14 (10 +1 Dex +2 armor +2 shield) Armor Leather armor
hp 11 (1d8 + 2 Con + 1 FCB ) Current 11
Fort +4 (+6), Ref +1 (+3), Will +3(+5)
Defensive Abilities
Heavy steel shield (Bonded item: Cast one unprepared spell per day)
+2 saves vs Poison, spells and SLA’s
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Offense
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Speed 20 ft.
Initiative +1
Melee Warhammer +2 1d8+2 bludgeoning x3
Melee Melee Melee Melee Ranged: Spell + Varies
Ranged: 3 throwing axes +1 1d6+2
Special Attacks
Spellstrike:
Magus Spell-Like Abilities (CL 1; concentration +4)
. . At will— Read Magic
Magus Spells Prepared (CL 1 ; concentration +4)
. . 1st (1/day)—Shocking grasp
. . 0 (at will)—(2) Acid splash, Disrupt Undead
Magus Spells Known
. . 1st (6)— Chill touch, Magic missile, Coin shot, Burning hands, Corrosive Touch, Shocking grasp
. . 0 (all)—Acid splash, Arcane Mark, Dancing lights, Daze, Detect Magic, Disrupt Undead, Flare, Ghost sound, Light, Mage Hand, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Spark
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Statistics
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Str 14, Dex 13 , Con 14, Int 16, Wis 12, Cha 8
Base Atk +0; CMB +2 ; CMD13
Feats
simple weapon proficiency, martial weapon proficiency, light armor proficiency, shield proficiency, extra arcane pool
Traits Giantslayer Scion
Category Campaign
You grew up listening to tales of a famed ancestor’s mighty battles against giant foes. Just the mention of your ancestor’s name is enough to strike fear into the heart of the most stalwart giant warrior, and you’ve resolved to follow in your forebear’s footsteps. You take no penalty on Intimidate checks against creatures with the giant subtype that are larger than you, and you gain a +1 trait bonus to the DC of any fear-based effect you use against a creature with the giant subtype.
Ruthless
Category Racial (Dwarf)
Benefit: You gain a +1 trait bonus on attack rolls to confirm critical hits.
Bladed Magic
You have an innate talent for using magical weaponry and those weapons capable of becoming magical.
Benefits: 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.
Racial Modifiers
• Ability Score Modifiers: Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma.
• Size: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.
• Type: Dwarves are humanoids with the dwarf subtype.
• Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
• Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
• Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
• Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
• Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Feat and Skill Racial Traits
• Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed
• Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Senses Racial Traits
• Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
Offense Racial Traits
• Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
• Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon
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Languages Common, Dwarven, Giant, Goblin, Orc
Gear/ Possessions:
Magus’ kit : 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, 50 ft rope, Spellbook, extra waterskin
Grooming Kit
This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.
Outfit, Explorer’s, Warhammer, heavy steel shield
Magical Gear
Belt Body Chest Eyes Feet: Hands: Head: Headband Neck: Ring 1 Ring 2 Shoulders: Wrists:
Slotless
Potions/Oils/Elixirs
Scrolls
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Special Abilities
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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 or heavy armor 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.
Diminished Spellcasting
A skirnir 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 skirnir gains a shield (except for a tower shield) as an arcane bond item. This is identical to the wizard class ability, but the skirnir may only bond with a shield, not a familiar or other item. A bonded shield can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard’s level. This spell cannot be modified by metamagic feats or other abilities.
A skirnir can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). If a bonded shield is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded shield. A skirnir can designate an existing magic item as his bonded shield
Arcane Pool (Su) (6) Used:
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.
At 1st level, a skirnir can use his arcane pool to grant an enhancement bonus to a weapon as normal, as well as to his shield, paying the arcane pool cost separately for each. At 5th level and above, he can also add the following shield special abilities: animated, arrow catching, arrow deflection, bashing, blinding, fortification (any), reflecting, spell resistance (any).
Spellstrike (Su)
At 1st 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. A skirnir may use this ability with a weapon or shield bash attack.
Sorcerous Shield (Ex)
At 1st level, skirnirs are proficient with all types of shields, including tower shields, and do not suffer an arcane spell failure chance when casting magus spells while using a shield. They treat their magus levels as their fighter levels for the purpose of qualifying for shield-related feats.
This ability replaces spell combat
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Background
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Great great granddaughter of the famed Shieldmaiden Gunhild Runeshield, Ranhild grew up immersed in stories of her fabled ancestor and her unmatched skill in battle against the giants of old. Idolizing hwe ancestor, and seeking to make herself worthy on the legacy, Ranhild immersed herself in not only the physical training, but the lore and knowledge of battle, delving into the obscure battle-magic of the Skirnir, the Shieldmaidens of old, mastering the arcane talent of enhancing both shield and weapon with powerful arcane runes.
Hailing from Kraggodan, she has sought to improve both her knowledge and prowess, studying bath magic and battle intently. Most recently, she has taken to traveling the region, joining up as a caravan guard traveling to places like the unique city of Trunau, protecting the trade route through dangerous orc territory.