| Full Name |
Rexah of the Feerull Tribe |
| Race |
Half-Orc |
| Classes/Levels |
Magus 1 | HP 13 AC 12 TAC 10 FAC 12 CMD 12 | Init +2 | Per +1 | Fort +5, Ref +1, Will +3 |
| Gender |
Female |
| Size |
Medium |
| Age |
22 |
| Strength |
15 |
| Dexterity |
10 |
| Constitution |
14 |
| Intelligence |
17 |
| Wisdom |
10 |
| Charisma |
11 |
About Rexah
As a half-orc, Rexah was prized for her intelligence, but looked down upon because of her human half’s frailty. At an early age, Rexah offered herself to her tribe’s shaman as his apprentice in an effort to prove that she was truly a member of the tribe. She was accepted alongside a young male orc named Krom who along with the shaman, became something of an extremely harsh and competitive family. Traveling the eastern and southern lengths of the continent Rexah encountered a harsh world she came to view through a lens of conflict without end. Returning to her tribe, Rexah sought permission to visit the lands far to the west in an effort to understand why conflict seemed to plague her people.
With her experience as a shaman’s apprentice and a knack for magic, Rexah landed in the human lands and set out to learn what she could for the sake of her people.
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Description
Despite her relatively average height Rexah cuts an imposing figure, first and foremost because she is a half-orc, but also because she is covered in a large number of ritualistic scars and tattoos from her shamanic apprenticeship. Hardened by adventures on her home continent and being an obvious outsider in the human lands makes Rexah a cautious and reserved individual.
Female half-orc (mystic) magus (staff magus) 1 (Pathfinder RPG Ultimate Magic 9, 49)
CN Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +1
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Defense
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AC 10, touch 10, flat-footed 10
HP 14 (1d8+6)
Fort +5, Ref +1, Will +3
Defensive Abilities sacred tattoo[APG]
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Offense
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Speed 30 ft.
Melee Quarterstaff 1d6 + 2 + 0 (Str + BAB) [Crit x2]
Ranged Light Crossbow (10 bolts) 1d8 [19-20 x2]
Special Attacks Arcane Pool (+1, 4 points), Spell Combat
Magus (Staff Magus) Spells Prepared (CL 1st; concentration +4)
. . 1st—Color Spray (DC 14)
. . 0 (at will)—Arcane Mark, Detect Magic, Spark[APG] (DC 13)
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Statistics
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Str 15, Dex 10, Con 14, Int 17, Wis 10, Cha 11
Base Atk +0; CMB +2; CMD 12
Feats Endurance, Quarterstaff Master[UM], Toughness
Traits Gifted Adept, Reactionary, Bruising Intellect, Well-Provisioned Adventurer
DrawbacksStigmatized, Entomophobe
Skills Climb +2, Craft +3, Fly +4, Knowledge(arcana) +3, Knowledge(dungeoneering) +7, Knowledge(planes) +3, Perception +1, Spellcraft +7, Swim +2, Use Magic Device +4
Languages Abyssal, Common, Goblin, Orc, Strix
SQ orc blood
On Character Quarterstaff, Light Crossbow, Pearl of Power(Rank 1), Belt Pouch, Spell Component Pouch, Waterskin, Rucksack
Rucksack Acid(x2), Thunderstone, candles (5), chalk (5 pieces), flint and steel, ink, inkpen, ioun torch, journal, magnifying glass, mess kit, silk rope (50 ft.), trail rations (5 days), bedroll.
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Special Abilities
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Arcane Pool +1 (4/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Darkvision (60 feet) You can see in the dark (black and white only).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Quarterstaff Master Use a quarterstaff one-handed
Sacred Tattoo +1 to all saves.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.