Sylph

Sagosmer's page

11 posts. Alias of dreamingdragon.


Classes/Levels

Sylph Magus 1 (hps 12/12, AC 17, touch 13, FF 14, Fort +2, Ref +3, Will +2, CMD 16, Init +5, Perc +0)

Gender

Yerasol Veteran

About Sagosmer

Fiddly Bits:
Sylph Magus
Sylph Magus (Hexcrafter, Staff Magus) 1
NG Medium Outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +0
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Defense
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AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 12 (1d8+4)
Fort +2, Ref +3, Will +2
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Offense
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Speed 35 ft.
Melee Quarterstaff +3 (1d6+4/x2)
Magus (Hexcrafter, Staff Magus) Spells Prepared (CL 1):
1 (2/day) Shield, Ray of Enfeeblement (DC 14)
0 (at will) Detect Magic, Prestidigitation (DC 13), Brand (DC 13)
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Statistics
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Str 16, Dex 16, Con 10, Int 17, Wis 10, Cha 7
Base Atk +0; CMB +3; CMD 16
Feats Quarterstaff Master, Toughness +3
Traits Magical Lineage (Shocking Grasp), Reactionary
Skills Acrobatics +2, Climb +1, Escape Artist +1, Fly +5, Knowledge (arcana) +7, Knowledge (planes) +7, Ride +1, Spellcraft +7, Stealth +5, Swim +1; Racial Modifiers +4 Stealth
Languages Aquan, Auran, Common, Elven, Ignan
SQ air insight, arcane pool (+1) (4/day), hex arcana, spell combat
Other Gear Chain shirt, Quarterstaff, 150 GP
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Special Abilities
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Air Insight +2 rounds duration when summoning air subtype creature.
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 vision only).
Hex Arcana You can substitute Hexes for Magus Arcana.
Magical Lineage (Shocking Grasp) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Quarterstaff Master Use a quarterstaff one-handed
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.

Exposition:
Sagosmer's mother lived in one of the many valleys of the Cloudwood, hiding from powers she never spoke of. She told Sagosmer when the girl was still a child that her father was a refugee from Avilona, and that he had gone on his way not long after the child was conceived. The girl grew up fascinated by the high mountains and by magic, and had an unremarkable childhood.
When the fourth Yerasol war began, she lied about her age and joined the fight. Her mother was heartbroken, but to Sagosmer, it was an opportunity to escape a dreary life in a dull village. It was also a chance for her to learn magic. Shortly after arrival in the archipelago, she found out that war was not a grand adventure, but a desperate struggle for survival against horrors of magic and technology.

The armies suffered defeat after defeat, and Sagosmer survived, but saw her friends and comrades die by the dozens. In the final battles, she dropped her sword and shield, picking up a staff and fighting with magic, and managed to save the lives of several members of her company. Though the battle - and the war - were ultimately lost, the girl from Cloudwood had found a sort of heroism in herself.

On returning to Flint, she found a Magus who understood what she had discovered, and used her pay from the war to apprentice herself to him. Now, she has completed her training, and has found a place in the Royal Homeland Constabulary.