Init +2; Senses Low light vision.; Perception +3
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Defense
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AC 13 (14) touch 13, flat-footed 10 (10 +2 Dex, + 1 Dodge ) (+1 when using CE)Armor none
hp 15 (2d8 +FCB 2) Current 15
Fort +3, Ref +2, Will +3 (+5 Enchantement)
Defensive Abilities
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Offense
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Speed 30 ft.
Initiative +2
Melee Black bladed Kopesh +3 1d8+2 19-20/x2 trip
Melee Black bladed Kopesh (Enhanced: +1 Magic) +4 1d8+3 19-20/x2 trip
Melee Dagger +3 1d4+2 19/20 S/P
Melee Heavy mace +3 1d6+2 B
Melee Adamantine light flail +3 1d8+2 B ignores hardness
Ranged: Spell +3 Varies
Ranged: Light Crossbow +3 1d8 19-20/x2
Special Attacks
Spell combat: Sword attack/Spell +1/+1
Spellstrike: Black bladed Kopesh +3 1d8+2 (spell effect)
Magus Spell-Like Abilities (CL 2; concentration +5)
. . At will— Read Magic
Magus Spells Prepared (CL 2 ; concentration +5)
. . 1st (3/day)—Corrosive Touch, Shield, Burning hands
. . 0 (at will)—(4) Prestidigitation, Disrupt Undead, Dancing Lights, Detect Magic
Magus Spells Known
. . 1st (6)— Chill touch, Shield, Magic missile, Coin shot, Vanish, Burning hands, Corrosive Touch, Featherfall
. . 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 15 , Con 10, Int 16, Wis 10, Cha 10
Base Atk +1; CMB +3 ; CMD16
Feats Extra Arcane pool (1st level)
Combat Expertise (class/archetype bonus) : You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
Dodge (Class/archetype bonus) +1 Dodge bonus to AC
Skill Focus (Linguistics) (racial bonus)
Traits
Sphinx Riddler (campaign)
You’ve always been fascinated with the ancient race of sphinxes, and are inspired by them to love puzzles and riddles and enjoy solving difficult dilemmas.
Benefit(s): Like so many others, you’ve come to to explore its ancient necropolis, but you’ve also heard that sphinxes occasionally visit a sphinx-shaped ruin in the city—perhaps you’ll have the chance to meet and talk with a sphinx yourself! You gain a +1 trait bonus on Bluff and Diplomacy checks against sphinxes, and a +1 trait bonus on any skill check to decipher a puzzle or riddle. In addition, you may choose Sphinx as one of your bonus languages.
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.
Background Skills Knowledge History +5, Linguistics +6, Handle Animal +1
Racial Modifiers
• Ability Score Modifiers: Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
• Type: Half-elves are humanoid creatures with both the human and the elf subtypes.
• Size: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
• Base Speed: Half-elves have a base speed of 30 feet.
• Languages: Half-elves begin play speaking Common and Elven. Half-elves 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.
• Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
• Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
• Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
• Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
OTHER RACIAL TRAITS
• Elf Blood: Half-elves count as both elves and humans for any effect related to race.
• Arcane Training: Half-elves occasionally seek tutoring to help them master the magic in their blood. Half-elves with this racial trait have only one favored class, and it must be an arcane spellcasting class. They can use spell trigger and spell completion items for their favored class as if one level higher (or as a 1st-level character if they have no levels in that class). This racial trait replaces the multitalented racial trait.
Languages Common, Elven, Kelish, Osiriani, Ancient Osiriani, Sphinx, Gnoll, Dwarven
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, Grappling hook, Scarf (filter), chill cream (5 doses), holy water (1), Heatsone, Compass
Magical Gear
Belt Body Chest Eyes Feet: Hands: Head: Headband Neck: Ring 1 Ring 2 Shoulders: Wrists:
Slotless
Potions/Oils/Elixirs
Elixir of Hiding, Oil of Bless weapon, Potion of CLW (2), Jump, Mage Armor (2) Scrolls
Expeditions retreat, Hide weapon, Mount, Secluded grimoire, Keep watch, Ray on Enfeeblement, Magic Weapon, Thunderstomp
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Special Abilities
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Weapon Proficiency
A spire defender is proficient with all light and one-handed simple and martial weapons, as well as one exotic light or one-handed melee weapon that has the disarm or trip special feature. (Khopesh)
This replaces the magus’s normal weapon proficiencies.
Bonus Feats (Ex)
At 1st level, the spire defender gains Combat Expertise and Dodge as bonus feats, even if he doesn’t meet the prerequisites. The spire defender is not proficient in any kind of armor or shield. The spire defender does not have the magus’ ability to ignore arcane spell failure from armor; however, if the spire defender becomes proficient in light armor, he automatically gains the magus’s ability to ignore the arcane spell failure chance of light armor. If he becomes proficient in medium armor, at 7th level he ignores medium armor’s chance of arcane spell failure. If he becomes proficient in heavy armor, at 13th level he ignores heavy armor’s chance of arcane spell failure.
This replaces the magus’s normal armor proficiencies.
Arcane Pool (Su) (6) Used:1
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 1/3 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.
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.
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Appearance
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Blending the sleek lines of her father’s elven blood, with the dusky mystery of her mother’s Keleshite human features, Sahba is quite the striking beauty. Her thick raven-black hair, frame an elegant face, usually concealing the telltale points of her ears, amber eyes and full mouth, present and overall warm and inviting presence, enhanced by the sparkle of intelligence in her direct gaze.
She moves with a dancer’s grace, seeming to instinctively avoid obstacles in her path, which, coupled with her well-toned muscle gives her almost a predator’s prowl.
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Personality
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Far more intelligent than most people first assume when meeting her, Sabha’s face first, adventurous approach to life overshadows a shrewd mind that carefully assesses situations, while appearing to simply leap recklessly into danger. Eager to learn and experience the lost mysteries of the world, fascinated by secrets and puzzles, and possessing a genuine love of obscure arcane combat forms, she lives life out loud, often choosing to walk directly toward danger rather than avoid it, despite knowing better.
Her training and upbringing has instilled her with a strong protective streak, which she often displays quite impulsively, often with little regard to a high degree of risk.
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Background
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Tired of the millennia old, isolationist views of his fellow Masked Elves, and filled with an undeniable wanderlust and curiosity, Sahba’s father turned his back on his home and his people, abandoning his post as master Spire Defender, and setting sail on a series of harrowing adventures across Avistan, all the way to the Gurundi continent, where her would meet the love of his life, the adventurer Xemestra, in Katapesh.
Her parents’ pride and joy, Sahba developed into a brilliant and vivacious young woman, curious, brilliant and a protégé at the battle arts of her father, taking to the arcane sword style with an ease that would rival most full-blooded elves. Her skill with a blade, and utter love of the mysteries of magic and lore, soon took her into the circles of academics and treasure hunters, often seeking skilled bodyguards and protectors for their expeditions, a role into which she fit wholeheartedly.
On one such expedition, she would come by her now signature weapon, when the sorceress leading the group, with whom Sahba was in the midst of a brief fling, got into a heated exchange with a group of Osiriani. True to her nature, the impulsive half elf stepped in, not quite calming things, but rather settling matters when it all came to blows, ending with the most belligerent of the Osiriani leaving both his hand and his intricately tooled, obsidian black khopesh behind as his fellows carried him off to find a cleric.
Gifted with he father’s talent for picking up unusual weapons, it was only a little while before she was wielding the exotic blade as if born to it, almost guided by a connection to the weapon itself. Whether by coincidence, or something more, she found herself drawn more and more to jobs that took her across the northern border, eagerly exploring the deep mysteries of the land’s deserts, and oddly enough, dreaming of life in it’s past, and feeling the pull of the oldest nation.
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Motivation
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Sahba loves adventure. The rush of getting herself or someone else out of a dangerous situation, the thrill of learning, or discovering some obscure piece of knowledge, or finding an object or weapon that hasn't been seen by mortal eyes in centuries is irresistible.
Unbeknown to her, the dreams of Ancient Osirion she's been having of late, come from the sleeping intelligence within her khopesh, her own magic slowly awakening the long-dormant intellect, bringing fragments of memory and knowledge of a time long past. This, as much as anything else, has driven her to the city of Wati, and the almost unimaginable opportunity to explore, experience, and learn.
Wealth: 581gp 12sp 10cp
A long hot bath is extremely welcome, and very much the ideal thing to help wash away the stresses of the day.