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About Tia'MalavelSpoiler:
Tia'malavel Female Elf Magus [Spell Dancer] CG Medium Humanoid [Elf] Init +5 Senses Low-light vision Perception +2 -------------------- Defense -------------------- AC 17 T 14 FF 13 HP 9 (1d8+1[Pref. Class]) Fort 3 Ref 4 Will 3 Elven Immunities -------------------- Offense -------------------- Melee Rapier +5 Atk 1d6+1 18-20/x2 P Glaive +1 Atk 1d10+1 x2 S -------------------- Statistics -------------------- Str 13 Dex 18 Con 10 Int 16 Wis 10 Cha 10 BAB 0 CMB +1 CMD 15 Feats Extra Arcane Pool, Weapon Finesse (Free) Languages Common, Draconic, Elven, Sylvan, Varisian Traits Arcane Temper - +1 to concentration, +1 to Initiative Into Enemy Territory - +1 to Will Forlorn - +1 to Fortitude Drawback Oppressive Expectations - When you fail at a skill check, you take a –2 penalty on checks with that skill until you succeed or until you fail at a different skill check, whichever comes first. -------------------- Skills -------------------- Acrobatics (+7) +4Dex, +1SP, +3CS, -1Armor Knowledge (Arcana) (+7) +3Int, +1SP, +3CS Perform (Dance) (+4) +0Cha, +1Bonus, +3CS Spellcraft (+7) +3Int, +1SP, +3CS Swim (+4) +1Str, +1SP, +3CS, -1 Armor Use Magic Device (+4) +0Cha, +1SP, +3CS -------------------- Racial Abilities -------------------- Elven Immunities - Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. Elven Magic - Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items. Keen Senses - Elves receive a +2 racial bonus on Perception checks. Low-light Vision - Elves can see twice as far as humans in conditions of dim light. Weapon Familiarity - Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon. -------------------- Class Abilities -------------------- Arcane Pool (SU) - 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. (4 AP from class, +2 AP from feat) Spell Dance (SU) - At 1st level, a spell dancer gains the ability to expend 1 point from his arcane pool as a swift action to gain a +10 enhancement bonus to his movement rate and a +2 dodge bonus to Armor Class against attacks of opportunity provoked by moving through threatened spaces for 1 minute. For every four levels beyond 1st, the spell dancer gains another +10 enhancement bonus to movement and +2 to AC against attacks of opportunity provoked from movement. At 5th level, once per spell dance as a swift action, the spell dancer may use one of the following on himself as a swift action: blur, fly, or haste. These abilities last for 1 round. At 9th level, the spell dancer may instead take a swift action to use dimension door as a spell-like ability once during a spelldance. At 13th level, the spell dancer may instead choose to take a swift action to gain freedom of movement for 1d4 rounds. This ability replaces the magus's ability to expend points from his arcane pool as a swift action to grant any weapon he is holding magic bonuses for 1 minute. 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. 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 - 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. -------------------- Spells -------------------- Spells in Spellbook All 0-level Magus spells 1 - Burning Hands 1 - Call Weapon 1 - Color Spray 1 - Enlarge Person 1 - Magic Missile 1 - Magic Weapon Spells prepared 0 - Dancing Lights 0 - Detect Magic 0 - Ray of Frost 1 - Magic Missile 1 - Magic Weapon -------------------- Equipment -------------------- Studded Leather Armor, Rapier, Glaive, Magi Kit, 65 GP -------------------- Background -------------------- Born to renowned warriors of a renowned troop of Elves in the Mierani Forest, Tia'Malavel never quite fit in. The community, her parents in particular stressed the needs of a martial tradition, and almost all took up the longsword and longbow for both hunting and defending themselves. But where her fellows trained exclusively with those, she took more of a fancy of the majestic rapier. Her parents, though curious as to why she would be drawn to that style of swordplay, relented and assisted her in learning it. But that wasn't enough for the young elf. She slowly began to be drawn towards the 'Art', having only seen it's use by other groups of Elves in the forest on the rare meeting of the groups. Slowly over time, she was drawn to a unique idea of blending the styles into a beautiful single form. Her family were not impressed. Stressing upon her tradition of the community, and mocking the fact that they had never heard of one attempting to do so, she left the forest in hopes of both seeing the wider world and finding someone who could teach her in her chosen art. As time passed, she eventually found herself in Magnimar taking both sword lessons and arcane training. Yet there she still felt that she could blend spell and steel. Hearing of a possible fellow artist, she traveled to Korvosa. There she was shunned and, with little to no prospects of advancing, left with little hope. She returned to Magnimar, distraught and worried. The few there who had helped were aging and could no longer do so. One dreary and drizzly night she wandered the streets until she happened upon a small shrine in Naos. There, she felt drawn to it. Within was a kindly old woman, a faithful servant of Shelyn. Hearing Tia's lament, she told her that the best art cannot be learned, but simply made by those with the passion for it. Tia thought on this, and decided to take up the challenge. She returned the next day to thank the woman, but the structure simply was not there. A simple glaive, however, was. Taking it as a sign, Tia left the city and headed north, hoping to winter in Riddleport before rejoining her family and fellows in the forest. The city was not kind. Torn by the twin pulls of crimelords and wizards, blood and drugs flowed, and ultimately even coin could not protect one in the city. Down on her luck and with no place left to go, she was finally taken in for a time in a residents home. Slowly, over the course of that winter and spring, they came to be close friends. Despite this, Tia felt she could not handle the city and train in the blending of arcane might and clever swordplay. She left the city though in high spirits. Which were soon dashed. Her communitie's leaders were called to Crying Leaf. When they returned, they order Tia back to the City of Cyphers. A dark and menacing cloud had formed over the city, and the Elves were wishing to learn more of it, preferably first hand. Angry and feeling she was being driven out, she picked up her few things and left. Her mother and father were the only ones to see her off. She has returned to the port city of mystery, and has decided to meet up with her friend. They appear to be going to a casino and, with some apprehension but curiosity as well, she has agreed to follow her friend in. After all, maybe she can overhear rumors of the blot in the sky (and strike it rich!). |