Ísvindur's page

76 posts. Organized Play character for Eben al'Jol.


Lvl 1 N Outsider (Native) :: HP 10/10 :: AC 16 CMD 15 :: Fort +3 Ref +2 Will +2 :: Perception +0 Initiative +2

About Ísvindur

Conditions/Effects: none
ACP -2 (armor; light encumbrance)

Arcane Pool +1: 4/4 remaining
Breeze-Kissed: 1/1 remaining
Cantrips (at will): Brand (DC 13), detect magic, read magic
Lvl 1: Burning Hands, Color Spray

Ísvindur is a tall, long-limbed, well-muscled northman. His frame, blunt features, and coarse, dark hair mark him as Ulfen. His clothes, bearing, and dialect mark him as Irrisenni. But his other features—snow-pale skin, flowing-but-hard-edged blue skin runes, and pale blue eyes—mark his other heritage. A sylph heritage. Cold seems to emanate from his body, intensifying to a noticeable swirl of frigid air when Svin is angered. His gear and weaponry are what you’d expect from a northman—a battleaxe, leathers, and furs—though a scrollcase hangs from his pack and a rune-carved pouch from his belt.


Ísvindur "Svin”, Male sylph magus (hexcrafter) 1
N Medium outsider (native)
Favored Class: Magus (+1 hp)

Str 16, Dex 14, Con 12, Int 17, Wis 10, Cha 7
Init +2; Speed 35


hp 10 (1d8 [8] + 1 con + 1 fav)
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
CMD 15 (+0 bab, +3 Str, +2 Dex)
Fort +3 Ref +2 Will +2


Base Atk +0; CMB +3

Melee +3
. . battleaxe +3 (1d8+3/×3)
. . cold iron morningstar +3 (1d8+3)
. . dagger +3 (1d4+3/19-20)
. . sap +3 (1d6+3 nonlethal)

Ranged +2
. . sling +2 (1d4+3)


Abilities, Spells, & Boons:
Native Outsider: Sylphs are outsiders with the native subtype.
Darkvision: Sylphs can see in the dark up to 60 feet.
Breeze-Kissed: Breezes seem to follow most sylphs wherever they go, but some sylphs are better able to control these winds than others. A sylph with this racial trait surrounds herself with swirling winds, gaining a +2 racial bonus to AC against nonmagical ranged attacks. The sylph can calm or renew these winds as a swift action. Once per day, the sylph can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Whether or not the attempt succeeds, the winds are exhausted and no longer provide a bonus to the sylph's AC for 24 hours. This is a supernatural ability. This racial trait replaces air affinity.
Like the Wind: A sylph with this racial trait gains a +5 foot bonus to her base speed. This racial trait replaces energy resistance.
Whispering Wind: Some sylphs are especially thin and wispy, as though they were made more of air than flesh. Sylphs with this racial trait gain a +4 racial bonus on Stealth checks. This racial trait replaces the sylph's spell-like ability racial trait.

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, heavy armor, or a shield 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.

Spells: A magus casts arcane spells drawn from the magus spell list. A magus must choose and prepare his spells ahead of time.

To learn, prepare, or cast a spell, the magus must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magus's spell is 10 + the spell level + the magus's Intelligence modifier.

A magus can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high Intelligence score (see the Ability Modifiers and Bonus Spells Table).

A magus may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the magus decides which spells to prepare.

Spells, Hexcrafter: A hexcrafter magus adds the following spells to his magus spell list: bestow curse, major curse, and all other spells of 6th level or lower that have the curse descriptor.

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 (see Arcane Spells).

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 (see the Alchemist description) 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.

Arcane Pool (Su): 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 (see the Magic Weapon Special Ability Descriptions). 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.

Caster level 1; Concentration +4
DC’s =13 + spell level

— Cantrips: Acid Splash, Arcane Mark, Brand, Dancing Lights, Daze, Detect Magic, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Open/Close, Prestidigitation, Ray of Frost, Read Magic
— Level 1: Burning Hands, Color Spray, Frostbite, Obscuring Mist, Shield, Shocking Grasp

Explore, Report, Cooperate (Wounded Wisp): You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.

Prized Find (Wounded Wisp): You were instrumental in uncovering a cache of lost records that the Pathfinder Society can use to explore hitherto unknown sites. If you would fail to earn a Prestige Point at the end of an adventure due to failing a success condition, you may cross this boon of your Chronicle sheet to remind your superiors of your past breakthroughs and earn the 1 Prestige Point as if you had successfully fulfilled the condition. You may only use this boon if you would also gain at least 1 XP for completing the adventure (0.5 XP if you use the slow track advancement option).

Feats Enforcer (1)
Traits magical lineage (frostbite), Bastard

Skills (5 total = 2 magus + 3 int)
Intimidate +2 (1)
Knowledge (arcana) +7 (1)
Knowledge (planes) +7 (1)
Linguistics +4 (1)
Sense Motive +1 (1; +1 trait)
Spellcraft +7 (1)
Stealth +6* (0; +4 racial)

Languages Auran, Common, Skald, Halfling, Hallit, Sylvan


Worn: traveler’s clothes, lamellar (leather) armor, spell component pouch, battleaxe, cold iron morningstar, dagger, sap, sling, sling bullets (10)


Belt pouch: flint and steel, whetstone, monies (368.87g)

Scroll case:
scroll of infernal healing
— empty
— empty
— empty

Masterwork backpack: waterproof bag (spell book, journal, charcoal [chalk]), crowbar, waterskin

Mule: Backpack containing spell journal, cold weather outfit, hemp rope (50 ft.)


About Svin:

Ísvindur = “Ice-Wind”, Irresinni Skald

— protect those who can’t protect themselves
— take down those who abuse power or use it for Evil
— huge chip on his shoulder against Irriseni witches

1- Arcane pool, cantrips, spell combat, Enforcer
2- Spellstrike
3- Arcana: Familiar (Raven), Rime Spell
4- Hex Magus: Slumber
5- Bonus Feat: Blindfight, Med. Armor Prof
6- Hex Arcana: Evil Eye
7-Knowledge Pool, Medium Armor, Moonlight Stalker; retrain: Med. Armor Prof > Combat Expertise
8-Improved Spell Combat
9-Arcana?, Improved Familiar (Fairie Dragon)
10-Fighter Training
11-Power Attack, Spell Recall, ?
12- Hex Arcana- Ice Tomb
13- Heavy Armor, Arcane Accuracy


N Tiny animal
Init +2; Senses low-light vision; Perception +9
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 3 (1d8-1)
Fort +1, Ref +4, Will +2
Speed 10 ft., fly 40 ft. (average)
Melee bite +4 (1d3-4)
Space 2 ft.; Reach 0 ft.
Str 2, Dex 15, Con 8, Int 2, Wis 15, Cha 7
Base Atk +0; CMB +0; CMD 6
Feats Skill Focus (Perception), Weapon Finesse
Skills Acrobatics +2 (-6 to jump), Fly +6, Perception +9
Special Abilities
Fly (40 feet, Average) You can fly!
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.

Game History & Chronicles:
XP 1
Fame 2
Prestige 0
— Prestige expenses: Wand of Infernal Healing (2 prestige)

Chronicle and Tracking Sheets


Chronicle #1 :: Wounded Wisp (PFS)
— PC’s:
— Notable NPC’s: Drandle Dreng, the halfling girl