Rise of the Runelords
A travelling elf caravan guard
Male elf magus 7
CG Medium humanoid (elf)
Init +6; Senses low-light vision, Perception +9
AC 23, touch 17, flat-footed 16 (+4 armor, +1 deflection, +6 Dex, +1 natural)
hp 51 (7d8+9)
Fort +7, Ref +9, Will +6, +2 vs. enchantment spells and effects
Speed 30 ft.
Melee scimitar +1 +13 (1d6+7/18-20)
Ranged masterwork longbow (composite) +12 (1d8/x3)
Special Attacks Spell Combat, Spellstrike,
Str 13, Dex 22, Con 13, Int 17, Wis 11, Cha 7
Base Atk +5; CMB +6; CMD 23
Feats Arcane Strike, Armor Proficiency, Light, Armor Proficiency, Medium, Dervish Dance, Intensified Spell, Martial Weapon Proficiency, Simple Weapon Proficiency, Weapon Finesse, Weapon Focus (Scimitar)
Skills Acrobatics +6, Appraise +3, Bluff -2, Climb +5, Craft (Untrained) +3, Diplomacy -2, Disable Device +7, Disguise -2, Escape Artist +11, Fly +10, Heal +0, Intimidate -2, Knowledge (Arcana) +7, Knowledge (Dungeoneering) +13, Knowledge (Planes) +7, Perception +9, Perform (Dance) +0, Perform (Untrained) -2, Ride +6, Sense Motive +0, Spellcraft +13, Spellcraft (Identify magic item) +15, Stealth +7, Survival +0, Swim +5
Languages Common, Elven, Gnome, Goblin, Orc
SQ arcane accuracy, arcane focus, arcane pool (6/day), armor proficiency, bonus magus arcana (5x), cantrips, elven immunities, elven magic, empowered magic, keen senses, knowledge pool, low-light vision, spell recall,
Gear amulet of natural armor +1; scimitar +1; ring of protection +1; belt of incredible dexterity +2; cloak of resistance +1; mithral shirt +1; traveler’s outfit; Masterwork Longbow (Composite) ;
Traveling Spellbook (Blank)
Traveling Spellbook (Blank) #2
Anatomist You have studied the workings of anatomy, either as a student at university or as an apprentice mortician or necromancer. You gain a +1 trait bonus on all rolls made to confirm critical hits.
Arcane Accuracy (Su) You can expend 1 point from your arcane pool as a swift action to grant yourself a +3 insight bonus on all attack rolls until the end of your turn.
Arcane Focus (Ex) Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively.
Arcane Pool (Su) You have a reservoir of mystical arcane energy that you draw upon to fuel your powers and enhance your weapon. This arcane pool has 6 points. The pool refreshes once per day when you prepare your spells. You can expend 1 point from your arcane pool as a swift action to grant any weapon you are holding a +2 enhancement bonus for 1 minute. 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. These bonuses can be also 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 you use this ability. These bonuses do not function if the weapon is wielded by anyone other than you. You can only enhance one weapon in this way at one time. If you use this ability again, the first use immediately ends.
Armor Proficiency (Ex) You can cast magus spells while wearing light or medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component.
Bonus Magus Arcana (5x) Magus: The magus gains 1/6 of a new magus arcana.
Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.
Elven Immunities (Ex) Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic (Ex) 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.
Empowered Magic (Su) You can cast one spell per day as if it were modified by the Empower Spell feat. This does not increase the casting time or the level of the spell.
Keen Senses (Ex) Elves receive a +2 bonus on Perception skill checks.
Knowledge Pool (Su) When you prepare your magus spells, you can decide to expend 1 or more points from your arcane pool, up to your Intelligence bonus. For each point you expend, you can treat any one spell from the magus spell list as if it were in your spellbook and can prepare that spell as normal that day. If you do not cast spells prepared in this way before the next time you prepares spells, you lose those spells. You can also cast spells added in this way using your spell recall ability, but only until you prepares spells again.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Magical Lineage (Shocking Grasp) One of your parents was a gifted spellcaster who not only used metamagic often, but developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. When you apply metamagic feats to Shocking Grasp, treat its actual level as 1 lower for determining the spell’s final adjusted level.
Spell Combat (Ex) You can cast spells and wield your weapons at the same time. This functions much like two-weapon fighting, but the offhand weapon is a spell that is being cast. To use this ability, you 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, you can make all of your attacks with your 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 you cast this spell defensively, you can decide to take an additional penalty on your attack rolls, up to your Intelligence bonus, and add the same amount as a circumstance bonus on your concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. You can choose to cast the spell first or make the weapon attacks first, but if you have more than one attack, you cannot cast the spell between weapon attacks.
Spell Recall (Su) You can use your arcane pool to recall spells he has already cast. With a swift action, you can recall any single magus spell that you have already prepared and cast that day by expending a number of points from your arcane pool equal to the spell’s level (minimum 1). The spell is prepared again, just as if it had not been cast.
Spellstrike (Ex) Whenever you cast a spell with a range of “touch” from the magus spell list, you can deliver the spell through any weapon you are 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 you make 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 x2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.
Erevel looks like an elven traveler and often keeps company with Turathion. Above average height for an elf, he is of a light build. He wears a chain shirt above standard travelling clothes and carries a rapier on his hip.