A novice Pathfinder from the Grand Lodge in Absalom
Male Half-Elf Magus (Myrmidarch) 1
LN Medium Humanoid (elf, human)
Init +8; Senses low-light vision; Perception +12
AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 8 (1d8)
Fort +2, Ref +4, Will +4; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
Speed 30 ft.
Melee Dagger +1 (1d4+1/19-20/x2) and
Dagger +1 (1d4+1/19-20/x2) and
Scimitar +1 (1d6+1/18-20/x2)
Ranged Longbow +4 (1d8/x3)
Magus (Myrmidarch) Spells Prepared (CL 1):
1 (1/day) True Strike
0 (at will) Acid Splash, Mage Hand
Str 12, Dex 18, Con 10, Int 16, Wis 14, Cha 8
Base Atk +0; CMB +1; CMD 15
Feats Improved Initiative, Skill Focus (Perception)
Traits Exchange Agent (Linguistics), Seeker
Skills Acrobatics +2, Climb +3, Craft (bows) +5, Escape Artist +2, Fly +2, Linguistics +8, Perception +12, Profession (soldier) +6, Ride +2, Stealth +2, Swim +3; Racial Modifiers +2 Perception
Languages Common, Elven, Kelish, Osiriani, Shoanti, Varisian, Vudrani
SQ arcane pool (+1) (4/day), arcane training, elf blood, spell combat
Other Gear Chain shirt, Arrows (20), Arrows (20), Dagger, Dagger, Longbow, Scimitar, Backpack (45 @ 42.5 lbs), Bedroll, Belt pouch (1 @ 0.08 lbs), Flint and steel, Ink, black, Inkpen, Mess kit, Pot, Rope, Soap, Spell component pouch, Spellbook, Torch (10), Trail rations (5), Waterskin, 4 GP
Arcane Pool (+1) (4/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Arcane Training +1 CL for spell trigger/completion items for favored class, or use them as if 1st level.
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities – Sleep You are immune to magic sleep effects.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Satinder was born in Absalom to one of the greatest Bowyers in the Inner Sea region. Growing up in the shadow of his mother’s legacy, ‘Tinder’ had little enthusiasm for following in her footsteps.
His interest and passion were directed toward his mother’s customers: soldiers, mercenaries and Pathfinders. He would help his mother around her shop and studio happily, just for the opportunity to meet the occasional adventurer and hear of their exploits.
Socially awkward, Tinder was content to listen and observe taking in all he could of their tales.
When he came of age, he enlisted with a mercenary company for a time, but soon realized that he was unsuited to the structure imposed on him there. After buying out the remainder of his contract, Tinder applied to become a Pathfinder.
Now with his training complete, he has been sent far from his former home at the center of the world to make a name for himself in the strange and mysterious land of Varisia.