"Let your dreams be your guide."
Name: Sayge, the Sword Sorceress
16 (+3) Str
14 (+2) Dex
12 (+1) Con
16 (+3) Int
10 (+0) Wis
14 (+2) Cha
10 Climb (Str)
03 Craft (Int)
02 Fly (Dex)
02 Intimidate (Cha)
10 Knowledge (arcana) (Int)
10 Knowledge (dungeoneering) (Int)
10 Knowledge (planes) (Int)
00 Profession (Wis)
02 Ride (Dex)
10 Spellcraft (Int)
10 Swim (Str)
00 Use Magic Device (Cha)
13 AC vs Flat
12 AC vs Touch
Hit Points: 44
Arcane Pool: 5
Speed: 30 feet.
Alignment: Chaotic Good
Deity: Phantasia (Goddess of Inspiring Dreams)
Hair: Light Green
Eyes: Ethereal Light Green
Elven Immunities: Elves are immune to magic sleep effects and get 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 skill checks.
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.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Arcane Pool (Su): At 1st level, the magus gains a reservoir of mystical arcane energy that she can draw upon to fuel her powers and enhance her 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 each day when the magus prepares her spells.
Cantrips: A magus 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.
Spellstrike (Su): At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, she can deliver the spell through any weapon she is wielding as part of a melee attack. If successful, this melee attack deals its normal damage as well as the effects of the spell. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with her weapon as part of casting this spell. If used with spell combat, this does not grant an additional attack.
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 offhand weapon is a spell that is being cast. To use this ability, the magus must have one hand free, while wielding a light or one-handed melee weapon in the other hand. As a full-round action, she can make all of her attacks with her 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. If she casts this spell defensively, she can decide to take an additional penalty on his attack rolls, up to her Intelligence bonus, and add the same amount as a circumstance bonus to her 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 she has more than one attack, she cannot cast the spell between weapon attacks. The magus must have one hand free to use this ability, even if the spell being cast does not contain somatic components.
Pool Spell (Su): At 4th level, the magus learns to use his arcane pool to cast additional spells. She can cast any magus spell that she knows by expending a number of points from her arcane pool equal to the spell’s level (minimum 1). She can cast spells with metamagic feats in this way, but she must spend additional points from her arcane pool to do so, equal to the level increase from the metamagic feats. The spell’s overall adjusted level must still be one that she can cast.
Arcane Accuracy (Su): A magus with this magus arcana can expend 1 point from his arcane pool as a swift action to grant herself an insight bonus equal to her Intelligence bonus on all attack rolls until the end of her turn.
Exotic Weapon Proficiency (Bastard Sword)
Indomitable Faith (+1 Willpower)
Armor Expert (Reduce -1 Armor Penalty)
Light Armor (No Spell Failure)
Spells Per Day:
4 1st Level
2 2nd Level
All Cantrips - Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Flare, Ghost Sound, Light, Mage Hand, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Spark
7 1st Level - Burning Hands, Expeditious Retreat, Feather Fall, Floating Disk, Jump, Magic Missile, Magic Weapon, Mount, Shield, Shocking Grasp, True Strike
0 2nd Level - Blur, Levitate
Bastard Sword (1d10) (trademark - Infinity Forest)
Long Sword (1d8) (trademark - Infinity Forest)
Masterwork Studded Leather Armor /w Armor Spikers (worth 195 gp)
Studded Leather Armor (AC +3, Check -1)
Masterwork Cloak (worth 50 gp)
1 Week Rations
Rope, Hemp 50ft.
Flint and Steel
Spell component pouch
Ink (1 oz. vial)
2 Empty Potion Bottles
A note written in goblin (?)
Bag of 666 GP
Bag of 500 GP
Blankets (Dwarf made)
Square yard of silk (worth 5gp)
Wand of Scorching Ray (10 charges)
14 platinum pieces
Scroll of Knock
Potion of Cure Light Wounds
Long Sword +1