HD 1d8+3, hp 11
move 30', BAB +0, CMD 19, CMB +5
saves Fort +4, Reflex +5, Will +2 (+4 vs. enchantment)
AC 18 (+5 dex, +3 armor), touch 15, ff 13
att longsword +4 melee (1d8+6, 19/x2) or one handed +4 melee (1d8+4, 19/x2)
att longbow +5 ranged (1d8+3, 20/x2, 110' range inc)
elf: low-light vision, immune to magic sleep, +2 to save vs enchantment, +2 vs SR, +2 spellcraft to ID items, +2 perception
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.
The magus’s class skills are Climb (Str), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (planes) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha).
Skill Ranks per Level: 2 + Int modifier.
skills (ranks/tot; acp=0): climb 1/8, knowledge (arcana) 1/9, spellcraft 1/9 (11 to ID items), swim 1/8, use magic device 1/4; perception 1/3, stealth 1/6, survival 0/0
feats: Combat Casting
traits: Focused Mind (+2 concentration), Armor Expert (-1 to ACP)
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.
Arcane Pool (su): 6 points/day; 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. The bonus stacks with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves. 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): 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.
Spells: DC 15 + spell level; concentration +8 (+12 vs DC 15 + 2 x spell level to cast defensively)
spells/day: 3 0th, 3 1st
typical spells prepared:
0: detect magic, light, ghost sound
1: color spray, shield, grease
spells known / in spellbook:
0: Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Spark
1: chill touch, color spray, grease, magic missile, shocking grasp, shield, silent image, true strike
equipment: 500 gp; max loads: light 100 lbs, med 200 lbs, heavy 300 lbs
spellbook, 15 gp, 3 lbs
pouch, spell components (x2), 10 gp, 4 lbs
studded leather armor, (+3 AC, +5 max dex), 25 gp, 20 lbs
longsword, (1d8 S, 19-20/x2), 15 gp, 4 lbs
longbow (+3 str) (1d8 p, 20/x3, 110' range inc), 400 gp, 3 lbs
arrows (40), 2 gp, 6 lbs
arrows, durable (10), 10 gp, 1.5 lbs
backpack, 2 gp, 2 lbs
waterskin, 1 gp, 4 lbs
trail rations, 10 days, 5 gp, 10 lbs
bedroll, 0.1 gp, 5 lbs
arrow, grappling, 1 gp, 0.5 lbs
13 gp, 9 sp
a potion of CLW, a flask of holy water
12 silver arrows, 10 +1 arrows, 5 +1 Ghost touch arrows, 2 +1 undead bane arrows
Rijel has spent a lot of time among humans, and has learned some of his magic from Professor Lorrimor. He doesn't talk much about himself, or in general. He spends a lot of his time practicing with weapons and spells. Despite this loner streak, he has always been willing to help out those in need. He hasn't seen his family in several years and is single, though he was once married to a human (Susan) and has no children.
He is 144 years old, 6' 4" tall, and 136 lbs.