The Carrion Crown
“Magic is a much as a science of swordsmanship – both require dedication and discipline but where a blade may scar and slay the body, magic can scar and slay the soul.”
Str 12 Dex 16 Con 14 Int 14, Wis 8, Cha 10
AC 16 Touch AC 14, Flatfoot AC 12
HP 10 Stability 11
Initiative + 3 Perception + 0 Sense Motive + 0
BAB + 0 , CMB + 1, CMD 14
Fort + 4, Ref + 3, Will + 1
Carrying Capacity: 43lbs Light 86lbs Medium 130lbs Heavy
Rapier + 3 (1d6 + 3 damage)
Dagger + 3 (1d4 + 3 damage)
Spell Attack + 3
Languages: Common, Draconic, Varisian
Traits: Inspired by Greatness ( + 1 Caster Level to one spell – Shocking Grasp), Fencer ( + 1 trait bonus on attacks of opportunity with bladed weapons)
Feats: Weapon Finesse, Dodge
Skills (6 Incl. +1 fav. class and human bonus): Acrobatics 1 + 4, Intimidate 1 + 4, Knowledge (Planes) 1 + 6, Perception 1 + 0, Sense Motive 1 + 0, Spellcraft 1 + 6
Bonus Skill: Knowledge (Arcana) 1 + 6
A magus 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.
Arcane Pool: 3 times a day.
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.
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.
Cantrips – All CRB Cantrips
Lvl 1 – Burning Hands, Chill Touch, Protection from Evil, Shield, Shocking Grasp,
Cantrips – 3, Lvl 1: 1, + 1 (Int Bonus)
0 (at will): Detect Magic, Disrupt Undead, Ray of Frost
1st-command (DC 13): Shield, Shocking Grasp
Combat Gear: Rapier (20gp) Dagger (2gp), Light Crossbow with 10 bolts (35gp and 1gp), Leather Armour (10gp)
Price 68 gp; Weight 23 lbs.
Non Combat Gear: Magus’s Kit (With Masterwork Pack) and Spellbook
This includes a MW backpack1, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin and spellbook.
1 When wearing a masterwork backpack, treat your Strength score as +1 higher than normal when calculating your carrying capacity.
Price 70 gp; Weight 38 lbs.
Gold Remaining 12 gp
Raised in a family of Wizards, and part of an academic community your parents set the direction of your life – simply put you too would study magic and in time follow the family tradition of scholarship, and perhaps attach yourself to a wealthy noble as an adviser or perhaps take up a teaching position in a university.
In your early teen years, however, the stories of battle told by mercenaries and guards thrilled you and you took to secretly studying swordsmanship. From time to time you would be caught out, punished and told to refocus on your magical studies but you found ways to keep up your martial studies. In time, a student of both philosophy of martial combat and of magic, you blended magical ability and martial prowess into something special, a discipline in which both spell and steel are used to devastating effect.
You met the professor when he met with your parents on rare occasions, and found him to be supportive of all your studies, disagreeing with your parents and suggesting, in vain, that you be allowed to find your own path. He became something of a mentor and his suggestions and occasional tutorledge encouraged you to study martial applications of magic and in time, perfect a combat spell that allowed you to channel electrical energy with a touch.
As soon as you reached your majority he was your first employer and he took you on a few journeys using you as one of his camp guards. You felt you always had a real friend and supportive shoulder to lean on in Petros Lorrimor. News of his death has hit you hard, and so you now travel to participate in your funeral and bid him farewell.
You were raised in the faith of Nethys, the god of magic, torn between destroying the world with one hand and saving it with the other. That said, your level of devotion to his worship is up to you.
Ancient Osiriani texts tell of a God-King whose mastery of magic allowed him to gain unparalleled power. With these abilities he became a god by seeing all that transpired on all planes. However, this omnipresent knowledge also drove him irreparably mad. This dual-edged nature of magic is cherished by his followers and is epitomized in his apotheosis.
Nethys appears as a frightening male human emanating with great energy. One side of him is youthful and dominating, almost glowing with power, while his other half is charred and crackling with leaking magics. Nethys holds magic above all things, those unable to do or use magic are held as lesser by the faith, denied the divine majesty of working spells. Creatures with magic abilities or properties are held as sacred to his faith
Inspired by Greatness: Whether you knew Professor Lorrimor well or only in passing, as a colleague or competitor, his career and lifetime of discovery inspired you to be better at what you do. As you honed your craft, you and the professor corresponded, and he was delighted to hear that he had directly or indirectly motivated you to strive for your full potential. Saddened by the news of his death, you feel that you should honor his memory by fulfilling his final wishes and attending his funeral, and by ever striving to attain greater heights and someday match the influence and impact of your idol.
Benefit: Choose one spell you can cast (Shocking Grasp). From now on, you always cast this spell at +1 caster level.
Fencer: You trained long hours as a youth with blades, either taking lessons in the genteel art of fencing from tutors paid for by your parents or by being taken under the wing of a disenfranchised fencer who may have turned to a life of crime.
Benefit: You gain a +1 trait bonus on attack of opportunity attack rolls made with daggers, swords, and similar bladed weapons.