Sana Sahar al BashuEdit

Basic InformationEdit

      Race: Tielfing
     Class: Magus (Bladebound)
     Level: 1
Experience: 0
 Alignment: Chaotic Neutral
 Languages: Common, Abyssal, Draconic, Dwarven, 
            Elven, Lesser Runic
     Deity: Bashu
First Seen: The Dunn Wright Inn
  Location: Guard Duty


STR: 12 +1 ( 2 pts)
DEX: 18 +4 (10 pts) +2 racial
CON: 12 +1 ( 2 pts)
INT: 16 +3 ( 5 pts) +2 racial
WIS: 10 +0 ( 0 pts)
CHA:  9 -1 ( 1 pts) -2 racial

Combat StatisticsEdit

(Max -2)       HP: 10 = [1d8 + CON (1) + FC (1)] (Magus)
               AC: 17 = [10 + DEX (4) + Armor (3)]
         AC Touch: 14 = [10 + DEX (4)]
    AC Flatfooted: 13 = [10 + Armor (3)]
             INIT: +4 = [DEX (4)]
              BAB: +0 = [Magus (0)]
              CMB: +1 = [BAB (0) + STR(1)]
              CMD: 15 = [10 + BAB (0) + STR(1) + DEX (4)]
        Fortitude: +3 = [Magus (2) + CON (1)]
           Reflex: +4 = [Magus (0) + DEX (4)]
             Will: +2 = [Magus (2) + WIS (0)]
            Speed: 30'
 Damage Reduction: 00/Any
Energy Resistance: Cold/Electricity/Fire 5
 Spell Resistance: 00
    Spell Failure: 00
      Arcane Pool:  4 / 4 = [1/3 Magus Level (Min 1) + INT (3)]

Weapon StatisticsEdit


     Dagger: Attack: +4 = [BAB (0) + DEX (4)]
             Damage: 1d4+1, Crit: 19-20/x2, P or S

Acid Splash: Attack: +4 = [BAB (0) + DEX (4)]
             Damage: 1d3, Crit: 20/x2, Range: 25', Special: Ranged Touch

   Shortbow: Attack: +4 = [BAB (0) + DEX (4)]
             Damage: 1d6, Crit: 20/x3, Range: 60'

Racial FeaturesEdit

Ability Adjustments: +2 (Dexterity), +2 (Intelligence), -2 (Charisma)
               Size: Medium
              Speed: 30'
      Favored Class: Magus (+1 hp)
         Darkvision: Tieflings see in the dark up to 60 feet.
            Skilled: Tieflings have a +2 racial bonus to Bluff and Stealth.
 Spell-Like Ability: Tieflings can use darkness once per day as a spell-like
                     ability. The caster level for this ability equals the 
                     tiefling's class level.
Fiendish Resistance: Tieflings have cold/electricity/fire resistance 5.
   Fiendish Sorcery: Tiefling sorcerers with the Abyssal or Infernal bloodline 
                     treat their Charisma score as 2 points higher for all 
                     sorcerer class abilities.
          Languages: Tieflings begin play speaking Common and either Abyssal or 
                     Infernal. Tieflings with high Intelligence scores can 
                     choose any of the following: Abyssal, Draconic, Dwarven, 
                     Elven, Gnome, Goblin, Halfling, Infernal, and Orc.

Class FeaturesEdit

Magus (Bladebound)

Armor/Weapons: A magus is proficient with all simple and martial weapons and 
               with light armor. He can cast magus spells while wearing light 
               armor without incurring the normal arcane spell failure chance.

Spell Casting: Prepared, Arcane, Intelligence-based caster.

  Arcane Pool: 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, to
               a maximum of +5 at 17th level. 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

               At 5th level, these bonuses can be 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 the magus uses this
               ability. These bonuses do not function if the weapon is 
               wielded by anyone other than the magus.

               A magus can only enhance one weapon in this way at one time. 
               If he uses this ability again, the first use immediately ends.

               **A Bladebound Magus' arcane pool has a number of points equal
               to 1/3 his magus level (minimum 1) + his Intelligence modifier.

 Spell Combat: 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 spell list with a casting time of 1 standard action
               (any attack the magus 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.


Weapon Finesse (Level 1): With a light weapon, elven curve blade, rapier, whip, 
                          or spiked chain made for a creature of your size 
                          category, you may use your Dexterity modifier instead 
                          of your Strength modifier on attack rolls. If you 
                          carry a shield, its armor check penalty applies to
                          your attack rolls.


Magical Lineage (Magic): When applying metamagic feats to Shocking Grasp, treat 
                         its actual level as one lower when determining the 
                         spell's final adjusted level.

      Capable (General): Perception +1 trait bonus and class skill.


  • Skills with a blank 'Total' may not be used untrained.
Skill Points: 5 = [(Base (2) + INT (3))/Level + FC (0)] (Magus)

Skills                Total  Rank     CS   Ability  ACP  Misc
Acrobatics              3     0       0       4     -1   +0
Appraise                3     0       0       3          +0
Bluff                   1     0       0      -1          +2 racial
Climb                   0     0       *       1     -1   +0
Craft (       )         3     0       *       3          +0
Diplomacy              -1     0       0      -1          +0
Disable Device                0       0       4     -1   +0
Disguise               -1     0       0      -1          +0
Escape Artist           3     0       0       4     -1   +0
Fly                     3     0       *       4     -1   +0
Handle Animal                 0       0      -1          +0
Heal                    0     0       0       0          +0
Intimidate             -1     0       *      -1          +0
Knowledge (Arcana)      7     1       3       3          +0
Knowledge (Dngnrng)           0       *       3          +0
Knowledge (Engnrng)           0       0       3          +0
Knowledge (Geography)         0       0       3          +0
Knowledge (History)           0       0       3          +0
Knowledge (Local)             0       0       3          +0
Knowledge (Nature)            0       0       3          +0
Knowledge (Nobility)          0       0       3          +0
Knowledge (Planes)      7     1       3       3          +0
Knowledge (Religion)          0       0       3          +0
Linguistics             4     1       0       3          +0
Perception              5     1       3       0          +1 trait
Perform    (dance)     -1     0       0      -1          +0
Profession (       )          0       *       0          +0
Ride                    3     0       *       4     -1   +0
Sense Motive            0     0       0       0          +0
Sleight of Hand               0       0       4     -1   +0
Spellcraft              7     1       3       3          +0
Stealth                 5     0       0       4     -1   +2 racial
Survival                0     0       0       0          +0
Swim                    0     0       *       1     -1   +0
Use Magic Device              0       *      -1          +0

*Class Skills

Spellcasting StatisticsEdit

Concentration +4 | Caster Level 1 | Spell Failure 0%

Spell Level   Spells/Day   Save DC
 Cantrips         3          13
   1st            2          14

Spells KnownEdit

Cantrips                    Level 1                   
* Acid Splash              * Color Spray
* Arcane Mark              * Grease
* Dancing Lights           * Reduce Person
* Daze                     * Shield
* Detect Magic             * Shocking Grasp
* Disrupt Undead           * Vanish
* Flare
* Ghost Sound
* Light
* Mage Hand
* Open/Close
* Prestidigitation
* Ray of Frost
* Read Magic
* Spark

Spells PreparedEdit

Cantrips                   Level 1
* Acid Splash              * Color Spray
* Detect Magic             * Grease
* Prestidigitation


Equipment                         Cost      Weight
Rhat'Matanis Abaya                          --   lb

Studded Leather Armor             25   gp   20   lb
Dagger                             2   gp    1   lb
Shortbow                          30   gp    2   lb
  Arrows, Common (20)              1   gp    3   lb
  Arrows, Blunt (20)               2   gp    3   lb

Spell Component Pouch              5   gp    2   lb

Masterwork Backpack               50   gp    4   lb
  Waterproof Bag                    .5 gp     .5 lb
    Spellbook                     --   gp    3   lb
    Rations, Trail (2)             1   gp    2   lb
  Blanket                           .2 gp    1   lb
  Waterskin                        1   gp    4   lb
                                  =====    ======
                Total Inventory: 117.7 gp
                             Total Weight:  45.5 lb

             Light   Medium   Heavy    
Max Weight:  0-43    44-86    87-130
Max Weight:  0-50    51-100   101-150 (With MW Backpack)


PP: 00
GP: 02
SP: 03
CP: 00

30 gp worth of assorted bone jewelry (20x items, 2 gp each)
[1x set of earrings, 3x necklaces, 4x bracelets, 7x Bashu charms]



      Size: Medium
    Gender: Female
       Age: 24
    Height: 5' 2"
    Weight: 115 lb
Hair Color: Black
 Eye Color: Black
Skin Color: Light brown
Appearance: A short woman, Sana carries the light brown complexion of her 
            homeland. Wearing a loose-fitting abayah (perhaps a little more 
            loose than the elders of her community were comfortable with), she 
            proudly displays the strange and intricate markings that cover her 
            entire body from forehead to toe. She wears her long black hair 
            loose and arrays herself in all manner of bone jewelry - many of 
            them charms depicting the sign of the god Bashu. Bereft of 
            the spiked tail and horns that seem typical of tieflings, Sana 
            bears only the marks on her body and her unusual eyes -solid black 
            orbs- as evidence of her fiendish heritage.
  Demeanor: Sana has a generous and caring spirit, even if things don't 
            always come out as she intends them to. Proud, brusque, and rash, 
            Sana is not without her faults... a mercurial temper chief 
            among them. 


Sana was born to a low-caste family in the small oasis town of Ras Sedr on the extreme southern outskirts of Rhat-matanis. Sana displayed features that were not entirely human, but that was not unusual in Ras Sedr where everyone was related to each other... and to a distant demonic ancestor. Aside from a strange predilection to change colors, Sana also displayed an unusual aptitude for magic and as was the custom, was taken in to the local temple of Anor-Akim for training.

The local temple in Ras Sedr, where Sana spent her first years of life, was run by a close relative. Sana took to the arcane and martial training like a beetle to dung. Being so remote, Ras Sedr had been spared much of the troubles that had afflicted the rest of the country with the coming of Yeenu-Thet, but in her 22nd year Sana was sent into the heart of the Empire to be formally inducted into the priesthood. Her journey took her beyond the verdant bounds of Ras Sedr for the first time, teaching Sana much about herself and the world. That she loved to travel... and that the world was a much more forbidding place than she had imagined.

It was in the bustling heart of the priesthood that Sana first experienced the dark realities of modern Rhat-matanis. Gnolls -creatures to be feared and killed in Ras Sedr- patrolled the streets with the blessing of the priesthood. Sana's low caste caused her to be instantly reviled for no reason other than her birth - her strange appearance helped not at all in this regard.

Sana had hoped to return to Ras Sedr after a short formal induction, but it was not to be. The Emperor's ambitions had not been sated by his conquest of the Centaurs some years earlier, and his failure to prevail against the Dwarves had only whetted his appetite for blood. Note had been taken of Sana's arcane abilities and her discomfort with Yeenu-Thet's servants. The priests decreed that Sana -and the Emperor- would derive benefit from Sana's inclusion in the excursion against the Landandel Baronies.

It proved to be too much. On the march to the Baronies, Sana protested loudly against the dark teachings of Yeenu-Thet. The reaction was swift and terrible; She was taken and beaten repeatedly, barely kept alive and displayed as an object lesson for other discontents.

Things began to go badly for the armies of the Emperor, and in the confusion of defeat, Sana was set free by a follower of Bashu. He bade her to flee into the Baronies and remember Bashu and Anor-Akim as they should be.

Sana has taken this new chance at life, and intends to live it to the fullest. Her brief travels have brought her to the City of Glass - but she has not forgetten her homeland. Perhaps one day she will return to aid the servants of Bashu in ousting Yeenu-Thet.

Adventure LogEdit

Guard Duty

      XP Received: 1,530 XP
Treasure Received: 1,840 GP

Level UpsEdit

  Level 2:
    Class: Class
      BAB: +0 to +0
     Fort: +0 to +0
      Ref: +0 to +0
     Will: +0 to +0
     Feat: Feat
 Features: Class Features
       HP: Max -2 or Link to IC Roll, +1 FC Bonus (If Chosen)
Skill Pts: +0 = +0 (Class) +0 (Race) +00 (Old Total) +1 (FC Bonus if Chosen) = 00 (New Total)
Level 2 to Level 3 Next, and so on . . .


  • Approval (9 April 2012) (Systole) level 1
  • Approval (10 April 2012) (Satin Knights) level 1
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