Sana Sahar (itsgottabeodin)

=Sana Sahar al Bashu=
===Basic Information===
 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
===Abilities===
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 Statistics===
(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 Statistics===
Melee
 Dagger: Attack: +4 = [BAB (0) + DEX (4)]
 Damage: 1d4+1, Crit: 19-20/x2, P or S
Ranged
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 Features===
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 Features===
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
 themselves.
 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.
===Feats===
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.
===Traits===
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===
* 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 Statistics===
Concentration +4 | Caster Level 1 | Spell Failure 0%
Spell Level Spells/Day Save DC
 Cantrips 3 13
 1st 2 14
===Spells Known===
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 Prepared===
Cantrips Level 1
* Acid Splash * Color Spray
* Detect Magic * Grease
* Prestidigitation
===Equipment===
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)
===Finances===
PP: 00
GP: 02
SP: 03
CP: 00
Gems/Jewelry/Other:
30 gp worth of assorted bone jewelry (20x items, 2 gp each)
[1x set of earrings, 3x necklaces, 4x bracelets, 7x Bashu charms]
Housing:
Poor
===Details===
 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. 
===Background===
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 Log===
Guard Duty
 XP Received: 1,530 XP
Treasure Received: 1,840 GP
===Level Ups===
 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 . . .
===Approvals===
*Approval (9 April 2012) (Systole) level 1
*Approval (10 April 2012) (Satin Knights) level 1
Category:Approved Characters