<div class="floatright">(http://i1300.photobucket.com/albums/ag94/Autocad-E/sample_51dbc3cb49774acbfd662006774056c3_zpsoxvuumd0.jpg)</div><strong>Alicia Fasettaros</strong><br/>NG Human Magus 2<br/><br/><strong>Description:</strong>A paragon of virtue and style in flawless white with impeccable ettiquette, as befits a heroine of justice.<br/><br/><strong>Personality:</strong>The one-and-only, larger-than-life, heroine of justice straight out of an adventure novel! Always doing what's right, protecting the innocent, and standing up for the weak! Performing great deeds both on and off the battlefield: wielding magical and possibly curved swords to vanquish evil in one hand, and giving out cake recipes with the other hand to the starving bread-less masses feeding them for not just one day but a whole lifetime! Never giving up: every setback is a trial of perseverance to prove her faith, and every retreat is a tactical rearwards advance to regroup and rally!<br/><br/><strong>Background:</strong>There once was a sickly little girl whose condition confined her to bed with only books to keep her company. In those pages she escaped from her dreary room into realms fantastic, filled with great heroes battling it out with terrible villains in breathtaking landscapes for the fate of the world. She prayed and prayed that if only she would get better, she would devote her life to becoming a heroine of justice just like the great heroes she had read so much about.<br/><br/>And as Alicia grew older, she did get better and her health returned to normal, thanks of course mostly in part to her devout prayers with the slightest of honorable mentions to the expensive world-class healers who had watched over her. Now Alicia was a young woman of her word, and she resolved to become a heroine of justice just as she had promised. Only the best tutors would be worthy of training up the future heroine, and the best tutors she got, mastering the arts of pen and sword in harmony.<br/><br/>When Alicia came of age, she sought to grace one of the holy orders with her hard-earned skills and latent talents. It turned out to be a much more difficult task than it had initially appeared, because she was, simply put, just too good for them. During medical screening for the order of paladins, she was found to be lacking a stick in the ass, and as possessing said handicap was a requirement to join the paladins, lacking one she was simply too flexible for the rigid, regimented order. During an aptitude test for the order of clerics, she scored low on both the wizardry nerd quotient and the dominatrix sin index, with a record-breaking wiz-domme score so low that it proved her both cooler and more virtuous than even the head cleric.<br/><br/>A lesser woman might have despaired, but Alicia carried on with her trademark resolute focus and finally found a cause and organization suitable for her to join: The Adventurer’s Guild of Skyspear Island, which was in straits so dire that it was offering great rewards in exchange for aid. It would be a long trip far away from home, but all her family and friends were so super supportive of her selfless decision to embark on her personal crusade to help those poor monster-terrorized people living so far away that the heroine of justice was moved to tears as she finally set out on the first step of her very own road to heroism.<br/><br/><hr/><br/><strong>Alicia Fasettaros</strong><br/>Human Magus 2<br/>NG Medium humanoid (human)<br/><strong>Init</strong>+5;<strong>Senses</strong>Perception +1<br/><br/><span class="bbc_u">DEFENSE</span><br/><strong>AC</strong>18, touch 15, flat-footed 13 (+3 armor, +5 Dex)<br/><strong>hp</strong>22 (2d8+6)<br/><strong>Fort</strong>+4,<strong>Ref</strong>+5,<strong>Will</strong>+1<br/><br/><span class="bbc_u">OFFENSE</span><br/><strong>Speed</strong>30 ft.<br/><strong>Melee</strong>Rapier +6 (1d6+2/18-20)<br/><strong>Special Attacks</strong>spell combat (–2 attack), spellstrike<br/><strong>Magus Spells Known</strong>(CL 2nd)<br/>1st (3 prepared/day)– Chill Touch, Frostbite, Grease, Shield, Shocking Grasp, True Strike, Vanish (DC 13)<br/>0th (4 prepared/day, at will)– All 0-level magus spells (DC 12)<br/><br/><span class="bbc_u">STATISTICS</span><br/><strong>Str</strong>14,<strong>Dex</strong>20,<strong>Con</strong>14,<strong>Int</strong>14,<strong>Wis</strong>8,<strong>Cha</strong>7<br/><strong>Base Atk</strong>+1;<strong>CMB</strong>+3;<strong>CMD</strong>18<br/><strong>Traits</strong><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Magical lineage (frostbite)</div><div class="spoiler_body">One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.</div></div>,<div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Inspired</div><div class="spoiler_body">A positive force, philosophy, or divine presence fills you with hope, and is a guiding force of inspiration. Once per day as a free action, roll twice and take the better result on a skill check or ability check.</div></div><br/><strong>Feats</strong><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Rime Spell</div><div class="spoiler_body">The frost of your cold spell clings to the target, impeding it for a short time. A rime spell causes creatures that takes cold damage from the spell to become entangled for a number of rounds equal to the original level of the spell.</div></div>,<div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Weapon Finesse</div><div class="spoiler_body">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.</div></div><br/><strong>Skills</strong>Climb 1 rank +6, Craft (alchemy) 2 ranks +7, Knowledge (arcana) 1 rank +6, Knowledge (dungeoneering) 1 rank +6, Knowledge (planes) 1 rank +6, Perception 2 ranks +1, Perform (dance) 2 ranks +0, Ride 1 rank +9, Spellcraft 2 ranks +7, Swim 1 rank +6<br/><strong>Languages</strong>Common, Goblin, Orc<br/><strong>SQ</strong><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Arcane pool (3 points)</div><div class="spoiler_body">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.</div></div><br/><strong>Combat Gear</strong>Cold iron rapier, scimitar, silver light hammer, composite (+2) longbow, 20 arrows,<div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">masterwork parade armor</div><div class="spoiler_body">Light Armor; Cost 175 gp; Weight 20 lbs.; Armor Bonus +3; Max Dex Bonus +5; Armor Check Penalty 0; Arcane Spell Failure Chance 0%; Speed 30 ft.</div></div>;<strong>Other Gear</strong>Pearl of power 1, 5 doses black powder (5 uses), 100 doses salt (5 uses), 40 doses urea (10 uses), portable alchemist's lab, magus's kit, 231 gp