Creative Characters – Kaleia Vinemane, Decataur Magus

Welcome back to Creative Characters. This time around, our group will focus on a number of crossblooded denizens of the outlying Evervale region, somewhat unique in the acceptance and integration of their community in most cases. For this set, all of our characters will be interesting hybrid races, presenting fun new options for dynamic characters.

For the sake of reference, and consistency, all characters here are created with the Elite stat array (15, 14, 13, 12, 10, 8) and all hit points are rolled as averages. They are also written so that they can be used as either NPCs or PCs.

Kaleia Vinemane CR 5

XP 1,600
Female decataur magus (nature-bonded/staff magus) 6
N Medium monstrous humanoid (elf)
Init +2; Sense darkvision 60 ft.; Perception +5


AC 16, touch 14 , flat-footed 14  (+1 deflection, +2 Dex, +3 natural)
hp 36 (6d8)
Fort +5, Ref +4, Will +6


Speed 45 ft.
Melee  +1 greenwood quarterstaff +8 (1d6+5/1d6+5), 2 hooves +3 (1d6+3)
Melee (shillelagh +1 greenwood quarterstaff (enhanced) +9 (2d6+6/2d6+6)
Special Attacks Spell combat
Magus Spells Prepared (CL 6th (7th for druid spells); concentration +13)

2ndbarkskinelemental touch (DC 16), mirror image, ray of enfeeblement (DC 16)
1stmagic missileshieldshillelagh, shocking grasp (DC 15), thunderstomp
0th (at will)arcane markdetect magiclightpurify food and drinkread magic

Magus Arcana close range (Ex), weapon diligence (Ex)


During Combat When anticipating combat, Kaleia immediately casts barkskin and shield or mirror image if she has time, bolstering her defenses before racing into battle. Preferring to engage opponents directly, she uses a combination of superior speed, and spell combat to take down her enemies. If severely wounded, she will take advantage of her superior speed and maneuverability, through any kind of terrain, to make her escape.


Str 15 , Dex 14, Con 10, Int 18, Wis 8, Cha 10
Base Atk +4; CMB +7; CMD 19 (23 vs trip)
Feats Improved Natural Attack (hooves), Iron Will, Light Armor Proficiency, Quarterstaff Master, Simple Weapon Proficiency, Weapon Focus (quarterstaff), Weapon Specialization (quarterstaff)
Skills  Knowledge (arcana) +15, Spellcraft +13
Languages  Common, Dwarven, Elven, Giant, Gnoll, Sylvan
SQ familiar (creeper ivy)
Magical Gear ring of the traveling magering of protection +1, scrolls of endure elements (2), scroll of identifyscroll of resist energy, Non-magical Gear saddlebags, a belt pouch, dagger, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days),  and a waterskin. Coins 505 gp, 3 sp, (these remaining coins can be spent at the GM or player’s discretion before the start of the game session).


Weapon and Armor Proficiency

Kaleia is proficient with simple weapons only. She can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, when wearing medium armor or heavy armor or using a shield, she incurs a chance of arcane spell failure if the spell in question has a somatic component.

Careful Step (Ex)

Decataur ignore movement and skill check penalties caused by difficult terrain (damaging terrain, such as lava, still harms them.)

Familiar Symbiosis (Su)

Whenever Kaleia is adjacent to her familiar, she can merge with her familiar as a standard action; both Kaleia and her familiar provoke attacks of opportunity with this action. Doing so causes the plant familiar to bond with a part of Kaleia’s body as though it were growing on her. While merged, her familiar can take no actions (but can still attempt Perception checks and communicate with her), and it can’t be targeted or harmed by effects. As long as her familiar is merged, Kaleia gains half her plant familiar’s natural armor adjustment to AC.

Kaleia can separate from her plant familiar as a standard action that provokes attacks of opportunity for both of them. Once they have separated, the familiar appears in an adjacent square of Kaleia’s choosing.

Nature Magic (Su)

Decataur are finely tuned to the druidic and shamanistic ways of nature, they increase their caster level for all druid and ranger spells by 1.

Each time Kaleia gains the ability to cast a new level of spells, she can add one spell of that level from the druid spell list to both the magus spell list and her spellbook

Spell Combat (Ex)

Kaleia can cast spells and wield her weapon 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, she 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, she can make all of his attacks with her 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 she casts this spell defensively, she can decide to take an additional penalty on her attack rolls, up to her Intelligence bonus, and add the same amount as a circumstance bonus on her concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. She can choose to cast the spell first or make the weapon attacks first, but if she has more than one attack, she cannot cast the spell between weapon attacks

Spellstrike (Su)

Whenever Kaleia casts a spell with a range of “touch” from the magus spell list, she can deliver the spell through any weapon she is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, she can make one free melee attack with her weapon (at her highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If she makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.


A denizen of the outlying forests of Evervale, Kaleia is the perfect blend of her centaur mother and wild elf father, exhibiting both a love of nature and a thirst for arcane knowledge. Despite the support of her open-minded parents, the young decataur found herself the source of mockery and condescension from her centaur peers, referring to her as a “ponytaur” because of her smaller size and stature. Inspired to prove herself every bit their equal, she put her keen mind into following her father’s study of arcane magic, while still embracing the natural world around her, the unique blend of cultures shaping both her magic and outlook.

About markt

Mark has been playing RPG's for over 25 years, the last 10 primarily online. A veteran of countless Play by Post games, he is also a content creator for OGN and an RPG Superstar alumni.

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