Lini

Kallik Sisa's page

1,423 posts. Alias of Deaths Adorable Apprentice.


Full Name

Kallik Sisa

Race

HP 54/54 |AC-18 T-12 FF-16 DR 5/slashing. DR 5/magic| F+7 R+3 W+5 |CMB+13CMD 24| Init+1 | Perc +5|

Gender

female NG Oread Phantom of Rage

About Kallik Sisa

Kallik has the pale marble smooth skin of her people with pale green spirals decorating her body. Her hair is a vibrant green that she twists into long dreadlocks that is decorated with little beads, strands of leather, and wooden carvings. She has large wide verdant green eyes with lips of the same color.
Snug brown leather pants with a mid thigh length skirt. A patchwork leather vest wraps her chest. Well worn boots protect her feet. She wears a patchwork hooded cloak made from various bits of hide many of which still have fur. Thick red ichor covers her boots, drips from her hands in viscus strands, the bottom of her patchwork cloak is soaked in inky red. Thin red lines dribble out of her ears, nose, and mouth.
Axe: The double-blades are made of what appears to be white marble, broken by jade-green streaks. These green threads follow a chaotic pattern that resembles tiny bolts of lightning. A radial fan of leaf-shaped pieces of malachite adorns the inner spoke of each blade. The shaft is a thick, polished piece of golden-brown wood, subtly twisted, ending in a bifurcation that brings to mind the symbol of Forest.

Kallik
Init +1; Senses darkvision
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Defense
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AC 18, touch 12, flat-footed)16 (+6 armor, +2 nat) DR 5/slashing. DR 5/magic
hp 54(7d10)Fort +7, Ref +3, Will +5
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Offense
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Speed 30 ft.
Melee axe +10/5 (2d8+3 x3]
Ranged
Special Attacks
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Statistics
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Str 17, Dex 12, Con 14, Int 8, Wis 10, Cha 16
Base Atk +7; CMB+13; CMD 24

Enlarged Phantom
Melee +11/+6 (3d8+4)
Str 19, Dex 10, Con 14, Int 8, Wis 10, Cha 16
Base Atk +7; CMB+12; CMD 23
AC 18, touch 12, flat-footed)16 (+6 armor, +2 nat, -1 size) DR 5/slashing. DR 5/magic
hp (7d10)Fort +, Ref +, Will + 525

Feats: Power Attack +4
Skills: 14
Bluff +2 ranks +3 cha, + 3 class =
Craft 9 ranks -1 int, + 3 class = 11
Diplomacy +2 ranks +2 cha, + 3 class =7
Fly +2 ranks +1 dex, + 3 class =6
Intimidate +7 ranks +3 cha, + 3 class =13
Knowledge (planes) +1 ranks -1 int, + 3 class =3
Perception +2 ranks +0 wis, + 3 class =5
Sense Motive +2 ranks +0 wis, + 3 class =5
Survival +7 ranks +0 wis, + 3 class =10
Stealth +3 ranks +1 dex, + 3 class =7
Skills: The phantom gains a number of ranks in Intimidate and ranks + , + 3 class = equal to its number of Hit Dice. While confined in the spiritualist’s consciousness, the phantom grants the spiritualist Skill Focus in each of these skills.
Languages: Common Oread, Sedime, Undine
SQ
Other Gear:
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Special Abilities
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Powerful Strike (Ex)
A phantom with this focus deals more damage with its slam attacks. It deals slam damage as a creature one size category larger than its current size.
The phantom also gains Power Attack as a bonus feat.
Aura of Fury (Su)
When the spiritualist reaches 7th level, as a swift action, the phantom can emit a 20-foot-radius aura of fury. Creatures within the aura gain a +2 bonus on melee attack rolls but take a –2 penalty to AC. Ending the aura is a free action. The phantom can use this ability in either ectoplasmic or incorporeal form.
Usurp Manifestation (Su)
At 3rd level, the haunted’s phantom begins to subtly subvert the relationship with its master, gaining rather than granting power from the connection. When fully manifested in ectoplasmic form, the phantom can use its usurp manifestation ability to draw upon the haunted’s body to strengthen its ectoplasmic might, temporarily weakening the spiritualist in order to increase its own power. The phantom must activate this ability as an immediate action at the start of the spiritualist’s turn, and it can use this ability a number of rounds per day equal to 3 + the haunted’s spiritualist level.

The rounds don’t need to be consecutive, and the phantom can dismiss the effects of a usurped manifestation as a free action on its turn. While this ability is in effect, the haunted’s features become sunken and withdrawn, and she gains the nauseated condition until the effect ends. Conversely, the phantom surges in size and power, becoming one size category larger (as if affected by an enlarge person spell) and increasing its natural armor bonus to AC by 2 for the effect’s duration. If the spiritualist prevents or mitigates the nauseated condition, the phantom is unable to siphon energy and doesn’t gain the benefits of usurp manifestation.
Usurp Spell: At 8th level, while using usurp manifestation, the phantom can leech spell slots from the haunted to increase its own power. The phantom can reach through the etheric tether as a swift action to drain the nauseated haunted’s psychic spell energy, effectively taking any touch spell or spell with a target of “you” that the haunted knows and casting it on itself (assuming the haunted has not yet used up her allotment of spells per day for the spell’s level). This ability consumes two of the haunted’s spell slots of the appropriate level and otherwise follows the rules for the share spells and deliver touch spells abilities.
Teleplasmic Surge: At 13th level, when using usurp manifestation, the phantom gains a +2 morale bonus on attack rolls, saving throws, and skill checks.
Ferocious Phantom: At 18th level, when using usurp manifestation the phantom gains DR 10/slashing and spell resistance equal to 11 + the haunted’s spiritualist level (this spell resistance doesn’t apply to spells originating from the spiritualist or from the usurp spell ability).

Kallik's Playlist

Anywhere away from hereRestless and unsettled. Just looking for somewhere.
Right Red Hand Inquisitors have a devilish tongue
Popular Monster There is a rage writhing just below the surface.
Stay they are all broken, she has been in pieces for as long as she can remember
Good night demon slayer Egret
Breathe Me inner self, kept hidden but its all she wants
Love is all It just keeps coming.
Goodbye monday things have been a lot but maybe things are finally changing for the better.
Skin She is dead

Living Kallik:
Kallik has the pale marble smooth skin of her people with pale green spirals decorating her body. Her hair is a vibrant green that she twists into long dreadlocks that is decorated with little beads, strands of leather, and wooden carvings. She has large wide verdant green eyes with lips of the same color.

Snug brown leather pants with a mid thigh length skirt. A patchwork leather vest wraps her chest. Well worn boots protect her feet. She wears a patchwork hooded cloak made from various bits of hide many of which still have fur. Boiled leather with metal studs cover much of the rest of her. An hand axe hangs at her waist and there is a short bow and quiver hang on her back.

Axe: The double-blades are made of what appears to be white marble, broken by jade-green streaks. These green threads follow a chaotic pattern that resembles tiny bolts of lightning. A radial fan of leaf-shaped pieces of malachite adorns the inner spoke of each blade. The shaft is a thick, polished piece of golden-brown wood, subtly twisted, ending in a bifurcation that brings to mind the symbol of Forest.

Kallik Sisa female Oread NG level 9 Init +1; Senses darkvison 60ft
DEFENSE
AC 15, touch 11, flat-footed 14 (+3 armor, 1+ Dex, magical +1)
hp 87(5+ con each level) acid resistance 5, fire resistance 5
Fort +6+3+1=10, Ref +3+1+1=5, Will +6+1+1=8 (magical +1 to all)
OFFENSE
Speed 40 feet and burrow speed of 10 ft (dirt only!)
Melee +4 Bewildering white battle axe +12/+7 (1d8+6 x3) (magical +1) (x3 per day, on successful hit Confused 1d6 rnds, DC17 will save each round to escape confusion)
throwing axe +8/+3 (1d6+2 x2)
Ranged shorbow +7/+2 (1d6 x3) x20 arrows
Spell combat, -2 all attacks but add a spell, if cast defensively can take penalty up to cha that adds to concentration.
Spellstrike, touch spell, make extra melee attack at highest BaB, use with spell combat, uses weapons crit range but only a x2
Free action spend white blades eldritch pool pt to gain +2 dmg for 2 min) (+1 every 4 lvls) or free action from white blades eldritch pool, instead of weapon dmg does cold, electricity, or fire / 2pts sonic or force. effects last until magus's next turn

Magus Arcana
Maneuver Mastery (Ex): Benefit: The magus has mastered one combat maneuver. He selects one maneuver when selecting this arcana. Whenever he is attempting the selected maneuver, he uses his magus level in place of his base attack bonus (in addition to any base attack bonus gained from other classes).
Ghost Blade (Su): Whenever the magus enchants his weapon using his arcane pool, he may spend 1 additional point from his arcane pool to add the brilliant energy and ghost touch special abilities to the list of available options.

White blade Int 14, Wis 10, Cha 10, Ego 12, Eldritch pool (2pts.),
knowledge arcana: +3 rank, +1 int, +3 class = 7
Languages: telepathic speech with Kallik, Creak (Quiet Elders & Fey), Rasp
White Blade
The double-blades are made of what appears to be white marble, broken by jade-green streaks. These green threads follow a chaotic pattern that resembles tiny bolts of lightning. A radial fan of leaf-shaped pieces of malachite adorns the inner spoke of each blade. The shaft is a thick, polished piece of golden-brown wood, subtly twisted, ending in a bifurcation that brings to mind the symbol of Forest.
Black Blade (Ex)
(See FAQ at right)
At 3rd level, the bladebound magus’ gains a powerful sentient weapon called a black blade, whose weapon type is chosen by the magus (see sidebar). A magus with this class feature cannot take the familiar magus arcana, and cannot have a familiar of any kind, even from another class.
Instead of the normal arcane pool amount, the bladebound magus’s arcane pool has a number of points equal to 1/3 his level (minimum 1) plus his Intelligence bonus.
This ability changes the Arcane Pool class feature and replaces the magus arcana gained at 3rd level.
Black Blade Basics
A black blade is bonded to a particular magus, much like a familiar, but in more of a partnership than a master-servant relationship.
Intelligence: This is the intelligence score of the black blade. It starts at 10 and increases by 1 for every two levels of the bladebound magus (at 3rd level, 5th level, and so on).
Wisdom and Charisma: As the bladebound magus increases in level, so do the Wisdom and Charisma of the black blade. These abilities start at 6 and increase by 1 for every two levels of magus.
Ego: A black blade starts with an ego of 5, and that ego increases as the blade becomes more powerful, as per Table: Black Blade Progression below. In cases where a wielder and the black blade come into conflict, like any intelligent item, a black blade can attempt to exert its dominance (see Intelligent Items). Due to its flexible and powerful nature, a black blade has a nonstandard ego progression.
Languages and Skills: A black blade starts with Common as a language. As the black blade increases in Intelligence, it manifests knowledge of languages and arcane lore. Upon reaching an Intelligence of 12, it gains a bonus language of the GM’s choice, and gains 1 rank in Knowledge (arcana). Each time the sword gains a bonus to Intelligence, it gains another language and another rank in Knowledge (arcana).
Senses: A black blade is aware of everything around it like a creature that can see and hear. It can be blinded and deafened as if it were a creature. It uses the saving throws of its magus, even if the magus is not currently wielding the black blade.
Black Blade Arcane Pool: A black blade has an arcane pool with a number of points equal to 1 + its Intelligencebonus.
Black Blade Ability Descriptions
A black blade has special abilities (or imparts abilities to its wielder) depending on the wielder’s magus level. The abilities are cumulative. A black blade normally refuses to use any of its abilities when wielded by anyone other than its magus, and acts as a masterwork weapon of its type.
Alertness (Ex): While a magus is wielding his black blade, he gains the Alertness feat.
Black Blade Strike (Sp): As a free action, the magus can spend a point from the black blade’s arcane pool to grant the black blade a +1 bonus on damage rolls for 1 minute. For every four levels beyond 1st, this ability gives the black blade another +1 on damage rolls.
Telepathy (Su): While a magus is wielding or carrying his black blade, he can communicate telepathically with the blade in a language that the magus and the black blade share.
Unbreakable (Ex): As long as it has at least 1 point in its arcane pool, a black blade is immune to the brokencondition. If broken, the black blade is unconscious and powerless until repaired. If destroyed, the black blade can be reforged 1 week later through a special ritual that costs 200 gp per magus level. The ritual takes 24 hours to complete.
Energy Attunement (Su): At 5th level, as a free action, a magus can spend a point of his black blade’s arcane pool to have it deal one of the following types of damage instead of weapon damage: cold, electricity, or fire. He can spend 2 points from the black blade’s arcane pool to deal sonic or force damage instead of weapon damage. This effect lasts until the start of the magus’s next turn.
Teleport Blade (Sp): As a standard action, a magus of 9th level or higher can expend an arcane point from his or his black blade’s arcane pool, and can call his black blade from as far as 1 mile away, causing it to instantaneously teleport to his hand.
Transfer Arcana (Su): At 13th level, once per day, a magus can attempt to siphon points from his black blade’s arcane pool into his own arcane pool. Doing so takes a full-round action and the magus must succeed at a Will saving throw with a DC equal to the black blade’s ego. If the magus succeeds, he regains 1 point to his arcane pool for every 2 points he saps from his black blade. If he fails the saving throw, the magus becomes fatigued (but can try again). If he is fatigued, he becomes exhausted instead. He cannot use this ability if he is exhausted.
Spell Defense (Sp): A magus of 17th level or higher can expend an arcane point from his weapon’s arcane pool as a free action; he then gains SR equal to his black blade’s ego until the start of his next turn.
Life Drinker (Su): At 19th level, each time the magus kills a living creature with the black blade, he can pick one of the following effects: the black blade restores 2 points to its arcane pool; the black blade restores 1 point to its arcane pool and the magus restores 1 point to his arcane pool; the magus gains a number of temporary hit points equal to the black blade’s ego (these temporary hit points last until spent or 1 minute, whichever is shorter). The creature killed must have a number of Hit Dice equal to half the magus’s character level for this to occur.
Magus Arcana: The following magus arcana complement the bladebound magus archetype: arcane accuracy, broad study, dispelling strike, and reflection.
Black Blades
A black blade is a particular form of intelligent weapon gained by a magus with the bladebound archetype. There are several ways a magus might gain this weapon. Sometimes it just appears among the magus’s possessions, and its origin is a mystery. Other times the magus finds a black blade during an adventure or event of some kind. Sometimes a black blade is passed down generation to generation in an ongoing search for a magus who can unlock its true potential.
A black blade is always a one-handed slashing weapon, a rapier, or a sword cane. The magus chooses the blade’s type upon gaining the blade, and once chosen, it can’t be changed. As a bladebound magus increases in level, his black blade gains power.
A black blade is independently conscious but features some personality traits reflecting its wielder. A black blade always has the same alignment as its wielder and even changes its alignment if its wielder does. The blade typically works toward its wielder’s goals, but not always without argument or backlash. Each black blade has a mission, and while sometimes two or more black blades will work in concert, each mission is singular in purpose (the black blade’s mission is usually up to the GM and the needs of the campaign or the adventure, or a GM can determine the weapon’s purpose randomly using Table: Intelligent Item Purpose). Some black blades are very open about their missions, but most are secretive. Certain sages have speculated that an invisible hand or arcane purpose moves these weapons.
Table: Black Blade Progression
Magus Class Level Enhancement Bonus Int Wis/Cha Ego Special
3rd–4th +1 11 7 5 Alertness, black blade strike, telepathy, unbreakable

5th–6th +2 12 8 8 Energy attunement

7th–8th +2 13 9 10 —
9th–10th +3 14 10 12 Teleport blade

11th–12th +3 15 11 14 —
13th–14th +4 16 12 16 Transfer arcana

15th–16th +4 17 13 18 —
17th–18th +5 18 14 22 Spell defense

19th–20th +5 19 15 24 Life drinker

STATISTICS
Str 14, Dex 12, Con16, Int 14, Wis 12, Cha 16
Base Atk +6/+1; CMB +11 (+2 to gapple); CMD 22 (+2 vs grapple)
Eldritch Pool (7pts. )1/3 his level plus cha (can use bloodline abilities at any time/ swift action to add +1 enhancement to blade for 1min, +1 enchant per four lvl after 1st / dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.) 2pt can add brilliant energy or ghost touch

Spells Prepared (CL 8th; concentration +11)
(3rdd spells, 4 per day, DC is 16, known 4)Haste, Vampiric Touch, Dispel Magic, Earth Tremor
(2nd spells, 5 per day, DC is 14, known 5) Acid Arrow, Mirror Image, Stone Call, Force Anchor
(1st spells 6 per day, DC is 13, known 5+ bloodline) Burning Hands, Corrosive Touch, Keep Watch, Shocking Grasp, Entangle, Vanish, hideous laughter
(0 level spells,6 known) Read Magic, Prestidigitation, Mage Hand, Detect Magic, Acid Splash, Ray of Frost
Through the axe: Entangle 1/day, Barkskin 1 day, Hideous Laughter 1/day
Caster level = your character level
DC determined by your cha
Spell DescriptionsStone Call: like pulling a chain.
Mirror Image: tugging the versions from herself and the illusions.

Magical abilities: Rock and rollOnce per day, an oread with this racial trait can will the earth to rumble and shift, transforming a 10-foot-radius patch of earth, unworked stone, or sand into an area of difficult terrain, centered on an area the oread touches. This lasts for a number of minutes equal to the oread's level, after which the ground returns to normal
Metal shaping Once per day, such an oread can cause a touched piece of non-magical iron or steel to grow into an object up to 10 pounds in weight, such as a sword, crowbar, or light steel shield. This object remains in this form for 10 minutes or until broken or destroyed, at which point it shrinks back to its original size and shape.
Feats: Additional Traits, Eschew Materials. Improved Unarmed Strike, Improved Grapple,
Traits : Marked by Unknown Forces: That which has marked you for power has also given you proof to show others. traits/social.
Benefit(s): You may cast light three times per day as a spell-like ability, but this ability only targets the palm of your hand, and it manifests as a glowing sigil representing your ominous birth—a holy or unholy symbol, a demonic symbol, or perhaps some other distinctive marking established by you and your GM. Those who recognize this symbol have a starting attitude toward you of one step closer to friendly (if they are followers of or scholars studying the sign) or one step closer to hostile (if they are opposed to the sign or its followers).
Conspiracy Hunter : Perception as class skill and a +1 bonus.
Black Sheep: Diplomacy as class skill and a +1 bonus.
Truth’s Agent: You are skilled at weeding out information.
Benefits: You gain a +1 trait bonus on all Diplomacy checks made to gather information and all Knowledge (local) checks. Knowledge (local) is always a class skill for you.

Skills 2 + 1+ 2 Int modifier. +5 per level +1 in craft, profession, preform
Climb (Str) +1rank, +2 mod, +3 class =6
Craft (Int) (whittling/carving) +9 rank, +2 mod, +3 class =14
Diplomacy (Cha) +7 rank, +3 mod, +3 class, +1 trait =14 (+1 to gather info)
Fly (Dex)
Intimidate (Cha) +5 rank, 3 mod, +3 class = 10
Knowledge (arcana) (Int) +4 rank, +2 mod, +3 class = 9
Knowledge(dungeoneering) (Int) +2 rank, +2 mod =5
Knowledge (Local) (Int) +1 rank, +2 mod, +1 trait, +3 class = 7
Knowledge (planes) (Int) +3 rank, +2 mod, +3 class = 8
Perception(Wis) +9 rank, +1 mod,+1 trait, +3 class =14 (+2 if holding white blade)
Profession (Wis)
Ride (Dex)
Sense Motive (Wis) +4 rank, +1 mod = 5(+2 if holding white blade)
Spellcraft (Int) +2rank, +2 mod, +3 class =7
Survival (Wis) +1rank, +1 mod, +3 class =5
Swim (Str) +1rank, +2 mod, +3 class =6
Use Magic Device (Cha). +1rank, +2 mod, +3 class =6

Languages: Common Oread, Sedime, Undine
Combat Gear studded leather 25gp (+3+5-1), throwing axe (1d6 x2 10ft)8gp. Guisarme (2d4 x3) 9gp, shortbow (1d6 x3 60ft) arrows 20
Other Gear 26 pp, 24 gp
explorers outfit (leather pants with a patchwork leather vest. Sturdy well worn boots. A patchwork hooded cloak made of various pieces of hide with random bits that still have fur)
backpack 2gp: bed roll 1sp 5lbs, blanket 5sp 3lbs, soap 2cp 1/2 lb (100 uses), hemp rope 50ft 1gp, two waterskins (enough to hold water for 1 person for 1 day), very basic maps showing major landmarks, and a small utility knife.
Gear Maintenance Kit, Price 5 gp; Weight 2 lbs. {This kit contains metal polish, a small file, a leather paring knife, conditioning oil for leather, two soft cloths, extra leather straps, a sewing needle, and a few buttons.}
Survival kit 5gp. {A survival kit provides the necessary tools for day-to-day existence in a temperate wilderness. It typically contains a flint and steel}
a mess kit(plate, bowl, cup, fork, knife, and spoon, made of wood, horn, or tin. Each item has a handle or small hole, and can be tied together using the included leather cord}
belt pouch 1gp: compass 10gp(+2survival vs lost), twine 4cp (50ftx4)
Travelers any-tool, Anchor Feather Token

[spoiler=Racial Traits]
• Ability Score Racial Traits: Oreads are strong, solid, stable, and stoic. They gain +2 Strength, +2 Wisdom, and –2Charisma.
• Type: Oreads are outsiders with the native subtype.
• Size: Oreads are Medium creatures and thus have no bonuses or penalties due to their size.
• Speed (Slow): Oreads have a base speed of 30 feet and burrow speed of 10 ft (dirt only!)
• Languages: Oreads begin play speaking Common and Terran. Oreads with high Intelligence scores can choose from the following: Aquan, Auran, Dwarven, Elven, Gnome, Halfling, Ignan, and Undercommon. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
• Energy Resistance: Oreads have acid resistance 5.
Magical Racial Traits
Ferrous Growth Oreads with this racial trait learn how to mimic the magic of their shaitan ancestors. Once per day, such an oread can cause a touched piece of non-magical iron or steel to grow into an object up to 10 pounds in weight, such as a sword, crowbar, or light steel shield. This object remains in this form for 10 minutes or until broken or destroyed, at which point it shrinks back to its original size and shape.
Senses Racial Traits
• Darkvision: Oreads can see perfectly in the dark up to 60 feet.
Other Racial Traits
• Treacherous Earth Once per day, an oread with this racial trait can will the earth to rumble and shift, transforming a 10-foot-radius patch of earth, unworked stone, or sand into an area of difficult terrain, centered on an area the oread touches. This lasts for a number of minutes equal to the oread's level, after which the ground returns to normal.

class info:

Weapon and Armor Proficiency
A magus is proficient with all simple and martial weapons. A magus is also proficient with light armor. He 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. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spell Casting
An eldritch scion casts arcane spells drawn from the magus spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, an eldritch scion must have a Charisma score equal to at least 10 + the spell’s level. The DC for a saving throw against an eldritch scion’s spell is 10 + the spell’s level + the eldritch scion’s Charismamodifier. An eldritch scion can cast only a certain number of spells of each spell level per day. His base daily spell allotment is the same as a bard of the same level. In addition, he receives bonus spells per day if he has a high Charismascore.
An eldritch scion’s selection of spells is limited. He has the same number of spells known as a bard of the same level, and can choose new spells to replace old ones at 5th level and every 3 class levels after that, just as a bard does. See the bard for more information on swapping spells known.
This ability replaces the magus’s spells class feature.
Eldritch Pool (Su)
An eldritch scion gains an eldritch pool of personal magical energy, equal to 1/2 his magus level (minimum 1) + his Charisma modifier. As a swift action, he can spend a point of eldritch energy to enter a state of mystical focus for 2 rounds. This allows him to use abilities from his bloodrager bloodline as though he were in a bloodrage, though he gains none of the other benefits or drawbacks of bloodraging. At 4th level, an eldritch scion can also use his eldritch pool as an arcane pool, gaining all the benefits listed with the magus’s arcane pool class feature.
Additionally, any magus’s class feature or spell from the magus spell list that normally uses a calculation based on Intelligence is instead based on Charisma for an eldritch scion. For example, an eldritch scion with the arcane accuracy magus arcana grants himself an insight bonus on attacks equal to his Charisma bonus, not his Intelligence bonus. This has no effect on the eldritch scion’s skills or skill points.
This ability replaces arcane pool, and abilities that modify arcane pool also modify eldritch pool.
Bloodline
An eldritch scion gains a bloodrager bloodline. The bloodline is selected at 1st level, and this choice cannot be changed. An eldritch scion’s effective bloodrager level for his bloodline abilities is equal to his eldritch scion level. He does not gain any bonus feats, and he gains bonus spells from his bloodline at different levels (see the bonus spell class feature below). To use any ability that normally functions when in a bloodrage, an eldritch scion must spend a point from his eldritch pool (see below). If an eldritch scion takes levels in another class that grant a bloodline, the bloodlines must be the same type, even if that means that the bloodline of one of the classes must change. Subject to GM discretion, an eldritch scion can change his former bloodline to make them conform.
This ability replaces spell recall.
Spell Combat (Ex)
An eldritch scion can only use spell combat while in a state of mystic focus (see eldritch pool, above). At 8th level, an eldritch scion can use spell combat at any time.
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.
Spellstrike (Su)
At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his 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 the magus 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.
Bonus Feats
At 5th level, and every six levels thereafter, a magus gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat, item creation, or metamagic feats. He must meet the prerequisites for these feats as normal.
Bonus Spells
At 7th level, an eldritch scion gains the bonus spell from his bloodrager bloodline that is normally gained at 10th level. He gains the next three bonus spells from his bloodline at 9th, 11th, and 13th levels, respectively.
This ability replaces knowledge pool.
Medium Armor (Ex)
At 7th level, a magus gains proficiency with medium armor. A magus can cast magus spells while wearing medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component.
Fighter Training (Ex)
Starting at 10th level, a magus counts 1/2 his total magus level as his fighter level for the purpose of qualifying for feats. If he has levels in fighter, these levels stack.
Improved Spell Recall (Su)
At 11th level, the magus’s ability to recall spells using his arcane pool becomes more efficient. Whenever he recalls a spell with spell recall, he expends a number of points from his arcane pool equal to 1/2 the spell’s level (minimum 1). Furthermore, instead of recalling a used spell, as a swift action the magus can prepare a spell of the same level that he has in his spellbook. He does so by expending a number of points from his arcane pool equal to the spell’s level (minimum 1). The magus cannot apply metamagic feats to a spell prepared in this way. The magus does not need to reference his spellbook to prepare a spell in this way.
Heavy Armor (Ex)
At 13th level, a magus gains proficiency with heavy armor. A magus can cast magus spells while wearing heavy armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component.
Improved Spell Combat (Ex)
At 14th level, an eldritch scion gains the improved spell combat class feature. the magus’s ability to recall spells using his arcane pool becomes more efficient. Whenever he recalls a spell with spell recall, he expends a number of points from his arcane pool equal to 1/2 the spell’s level (minimum 1). Furthermore, instead of recalling a used spell, as a swift action the magus can prepare a spell of the same level that he has in his spellbook. He does so by expending a number of points from his arcane pool equal to the spell’s level (minimum 1). The magus cannot apply metamagic feats to a spell prepared in this way. The magus does not need to reference his spellbook to prepare a spell in this way.
This ability alters improved spell combat.
Counterstrike (Ex)
At 16th level, whenever an enemy within reach of the magus successfully casts a spell defensively, that enemy provokes an attack of opportunityfrom the magus after the spell is complete. This attack of opportunity cannot disrupt the spell.
[/b]Greater Spell Combat (Ex)
At 18th level, an eldritch scion gains the greater spell combat class feature. At 14th level, the magus gains the ability to seamlessly cast spells and make melee attacks. Whenever he uses the spell combat ability, his concentration check bonus equals double the amount of the attack penalty taken.
This ability alters greater spell combat.
Greater Spell Access (Su)
At 19th level, the magus gains access to an expanded spell list. He learns and places 14 spells from the wizard’s spell list into his spellbook as magus spells of their wizard level. He gains two of each of the following wizard spells not on the magus spell list:
0-level, 1st-level, 2nd-level, 3rd-level, 4th-level, 5th-level, and 6th-level.
He can ignore the somatic component of these spells, casting them without the normal chance of spell failure.
True Magus (Su)
At 20th level, the magus becomes a master of spells and combat. Whenever he uses his spell combat ability, he does not need to make a concentration check to cast the spell defensively. Whenever the magus uses spell combat and his spell targets the same creature as his melee attacks, he can choose to either increase the DC to resist the spell by +2, grant himself a +2 circumstance bonus on any checks made to overcome spell resistance, or grant himself a +2 circumstance bonus on all attack rolls made against the target during his turn.

Fey Bloodline:

One of your ancestors was fey, or the fey realm somehow intermixed with your bloodline. It affects your bloodrage in tricky and surprising ways.
Bonus Spells: Entangle (7th), hideous laughter (9th), haste (11th), confusion (13th).
Bloodline Powers: The power of the natural world saturates your being, and manifests itself when you bloodrage.
Confusing Critical (Su)
At 1st level, fey power courses through your attacks. Each time you confirm a critical hit, the target must succeed at a Will saving throw or be confused for 1 round. The DC of this save is equal to 10 + 1/2 your bloodrager level + your Constitution modifier. This is a mind-affecting compulsion effect.
Leaping Charger (Su)
At 4th level, you are able to leap over overgrowth and similar impediments with ease while charging. When you charge, you ignore difficult terrain (but not other creatures). You can move through it at normal speed, and it does not impede your charge.
Blurring Movement (Su)
At 8th level, you become a blur of motion when you move. As long as you move at least 10 feet, you gain the effects of blur for 1 round.
Quickling Bloodrage (Sp)
At 12th level, while bloodraging you’re treated as if you are under the effects of haste.
One with Nature (Su)
At 16th level, creatures of the animal or plant types don’t attack you unless compelled to do so by magic or you attack them first. Three times per day, you can transport yourself from one tree to another tree, as tree stride with half the transport range. Moving from one tree to another in this manner is a move action. You gain these abilities even while not bloodraging.
Fury of the Fey (Su)
At 20th level, when entering a bloodrage you can choose one type of creature (and subtype for humanoids or outsiders) that can be affected by the bane weapon special ability. All of your melee attacks are considered to have bane against that type. This ability doesn’t stack with other forms of bane

Feat Plan that is subject to change:

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Iron Will Bear's Balance

10 minunet background:

• background and concept elements
1)Kallik Sisa, originally just Sisa, has the pale marble smooth skin of her people. Her hair is a vibrant green that she twists into long dreadlocks. Oddly no flowers grow her hair like a normal Oread female. But that is not the only odd feature about her. She has large wide verdant green eyes and pale green spirals decorating her body that she was born with. Her lips darken to match her eyes as she aged.
2) Hating that she looked so plain next to the other women of the tribe, with their bright blossoms, Kallik took to twisting flowers into her hair. But they always died. This was a source of ridicule in her youth. Children are creatures full of malice at times. Due to this Kallik has developed a dislike for the smell of flowers, that sweet scent reminds her of her inadequacy.
3) Kallik has a rapid fire temper and this tends to chase people off. She is a very guarded person and is slow to let people in, always assuming the worst. Once that trust is earned she is fiercely loyal to those that she considers hers.
4) Being raised among the East Tribe Kallik is a religious person, at least as much as she is able to. She is conflicted where her belief is concerned. Her youth was miserable because of the hyper religious behavior of her tribe. There is comfort and anger found in her beliefs leaving her conflicted and confused in her religious beliefs.
5)Every year on her birthday her parents are myopic and depressed. The day to celebrate her birth is overshadowed by the twin she should have been raised with. People like to talk that he would have been the good one. Still and steady like a proper Oread. She has come to view this date with none of the enthusiasm that most people do. It is a reminder of the lost of what should have been her closest companion, the lack of light and joy in her parents, and her mortality. There is a part of her that sometimes feels it would have been better if she was the lost child.
6) She occasionally has vivid dreams of a truly wild and unpredictable world. Nature is wild but it has rules that it follows. But this dreamscape she has defies those rules at times. It is filled with strange vibrant creatures and brilliant hues. These dreams while not frequent do have an impact on her. She tends to be confused when she wakes and is foggy head for much of the following day.
7) Despite all of the problems it caused for her Kallik wanted to be a hunter for the tribe. She could have easily been a woodworker like her grandfather, she knew the skills after all, but to provide food for the Tribe. To be a hunter and have that respect was all she ever wanted. If she could succeed at that maybe the Tribe would accept her.

• Goals
1) Kallik wants a place to belong to. To be free to have friend and family who do not have ridiculous expectations of her that she can never hope to meet.
2) I would really like to go though her struggling to understand her lineage and her magical temper. I want to see her tested. Some fun shenanigans with her twin and the Fey would be wonderful.

• Secrets
1) Not everyone who goes to the Graywood Borders goes willingly and happily. As a young and inquisitive child Kallik had a habit of spying on people. It was part of the game she played with her imaginary twin. They both spied on everyone. They knew secrets and therefore commanded power and respect. She saw one of the adults arguing with the Elders. He did not want to go to the Graywood Borders. He wanted to live his life. She did not know him but it was quite the topic for a little while. He was supposed to marry one of the Elders daughters but suddenly felt that he would be of better service to the Great Forest and the Tribe if he went to the Graywood Borders. As a child that confused her. That man wanted to raise a family and fought so vehemently then the next day he left. As she grew older a suspision of the Elders grew. What if they were sending Elen that they did not like there.
2) She knows nothing of her actual lineage. There is Sylph and Fey in her blood. I would like the Fey to have originated as a curse from a Fey but I have yet to figure out how. The Sylph lineage comes from a romantic entanglement. The child of that union joined the East tribe to escape the oddness of his family. That person was her great grandfather. Who never spoke of it to his family. While she has heard people talk about it the details are always vague. Kallik had a twin, born just before her. But they are gone now. She has visited his burial tree. This is the part that she knows. What she does not know is that there is no body there just the bloody cloth he was first swaddled in. Her twin was taken to pay a blood dept. What has happened to her twin is unknown. He may be dead or living but what matters is that she has no idea about the blood debt or what happened to her twin. Something has always felt off to her and that is the weird bond that twins have. I would really like to capitalize on that twin bond and for her twin to still be alive. Perhaps changed into a Fey and living with the other stole members of his family what every Fey is doing this. Wither he is a baddy or not I am cool with it. With the twin bond I would like there to be occasional dreams where they see what is happening in each other's lives. But it is hazy. Maybe crisp and clear when they were children but as they grew all they got are glimpses of the others surrounding and feelings.

• People
1) Umik, her mother's father, is an older male in the tribe. He has always had a kind word for her and is the first voice to speak up and defend her. Even with the vast difference in age he is one of her dearest friends. His father was born of a Oread and a Sylph. Umik never knew of his odd lineage so this information was never passed down. Umik loved his granddaughter and showed her the compassion and patience she needs. Something the tribe and her direct family was never able to do.
2) The isolation of the East tribe and Kallik's oddness kept her from forming many friendships. The main source of companionship was found in her grandfather but Amaruq was a boy from her age group who while she did not know very well mattered to her, even if she was not aware of it at the time. Amaruq and Kallik were competitive with each other. It was a rivalry that seemed to always be there. Amaruq spent a lot of time with her grandfather, Umik, learning to make weapons. They competed for Umik attention and affection. To finish tasked faster and with more skill than the other. That rivalry was the only thing that seemed to work to get Kallik to complete a task without getting distracted or bored, at least sometimes.
3) Chula was the woman who was to teach Kallik to hunt so she could provide for the Tribe. A strict and harsh woman, Chula, was a tyrant where Kallik was concerned. Feeling that she was being punished when she was given the young girl. A test of Faith is what Chula was told when she questioned the Elders. Determined to force Kallik to come to heel the two argued constantly. It was Chula that caused Kallik to leave the Tribe.

• memories, mannerisms, or quirks
1) In an attempt to teach her a method to focus her mind and temper her wild ways her grandfather, Umik, taught her to whittle when she was old enough to hold a knife. Kallik took to the skill gradually. She loved the shapes Umik was able to make but for weeks all she managed was to bloody her fingers. Determined not to let the older man down she continued to practice. Gradually her skill grew though nowhere near to teachers. As a gift he gave a tiny fived petalled flower carved from a red wood. Over time she has begun to decorate her plan mane with little wooden bobbles, pretty stones, and bits of leather.
2) Kallik has remarkably low self-esteem and views most social interaction with a heavy dose of fear and doubt. She was never good enough for her tribe. She could never be what they expected her to be. This will not stop her from trying to be good enough. But each failing weighs heavily on her.
3) Kallik left her Tribe a month after her grandfather was buried. He was the only person who did not judge her for her odd ways. The harshness of the rules seemed to bury her after his passing. She had no outlet. If she was not suffering some punishment for failing to behave correctly she was working to learn the ways of the hunt. The older woman who was her teacher despised Kallik. Willing to do anything to try to fit in until Chula went too far. Ripping the wooden flower out of her hair and telling her that she cannot pretend to be something that she is not. The younger girl charged at her teacher with violent intentions. Scratching, hitting, biting, and kicking until she got the wooden flower back. She told Chula that she was right. Kallik went back to collect her things and left the tribe.
She had always had a temper to watched but this was the first time she lost control. Hoping to find something better than the bigotry of her people. She avoided the other tribes thinking that they would either be like the East Tribe or weak people. Wanting something whole different then she is used so she goes alone to the city of Hearth. All species of Elen can be found there. Perhaps she can find people who do not fit like her. She left the Tribe just a few day shy of becoming an adult in their eyes.
4)As a child her constant companion was the imagined vision of what she thought her twin would be. He would be like her, obviously. She would not be alone in her weirdness. As she matured this imaginary friend never really left but the relationship changed. Pretend friends are not something an adult has. But when alone she still pretends at times.
5) Carving calms her and when she has free time that is what she does. Completely calm and the only movements she makes are turning the wood or cutting with the knife. Compared to her normal observed behavior this seems odd. While carving all the tension falls out of her body. Much the way meditation works for others. She seems at peace with the world. There is movement but it is all deliberate. Each slice is planned. Dramatically different when compared to the constant unconscious movement that consumes her at all other times.
6)Kallik is constantly in motion, full of energy. Fidgeting when she stands. Tossing and turning while she sleeps. She is like a rock, yes, but a rock in motion. Rolling down a hill or thrown into the air. She is able to be silent but never completely still even if it is just a gentle sway in her stance or twitching her fingers.
7)The name Kallik came from her grandfather. He knew she hated her name, honestly a Oread named for a flower with no flowers in her hair, and took to calling her Kallik in their time spent together whittling. No one else in the Tribe referred to her by that name but her grandfather. When he passed and she left the Tribe Sisa decided to rename herself Kallik Sisa in his honor.

Oread Superstitions:

Killing a bird on Fallenday is bad luck

Do not kill more than the tribe needs

For certain types of tree, encountering the first blooms or buds of spring is considered good fortune

Use of beads as ornamentation varies between tribes – some that are considered good luck by one tribe might be considered bad luck by another

Vultures are a sign of ill-omen

Bad weather during a Meet is a sign of misfortune

A burial tree that withers or dies shortly after the deceased is buried could be a curse on the family name

Many tools and medicines are “personal”, and should not be used by others

Cutting down a burial tree is an offense of the highest order

Beavers are considered very good luck, and perform their work with the blessing of Forest

Oread Ceremonies:

Funerals: Day long preparation of the body, including washing, chants, and treatment with soils and herbs to ensure the deceased is accepted by the burial tree. Choosing the burial tree varies between tribes – sometimes a person chooses their own tree when they are old enough to be a full member of the tribe, other times the tree is chosen by the family of the deceased. Night-long celebration follows.

Births: After the baby is born and the gender determined, the men (for a boy) or women (for a girl) of the tribe, along with the mother and father, take the infant and perform various ceremonies and blessing. These often involve determining the spirit animal (for men) or spirit plant (for women) of the child, using either bones or seeds.

First Hunt: The First Hunt of the new year is a particularly important time for most tribes, as it sets the tone for a successful year, or a year of misfortune. Full-fledged warriors are not allowed to return to the village until they have made a kill that they believe is worthy of the tribe.

Healing: Elaborate wooden carvings, made from naturally fallen trees, comprise the majority of natural healing among the tribes. The selection and use of various carvings is passed down between generations of shamans.

Personal Tools: When an adolescent is ready to become a full member of the tribe, one of their first duties if to create their own tools: weapons for a warrior, a medicine bag for a shaman, etc.

Winter and Summer Meets: Various friendly competitions, including wrestling, archery, spear throwing, dances, hunting.

Standing: The Gray Father's command is to “Be Unyielding”. On the day of Standing, six chosen tribe members (child, warrior, and elder; male and female) take part in fasting and a 24-hour long standing vigil in the center of the tribe.

oread clothing:
mostly leathers and hides closer to Volcano (warmer climes) and tending more toward furs and woven blankets in the cold north.

Ornamentation runs towards beads of whatever semi-precious stones are found in the area (varying from tribe to tribe, and by status within the tribe) Some of the more "savage" tribes (such as the minor Bullslayer tribe) make heavy use of bones, tusks, and teeth for ornamentation. Feathers as decoration is quite rare, as birds are strongly associated with slyphs and Fallen Sky.

daily rituals:
--During hunts, many hunters keep a constant litany of prayers in their mind: "Father pull my bow, Witch fly my arrow..."

--When dressing a kill (which is pretty weird for rock animals), certain parts of the animal might be buried or left as sacrifices to Forest.

--Greetings and goodbyes often involve minor blessings to one another rather than simple "Good morning". Ex: "Forest's bounty, friend" instead of "goodbye"

--Other important parts of survival, such as the first drink of water for the day, are always given thanks, usually with a small sacrifice (a small tip of water into the soil)

--Even when hunting, if certain rare curative flowers are stumbled upon, immediate thanks are to be given, and the flower is to be taken back to the tribe's healer

--Other small gestures, such as touching the wrist twice and the heart twice when misfortune is avoided

--Briefly praying under a tree at certain times of the day

East Tribe:

--Ruled by 3 elders, representing the Gray Father, the Dead Witch, and the Bull. Each has certain duties (such as tribal defense, care of the dead, and hunting, respectively).

--Education varies by what the child's intended role is going to be. A few years before wo/manhood, the child will be expected to start shadowing their intended role (come along on hunts, but don't get in the way until you know what you're doing).

--Adulthood is celebrated with various trials and rites, leading to culmination on the 16th birthday.

--General education (such as lessons on Great Forest) would be handled on Rootsday.

SERVANTS/HERALDS:

Volcano

Fire Elementals serve as "mundane" servants of Volcano, acting as mediators between Mighty Volcano and his children. Uncommon for an elemental to interact with anyone outside the priesthood.

Phoenixes are the light of inspiration and hope from Volcano. In times of great need in the past, a phoenix has been known to appear on the battlefield against the Dark.

The Thrasfyro is sent only as a punishment to the unfaithful. If a town or village acts too selfishly or forgets its duties, it will be consumed in fire. This has not happened in generations.

Great Forest

Earth Elementals in the shape of mundane animals rove all over Forest, acting as protector and nourishment for the Tribes.

Treants, or wood elementals, are true servants of Forest, unlike the lesser earth elementals. Found mostly around the Quiet Elders.

The mysterious king and queen of the fey are not precisely servants of Forest; it has been speculated that they are her offspring.

River

Water Elementals of all shapes, sizes, and dispositions can be found serving River's will. Tiny water elementals are by far the most common of all the gods' servants in the land. Very rare for one to appear in the presence of non-undine, however.

Mực ống, the deadly water behemoth of legend, is the harbinger of River's wrath. This creature has not been seen in hundreds of years.

Sky

Air Elementals have not been seen since Sky fell (unless one believes the rantings of madmen and fools).

[/spoiler]