About Delmar de ArcadiaBackground:
I could remember the time before, but only the noise of the storm and the chaos. His parents said they found him floating on the water, a gift from the sea and that was why he was called Delmar. They said they tried to find my parents but never did so they adopted me, the whole crew, so I became Delmar de Arcadia. They say I was always a little odd, things never stayed put around me, I would sometimes just jump overboard as we travelled or walk the deck in a storm. But no harm came to me or the crew and I became their good luck charm as well as their son. As I grew I learnt a lot of a life at sea, over the years doing almost every job onboard. I was never happy on land and when ever given a chance with the helm I steered the ship away from the sight of land.
As I grew up I started to develop other abilities ones that couldn’t be taught, I could walk on the water as if it were stone of ground, heal people and help them in other ways. My parents said that they were blessed twice by the sea, for me and my abilities. One day a strange man bought passage on the Arcadia, he was old and bent but never stubbled even in the biggest of swells. He had told he had been sent by Maitre Mer to tell me the truth. My true parents had been trapped in the Eye of Abendogo, when I was born they couldn’t bear to have their baby grow up as they had in the bleak and fearful eye. They had tried to sail through the storm. They did well but the in the end their ship started to come apart, out of desperation they dedicated their baby to Maitre Mer and prayed as they sunk into the storm. My parents had prayed so fervently Maitre Mer had heard them and granted their request. He said that my parents were so dedicated that they were still with me in spirit form. Everything this man said had the ring of truth and taught me more of Maitre Mer which I always felt I already knew but didn’t have the words to express. He stayed on for while teaching me of Maitre Mer and to control my abilities. I knew I been kept alive for a reason, Maitre Mer had a plan for me, and it took me a while to understand what. I knew I needed to leave the Arcadia, many times I was called into deeper oceans than a trading ship could go. My parents tried to persuade me to stay, saying that I would give the Arcadia when they retired and would become a great captain. For a while, years really, they had convinced me, giving me command but always with a friendly eye over my shoulder. It couldn’t last Maitre Mer wouldn’t let go of me. One day I felt an urgent call to go into a storm, it was a large storm and would have endangered the Arcadia. In my dreams that I saw a ship in the storm a ship called the Scarlet Rose. A week later a heard a ship called the Scarlet Rose had sunk that night taking with her most of her crew. She had lost her captain in a accident earlier and the replacement had foolhardy. It was then I understood, Maitre Mer was calling me to help, I just wish I hadn’t been so stubborn, maybe I could have saved that crew and how many other times had I refused the call. I explained to my parents I had to go. They tried to give me the Arcadia but I couldn’t put a crew into danger going where I needed to go. I snuck off in the middle of night, I’m not proud of it was the only way I could do it the first time, I knew if I tried to said goodbye I’d never leave. Walking across the water to another boat and signed up. I’ve been back to see them, most of them are retired now. Over the next five of years I got a reputation, a mysterious man that would appear climbing onto the ship (sometimes in the middle of the ocean) sign up to do any job. He simple called himself Del Mar “of the sea”. Often he would be just in right place when something went wrong and then disappear again just as mysteriously. When we last docked I knew I needed go ashore to a tavern. There I met Connor Whalend, over a couple of drink Connor told me he was putting together a crew to boldly go where no man had gone before. I knew at once I would be needed and offered my services in any post they required. Male Human Oracle of Maitre Mer (Wave Mystery) 3
Init +2 Defence
Offence
Statistics
Feats
Skills
Languages Common, Aquan, Elven Traits
Besmara’s Blessing:
You were born aboard a ship at sea or down by the docks in a port city on an auspicious day. Old salts and sea dogs nod knowingly and say that Besmara the Pirate Queen, goddess of piracy, sea monsters, and strife, has marked you for a greater destiny. You don’t know anything about that, but you’ve always felt more at home on the sea than on land, and your keen eyes can easily pick out a sail on the distant horizon. You gain a +1 trait bonus on Perception and Profession (sailor) checks. In addition, once per week you can reroll a Profession (sailor) check and take the higher result (you must announce that you are using this ability before the results of the check are known). Starchild (Maitre Mer):
Desna sensed your love of travel and promised you would always be able to find your way home. You can automatically determine where true north is. You gain a +4 trait bonus on Survival checks to avoid becoming lost. Special abilities
Haunted:
Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known. Mytery: Waves:
Class Skills: An oracle with the waves mystery adds Acrobatics, Escape Artist, Knowledge (nature), and Swim to her list of class skills. Bonus Spells: touch of the sea* (2nd) Revelations: Fluid Travel:
You can walk on liquid as if it were a solid surface. Walking on the liquid does not harm you; you can walk on acid or even lava (as if walking on a solid temporary crust), though you would still take fire damage from being near the lava. You can move across this surface at your normal land speed. You can use this ability for 1 hour per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-hour increments. Revelations: Ice armour:
You can conjure armor of ice that grants you a +4 armor bonus. You can use this armor for 1 hour per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-hour increments. Revelations: Water sight:
You can see through fog and mist without penalty as long as there is enough light to allow you to see normal. Oracle spell casting
5 known + 2 from curse:
Create water, Guidance, Light, Mending, Purify food and drink, Mage hand, Ghost sounds First level spells 6/day (DC 14) 3 known + 1 Mystery spell:
Bless, Cure light wounds, Obscuring mist, Touch of the sea Equipment:
Masterwork Short spear 301gp Heavy Wooden Shield 7gp Masterwork Light Crossbow 335gp Quiver of 20 bolts 2gp 2 x Holy Symbol (wooden) 2 gp Masterwork Backpack 50gp
Magical
saved:
.[spoiler=Background]Gabriela or as she prefers Gabbi, had a very sheltered up childhood. Her father was and still is a professor of Archaeology at the leading university Caliphas and her mother stayed at home to raise Gabbi and her little brother Mikhail. As a child she was often with her father during lectures and meetings and by the time she started at university was already liked by all the professors.
While Gabbi’s supportive and highly educated upbringing meant she excelled in her studies her true passion was the social part of being a student. The student social club had not been such a vibrant scene in years and the parties are “totally awesome” and of course raise money for worthy courses. Gabbi’s academic interests were heavily influenced by a childhood surrounded by curiosities of a past age. However she was encouraged to take up a magic by her mother who wanted her be able to independent and able to protect herself. She enjoys the power that magic spells give her but most of the other trainee wizards were nerds. There were exceptions like Vlad, he was so dreamy in a tall dark hair and pale complexion type of way. Gabbi and Vlad were an item when it was time to pick specialities and so she naturally followed him into necromancy and dropped the classes with the most nerds. Well okay enchantment had a lot of nerds but she liked the idea of influencing others so kept it anyway. Gabbi found she really likes necromancy, her last essay entitled “The use of a zombie workforce to eliminate world hunger” earned her top marks. With the funds raised off the last social club party raised enough money to buy 10 zombies to be donated to the local homeless. Vlad turned out to be a total drag, far more interested in pleasing his great grandfather than anything cool so Gabbi recently broke up with him. Gabbi remembers sitting on Professor Lorrimor lap as a kid while her and him had one of their deep conversations. Professor Lorrimor was close personal friend of her father but it was only recently that he started paying attention to her. On one of his recent returns to Ustalav Gabbi attended one of his lectures of the Thassilonian empire. Afterwards she and he got into a deep conversation with him on the topic and he realised that she was one longer the kid who was underfoot. Since then he gave her a vacation job helping him last summer and they meet up to talk about the lastest theories when he passes through Caliphas. Personality:
Gabbi has a bubbly personality and optimistically believes the best of people. While intelligent she is very naive and gullible. She truly believes that the undead are the key to making everyone’s world better. When someone dies they don’t need the body anymore and the rest of society can make good use of it.
Since she is so naive she will be very surprised when proven otherwise. She is there to fill the role of the character who is truly terrified by the horror elements of the story, she is the cute girl the horror movie that provides the screams and runs up the stairs when she should be running out the door, while her knowledges and skills with undead should make her useful for the party. While in time most of the naivety might be beaten out of her, she will maintain the bubbly optimistic personality. Appearance:
Gabbi has a naive innocent charm to her. She spends most her money on nice brightly coloured clothes and jewellery, all of which are trendy including her cute miniature backpack. She is fairly short and slim, she usually wears her slightly red dyed (well prestidigitated at least) brown hair in pig tails to keep it out of her eyes. She has small brightly coloured (again prestidigitation) thrush sitting on one or the other pigtail. She has a range of cheap jewellery and is often seen fiddling with a necklace or ring. She makes sure that her clothes are always clean often changes colour and style slightly during the day. Note on gender:
I am male, and generally avoid playing female characters out of respect and the fact most males play females as asexual or sexual fantasies. I will try to play some middle (although very PG) road with Gabbi, I think this will be difficult as the horror movie stereotype Gabbi is based on is really too close to sexual fantasy end to start with. If there are any females in the group firstly I apologize and secondly I would appreciate any advice (or criticisms) on how I am playing her. Also I'm very happy to exchange the charming trait if people think that would be better. Female Human Nercomancer (undead) 1
Init +1 Defence
Offence
Statistics
Human racial traits:
Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait. Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Feats
Skills (+1 rank from favoured class)
Languages Abyssal, Common, Draconic, Infernal, Thassilonian, Varisian Traits
Charming (Diplomacy):
Blessed with good looks, you've come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures. Teacher’s Pet (History):
Professor Lorrimor traveled the Inner Sea region lecturing and teaching at universities in locations as far-f lung as Manaket and Magnimar, and as different in scope as the bardic colleges of Taldor and the battle colleges of the River Kingdoms. Speaking before standing-room-only lecture halls on topics as widely ranging as military strategy, planar anomalies, theology, and agriculture, Lorrimor’s time was highly valued among those ambitious to benefit from his expertise. Despite this, he still managed to provide one-on-one assistance to the most promising of his acolytes. When he saw the potential for greatness in one of his charges, he took it upon himself to nurture their spark. You were such a student. Over the course of several months, you and the late professor spent hours debating the finer points of your topic of interest, and the intellectual doors he opened for you continue to flavor your outlook on the world.
You gain a +2 trait bonus to one Knowledge skill of your choosing and consider it a class skill. Special abilities
Familiars:
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails. Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast). Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does. Lissala the Thrush:
(Ultimate Magic p120)
N Diminutive animal Init +2; Senses low-light vision; Perception +5 DEFENSE AC 17, touch 16, flat-footed 15 (+2 Dex, +4 size, +1 Natural Armour) hp 3 (1d8–2) Fort +0, Ref +4, Will +2 OFFENSE Speed 10 ft., fly 40 ft. (average) Melee bite –1 (1d2–5) Space 1 ft.; Reach 0 ft. STATISTICS Str 1, Dex 15, Con 6, Int 6, Wis 15, Cha 6 Base Atk +0; CMB –2; CMD 3 Feats Skill Focus (Perception) Skills Fly +12, Perception +5 Thrushes are small, plump birds that eat fruit and insects. All thrushes are known for their beautiful songs, but thrush familiars are also capable of actual speech. Lissala speaks Common Power over Undead (Su):
You receive Command Undead or Turn Undead as a bonus feat. You can channel energy a number of times per day equal to 3 + your Intelligence modifier, but only to use the selected feat. You can take other feats to add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel. The DC to save against these feats is equal to 10 + 1/2 your wizard level + your Charisma modifier. At 20th level, undead cannot add their channel resistance to the save against this ability. Bolster (Sp):
As a standard action, you can touch an undead creature and infuse it with negative energy. It gains a +1 profane bonus on all attack rolls and saving throws, as well as 1 temporary hit point per Hit Die and a +2 bonus to its turn resistance. The bonus on attack rolls and saving throws increases by +1 for every 5 wizard levels you possess. These bonuses last for a number of rounds equal to 1/2 your wizard level (minimum 1 round). The bonuses and temporary hit points are immediately dispelled if the creature is within the area of a consecrate spell. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. Wizard spell casting
+1 DC for language dependant spells vs characters or creatures that could be sexually attracted to me.
Equipment: [/spoiler]
Scholar's Outfit Free Courtier's Outfit 30gp Jewelery 15gp Backpack 2gp Spell component pouch 5gp Spell book 15gp Cash 3gp Background:
Hazar Afsan grew up in the monastery. He strangely felt like he fitted there. While on the outside he was completely different than the orphans, the tranquil way of life may him at ease unlike the harsel of the city outside the walls, and he didn’t draw as much attention either. The monks never told him who his parents were, in fact they told him little of anything showing the young orphans by example rather than teaching. Whoever or whatever his parents were they had left him here at his birth and for Hazar that was all he needed to know.
As he Hazar found he particularly liked the gardens and he was good at tending the plants and arraigning the stones. While he practiced his other skills as shown by the monks the gardens were his personal pleasure. Over time the garden of the monastery became know in the city outside the walls and many people started come to visit. One such visitor introduced himself as the Grand Vizier, whatever that was, and that the Caliph himself would like him to go work in his personal garden. Initially Hazar but the Vizier insisted and more out of desire to avoid conflict than anything else he agreed. In the Caliph’s gardens he no longer had freedom but since he had never used the freedom he had earlier that didn’t bother him. Following the instructions of his superiors who didn’t have the vision to understand the garden in the terms of years and decades did. However the Caliph’s gardens were huge and beautiful and life returned to a happy routine. One night something amazing happened, while tending some orchids under the light of the full moon he sighted something more beautiful than anything he had seen in the garden before. A young lady walked between the roses and down the lily pond where she took a swim. Transfixed by her beauty he decided to work late every night, however did not see her again until the next full moon, when she again wandered the garden and then took a swim. The next month was hard to bare and Hazar sent the time planting the rare fire lily, that shines like a torch under moon light, in to the pattern of a heart. When she returned the next full moon she did not seem to react to his present so he doubled his efforts planting every plant he knew of that flowered under the moon’s light in attractive arraignments. The next month she was so amazed she could not stop herself from calling out ”Gardener you have out done yourself please come and show yourself”. From then onwards he would greet her on her full moon walks and his love for her soon was reciprocated. However when he asked her to marry him she told him he could not, she was a princess, the daughter of the Caliph and he would never let them marry. However could not bare to be without his love and went and begged a audience with the Caliph. Given his beautiful gardens he was granted an audience. When he asked for the hand of his daughter however the reception turned sour and Hazar would have lost his life had it not been for the fact that the princess was hiding behind a curtain and when the sentence was proclaimed she ran out crying and begged for clemency. Not wishing to break his daughter’s life by killing her love he agreed that allow the wedding on one condition. Hazar and his daughter could be wed if within a year and one day Hazar bring him the sword or whatever weapon he used of Bofred, a high priest of Thyr. Agreeing immediately Hazar gathered up his meagre saving and went on the fool’s errand. The Gardener Male oread Monk 1 (Monk of the Four Winds, Monk of the sacred mountain) Lawful Good Medium outsider Init +2 ; Senses Perception +7, Darkvision 60 ft. DEFENSE
OFFENSE
FIGHTING DEFENSIVELY IN CRANE STANCE:
AC 20, touch 19 (+2 dex, +3 monk bonus, +1 Dodge bonus, +3 Fighting defensively bonus, +1 Enhancement bonus) AC vs Rays Touch 21, one first ray per day. Melee Unarmed Strike +2 1d6+4 20/x2 Flurry of Blows Unarmed Strike +1/+1 1d6+4 20/x2 STATISTICS
Level enhancements
Feats
Improved Unarmed Strike:
You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice. Dodge:
You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. Crane Style:
You take only a –2 penalty on attack rolls for fighting defensively. While using this style and fighting defensively or using the total defense action, you gain an additional +1 dodge bonus to your Armor Class. It takes a swift action to start Crane Style Elemental Fist (Acid):
When you use Elemental Strike pick one of the following energy types: acid, cold, electricity, or fire. On a successful hit, the attack deals damage normally plus 1d6 points of damage of the chosen type. You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). You may attempt an elemental fist attack once per day for every four levels you have attained (see Special), and no more than once per round. A monk of the four winds receives Elemental Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt an Elemental Fist attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk. Skills
Languages
Oread Traits
Magic stone:
You transmute as many as three pebbles, which can be no larger than sling bullets, so that they strike with great force when thrown or slung. If hurled, they have a range increment of 20 feet. If slung, treat them as sling bullets (range increment 50 feet). The spell gives them a +1 enhancement bonus on attack and damage rolls. The user of the stones makes a normal ranged attack. Each stone that hits deals 1d6+1 points of damage (including the spell's enhancement bonus), or 2d6+2 points against undead. Class Abilities
Traits GM:
I have been a little liberal with my traits, I figure the effects are appropriate for the character even if the flavour text isn't, if this is a problem let me know and I'll find some other traits. • CHILD OF NATURE (Religion): You have been blessed to be as comfortable in the wilderness as you are at home. You gain a +2 trait bonus on Survival checks to find food and water, and a +1 trait bonus on Knowledge (nature) checks. Survival is always a class skill for you. (PFAPG 333) • DEVOTEE OF THE GREEN (Faith): +1 to Knowledge (geography) and Knowledge (nature) checks. Knowledge (nature) is a class skill for you. (PFAPG 328) Equipment
Background (House Aquila):
House Aquila was a major house of Westcrown in old Cheliax under the God Aroden with many of it's leading lights served as generals. House Aquila's fortune was linked to Aroden and his death meant the slow death of the house. That was until Elenora's father Lucius Aquila. Lucius come to power over the suspicious death of his father Marcus, a proud man who head of house with a great name but no power or finance, who kept faith with a long dead God.When Lucius came to power he lost no time, forging deals with not only with the church of Asmodeus but also with one of Asmodeus's more ambitious devils. As a result of coupling House Aquila to this fiendish path Lucius has acquired at least some the house's old power and wealth but also a daughter born of devil mother, Elenora. Background (The black widow):
The rumour: The black widow has been operating for at least a year, although some rumours suggest longer. Her victims are recognisable by her 'bite' or 'kiss', an 'X' carved into the skin (Arcane mark spell, used as part of a spellstrike). Rumour says she coats her rapier in poison and the if you lucky enough to survive the bite never disappears. She introduces herself as Xeno and is also known by that name, particularly in the poorer parts of the city. Her motives are question when ever her name come up, as one day her mark is found on a dead 'innocent' man the next she saves a girl who is being raped. People say she wears the veil for her husband who wronged her and was then her first victim and so hates all men.
The truth: The black widow was born from a plot of revenge against her father. Like any good Chalix noble when her father sold her best friend she didn't get mad, at least not externally, instead she plotted her revenge. Throwing herself into any studies that would equip her, magic, fencing and knowledge of nobility would be her weapons. So Xeno was born, and the christened the black widow by the witnesses her first rescue. Opinions: The authorities of Westcrown: The authorities believe her to be a dangerous rebel, the majority of the victims the authorities become aware of are respected supervisors and managers of legitimate (if immoral) businesses. Those in lesser positions she leaves alive but marked as a warning, but they tend never admit to being marked. The working class of Westcrown: The working class fear her, not just because their bosses hate her but also because in Westcrown to get by sometime you have to do the wrong thing. The poor of Westcrown: The are the only ones that like and support her as a group. They have nothing left fear and she has been known to free those enslaved or give a purse of money to a beggar. Her Father: Unknown to her, Lucius is aware of her nightly activities and is proud. Capturing and selling her best friend had the desired result, she now has a drive she never had previously, he is confident she will use her abilities and make house Aquila famous again. Now:
Xeno has effectively been training and building a reputation up until now. Her targets have been petty crooks and lower level managers in immoral businesses. She feel like finally she has the skills, the knowledge and the reputation to start to cause real damage to some of the powers in Westcrown and her father is at the top of her hit list. Appearance as Xeno:
Xeno wears simple tight black tunic and breeches along gloves, boots and a veil. Altogether the only part of her physical body that is visible is an occasional lock of red hair poking out from under the veil. On her belt is the curved blade of a scimitar and pouch. If given the chance to observe close up the material used in all her clothing is of a very high quality. Appearance as Elenora Aquila:
Elenora wears elaborate dress, delicately embroidered over its entirety in red and gold, with the occasional touch of black and white for highlights. As if the house colours were not enough prominently embroidered over her chest is the gold eagle of house Aquila. The dress is long and voluminous from the waist down and on the sleeves but tight around the chest and stomach and her neck and shoulder are bare to show off her jewellery.
Draped across her neck and shoulders are a number and gold chains of and a gold chocker containing a large red stone, one assumes a ruby. Her hair is fire red is interlaced with more gold in many small plats and gathered together by a hair net of gold studded with many small rubies. Around her waist and almost lost in the fabric of her dress are a scimitar and two purses attached to a belt Inspiration for dress. Goals and motivations:
Destroy her father's businesses and wealth leaving him a beggar or similar. Defend the defenseless (particularly females) and punish the immoral. She will give people a chance to surrender and if they do let them off a warning. Anyone who has had a warning get no more chances or warnings. Notes on gender:
I am male, and generally avoid playing female characters out of respect and the fact most males play females as asexual or sexual fantasies. I will try to play Xeno somewhere down in the middle (and PG), at least a dialed down from the portail of Zorro in film. If there are any females in the group firstly I apologize and secondly I would appreciate any advice (or criticisms) on how I am playing her. Elenora Aquila AKA Xeno AKA The black widow Female Tiefling magus 5
Init +4 • Defence
• Offence
• Statistics
Favoured class: Tiefling +1/4 per lv to arcane pool. (Current = 1) • Racial Traits
• Skills (2+4 ranks/level=30 ranks) (Armour check penality = -1)
*Armour check penality applied Concentration = +11 (+5 Caster lv, +4 Int and +2 Trait) • Languages
• Traits
Focused Mind:
Your childhood was either dominated by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks. Conspiracy Hunter (Knowledge: Local):
You’ve long heard rumors of dark deeds afoot in Westcrown. Shipments of valuable cargo that go missing with nary a trace or question asked. People who disappear as though they never existed. Lords of business and nobles who speak in veiled references and accidental slips of masters even they must obey. What lords rule the Westcrown underworld? Do the tales of far-reaching criminal organizations hold a hint of truth? Could the fabled Council of Thieves, said to have been purged from the city ages ago, have somehow survived or reformed? And what hold do they hold over the city today? You don’t know, but you’re determined to find out! Choose one of the following skills: Bluff, Diplomacy, Knowledge (local), Perception, Sense Motive, or Stealth. You gain a +1 trait bonus on this skill and it is always considered a class skill for you. • Feats
Weapon finesse:
With a light weapon, 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. Armor of the Pit:
Your fiendish traits take the form of a protective scaly skin.
Benefit: You gain a +2 natural armor bonus Dervish Dance (Combat):
You have learned to turn your speed into power, even with a heavier blade.
Prerequisites: Dexterity 13, Weapon Finesse, Perform (dance) 2 ranks, proficient with scimitar. Benefit: When wielding a scimitar with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat the scimitar as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability). The scimitar must be for a creature of your size. You cannot use this feat if you are carrying a weapon or shield in your off hand. Toughness:
You have enhanced physical stamina.
Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level). • Special abilities
Arcane Pool (Su) 7 points/day:
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 (see the Magic Weapon Special Ability Descriptions). 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. Spell Combat (Ex):
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. Spell Recall (Su):
At 4th level, the magus learns to use his arcane pool to recall spells he has already cast. With a swift action he can recall any single magus spell that he has already prepared and cast that day by expending a number of points from his arcane pool equal to the spell's level (minimum 1). The spell is prepared again, just as if it had not been cast. • Magus Arcana
Concentrate (Ex):
The magus can reroll any concentration check he has just made with a +4 bonus. He must use this ability after the roll is made, but before the roll's outcome is determined. The magus must take the second roll, even if it is worse. The magus can use this ability once per day. • Magus spell casting
• Equipment
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