About Ginza--------------------
Ginza --------------------
Character Crunch:
-------------------- Male Elf Graveknight Gesalt AntiPaladin(Fearmonger) / Magus (Armored Battlemage) 7 Chaotic Evil Medium Undead (Augmented) Init +11; Senses Lowlight Vision & DarkVision 60ft Perception +22 --------------------
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Toughness (Template Granted)
Mounted Combat (Template Granted)
Ride-By Attack (Template Granted)
Weapon Focus (Elven Curve Blade) (Level 1 Feat)
Dazzling Display (Level 3 Feat)
Combat Casting (Level 5 Feat)
Disheartening Display (Magus Level 5 Feat)
Shatter Defenses (Level 7 Feat)
Craft Magic Arms and Armor (GM Bonus)
The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost. You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item in the first place. Craft Wondrous Item (GM Bonus)
You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item. --------------------
Warrior of Old (Race)
Bladed Magic (Magic, GM Bonus)
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Aura of Evil (Ex):
Detect Good (Sp):
Smite Good (Su):
In addition, while smite good is in effect, the antipaladin gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target of the smite. If the antipaladin targets a creature that is not good, the smite is wasted with no effect. The smite good effect remains until the target of the smite is dead or the next time the antipaladin rests and regains his uses of this ability. At 4th level, and at every three levels thereafter, the antipaladin may smite good one additional time per day, as indicated on Table 2–13, to a maximum of seven times per day at 19th level. Unholy Resilience (Su):
Alternatively, an antipaladin can use this power to heal undead creatures, restoring 1d6 hit points for every two levels the antipaladin possesses. This ability is modified by any feat, spell, or effect that specifically works with the lay on hands paladin class feature. For example, the Extra Lay On Hands feat grants an antipaladin 2 additional uses of the touch of corruption class feature. Feed on Fear (Su):
The antipaladin can use this ability a number of times per day equal to 1/2 his antipaladin level plus his Charisma bonus. This ability replaces touch of corruption. Aura of Cowardice (Su):
Plague Bringer (Ex):
Cruelty (Su):
Frightening Cruelty (Su):
Panicked: The target is panicked for 1 round per 4 class levels the antipaladin possesses. The antipaladin must have the shaken and frightened cruelties before selecting this cruelty. This class feature alters cruelty. Channel Negative Energy (Su):
Spells:
An antipaladin must spend 1 hour each day in quiet prayer and meditation to regain his daily allotment of spells. An antipaladin may prepare and cast any spell on the antipaladin spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation. Through 3rd level, an antipaladin has no caster level. At 4th level and higher, his caster level is equal to his antipaladin level –3. Fiendish Boon (Sp):
The first type of bond allows the antipaladin to enhance his weapon as a standard action by calling upon the aid of a fiendish spirit for 1 minute per antipaladin level. When called, the spirit causes the weapon to shed unholy light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: anarchic, flaming, flaming burst, keen, speed, unholy, vicious, vorpal, and wounding. Adding these properties consumes an amount of bonus equal to the property's cost. These bonuses are added to any properties the weapon already has, but duplicate abilities 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. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The fiendish spirit imparts no bonuses if the weapon is held by anyone other than the antipaladin but resumes giving bonuses if returned to the antipaladin. These bonuses apply to only one end of a double weapon. An antipaladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level. If a weapon bonded with a fiendish spirit is destroyed, the antipaladin loses the use of this ability for 30 days, or until he gains a level, whichever comes first. During this 30-day period, the antipaladin takes a –1 penalty on attack and weapon damage rolls. The second type of bond allows an antipaladin to gain the service of a fiendish servant. This functions as summon monster III, except the duration is permanent and the antipaladin can only gain the service of a single creature and that creature must either have the chaotic and evil subtypes or it must be a fiendish animal. Once selected, the choice is set, but it may be changed whenever the antipaladin gains a level. Upon reaching 7th level, and every two levels thereafter, the level of the summon monster spell increases by one, to a maximum of summon monster IX at 17th level. Once per day, as a full-round action, an antipaladin may magically call his servant to his side. This ability is the equivalent of a spell of a level equal to one-third the antipaladin's level. The servant immediately appears adjacent to the antipaladin. An antipaladin can use this ability once per day at 5th level, and one additional time per day for every four levels thereafter, for a total of four times per day at 17th level. At 11th level, the servant gains the advanced template (see the Pathfinder RPG Bestiary). At 15th level, an antipaladin's servant gains spell resistance equal to the antipaladin's level + 11. Should the antipaladin's fiendish servant die or be banished, the antipaladin may not summon another servant for 30 days or until he gains an antipaladin level, whichever comes first. During this 30-day period, the antipaladin takes a –1 penalty on attack and weapon damage rolls. Weapon and Armor Proficiency:
Spells:
To learn, prepare, or cast a spell, the magus must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magus's spell is 10 + the spell level + the magus's Intelligence modifier. A magus can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high Intelligence score (see the Ability Modifiers and Bonus Spells Table). A magus may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the magus decides which spells to prepare. Spellbooks:
A magus can learn spells from a wizard's spellbook, just as a wizard can from a magus's spellbook. The spells learned must be on the magus spell list, as normal. An alchemist (see the Alchemist description) can learn formulae from a magus's spellbook, if the spells are also on the alchemist spell list. A magus cannot learn spells from an alchemist. Arcane Pool (Su):
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. A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends. Arcane Pool (Su):
At 5th level, these bonuses can be used to add any of the following armor special abilities: balancedUE, bitterUE, fortification (heavy, light, or medium), ghost touch, invulnerability, spell resistance (13, 15, 17, or 19), or spell storingUE. Adding these special abilities consumes an amount of bonus equal to the ability’s base price modifier. In addition, the armored battlemage can grant his armor the energy resistance special ability at the cost of a +3 bonus or the improved energy resistance special ability at the cost of a +5 bonus. These special abilities are added to any the armor already has, but duplicates do not stack. If the armor is not magical, at least a +1 enhancement bonus must be added before any other special abilities can be added. These bonuses and special abilities are decided when the arcane pool point is spent and cannot be changed until the next time the armored battlemage uses this ability. These bonuses do not function if the armor is worn by anyone other than the magus. An armored battlemage can enhance only one suit of armor in this way at one time. If he uses this ability again, the first use immediately ends. This ability alters arcane pool. Cantrips:
Spellstrike (Su):
Magus Arcana:
The full list of Magus Arcana can be found here. Spell Recall (Su):
Bonus Feats:
Knowledge Pool (Su):
Medium Armor (Ex):
Medium Armor (Ex):
This ability replaces spell combat and alters the medium armor ability. Armor Training (Ex):
This ability replaces the magus arcana gained at 3rd and 18th levels, and improved spell combat. Heavy Armor (Ex):
This ability alters heavy armor. Improved uncanny dodge (GM Bonus)
If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character. --------------------
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*Class Skills in Bold*
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Spells (4+2) Level 1 DC 18
Spells (3+2) Level 2 DC 19
Spells (1+1) Level 3 DC 20
Bonus Spells (1st: 2, 2nd: 2, 3rd: 1, 4th:1, 5th:1, 6th:1)
Spells (1+2) Level 1 DC 17
Spells (0+2) Level 2 DC 18
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Detect Good (Sp):
Smite Good (Su):
If the target of smite good is an outsider with the good subtype, a good-aligned dragon, or a good creature with levels of cleric or paladin, the bonus to damage on the first successful attack increases to 2 points of damage per level the antipaladin possesses. Regardless of the target, smite good attacks automatically bypass any DR the creature might possess. Feed on Fear (Su):
Cruelty (Su):
Channel Negative Energy (Su):
Fiendish Boon (Sp):
Armor Training (Ex):
In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.
Arcane Pool (Su):
Channel Destruction (Su):
Desecrate
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Emerald-Eyed Blade (GM Bonus, on Elven Curve Blade.) Ring of Protection (+2) Cloak of Resistance +2 Wand of Inflict Light wounds (50/50)
Decemvirate Helm (Refavored for game, Minor Artifact.)
Spell Book
Level 1
Level 2
Level 3
Wealth
-------------------- Racial Traits -------------------- Elf Racial Traits:
+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their forms are frail. Medium: Elves are Medium creatures and have no bonuses or penalties due to their size. Slow and Steady: Elves have a base speed of 30 feet. Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects. Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft checks made to identify the properties of magic items. Keen Senses: Elves receive a +2 racial bonus on Perception checks. Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking. Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon. Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following languages: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. Grave Knight Template:
“Graveknight” is an acquired template that can be added to any living creature with 5 or more Hit Dice (referred to hereafter as the base creature). Most graveknights were once humanoids. A graveknight uses the base creature’s statistics and abilities except as noted here. CR: Same as base creature +2.
Rejuvenation (Su): One day after a graveknight is destroyed, its armor begins to rebuild the undead horror’s body. This process takes 1d10 days—if the body is destroyed before that time passes, the armor merely starts the process anew. After this time has elapsed, the graveknight wakens fully healed. Attacks: A graveknight gains a slam attack if the base creature didn’t have one. Damage for the slam depends on the graveknight’s size (see Bestiary 302).
Channel Destruction (Su): Any weapon a graveknight wields seethes with energy, and deals an additional 1d6 points of damage for every 4 Hit Dice the graveknight has. This additional damage is of the energy type determined by the ruinous revivification special quality.
A graveknight can control 5 Hit Dice of undead creatures for every Hit Die it has. If the graveknight exceeds this number, the excess from earlier uses of the ability becomes uncontrolled, as per animate dead.
Phantom Mount (Su): Once per hour, a graveknight can summon a skeletal horse similar to a phantom steed. This mount is more real than a typical phantom steed, and can carry one additional rider. The mount’s powers are based on the graveknight’s total Hit Dice rather than caster level. A graveknight’s mount looks distinctive and always appears the same each time it is summoned. If the mount is destroyed, it can be summoned again with full hit points 1 hour later.
Ability Scores: Str +6, Int +2, Wis +4, Cha +4. As an undead creature, a graveknight has no Constitution score.
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Ginz the Wallet Warrior:
Ginz Fragini was the scion of Fragini Entertainment, one of the largest and leading Business Enterprises which started their roots in Entertainment. With capable visionaries at their helm, they branched out into Engineering, Retail, Technologies which includes A.I and Immersion Technologies as well as the vast consumerism of the F&B production. As a 3rd generation Scion of such a prestigious family, Ginz was not far off from the tree. He himself was a genius at the age of 13 having experienced the various disciplines in Art, Music, Horse-riding, Martial Arts and Technology. It was no secret that Ginz was also an Avid player of a Full-Dive Massively Multiplayer Online Role Playing Game or DMMORPG called YGGDRASIL which gained fame rapidly and became highly popular for its type despite the presence of other games. Ginz asked for a position to work on the game itself while still looking to play it. Though he had access to the game code and many of its intricacies, his position and relative youth persuaded the top management to put him in a role best suited to him as they believed.
Ginz did not resent that the Board of Directors treated him as beneath their notice but worked hard at both developing the technology involved in the game as well as making a name for himself in game as Ginza. A play on his real name.
As one who had ready access to real life cash, Ginza's casual expenditure of his own personal funds into his Game Character would have sent any normal player into an apoplexy should it be revealed that despite his throwing of real life money into his game account, his own personal networth was valued at over 2.5 Billion, with a turnover or 7.5 million annually. As the game progressed, Ginza's name was easily among the top players in the leaderboards. Acknowledged within the game as perhaps the greatest Wallet Warrior if not one of the biggest Whales, It was known that getting Ginza as a friend meant you might be lucky enough to catch a glimpse of his money items being used on foe or allies. All Player guilds wanted Ginza in their Guild for the simple reason that he was a Super Whale. It was a crushing blow for the Guilds as only one Guild received Ginza's Patronage.
Ginza Achievements of Note:
Obtained 1st Solo Clear for Serra Swamp Dungeon (4-man party)
Obtained 1st Solo Clear for Varoc Valley (8-man party)
Discoverer of Tomb of Blades
Discoverer of Britten Empire
Obtained Unique Hidden Class Anti Paladin[1]
Obtained Title: Arcane Blademaster
Obtained Title: Arena Star
Obtained Title: Budding Chef
Obtained Title: Outstanding Chef
Obtained Title: Gourmet Chef
Obtained Title: Secrets of Cooking
Obtained Title: Fortune's Favorite
Obtained Title: War Ender
Obtained Title: Slaughter Star
Obtained Title: Star of Death
Obtained Title: Herald of Death
Obtained Title: Black Calamity (Unique)
Ginza The Beginning.:
Ginza started the game as a normal warrior abject with Gear never seen on other normal players. This made grinding a breeze and with his Shop items worth a Few thousand dollars allowed him to achieve First clears easily. The low leveled Super Whale Ginza was easily sought after for making parties due to being a solid and guaranteed carry for most Raids and Dungeons requiring a party. At Mid levels, Ginza with even more purchased gear from the shop at the highest quality achieved various first clears and the enviable Solo Clears. His achievements were mostly talked down to him purchasing clears through his Credit card and started gaining him the reputation as a Wallet Warrior or Whale as the community Terminology went.
Various Doubters and Trolls issued many challenges to Ginza, be it fixed, scaled of handicapper matches. Expecting easy victories over a whale with a modicum of skill, his detractors soon found out otherwise. His win rate sky rocketed as Ginza proved that even without his purchased shop gears, he was a force to be reckoned with. Eventually Ginza gained yet more recognition as a skilled player in his own right. With his skills backed by money, Ginza unlocked a whole new game area. The Britten Empire and its corresponding Hidden Quests, The Hidden Vale of Flowers, The Hidden Lutien Kingdom and The Hidden Tomb of Kings.
Due to his unwitting actions, Ginza had also Triggered an event for the Hidden Lutien Kingdom and despite not being the first to clear it, he was still among the first few to have done so. This revealed to the world that there were other players that were either just as skilled or rich as Ginza. Soon enough the system announcements started triggering as more players discovered hidden features and receiving awards for it. This prompted the Developers to drop an announcement that the game had several other features yet to be uncovered such as titles, new classes and races.
Little did he know that his desire to uncover a hidden quest would have triggered a Unique Quest Chain that would have unforeseen consequences.... Ginza A Calamity Born:
Ginza in his search for a unique quest came upon a dilapidated shrine within which housed cryptic notes on a sepulcher of an ancient queen. Delighted on his discovery, Ginza researched high and low and was disappointed to see that a quest was not triggered. Undeterred, Ginza guessed correctly that this might be a quest that might appear on the Journal being a Hidden Quest instead and thus Ginza continued on his search for the Sepulcher of the Ancient Queen. It took Ginza nearly a month and during that time, he had made several other shop purchases which included 4 Dungeon Bosses which were described as the Player Tier Walls. This means that the bosses were deliberately made tougher then other dungeon bosses of the same level to provide a higher challenge for players. Defeating them meant that you were ready for the next higher tier.
Ginza finally overcame the final Dungeon boss allowing him to solve the quest he had believed was a Hidden quest. This lead him to his prize the Sepulcher of the Ancient Queen. He found that within it was a strange symbol, the Sword Torment's Edge and Soren's Amulet. He kept the Sepulcher which looked like a normal treasure chest and the treasures within it.
He had Completed a Hidden Unique Chain Quest.
At this time, the game system proclaimed that a new event had occurred and various players gathered from all over to participate.
The Location of the event was the Sarian Flats and was the culmination of in game events leading to a multi-server wide participation as a war will occur involving the Theocracy Sarians of the Sand Dynasty and The Monarchy of the Powerful Martial Britten Empire. Players would be able to choose sides to influence the war and it was bound to involve Player vs Player, (PVP). Who would have known that during the first engagement of the war was also the final engagement. With all the buildup excitement, both NPCs and Players had gathered on what was the building stage of this event, The Sarian Flats where a race of ingenious Intelligent Flame-based reptilian race lived.
At this time, the strange symbol Erupted in a blinding light and the entire Sarian Flats was covered in blinding light that erased everything and everyone.
The world was silent but for a moment before the System Announcement went wild as it revealed dozens of titles and rewards for Ginza for completing this particular Hidden Unique quest. The title that brought about the most attention was.
The Controversy of such an outcome gave rise to a huge outcry and even though the Developers did a Press conference to address the issue, pointing out that the dynamics of the game was such that not even they were aware of such a possibility and were apologetic about it.
This of course prompted Ginza to make yet another Purchase in order to avoid public scorn but it turned out to be in vain as the community let this controversy fade away after a month treating it as one of the game's everchanging dynamics. They did Make Ginza a meme though as they discovered that Ginza didn't escape unscathed from that event having gained completely a new class and race. Ginza Joins a guild.: When news broke out that Ginza had joined a guild, several guilds assuming that Ginza was just being used as a bus for this guild declared a joint Guild war on this upstart guild with all the best resources. They found that contrary to the news they had believed in, Ginza's Guildmates proved to be every bit as fearsome or more then he was as they revealed themselves to the world.
Camp Activities:
GM Bonus:
1 - extra trait: Bladed Magic
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