Auberon the Drowned

Ginza's page

210 posts. Alias of nightdeath.


Full Name

Ginza

Race

| HP: 113 (+7)/113 (+7) | SR 20| AC: 31/17/26| DR 10/Magic |Init: +11| Perc: +22| Fort: +8| Ref: +15| Will: +18| CMB: +16| CMD: 31| ECB: +23/+18;1d10+13| TE:+25/+20;1d10+16 | AL.Bow: +13/+8;1d8+9|

Classes/Levels

Skills:
Acro:+3|App:+6|Bluff:+6|Clim:+8|Diplo:+6|Disg:+10|E.A:+0|Fly:+4|H.A:+10|Hea l:+5|Inti:+24|K.Dun:+11|K.Eng:+8|K.Pla/Arc/Reli:+17|Ling:+8|Ride:+12|SM:+9| Sleight:+6|Spell:+17|Steal:+10|Sur:+5|UMD:+10|Pro(Chef):+15|L.(Reci):+13|

Gender

Male Elf Graveknight Gesalt AntiPaladin(Fearmonger) / Magus (Armored Battlemage) 7

Size

Medium

Special Abilities

Immune Cold, Electricity and Fire, SR 20, channel resistance +4, Sacrilegious aura (30 ft., DC 19), Smite good 3/day, Channel energy 4d6 9/day, Arcane Pool 9 points, Melee +1d6 Fire, channel destruction, devastating blast (2d6 Fire, Reflex DC 19), un

Alignment

Chaotic Evil

Languages

Common, Elven, Goblin, Sylvan, Celestial, Draconic, Orc, Gnoll, Undercommon, Infernal

Strength 28
Dexterity 20
Intelligence 24
Wisdom 21
Charisma 23

About Ginza

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[Url [/url]
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Ginza

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Character Crunch:

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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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Defense
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AC 31 , touch 17 , flat-footed 26 (+10 armor, +0 Shield, +5 Dex, +4 natural, +2 Deflection +0 Dodge)
hp 113 (+7) (7d10+49, +7 Favored, +7 Toughness)
Fort +19, Ref +15, Will +18
Resist DR 10/magic, Immune Cold, Electricity and Fire, SR 20, channel resistance +4
Aura Sacrilegious aura (30 ft., DC 19)

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Offense
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Speed 30 ft
Ranged Adaptive Longbow +1 +13 (1d8+9 20/x3)
Melee Elven curve blade +1 +23/18 (1d10+13+1 18-20/x2) +1d6 Fire
Melee Torment's Edge +25/20 (1d10+13+3 18-20/x2) +1d6 Fire
Special Attacks Smite good 3/day, Channel energy 4d6 9/day, Arcane Pool 9 points, Melee +1d6 Fire, channel destruction, devastating blast (2d6 Fire, Reflex DC 19), undead mastery (DC 19)
Spell-Like Abilities Invisibility at will.

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Statistics
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Str 28 , Dex 20, Con -- , Int 22, Wis 21, Cha 23
Base Atk +7; CMB +16; CMD 31
Languages Common, Elven, Goblin, Sylvan, Celestial, Draconic, Orc, Gnoll, Undercommon, Infernal

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Feats
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Improved Initiative (Template Granted)
You get a +4 bonus on initiative checks.

Toughness (Template Granted)
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).

Mounted Combat (Template Granted)
Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll.

Ride-By Attack (Template Granted)
When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can't exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.

Weapon Focus (Elven Curve Blade) (Level 1 Feat)
You gain a +1 bonus on all attack rolls you make using the selected weapon.

Dazzling Display (Level 3 Feat)
While wielding the weapon in which you have Weapon Focus, you can perform a bewildering show of prowess as a full-round action. Make an Intimidate check to demoralize all foes within 30 feet who can see your display.

Combat Casting (Level 5 Feat)
You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.

Disheartening Display (Magus Level 5 Feat)
When you successfully use Dazzling Display against any shaken, frightened, or panicked opponents, their fear increases by one step. An already panicked creature demoralized by this feat cowers. Once affected by this feat, a creature cannot be affected by it again (by you or anyone else) for 24 hours.

Shatter Defenses (Level 7 Feat)
Any shaken, frightened, or panicked opponent hit by you this round is flat-footed to your attacks until the end of your next turn. This includes any additional attacks you make this round.

Craft Magic Arms and Armor (GM Bonus)
You can create magic weapons, armor, or shields. Enhancing a weapon, suit of armor, or shield takes 1 day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must use up raw materials costing half of this total price. See the magic item creation rules in Magic Items for more information.

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 create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price. See the magic item creation rules in Magic Items for more information.

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.

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Traits
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Memorable (Social)
Growing up amid a large number of children, you learned quickly how to get others’ attention and keep it. When you modify a character’s attitude with the Diplomacy or Intimidate skill, the attitude change lasts 1-1/2 times longer than it otherwise would. Whenever you create a fear or mind-affecting effect that imposes a penalty or bonus with a duration of at least 2 rounds, it lasts 1 additional round after it would normally end. For example, if you demoralize a foe with an Intimidate check and beat the DC by 5, the victim is shaken for 3 rounds instead of the usual 2 rounds.

Warrior of Old (Race)
As a child, you put in long hours on combat drills, and though time has made this training a dim memory, you still have a knack for quickly responding to trouble. You gain a +2 trait bonus on initiative checks.

Bladed Magic (Magic, GM Bonus)
You have an innate talent for using magical weaponry and those weapons capable of becoming magical. You gain a +1 trait bonus on Craft checks made to craft magic or masterwork weapons. In addition, when you use your arcane pool class ability to grant a weapon an enhancement bonus, that bonus lasts for 2 minutes instead of 1.

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Class Features
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Weapon and Armor Proficiency:
Antipaladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Aura of Evil (Ex):
The power of an antipaladin's aura of evil (see the detect evilspell) is equal to his antipaladin level. A paladin who uses smite evil on an antipaladin deals 2 points of damage per paladin level on his first successful attack.

Detect Good (Sp):
At will, an antipaladin can use detect good, as the spell. An antipaladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is good, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the antipaladin does not detect good in any other object or individual within range.

Smite Good (Su):
Once per day, an antipaladin can call out to the dark powers to crush the forces of good. As a swift action, the antipaladin chooses one target within sight to smite. If this target is good, the antipaladin adds his Charisma bonus (if any) on his attack rolls and adds his antipaladin level on all damage rolls made against the target of his smite. 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.

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):
At 2nd level, an antipaladin gains a bonus equal to his Charisma bonus (if any) on all saving throws.

Touch of Corruption (Su):
Beginning at 2nd level, an antipaladin surrounds his hand with a fiendish flame, causing terrible wounds to open on those he touches. Each day he can use this ability a number of times equal to 1/2 his antipaladin level + his Charisma modifier. As a touch attack, an antipaladin can cause 1d6 points of damage for every two antipaladin levels he possesses. Using this ability is a standard action that does not provoke attacks of opportunity.

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):
At 2nd level, the first time in a round a creature fails a saving throw against a fear effect created by a fearmonger’s spell, spell-like ability, or supernatural ability (including any ability that causes a creature to be shaken, frightened, or panicked), the fearmonger is healed of 1 point of damage per 2 antipaladin levels. If the fearmonger is at full hit points when this ability is activated, he instead gains an equal number of temporary hit points. These temporary hit points last for 1 minute. Temporary hit points gained through multiple successful uses of this ability do not stack; the duration increases instead.

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):
At 3rd level, an antipaladin radiates a palpably daunting aura that causes all enemies within 10 feet to take a –4 penalty on saving throws against fear effects. Creatures that are normally immune to fear lose that immunity while within 10 feet of an antipaladin with this ability. This ability functions only while the antipaladin remains conscious, not if he is unconscious or dead.

Plague Bringer (Ex):
At 3rd level, the powers of darkness make an antipaladin a beacon of corruption and disease. An antipaladin does not take any damage or take any penalty from diseases. He can still contract diseases and spread them to others, but he is otherwise immune to their effects.

Cruelty (Su):
At 3rd level, and every three levels thereafter, an antipaladin can select one cruelty. Each cruelty adds an effect to the antipaladin's touch of corruption ability. Whenever the antipaladin uses touch of corruption to deal damage to one target, the target also receives the additional effect from one of the cruelties possessed by the antipaladin. This choice is made when the touch is used. The target receives a Fortitude save to avoid this cruelty. If the save is successful, the target takes the damage as normal, but not the effects of the cruelty. The DC of this save is equal to 10 + 1/2 the antipaladin's level + the antipaladin's Charisma modifier. At 3rd level, the antipaladin can select from the following initial cruelties.
Fatigued: The target is fatigued.
Shaken: The target is shaken for 1 round per level of the antipaladin.
Sickened: The target is sickened for 1 round per level of the antipaladin.
At 6th level, an antipaladin adds the following cruelties to the list of those that can be selected.
Dazed: The target is dazed for 1 round.
Diseased: The target contracts a disease, as if the antipaladin had cast contagion, using his antipaladin level as his caster level.
Staggered: The target is staggered for 1 round per two levels of the antipaladin.
At 9th level, an antipaladin adds the following cruelties to the list of those that can be selected.
Cursed: The target is cursed, as if the antipaladin had cast bestow curse, using his antipaladin level as his caster level.
Exhausted: The target is exhausted. The antipaladin must have the fatigue cruelty before selecting this cruelty.
Frightened: The target is frightened for 1 round per two levels of the antipaladin. The antipaladin must have the shaken cruelty before selecting this cruelty.
Nauseated: The target is nauseated for 1 round per three levels of the antipaladin. The antipaladin must have the sickened cruelty before selecting this cruelty.
Poisoned: The target is poisoned, as if the antipaladin had cast poison, using the antipaladin's level as the caster level.
At 12th level, an antipaladin adds the following cruelties to the list of those that can be selected.
Blinded: The target is blinded for 1 round per level of the antipaladin.
Deafened: The target is deafened for 1 round per level of the antipaladin.
Paralyzed: The target is paralyzed for 1 round.
Stunned: The target is stunned for 1 round per four levels of the antipaladin.
These abilities are not cumulative. For example, a 12th-level antipaladin's touch of corruption ability deals 6d6 points of damage and might also cause the target to become fatigued, dazed, poisoned, or diseased. Once a cruelty is chosen, it can't be changed.

Frightening Cruelty (Su):
The fearmonger must select shaken as his 3rd-level cruelty, dazed as his 6th-level cruelty, and frightened as his 9th-level cruelty. At 12th level, the fearmonger gains the panicked cruelty.

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):
When an antipaladin reaches 4th level, he gains the supernatural ability to channel negative energy like a cleric. Using this ability consumes two uses of his touch of corruption ability. An antipaladin uses his level as his effective cleric level when channeling negative energy. This is a Charisma-based ability.

Spells:
Beginning at 4th level, an antipaladin gains the ability to cast a small number of divine spells which are drawn from the antipaladin spell list presented in Chapter 5. An antipaladin must choose and prepare his spells in advance. To prepare or cast a spell, an antipaladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an antipaladin's spell is 10 + the spell level + the antipaladin's Charisma modifier. Like other spellcasters, an antipaladin can cast only a certain number of spells of each spell level per day. His base daily spell allotment is the same as that of a paladin and is given on Table 2–13. In addition, he receives bonus spells per day if he has a high Charisma score (see Table 1–3 in the Core Rulebook). When Table 2–13 indicates that the antipaladin gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.

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):
Upon reaching 5th level, an antipaladin receives a boon from his dark patrons. This boon can take one of two forms. Once the form is chosen, it cannot be changed.

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:
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.

Spells:
A magus casts arcane spells drawn from the magus spell list. A magus must choose and prepare his spells ahead of time.

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 must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook except for read magic, which all magi can prepare from memory. A magus begins play with a spellbook containing all 0-level magus spells plus three 1st-level magus spells of his choice. The magus also selects a number of additional 1st-level magus spells equal to his Intelligence modifier to add to his spellbook. At each new magus level, he gains two new magus spells of any spell level or levels that he can cast (based on his new magus level) for his spellbook. At any time, a magus can also add spells found in other spellbooks to his own (see Arcane Spells).

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, 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.

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):
An armored battlemage cannot spend points from his arcane pool to enhance weapons. Instead, he can expend 1 point from his arcane pool as a swift action to grant armor he is wearing a +1 enhancement bonus for 1 minute. For every 4 magus levels he has beyond 1st, the armor gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses stack with existing armor enhancement bonuses 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 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:
A magus can prepare a number of cantrips, or 0-level spells, each day, as noted in the table above under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

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.

Magus Arcana:
As he gains levels, a magus learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 3rd level, a magus gains one magus arcana. He gains an additional magus arcana for every three levels of magus attained after 3rd level. Unless specifically noted in a magus arcana's description, a magus cannot select a particular magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the magus spell list unless otherwise noted.

The full list of Magus Arcana can be found here.

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.

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.

Knowledge Pool (Su):
At 7th level, when a magus prepares his magus spells, he can decide to expend 1 or more points from his arcane pool, up to his Intelligence bonus. For each point he expends, he can treat any one spell from the magus spell list as if it were in his spellbook and can prepare that spell as normal that day. If he does not cast spells prepared in this way before the next time he prepares spells, he loses those spells. He can also cast spells added in this way using his spell recall ability, but only until he prepares spells again.

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.

Medium Armor (Ex):
An armored battlemage gains this ability at 1st level instead of 7th. When wearing medium or heavy armor, the armored battlemage gains a +4 bonus on concentration checks to cast defensively. This stacks with the bonus from the Combat Casting feat.

This ability replaces spell combat and alters the medium armor ability.

Armor Training (Ex):
At 3rd level, an armored battlemage gains armor training, as per the fighter ability. At 8th level, he gains armor training 2. At 13th level, he gains armor training 3. At 18th level, he gains armor training 4.

This ability replaces the magus arcana gained at 3rd and 18th levels, and improved spell combat.

Heavy Armor (Ex):
An armored battlemage gains this ability at 7th level instead of 13th.

This ability alters heavy armor.

Improved uncanny dodge (GM Bonus)
At 5th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking her, unless the attacker has at least four more rogue levels than the target has barbarian levels.

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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Adventuring Skills
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Acrobatics +3 (+3 Rank, +0 trained, +5 Ability, -5 Armor)
Bluff +6 (+0 Rank, +0 trained, +6 Ability)
Climb +8 (+1 Rank, +3 trained, +9 Ability, -5 Armor)
Diplomacy +6 (+0 Rank, +0 trained, +6 Ability)
Disable Device +0 (+0 Rank, +0 trained, +5 Ability, -5 Armor)
Disguise +10 (+1 Rank, +3 trained, +6 Ability)
Escape Artist +0 (+0 Rank, +0 trained, +5 Ability, -5 Armor)
Fly +4 (+1 Rank, +3 trained, +5 Ability, -5 Armor)
Heal +5 (+3 Rank, +0 trained, +5 Ability)
Intimidate +24 (+7 Rank, +3 trained, +6 Ability, +8 Racial)
Knowledge (Dungeonnering) +11 (+1 Rank, +3 trained, +7 Ability)
Knowledge (Plane) +17 (+7 Rank, +3 trained, +7 Ability)
Knowledge (Arcana) +17 (+7 Rank, +3 trained, +7 Ability)
Knowledge (Religion) +17 (+7 Rank, +3 trained, +7 Ability)
Perception +22 (+7 Rank, +0 trained, +5 Ability, +10 Racial)
Ride +12 (+1 Rank, +3 trained, +5 Ability, -5 Armor, +8 Racial)
Sense Motive +9 (+1 Rank, +3 trained, +5 Ability)
Sleight of Hand +0 (+0 Rank, +0 trained, +5 Ability, -5 Armor)
Spellcraft +17 (+7 Rank, +3 trained, +7 Ability)
Stealth +10 (+1 Rank, +3 trained, +6 Ability, -5 Armor)
Survival +5 (+3 Rank, +0 trained, +5 Ability)
Swim +4 (+0 Rank, +0 trained, +9 Ability, -5 Armor)
Use Magic Device +10 (+1 Rank, +3 trained, +6 Ability)

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Background Skills
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Appraise +6 (+0 Rank, +0 trained, +6 Ability)
Artistry +6 (+0 Rank, +0 trained, +6 Ability)
Craft () +7 (+0 Rank, +0 trained, +6 Ability, +1 Trait)
Handle Animal +10 (+2 Rank, +3 trained, +6 Ability)
Knowledge (Geography) +7 (+0 Rank, +0 trained, +7 Ability)
Knowledge (Enginneering) +8 (+1 Rank, +0 trained, +7 Ability)
Linguistics +8 (+2 Rank, +0 trained, +6 Ability)
Lore (Cooking Recipes) +14 (+0 Rank, +0 trained, +7 Ability, +7 Background) background
Perform +6 (+0 Rank, +0 trained, +6 Ability)
Profession (Chef) +15 (+0 Rank, +3 trained, +5 Ability, +7 Background) Background
Sleight of Hand +0 (+0 Rank, +0 trained, +3 Ability, -5 Armor)

*Class Skills in Bold*
*Background Skill points spent as Background in Skill section.*

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Magic
--------------------
Bonus Spells (1st: 2, 2nd: 2, 3rd: 2, 4th:1, 5th:1, 6th:1, 7th:1)
Magus Caster Level: 7
Spells (5) Level 0 DC 17 -/day
Detect Magic: Detects spells and magic items within 60 ft.
Mage Hand: 5-pound telekinesis.
Read Magic: Read scrolls and spellbooks.
Prestidigitation: Performs minor tricks.
Open/Close: Opens or closes small or light things.

Spells (4+2) Level 1 DC 18
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
Snowball: Throw a conjured ball of snow at a target
Ray of Enfeeblement: Ray causes 1d6 Str penalty + 1 per 2 levels.

Spells (3+2) Level 2 DC 19
Mirror Image: Creates decoy duplicates of you (1d4 + 1 per three levels, max 8).
Mirror Image: Creates decoy duplicates of you (1d4 + 1 per three levels, max 8).
Molten Orb: Molten metal splash weapon deals 2d6 fire damage plus ongoing damage.
Glitterdust: Blinds creatures, outlines invisible creatures.
Ablative Barrier: Surrounds the target with layers of force.

Spells (1+1) Level 3 DC 20
Fly: Subject flies at speed of 60 ft.
Fireball: 1d6 damage per level, 20-ft. radius.

Bonus Spells (1st: 2, 2nd: 2, 3rd: 1, 4th:1, 5th:1, 6th:1)
Antipaladin Caster Level: 3

Spells (1+2) Level 1 DC 17
Bane: Enemies take –1 on attack rolls and saves against fear.
Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
Protection from Law: +2 to AC and saves, plus additional protection against selected alignment.

Spells (0+2) Level 2 DC 18
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Spellcurse: Target takes 1d6 damage for each spell affecting it

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Special Abilities
--------------------
Aura of Evil (Ex):

Detect Good (Sp):
At Will.

Smite Good (Su):
+6 to hit and +7 damage all damage rolls made against the target of his smite.
+6 Deflection AC vs Smite Target.

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):
Heals 3 when target fails a saving throw against a fear effect created by a fearmonger’s spell, spell-like ability, or supernatural ability (including any ability that causes a creature to be shaken, frightened, or panicked)

Cruelty (Su):
DC Fort 10+1/2 level + Cha = 10+3+6 = 19
Shaken: The target is shaken for 1 round per level of the antipaladin.
Staggered: The target is staggered for 1 round per two levels of the antipaladin.

Channel Negative Energy (Su):
DC Will 10+1/2 lvel + Cha = 10+3+6 = 19
Channel energy 4d6 9/day

Fiendish Boon (Sp):
+1 enhancment for 7 mins.

Armor Training (Ex):
Reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.

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.
Armor Training 1
-1 ACP +1 Dex bonus.

Arcane Pool (Su):
Armor Enhancement +2

Channel Destruction (Su):
+1d6 Fire

Desecrate
The DC to resist negative channeled energy within this area gains a +3 profane bonus. Every undead creature entering a desecrated area gains a +1 profane bonus on all attack rolls, damage rolls, and saving throws. An undead creature created within or summoned into such an area gains +1 hit points per HD.

--------------------

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Equipment
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Equipment list
Melee Weapons Elven curve blade +1, Torment's Edge
Ranged Weapons Adaptive Longbow +1 w/ 80 Arrows
Armor Living Steel Plate Mail +1
Other Gear a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (15 days), and a waterskin(2), Climber's kit, Healer's kit, Signal whistle, Tent, Whetstone
Magic Item
Boots of the Cat

Emerald-Eyed Blade (GM Bonus, on Elven Curve Blade.)

Ring of Protection (+2)

Ring of Evasion

Cloak of Resistance +2

Wand of Inflict Light wounds (50/50)
Wand of Infernal Healing (50/50)

Belt of Thunderous Charging

Tunic of Careful Casting

Utilitarian Rod

Decemvirate Helm (Refavored for game, Minor Artifact.)
The members of the Pathfinder Society’s administrative body, the Decemvirate, retain their anonymity by wearing closefaced, magically empowered helmets while fulfilling their official roles. The helms not only mask the wearers’ faces, but also function as helms of telepathy combined with amulets of proof against detection and location. The wearer of a Decemvirate helm can use disguise self at will and benefits from discern lies and true seeing at all times. The helm provides 100% protection from all gaze attacks and all forms of magical control. Specific Decemvirate helms may have additional powers and all are said to be unique in physical appearance.

Amulet of Uncanny Defense

Spell Book
Level 0
All Level 0 Spells.

Level 1
True Strike: +20 on your next attack roll.
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
Snowball: Throw a conjured ball of snow at a target
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Ray of Enfeeblement: Ray causes 1d6 Str penalty + 1 per 2 levels.
Mudball: Throw a ball of mud to blind your enemy.
Magic MissileY: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Long Arm: Your arms lengthen, giving you extra reach.
Grease: Makes 10-ft. square or one object slippery.
Frostbite: Target takes cold damage and is fatigued.
Blend: Change the color of yourself to match your surroundings and gain a bonus to Stealth.
Corrosive Touch: Touch attack deals 1d4 acid/level.
Expeditious Retreat: Your base land speed increases by 30 ft.

Level 2
Mirror Image: Creates decoy duplicates of you (1d4 + 1 per three levels, max 8).
Molten Orb: Molten metal splash weapon deals 2d6 fire damage plus ongoing damage.
Glitterdust: Blinds creatures, outlines invisible creatures.
Frigid Touch: Target takes cold damage and is staggered.
Force Sword: Create a magical longsword made entirely of force.
Ablative Barrier: Surrounds the target with layers of force.

Level 3
Fly: Subject flies at speed of 60 ft.
Fireball: 1d6 damage per level, 20-ft. radius.

Wealth
1741gp 0 sp 0 cp


--------------------
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.
Alignment: Any evil.
Type: The graveknight’s type changes to undead (augmented). Do not recalculate class Hit Dice, BAB, or saves.
Senses: A graveknight gains darkvision 60 ft.
Aura: A graveknight emanates the following aura.
Sacrilegious Aura (Su): A graveknight constantly exudes an aura of intense evil and negative energy in a 30-foot radius. This aura functions as the spell desecrate and uses the graveknight’s armor as an altar of sorts to double the effects granted. The graveknight constantly gains the benefits of this effect (including the bonus hit points, as this aura is part of the graveknight’s creation). In addition, this miasma of fell energies hinders the channeling of positive energy. Any creature that attempts to summon positive energy in this area—such as through a cleric’s channel energy ability, a paladin’s lay on hands, or any spell with the healing subtype—must make a concentration check with a DC equal to 10 + 1/2 the graveknight’s Hit Dice + the graveknight’s Charisma modifier. If the character fails, the effect is expended but does not function.
Armor Class: Natural armor improves by +4.
Hit Dice: Change all racial Hit Dice to d8s. Class Hit Dice are unaffected. As an undead, a graveknight uses its Charisma modifier to determine bonus hit points.
Defensive Abilities: A graveknight gains channel resistance +4; DR 10/magic; and immunity to cold, electricity, and any additional energy type noted by its ruinous revivification special quality. A graveknight also gains spell resistance equal to its augmented CR + 11.
The graveknight also gains the following ability.

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).
Special Attacks: A graveknight gains the following special attacks. Save DCs are equal to 10 + 1/2 the graveknight’s HD + the graveknight’s Charisma modifier unless otherwise noted.

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.
Devastating Blast (Su): Three times per day, the graveknight may unleash a 30-foot cone of energy as a standard action. This blast deals 2d6 points of damage for every 3 Hit Dice a graveknight has (Reflex for half). This damage is of the energy type determined by the graveknight’s ruinous revivification special quality.
Undead Mastery (Su): As a standard action, a graveknight can attempt to bend any undead creature within 50 feet to its will. The targeted undead must succeed at a Will save or fall under the graveknight’s control. This control is permanent for unintelligent undead; an undead with an Intelligence score is allowed an additional save every day to break free from the graveknight’s control. A creature that successfully saves cannot be affected again by the same graveknight’s undead mastery for 24 hours.

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.
Special Qualities: A graveknight gains the following.

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.
Ruinous Revivification (Su): At the time of its creation, the graveknight chooses one of the following energy types: acid, cold, electricity, or fire. This energy type should be relevant to the graveknight’s life or death, defaulting to fire if none are especially appropriate. This energy type influences the effects of several of a graveknight’s special abilities.

Ability Scores: Str +6, Int +2, Wis +4, Cha +4. As an undead creature, a graveknight has no Constitution score.
Skills: Graveknights gain a +8 racial bonus on Intimidate, Perception, and Ride checks.
Feats: Graveknights gain Improved Initiative, Mounted Combat, Ride-By Attack, and Toughness as bonus feats.

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Background Story
--------------------
Ginza's Backstory for Everyone's perusal.

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.
A Moderator.
A position he rarely used.

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.
His impressive work did not go unnoticed as it helped the game grow tremendously gaining an edge against it's rivals.

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.
It was a swift rise as that particular guild bought the biggest Guild land possible, best guild house, best retainers...One generally gets the idea. All possible with Ginza's Financial Strength.

Ginza Achievements of Note:

Obtained 1st Solo Clear for Serra Swamp Dungeon (4-man party)
Obtained 1st Solo Clear for Rime Mountains Dungeon (4-man party)
Obtained 1st Solo Clear for Sand Plain Dungeon (4-man party)
Obtained 1st Solo Clear for Ant Dungeon (4-man party)
Obtained 1st Solo Clear for Dark Forest Dungeon (4-man party)

Obtained 1st Solo Clear for Varoc Valley (8-man party)
Obtained 1st Solo Clear for Varoc Mountains (8-man party)
Obtained 1st Solo Clear for Varoc Ravine (8-man party)
Obtained 1st Solo Clear for Varoc Caves (8-man party)

Discoverer of Tomb of Blades
Obtained 1st Solo Clear for Tomb of Blades (24-man party)
Discoverer of Lich Shire
Obtained 1st Solo Clear for Lich Shire (24-man party)

Discoverer of Britten Empire
Discoverer of The Hidden Vale of Flowers
Discoverer of The Hidden Lutien Kingdom
Discoverer of The Hidden Tomb of Kings
Discoverer of The Gourmet Hunters
Unlocked New Faction (Gourmet Hunters)

Obtained Unique Hidden Class Anti Paladin[1]
Obtained Hidden Ability Gestalt
Obtained Unique Treasure Torment's Edge [1] (Elven Curve Blade)
Obtained Unique Treasure Armoire of Souls [1] (Treasure found in Game)
Obtained Unique Treasure Immortal Bones (Ginza's Body)
Obtained Unique Treasure Helm of Soren [1] (Helm [Decemvirate Helm])
Obtained Legendary Retainer Soul Husk (Purchased Retainer (Sorcerer) that can also be used as an alt)
Obtained Legendary Retainer Krush Husk (Purchased Retainer (Fighter) that can also be used as an alt)
Obtained Legendary Retainer Crosshair Husk (Purchased Retainer (Ranger) that can also be used as an alt)
Obtained Legendary Retainer Burglar Husk (Purchased Retainer (Rogue) that can also be used as an alt)
Obtained Legendary Treasure Transparent Cloak (Magical Cloak)

Obtained Title: Arcane Blademaster
Given to one who has married Bladed weapons with magic separately.

Obtained Title: Arena Star
Given to one who has obtained 15,000 victories in the Arena.

Obtained Title: Budding Chef
Given to one who has discovered 50 recipes

Obtained Title: Outstanding Chef
Given to one who has discovered 500 recipes

Obtained Title: Gourmet Chef
Given to one who has discovered 5,000 recipes

Obtained Title: Secrets of Cooking
Given to one who has created 15 recipes.

Obtained Title: Fortune's Favorite
Given to one who has spent more then 1,000,0000 on in game purchases

Obtained Title: War Ender
Given to one who has ended the War between Rival Empires.
Obtained during the Britten Empire and Sand Dynasty Event.

Obtained Title: Slaughter Star
Given to one who has taken 500,000 lives in a single action.

Obtained Title: Star of Death
Given to one who has taken 1,000,000 lives in a single action.

Obtained Title: Herald of Death
Given to one who has taken 2,000,000 lives in a single action.

Obtained Title: Black Calamity (Unique)
Acknowledged by all Empires, Organizations and Guilds as a Dangerous Individual.
Obtained by Destroying the Sarian Civilization.

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.
It was likely said because of his overpowered equipment, he was able to discover high level areas most players couldn't go and activate various quests and the eventual discovery of a new NPC Organization.

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 the lack of suitable players who had yet to unlock these hidden quests, the curious Ginza went ahead and entered the dungeons by himself. After a grueling 8 hours marathon, Ginza successfully cleared all 3 in a day and received the First Clear Awards. This was announced via the system and the community realized that the game also had hidden rewards, quests and areas to be found after Ginza explained on world chat what he had done.

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.
Some call it a marketing ploy but it wasn't soon enough as various players discovered the new races and that some rewards were marked as Unique meaning that there were either very limited in number or the [1] in parentheses indicated that there was only one of it's kind.
Players soon reported with great excitement about their discoveries which prompted Ginza to see if he could discover such a quest if he could.

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 of course had no problem defeating them and when the Game released them as Purchases for $100,000 each, it was no surprise that Ginza easily purchased them.

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.
System Announcement proclaimed his achievement for all to see and his quest log gave him the sweet confirmation that his efforts weren't in vain.

He had Completed a Hidden Unique Chain Quest.
Various Other players on learning of this quest had attempted it but failed proving it all but true that Ginza and only Ginza had completed it. There could be no other duplicate.

At this time, the game system proclaimed that a new event had occurred and various players gathered from all over to participate.
This was a turning point for Ginza, It would have severe repercussions on him but no one could have foreseen it. Not least the Developers themselves.
The Event was declared to last almost a month but Due to Ginza's unwitting use of an ancient artifact, he had ended it much sooner with disastrous consequences.

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.
As the trumpets blared and the armies on both sides advanced towards each other, Ginza on a pure instance of boredom opened the Sepulcher.

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.
Ginza had unwittingly activated another Unique Hidden quest. The Trigger condition unfortunately was to have more then 100 lives in the area which was to be sacrificed to the Ancient Queen. Ginza by opening it not only annihilated himself but everything on the Sarian Flats.

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.
Black Calamity

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.
One thing was certain.
The event that was scheduled to last a month ended in a week.
The Player who did what was supposed to be impossible was Ginza.

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.
The allied guild war ended in one hour and henceforth no other guild had dared to makes moves against them ever again during their existence.

Camp Activities:

GM Bonus:

1 - extra trait: Bladed Magic
2 - extra feat: Craft Magic Arms and Armor
3 - extra +2 to an ability score: +2 Int.
4 - gain a mount CR 3 or below:
5 - gain a crafting feat: Craft Wondrous Item
6 - gain a wish: Emerald-Eyed Blade applied on Elven Curve Blade.
7 - gain a magical ring no more than 8,000 gp (You must write the description, abilities, and background of the ring in your crunch as well): Ring of Protection (+2)
8 - gain a familiar or animal companion: Armoire of Souls [1]
9 - gain a super power: Invisibility at Will
10 - gain another 'Special' from another class, it cannot be a Special above 5th level: Improved uncanny dodge