Heir Apparent

Lady Kelendia's page

16 posts. Alias of Arbitracious.


Race

Female Human Eldritch Scion//Arcane Duelist

Classes/Levels

Numbers:
HP: 38/38 AC 17/12/15 AP 6/6 Spells: Magus X/5/3 Bard X/5/3 (B=Y) Eldritch Pool: 8/8 Bardic Performance: 17/17

About Lady Kelendia

Background:

[img=http://www.d20pfsrd.com/_/rsrc/1395512182247/images/magus_comm_by_yamao-d5ooj32.jpg]

Family and Status:

So, Lady Kelendia is the daughter of a Countess (who is a widow), she's got an older half-sister (half as in another father, not half-race), and older sister, and a younger brother. She is the third of four children, and the second in line for her mother's position. The family is well-to-do and relatively powerful.

Major Life Events:

Academy Training: She was sent to a prestigious academy to train as a magus (being the second child in line she was given combat training to defend her siblings and her house honor and property, as is tradition) She did well, approaching the top of her class and earning her family honor and impressing many influential people (Everybody wants an excellent magus on their side, after all) She made friends and enemies with the other girls from the other families (the school was segregated by gender).
Troubled First Love: While at the academy, she became friends with the valedictorian of her year, one of the princesses of the royal family. Through this connection, she was introduced to the princess's brother, a prince. A brief adolescent romance later, and things were going well, although they knew they would have to push things through with their families first. And then it all blew up.
It all blew up:

Imprisoned: She wasn't the only one who wanted that boy. Not by a long shot. Other girls wanted the option, and she was able to rebuff most of them. One, however, started to make her life miserable. A daughter of another countess, wizard by training, she was a jealous rival for the prince's affections. The competition got super-heated, and one day they crossed paths in the marketplace. A mere handful of sharp words later, and both girls were full on aggravated assault-ing each other in the street. Numerous hands from both families were involved in the fight as well. The city guard broke it up, but not before some hideous fighting and scratching and two wardrobe malfunctions (Lady K's was not so severe, just a torn off skirt, but the other girl lost her blouse well and good) along with a ridiculous amount of property damage. The city guard arrested everyone involved, and Lady K's mother thought it a good idea to leave Kelendia in prison for a while. It was better than the other girl, who was basically banished from London to some far away family estate, never to be seen again.

Aggravated Assault (with unauthorized use of magic), Property Damage (several stalls, lots of produce, numerous cages of poultry, a cart of goats, and one incredibly clever circus orangutan that escaped captivity and remains at large to this day), Lost Wages (several dozen merchants were essentially ruined), Disturbance of the King's Public (it was a festival day), the criminal record went on. Yikes. On top of that, London is basically ten million bards rolled up into a city. Do you know what that is like? "The ballad of milk and honey" (Lady K's own yellow panties, and her opponent's white skin), "Do you hear the day owls?" (K and the other girl were wordlessly screeching by the end of the fight), and the entirely unsubtle "I saw noble ladies' undergarments! Twice! And it got better!" (I don't need to explain that one) were among the most popular songs, plays, poems, bawdy tales, and other reputation-apocalypse heard around London for the next seventeen days, until some duke or other was caught with a barmaid. (It's Bardic London. Scandals aplenty! :P )

From the Ashes:

It was actually the time in prison that did Lady K some good. Circumstances were humble. A personal cell, not separated from other criminals except by wrought iron bars, a bookshelf with books, a toiletry area with actual closing door, daily renditions of the newest shameful bard-work from the other prisoners, and a single mattress with cushion for sleeping. Her prison name was Honey. She does not like that name. Her mother had also stripped her of her claim to the family name and fortune (hence it's just Lady K, with no family name) until "she has proven herself worth keeping" in the eyes of her mother. Her aunt, a much more lenient woman, took Lady K under the wing, and that started with tutoring visits in prison. (When you are noble enough, even prison is different) Kelendia, for the first time, got training in subterfuge and deceit. Her Aunt (not nearly so upstanding as her Countess mother) saw to it that Kelendia could take up the arts of subtlety, something that her straightforward combat training as a magi had neglected in the extreme. Her Aunt also loans out clothes and other small bribes to get Kelendia to carry on with the new lessons, and to keep the girl out of rags.

Her first work was in prison, talking and manipulating the other prisoners, making connections. Her Aunt, with a little "elbow grease" (read: bribes) got Kelendia out of prison on parole after 3 months, and Kelendia was glad to be out. Her Aunt continued the wheel-and-deal education, and Kelendia was always a good student. Her Aunt kept her combat training up as well, but this time with less reputable teachers, in alleyways instead of courtyards. The societal functions are a step down now, but that comes part and parcel with being a disgrace to the family. She has learned to control her temper wonderfully, as well.

Lady Kelendia today:

This is where we find Kelendia today, skilled and ambitious and controlled, but humbled and mocked and mistrusted by the nobility. She has gone several months without blowing it, and she still dreams of her prince, even though he might as well be on the moon. The odds of just getting back in her mother's good graces seems slim ("I cannot believe you had a shot at a prince! And! You! Failed!"), never mind the royal family's. On a plus note, it seems like she will make it through her parole intact, which would be good. She does get out and do community service, and she has gotten along with the city guards who check her parole. The easygoing, friendly Lady Kelendia is thought better of now, although the hard part will be building back up her reputation, and keeping her cool every time someone asks her "So, does the carpet still match the drapes?" (She's a natural blonde, and it's becoming less frequent)

Lady Kelendia
Female Human Adult
Magus (Eldritch Scion) 5// Bard (Arcane Duelist) 5

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    Stats
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Spoiler:


Size / Type: Medium Humanoid (Human)
Alignment: Lawful Evil
Deity: Irori (mild admiration, emulation)
Age: 19
Speed: 30 Ft.
Initiative: +11 (+5 Charisma +4 Imp. Initiative +2 Reactionary)
Senses: Perception +5
Passive Perception:+3
Action Points:6 / 6
Languages: 5 Common, Elven, Draconic, Sylvan, Celestial

Attributes
STR 12 (+1)
DEX 14 (+2)
CON 15 (+2)
INT 16 (+3)
WIS 11 (+0)
CHA 20 (+5)


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    Offense
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Spoiler:

BAB: +3

+1 Light Mace
Attack: 1d20 + 5 (3 BAB + 1 Str + 1 Enhancement)
Damage: 1d6 + 2 (1 Str + 1 Enhancement)
Crit: 20, x2

Possible Modifiers
Deadly Aim(attack supplement): -1 to hit, +2 damage with thrown weapons


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    Defense
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Spoiler:

HP: 38 (5d8 + 10)
AC: 17 (10 Base + 2 Dex + 5 Armor)
Touch: 12 / Flat-Footed: 15

Notes:
You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class.

CMB: 4 (3 BAB + 1 Str)
CMD: 17 (10 Base + 4 BAB + 1 Str + 2 Dex)


Fort +7 (+4 Base + 3 Con)
Refl +3 (+1 Base + 2 Dex)
Will +9 (+4 Base + 5 Cha) (Approved house rule)

Notes:
You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you.
You take a –2 penalty on Reflex saving throws to avoid traps or hazards.
No pleasure? Attempt a DC 20 Fortitude save at the end of the day. Fail: you begin the next day fatigued. This fatigue lasts 4 hours.


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    Skills
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Spoiler:

Class Skills: The magus's class skills are Climb (Str), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (planes) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha).

The bard's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).

Notes:
Free rank in Profession (Quartermaster) each level.
Diplomacy, Knowledge (history), Knowledge (local), Knowledge (nobility), and Linguistics are class skills (Imperious Bloodline)

Per Level: 8 (4 Base + 3 Int + 1 Human)
Total: 40
Used: 31


  • Acrobatics +5 (+0 Ranks +3 Class +2 Dex)
  • Appraise +6 (+0 Ranks +3 Class +3 Int)
  • Bluff +11 (+1 Rank +3 Class +5 Cha +1 Trait +1 Feat)
  • Climb +5 (+1 Rank +3 Class Skill +1 Str)
  • Craft (undecided) +7 (+1 Ranks +3 Class Skill +3 Int)
  • Diplomacy +17 (+5 Ranks +3 Class Skill +5 Cha +1 Trait +3 Feat)TTT
  • Disable Device +3 (+0 Ranks +3 Int)
  • Disguise +8 (+0 Ranks +3 Class +5 Cha)
  • Escape Artist +5 (+0 Rank +3 Class +2 Dex)
  • Fly +6 (+1 Rank +3 Class Skill +2 Dex)
  • Heal +0 (+0 Rank +0 Wis)
  • Intimidate +16 (+5 Ranks +3 Class Skill +5 Cha +1 Trait +2 Feat)
  • Linguistics +7 (+1 Rank +3 Class Skill +3 Int)TTT

  • Perception +5 (+5 Ranks +0 Wis)
  • Perform (Oratory) +10 (+1 Ranks +3 Class Skill +5 Cha +1 Feat)
  • Profession (Quartermaster) +8 (+5 Ranks +3 Class Skill +0 Wis)
  • Ride +6 (+1 Rank +3 Class +2 Dex)
  • Sense Motive +0 (+0 Ranks +0 Wis)
  • Sleight of Hand +2 (+0 Rank +2 Dex)
  • Spellcraft +7 (+1 Ranks +3 Class +3 Int)
  • Stealth +2 (+0 Ranks +2 Dex)
  • Swim +5 (+1 Rank +3 Class +1 Str)
  • Use Magic Device +9 (+1 Rank +3 Class +5 Cha)

  • Kn Arcana +7 (+1 Rank +3 Class +3 Int)
  • Kn Dungeoneering +7 (+1 Rank +3 Class +3 Int)
  • Kn Engineering +6 (+0 Rank +3 Class +3 Int)
  • Kn Geography +6 (+0 Rank +3 Class +3 Int )
  • Kn History +7 (+1 Rank +3 Class +3 Int)TTT
  • Kn Local +7 (+1 Rank +3 Class +3 Int)TTT
  • Kn Nature +6 (+0 Rank +3 Class +3 Int)
  • Kn Nobility +12 (+1 Rank +3 Class +3 Int +5 Feats)TTT
  • Kn Planes +7 (+1 Rank +3 Class +3 Int)
  • Kn Religion +6 (+0 Rank +3 Class +3 Int)

Notes:
You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you.
You take a –2 penalty on Perception checks to avoid being surprised.
TTT: When used to learn, study, or gather information about humans, you add an insight bonus equal to your Charisma bonus (+5) on such checks.

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    Traits and Drawbacks
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Spoiler:

Focused Study(Racial Trait) - 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.

Outsider (Campaign Trait) - Do not gestalt with Bard. As a bonus, you may now sunder Bard spells, and any bardic music you hear, as with the Spell Sunder rage power. In addition, gain a bonus feat every even level. You may make a perform check opposed by your opponents own perform check to neutralize the magic in Bardic Performances.

Reactionary (Combat Trait) - You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Overwhelming Beauty (Magic Trait) - Your wiles are particularly potent against people who share a race with you, as your beauty is often held up as a symbol of perfection. Benefit(s): The DC of your mind-affecting effects increases by 1 against creatures that have at least one of the same subtypes as you.

Extremely Fashionable (Equipment Trait) - You really know how to make a good impression when you’re dressed well.
Benefit: Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. One of these skills (choice: Bluff) is a class skill for you.

Charming (Social Trait) - 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.

Magical Lineage (Magic Trait) -One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Pick one spell when you choose this trait. When you apply metamagic feats to this spell, treat its actual level as 1 lower for determining the spell's final adjusted level.

Hedonistic (Drawback) - You are a creature of pleasure and comfort. Whenever you spend a day without gaining reward or treasure (at least 10 or more gold pieces) or spending an hour on entertainment or pleasure, attempt a DC 20 Fortitude save at the end of that day. If you fail, you begin the next day fatigued. This fatigue lasts 4 hours, or until you receive a reward or sufficient entertainment or pleasure.


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    Feats
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Spoiler:

Feats to get: Noble Scion (war), Skill Focus: Know (Nobility), Toppling Spell, Voice of the Sybil, Extra Traits, 5th, magus bonus 5th
Bonus: Ensemble (Free), Power Attack Deadly Aim (Free), Combat Expertise (Free), Improve Trip (1st-Free), Improved Initiative (3rd-Free),

Ensemble When you are performing, allies within 20 feet who also have this feat can aid you with your Perform checks (including those made as part of bardic performance) as if they were aiding another as an immediate action. The allies make their aid another rolls before you make your check. No more than four allies can grant you a bonus with aid another. Allies aiding you do not need to use the same category of the Perform skill that you are using in order to aid you. If you possess one or more levels of the bard class, you can choose any one ally within 20 feet to be part of the ensemble. The ally is considered to have the ensemble teamwork feat for the purposes of aiding your performance.(Bonus Feat)

Deadly Aim (replaces Power Attack) You can make exceptionally deadly ranged attacks by pinpointing a foe's weak spot, at the expense of making the attack less likely to succeed. Prerequisites: Dex 13, base attack bonus +1. Benefit: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. (Bonus Feat)

Combat Expertise (Combat) You can increase your defense at the expense of your accuracy. Prerequisite: Int 13. Benefit: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn. (Bonus Feat)

Improved Trip (Combat) You are skilled at sending your opponents to the ground. Prerequisite: Int 13, Combat Expertise. Benefit: You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you. Normal: You provoke an attack of opportunity when performing a trip combat maneuver. (Bonus Feat)

Improved Initiative (Combat) Your quick reflexes allow you to react rapidly to danger. Benefit: You get a +4 bonus on initiative checks.(Bonus Feat)

Arcane Strike (Combat) You draw upon your arcane power to enhance your weapons with magical energy. Prerequisite: Ability to cast arcane spells. Benefit: As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.(Bard Bonus Feat)

Combat Casting You are adept at spellcasting when threatened or distracted. Benefit: 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.(Bonus Feat)

Noble Scion You are a member of a proud noble family, whether or not you remain in good standing with your family. Prerequisites: Cha 13, must be taken at 1st level. Benefit: You gain a +2 bonus on all Knowledge (nobility) checks, and that chosen Knowledge skill is always considered a class skill for you. When you select this feat, choose one of the benefits listed below that matches the flavor of your noble family. Work with your GM to ensure that your choice is appropriate. Scion of War: You use your Charisma modifier to adjust Initiative checks instead of your Dexterity modifier.(1st Level)

Skill Focus (Know: Nobility) Choose a skill. You are particularly adept at that skill. Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.(Focused Study - 1st Level)

Toppling Spell (Metamagic) Your spells with the force descriptor knock the affected creatures prone. Benefit: The impact of your force spell is strong enough to knock the target prone. If the target takes damage, fails its saving throw, or is moved by your force spell, make a trip check against the target, using your caster level plus your casting ability score bonus (Wisdom for clerics, Intelligence for wizards, and so on). This does not provoke an attack of opportunity. If the check fails, the target cannot attempt to trip you or the force effect in response. A toppling spell only affects spells with the force descriptor. Level Increase: +1 (a toppling spell uses up a spell slot one level higher than the spell's actual level.)(2nd Level)

Voice of the Sibyl Your voice is strangely compelling. Prerequisites: Cha 15. Benefit: You get a +1 bonus on all Bluff, Diplomacy, and Perform (oratory) skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +3 for that skill. You do not get these bonuses if you do not use your voice when using the skill (such as using Bluff to feint in combat).(3rd Level)

Additional Traits You have more traits than normal. Benefit: You gain two character traits of your choice (see Chapter 8). These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose. Traits Chosen: Charming and Magical Lineage (Force Punch)(4th Level Feat)

Persuasive You are skilled at swaying attitudes and intimidating others into your way of thinking. Benefit: You get a +2 bonus on Diplomacy and Intimidate skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.(5th Level Feat)

Craft Wondrous Item (Item Creation) You can create wondrous items, a type of magic item. Prerequisite: Caster level 3rd. Benefit: 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.(5th Level Magus Bonus Feat)


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    Special Abilities
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Spoiler:

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: - An eldritch scion casts arcane spells drawn from the magus spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, an eldritch scion must have a Charisma score equal to at least 10 + the spell's level. The DC for a saving throw against an eldritch scion's spell is 10 + the spell's level + the eldritch scion's Charisma modifier. An eldritch scion can cast only a certain number of spells of each spell level per day. His base daily spell allotment is the same as a bard of the same level. In addition, he receives bonus spells per day if he has a high Charisma score.

An eldritch scion's selection of spells is limited. He has the same number of spells known as a bard of the same level, and can choose new spells to replace old ones at 5th level and every 3 class levels after that, just as a bard does. See the bard for more information on swapping spells known. This replaces the magus's spells class feature.

Eldritch Pool (Su): - An eldritch scion gains an eldritch pool of personal magical energy, equal to 1/2 his magus level (minimum 1) + his Charisma modifier. As a swift action, he can spend a point of eldritch energy to enter a state of mystical focus for 2 rounds. This allows him to use abilities from his bloodrager bloodline as though he were in a bloodrage, though he gains none of the other benefits or drawbacks of bloodraging. At 4th level, an eldritch scion can also use his eldritch pool as an arcane pool, gaining all the benefits listed with the magus's arcane pool class feature.

Additionally, any magus's class feature or spell from the magus spell list that normally uses a calculation based on Intelligence is instead based on Charisma for an eldritch scion. For example, an eldritch scion with the arcane accuracy magus arcana grants himself an insight bonus on attacks equal to his Charisma bonus, not his Intelligence bonus. This has no effect on the eldritch scion's skills or skill points. This ability replaces arcane pool, and abilities that modify arcane pool also modify eldritch pool.

Human Favored Class Bonus: Add +1/4 point to the magus' eldritch pool.

Cantrips (Sp): -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.

An eldritch scion can only use spell combat while in a state of mystic focus (see eldritch pool, above). At 8th level, an eldritch scion can use spell combat at any time. This ability alters spell combat.

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.

Bloodline: - An eldritch scion gains a bloodrager bloodline. The bloodline is selected at 1st level, and this choice cannot be changed. An eldritch scion's effective bloodrager level for his bloodline abilities is equal to his eldritch scion level. He does not gain any bonus feats, and he gains bonus spells from his bloodline at different levels (see the bonus spell class feature below). To use any ability that normally functions when in a bloodrage, an eldritch scion must spend a point from his eldritch pool (see below).

If an eldritch scion takes levels in another class that grant a bloodline, the bloodlines must be the same type, even if that means that the bloodline of one of the classes must change. Subject to GM discretion, an eldritch scion can change his former bloodline to make them conform.

This ability replaces spell recall.

NOTE: GM has approved Sorcerer Imperious Bloodline for play here. Details forthcoming.

Student of Humanity (Ex): At 1st level, you gain Diplomacy, Knowledge (history), Knowledge (local), Knowledge (nobility), and Linguistics as class skills. In addition, when using these skills to learn, study, or gather information about humans, you add an insight bonus equal to your Charisma bonus on such checks.

Heroic Echo (Su): At 3rd level, when you receive a morale bonus from any spell, spell-like ability, or magic item, including those you cast on yourself, that bonus increases by +1. At 9th level, this ability also applies to competence bonuses. If you receive a morale effect (or a competence effect at 9th level) that affects an area or multiple targets, as an immediate action you can share your increased bonus with all other recipients. This increase to other participants lasts a number of rounds equal to your Charisma bonus. You can use this ability once per day, plus one time per three levels after 3rd.

Bonus Spells: moment of greatness (2nd), eagle's splendor (3rd), heroism (4th), threefold aspect (5th), greater command (6th), pure strain??? (7th) These spells known are gained when the spell level in parenthesis is gained.

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.

Bardic Performance: An arcane duelist gains the following types of bardic performance.

Rallying Cry (Su): At 1st level, an arcane duelist can use performance to rally dispirited allies. Each round he makes an Intimidate check. Any ally (including the bard) within 30 feet may use this check in place of his own saving throw against fear and despair effects. Those already under a fear or despair effect can attempt a new save each round using the bard's Intimidate check. Rallying cry does not work on effects that don't allow saves. This is a mind-affecting ability that uses audible components. This performance replaces countersong.

Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.

Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Inspire Courage (Su): A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Inspire Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard's performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are unfeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components.

Bladethirst (Su): An arcane duelist of 6th level or higher may use performance to grant one weapon, one natural weapon, one end of a double weapon, or 50 items of ammunition of the same type within 30 feet a +1 enhancement bonus. This enhancement bonus increases by +1 for every three levels after 6th (maximum +5 at 18th level). These bonuses stack with existing bonuses and may be used to increase the item's enhancement bonus up to +5 or to add any of the following weapon properties: defending, distance, ghost touch, keen, mighty cleaving, returning, shock, shocking burst, seeking, speed, or wounding. If the weapon is not magical, at least a +1 enhancement bonus must be added before adding special abilities. This performance replaces suggestion.

[bigger]Arcane Bond (Ex): At 5th level, an arcane duelist gains the arcane bond ability as a wizard, using a weapon as his bonded item, allowing him to cast any one addition spell that he knows once per day. He may not choose a familiar or other type of bonded item. He may use the hand holding his bonded weapon for somatic components. This ability replaces lore master.

Arcane Bond (Su): At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object. Once per day, your bonded item allows you to cast any one of your spells known (unlike a wizard’s bonded item, which allows him to cast any one spell in his spellbook). This ability does not allow you to have both a familiar and a bonded item.

Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.

A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school below).

A wizard can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

[bigger]Special Ability Name - Special Ability Description

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    Spells
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Spoiler:

DC: 10 + Spell Level + 5 (CHA Mod)



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    Equipment
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Spoiler:

Gold: 10,500
Remaining: 4428 gp
Spent on drinks: 10 gp

Item Name
Body Slot (Cost: XXXX gp)
Description of item

+1 Chain Shirt
Armor (Cost: 1,250 gp)
100 gp, +5 Armor, +4 Max Dex, –1 ACP, 20% ASF, 30 ft speed, 25 lbs.
Covering the torso, this shirt is made up of thousands of interlocking metal rings.

+1 Light Mace
Weapon (Cost: 2,312 gp)
1d6+1 dmg, x2, 4 lbs, Bludgeoning
A mace is made up of an ornate metal head attached to a simple wooden or metal shaft.

Ring of Sustenance
Faint Conjuration; CL 5th
Ring (Cost: 2,500 gp)
This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind, so that its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. This allows a spellcaster that requires rest to prepare spells to do so after only 2 hours, but this does not allow a spellcaster to prepare spells more than once per day. The ring must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to reattune it to himself.