Feats:
• Weapon Finesse[ 1st ] - Use Dexterity, rather than Strength for melee attacks.
• Toughness [ Human ] - +1 hit point per level.
• Weapon Proficiency and Focus and Fencing Grace(Estoc) [ Class ] - You are proficient and receive a +1 to hit with an Estoc, and may add your dexterity bonus to damage.
• Combat Reflexes [ 3rd ] - Make additional Attacks of Opportunity equal to your Dexterity Modifier.
• Flamboyant Arcana [ 5th ] - Use Arcana Pool for Derring Do and Opportune Parry and Riposte.
Magus Arcana:
• Flamboyant Arcana [ Feat ] - Use Arcana Pool for Derring Do and Opportune Parry and Riposte.
• Divinatory Strike [ Feat ] - On a critical hit, gain a free knowledge check (even if you have already failed it) against the target, treating the roll as a natural twenty.
Mythic Tiers:
• Dual Path (Champion / Trickster)
• Hard to Kill - Automatically Stabilize when below 0 HP.
• Mythic Initiative - Add your tier to your initiative, spend one Mythic Power to gain a standard action once per round.
• Surge - Spend mythic power to add 1d6 to a roll as an immediate action.
• Fleet Charge - Spend mythic power to move up to your speed and make a single attack that bypasses DR and adds your tier as a bonus to hit.
• Surprise Strike - Spend mythic power to attack a foe and treat them as flat-footed for that attack. This attack bypasses all DR.
• Mythic Ability Score - +2 bonus to Constitution.
Special Abilities:
• Arcane Pool [ Class ]: Pool equal to half level + int (2+4). Use to create enhancements to your weapon.
• Spell Combat [ Class ]: May cast a spell and attack in the same round.
• Spell Strike [ Class ]: May strike with a weapon rather than touch with a spell, delivering the spell through the weapon.
• Canny Defense[ Class ]: Add your Int bonus to your AC, to a maximum of your Class Level.
• Perfect Strike[ Class ]: Spend an Arcana Point to deal max damage with your weapon.
• Bonus Feat [ Racial ]: A human gains a bonus feat.
• Skilled [ Racial ] : +1 Rank per level.
Combat Gear:
• Mwk Scorpion Whip
• Haramaki
• Mwk Star Knife
• Spell Component Pouch
• Headband of Nature
• Belt of Dexterity
• Cloak of Resistance +2
• Pearls of Power
• Amulet of Natural Armor
• Sleeves of Many Garments
• Ring of Protection
• +1 Flameforged Firebrand Estoc
Background:
Neri came from a circus. That's basically all he really shares from his past. He did a lot of things with the circus, and spent most of his time training to be better.
What he doesn't share is that he came from a broken home, from which he ran away when he was younger than ten. The circus owner, seeing the obvious signs, took him in, and claimed him as his own.
He once helped to cause an entire town to be murdered and burned to the ground, and still blames himself for the deaths of two of the Elder souls... and just as important, people he thought were his friends.
Description:
Neri keeps his hair cut within an inch and a half of his head, and dyes it a woad-blue color. He has bright blue eyes that draw attention from several scars marring the various parts of his body. Despite the scars he has an easy smile. He wears light leather clothing overtop some sort of stomach armor Lina cooked up for him.
He carries a whip and several pouches along the line of his belt, and a starknife opposite that. He's lithe, and active, both in the way he moves and the way he reacts to things, but he doesn't seem particularly strong.
Height: 5'8"
Weight: 135
Age: 22
Personality
Neri is highly reactive and emotive, he wears his heart on his sleeve, and takes a great deal of pride in promoting the concepts of freedom and kindness. He's become a bit of a bookworm, using his natural talents to soak up everything the world has to offer and is willing to teach him.
Likes: People, helping others, being noticed.
Dislikes: Pompousness, Slavery, Torture... you know, normal things.
Fears: Waking up back home.
Family:
None here.
Friends:
Raptors.
Mahb and her brood.
Rivals:
The church.
Ambitions & Goals:
Neri wants to free as many people as he can. He wants people to get the things that they desire, so long as they don't actively hurt others in the process.
Unusual Materials:
Whipsteel - This is a very flexible type of metal which isn't entirely solid at touch, it seems to flex and bend in one's hand, thus the name. A weapon made of whipsteel bypasses the damage reduction of any earth based creature it touches, such as Formians, and wounds from it do not regenerate as easily (what the Raptor's call things like the cave troll, and other earth based creatures with DR or Regeneration, it doesn't seem to affect Fast Healing though). Creating something of Whipsteel costs an extra 200gp per pound of metal. For weapons made of both metal and wood, assume the metal takes up 90% of the weight for non-polearms, and 50% for polearms. Ammunition made of Whipsteel costs 4gp per. Armor made of Whipsteel grants no special effects, except to allow unarmed strikes the same benefits as weapons.
Elinium - This black metal is found in deep cave pockets, and is lighter and stronger than steel, but harder to work. It is functionally the same as Mithral. However, the cost of enchanting it with protective magic vs earth is increased by 25% while protective magic vs air is decreased by 25%.
Byzanium - This is a bluish metal that can't be forged by fire. It can only be forged by long arduous days pounding on it with an Adamantine hammer. The metal is found in pockets deep under ground, and is rather rare. Weapons made from the metal are immune to fire attacks that damage weapons and spells that heat metal. They also bypass the regeneration and DR of fire based creatures. Armor made from the metal grants 5 pts of Fire Resistance, and keeps it's wearer cool in hot environments. It costs 400 GP per pound for weapons or armor made from Byzanium. Ammunition costs 8GP per round.
Spoiler:
[dice=Parry (Immediate Action)]1d20+11[/dice]
[dice=Concentration]1d20+8[/dice]
[dice=9 Ring Estoc Spellstrike]1d20+11-2[/dice]
[dice=9 Ring Estoc Spell Combat]1d20+11-2[/dice]
[dice=9-Ring Estoc Attack]1d20+11[/dice]