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Okoju Agata's page

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About Okoju Agata

Okoju Agata

Theme: Spear Defender

Alignment:
CG. Both scholar and soldier, Okoju will protect his companions and those he believes in need, often with reckless abandon and putting others safety above his own.

Personality:
Friendly, outgoing and selfless.

Character Creation (Stats and Race):

Stat Rolls, +10 (1:1)
str 15 (+2 Race -3 GM) → 14
dex 15 (+2 Race, +3 GM) → 20
con 15 (+2 Race, +3 GM) → 20
int 15 (+2 Race, +3 GM ) → 20
wis 15 (+2 GM, +1 Level 3) → 18
cha 14 (+2 GM) → 16

Additional racial traits (11 rp points):
Advanced Intelligence (4)
Advanced Dexterity (4)
Flexible Bonus Feat (4)
Hardy (3)
Low-Light Vision (1)
Natural Armor +3 (6)
Gift of Tongues (2)

Male CG Gnoll Warder (Dervish Defender) 3 // Rogue (Unchained) 3 // Magus (Kensai) 3 (Tristalt)
Age: 23 / Height: 5'6” / Weight: 220 lbs.
Fur: Blueish Grey / Eyes: Yellow
Deity: Cayden Cailean

Base Abilities and Stats:

STR: 14 (+2) // DEX: 20 (+5) // CON: 20 (+5)
INT: 20 (+5) // WIS: 18 (+4) // CHA: 16 (+3)
HP: 57 (Class +36, Con +15, Toughness +3, Favored Class +3)
Initiative: +6 (+5 Dex, +1 Trait)
Move Rate: 30 ft;
Size: Medium; Reach: 5 ft
AC: 29, Touch: 24, Flat Footed: 20 (Dex +5, Int +5, Natural +5, Dodge +4)
BAB: +3
CMB: +6 (Str +3, BAB +3)
CMD: 25 (10, Str +3, Dex +5, BAB +3, +4 Dodge)
Conditional: Combat Expertise (+1 Dodge), +1 Dodge vs. traps
Saves:
Fort: +8 (+3 Base, +5 Con)
Reflex: +8 (+3 Base, +5 Dex)
Will: +7 (+3 Base, +4 Wis)
Senses: Low Light Vision, Dark Vision 60 ft, Trapfinding
Defensive Abilities: Evasion, Danger Sense
Concentration: +9 (+3 CL, +5 Int, +1 Trait)
Primary Class: Warder; Favored Class Bonuses: +3 Hp
Hero Points: 2

Combat:

Melee
Naginata +9 (BAB +3, Dex +5, WF +1)
1d8+7, x4, S (Dex +5 x 1.5)
SQ: Reach

TWF:
Naginata +7 (BAB +3, Dex +5, WF +1, TWF -2)
1d8+5, x4, S (Dex +5)
SQ: Reach

Haft +7 (BAB +3, Dex +5, WF +1, TWF -2)
1d6+5, x2, S (Dex +5)
SQ: Reach

Skills:

24-Class, 15-Int, 3-Bonus

Class Skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Fly (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (martial) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), Swim (Str), and Use Magic Device (Cha).

Acrobatics: +9 [i](Rank +1, Class +3, Dex +5)
Appraise: +9 (Rank +1, Class +3, Int +5)
Bluff: +8 (Rank +1, Class +3, Cha +3, Racial +1)
Climb: +6 (Rank +1, Class +3, Str +2)
Diplomacy: +9 (Rank +2, Class +3, Cha +3, Racial +1)
Disable Device: +10 (Rank +1, Class +3, Dex +5, Trapfinding +1)
Disguise: +3 (Cha +3)
Escape Artist: +5 (Dex +5)
Fly: +5 (Dex +5)
Heal: +8 (Rank +1, Class +3, Wis +4)
Intimidate: +12 (Rank +3, Class +3, Cha +3, Skill Focus +3)
Knowledge (Arcana): +10 (Rank +2, Class +3, Int +5)
Knowledge (Dungeoneering): +10 (Rank +2, Class +3, Int +5)
Knowledge (History): +10 (Rank +2, Class +3, Int +5)
Knowledge (Local): +10 (Rank +2, Class +3, Int +5)
Knowledge (Martial): +10 (Rank +2, Class +3, Int +5)
Knowledge (Nobility): +10 (Rank +2, Class +3, Int +5)
Knowledge (Planes): +10 (Rank +2, Class +3, Int +5)
Linguistics: +9 (Rank +1, Class +3, Int +5)
Perception: +10 (Rank +3, Class +3, Wis +4)
Profession (Soldier): +10 (Rank +3, Class +3, Wis +4)
Ride: +5 (Dex +5)
Sense Motive: +9 (Rank +2, Class +3, Wis +4)
Spellcraft: +10 (Rank +2, Class +3, Int +5)
Stealth: +7 (Rank +2, Class +3, Dex +5)
Survival: +9 (Rank +2, Class +3, Wis +4)
Swim: +6 (Rank +1, Class +3, Str +2)
Use Magic Device: +7 (Rank +1, Class +3, Cha +3)

Languages: Gnoll, Common, Modern Common

Modifiers: +1 Perception to locate traps and avoid being surprised

Racial Traits:

Ability Score Racial Traits: +2 Str, +2 Con
Size: Medium
Type: Humanoid (Gnoll)
Base Speed: 30 feet.
Languages: Xenophobic - Gnolls start knowing their racial language only.
Natural Armor: Gnoll hides are remarkably tough, granting them a +2 natural armor bonus.
Dark Vision: Gnolls have darkvision and so can see perfectly in the dark up to 60 feet.

Advanced Dexterity & Intelligence: +2 Dex, +2 Int
Flexible Bonus Feat: Select one extra feat at 1st level.
Hardy: +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Low Light Vision: Can see twice as far as a race with normal vision in conditions of dim light.
Improved Natural Armor: Gain a +3 natural armor bonus.
Gift of Tongues: Gain a +1 racial bonus on Bluff and Diplomacy checks, and learn one additional language every time they put a rank in the Linguistics skill.

Character Traits:

[Arcane Temper (Magic): You gain a +1 trait bonus on concentration and initiative checks.
Dispelled Battler (Combat): You gain a +1 trait bonus on weapon attack and damage rolls while within an area of antimagic such as that created by an antimagic field. You also gain this bonus for 1 round after you are subject to an area or targeted dispel magic spell, regardless of the effect's success or failure in dispelling your spells and magical effects.
Unorthodox Method: You may trade one of your classes disciplines known for a different discipline known of your choice. (Swap Silver Crane for Broken Blade) You gain the new discipline's skill as a class skill.

Proficiencies:

All simple weapons and martial melee weapons, double weapons, hand crossbow, and with light armor.
Suffers normal arcane spell failure chance when casting magus spells while armored.

Warder (Dervish Defender) Abilities:

Maneuvers
A warder begins her career with knowledge of five martial maneuvers. The disciplines available to her are Golden Lion, Silver Crane, Thrashing Dragon and Primal Fury. Once she knows a maneuver, she must ready it before she can use it (see Maneuvers Readied, below). A maneuver usable by warders is considered an extraordinary ability unless otherwise noted in its description. Her maneuvers are not affected by spell resistance, and she does not provoke attacks of opportunity when she initiates one. She learns additional maneuvers at higher levels, as shown on Table: The Warder. The warder must meet a maneuver's prerequisites to learn it. See the Systems and Use chapter.

Upon reaching 4th level, and at every even numbered warder level after that, she can choose to learn a new maneuver in place of one she already knows. In effect, the warder loses the old maneuver in exchange for the new one. The warder need not replace the old maneuver with a maneuver of the same level. She can choose a new maneuver of any level she likes, as long as she observes her restriction on the highest-level maneuvers she knows. The warder can swap only a single maneuver at any given level. A warder's initiation modifier is Intelligence.

Maneuvers Readied
A warder can ready three of her five starting maneuvers, but as she advances in level and learns more maneuvers, she must choose which maneuvers to ready. She readies her maneuvers by going over battle tactics, through weapon drills, or spending time meditating in prayer for 10 minutes. The maneuvers she chooses remain readied until she decides to repeat this again and change them. Any given maneuver may only be readied once. Warders do not need to sleep or be well rested to ready their maneuvers; any time they spend 10 minutes in practice or meditation, they can change their readied maneuvers. She begins an encounter with all readied maneuvers unexpended, regardless of how many times she may have already used them since she chose them. When the warder initiates a maneuver, she expends it for the current encounter, so each of her readied maneuver can be used once per encounter (until they are recovered, see below).

For a warder to recover expended maneuvers, she must take stock of her situation to plan for her next movement. By focusing entirely on a defensive position to prepare her next move, she is able to regain maneuvers expended to assist her to victory. By taking a full round action to plan her next move (activating her defensive focus class feature, see below), she recovers a number of expended maneuvers equal to her Intelligence modifier (minimum of 2). Alternately, she may take a brief pause in battle and recover a single maneuver of her choosing by spending a standard action on her turn.

Stances Known (2)
Warders begin play with knowledge of one stance from any discipline open to warders. At the indicated levels (see class table), the warder selects an additional new stance. Unlike maneuvers, stances are not expended, and she does not have to ready them. All the stances she knows are available to her at all times, and she can change the stance she is currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, the warder cannot learn a new stance at higher levels in place of one she already knows.

Defensive Focus (Ex, threatened area 15 feet, CMD 30)
At 1st level, the defensive prowess of the warder is second to none, allowing her to focus her actions purely on defending himself and her allies in ways that cannot be replicated. The warder gains the Combat Reflexes feat as a bonus feat, using her Intelligence modifier in place of her Dexterity modifier to determine the number of additional attacks of opportunity she may make each round.

When recovering maneuvers as a full round action, the warder sets up a defensive perimeter around himself to defend her allies, increasing her threatened area by 5 ft. for every 5 initiator levels she possesses. Until the beginning of her next turn, she may make attacks of opportunity against any opponent in this threatened area that provokes attacks of opportunity. She may move as part of these attacks of opportunity, provided her total movement before her next turn does not exceed her speed (his movement provokes attacks of opportunity as normal). Additionally, while using defensive focus, the warder adds her Intelligence modifier plus her class level to her CMD for the purposes of defending against enemies trying to use the Acrobatics skill to prevent her from getting attacks of opportunity against them.

At 10th level, her defensive focus improves further, causing the ground within her melee reach to be treated as if it were difficult terrain, hampering her foes' movement around him. If a foe tries to move through a space within her reach, the movement through those squares costs double (x2). Additionally, while using her defensive focus to make an attack of opportunity, her movement does not provoke attacks of opportunity.

Aegis (Ex, +1, 10 ft)
At 1st level, the warder's defensive prowess extends to those who choose to stay near to him. Allies who are within 10 ft. of the warder's position gain a +1 morale bonus to Armor Class and to Will saves under the warder's defensive aegis, her presence bolstering and shepherding the defenses of her allies. This bonus improves to +2 at 5th level (+3 at 9th level, +4 at 13th level, and +5 at 17th level). The warder does not receive this bonus, but may receive the benefits of this ability from another warder. If the ally cannot see or hear the warder, then the ally does not gain the benefits of this ability (such as if the warder is concealed or invisible).

At 6th level, her aegis' range increases its effective area, growing to a 20 ft. radius. At 12th level, this increases again to 30 ft.

Bonus Feat
The dervish defender gains Two-Weapon Fighting as a bonus feat at 1st level.

Two-Weapon Defense (Ex)
While not all dervish defenders fight in the same manner, most do and all are extensively trained in these fighting philosophies. While wearing light armor or no armor, wielding a weapon in each hand (or using a double weapon), and not using a shield heavier than a buckler, the warder may add her Intelligence bonus (if any) to her Armor Class. She retains this bonus even against touch attacks or when flat-footed, but loses this bonus should she be rendered helpless by any means.

Armiger's Mark (Ex, -6 penalty, 5 rounds, +12% arcane failure, 8 marks, 6/day):
At 2nd level, a warder is trained in how best to control her enemies and how they behave in battle, urging them to throw their all against the warder's indomitable armor and unyielding shield. With a sharp blade, a clever taunt, or something that otherwise attracts her foe, the warder can direct the attention of enemies towards himself. Whenever the warder attacks a foe in combat and inflict at least 1 point of damage, as a free action she may mark them as her foe (he may even mark a foe during an attack of opportunity and may make the free action to do so, even though it is not her turn) and attempt to continue to force them to engage the warder only. The target is aware of being marked, and the mark remains for a number of rounds equal to the warder's Intelligence modifier (minimum of 1). Marked targets suffer a -4 penalty to attack rolls against foes that are not the warder, and arcane spellcasters suffer an increase in arcane spell failure of 10% + 1% per two warder levels until the mark expires. The warder may only maintain a number of marks equal to 3 + her Intelligence modifier at a time, and she may make a number of marks per day equal to 1/2 warder level + Intelligence modifier. At 8th level, this penalty increases to -6, and it increases again to -8 at 16th level. This ability functions on creatures with an Intelligence score of 1 or more, allowing her to mark animals and other beasts as well as sentient beings, but not mindless creatures such as skeletons. Multiple armiger's marks overlap (do not stack).

At 9th level, the warder may expend two uses of her armiger's mark to make a grand challenge to all enemies within a 30 ft. radius and mark them with her words alone. Creatures affected must make a Will save (DC 10 + 1/2 warder level + Intelligence modifier) against the warder's mark ability or suffer the penalties of being marked for a number of rounds equal to the warder's Intelligence modifier. This does not count against her normal marking limit. This is a language-dependent ability and does not effect creatures of less than 1 Intelligence.

At 16th level, the armiger's mark improves to allow her to recover an expended maneuver whenever she reduces a marked opponent's hit points to 0 or less (this can only trigger once per marked opponent).

Bonus Feat
At 3rd level and every 5th level thereafter, a warder receives a bonus combat or teamwork feat. She must meet all prerequisites for these feats.

Rogue (Unchained) Abilities:

Sneak Attack (2d6)
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

Trapfinding (+1)
A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Finesse Training (Ex, Naginata)
At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Evasion (Ex)
At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Danger Sense (Ex, +1)
At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).

Rogue Talents:

Stand Up
A rogue with this ability can stand up from a prone position as a free action. This still provokes attacks of opportunity for standing up while threatened by a foe.

Magus (Kensai) Abilities:

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. In addition, he receives bonus spells per day if he has a high Intelligence score.

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.

Cantrips
A magus can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.

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.

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 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.

Diminished Spellcasting
A kensai may cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level.

Arcane Pool (Su, 6/day, +1)
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. 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.

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.

Canny Defense (Ex, +3 Dodge)

At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name, save that his chosen weapon may be of any type.

When wearing light or no armor and not using a shield, a duelist adds 1 point of Intelligence bonus (if any) per duelist class level as a dodge bonus to her Armor Class while wielding a melee weapon. If a duelist is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.

Weapon Focus (Ex)
At 1st level, a kensai gains Weapon Focus with his chosen weapon as a bonus feat.

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:

Flamboyant Arcana (Ex):
A magus gains the derring-do and opportune parry and riposte deeds from the swashbuckler's list of deeds.

The magus can spend only points from his arcane pool (not panache points) to use these deeds and any other deeds he gains from the deed arcana. He can't use points from his arcane pool to use deeds from other classes or those gained by feats, nor can he regain points to his arcane pool as a swashbuckler would regain panache points. Effects that add to, reduce the cost of, or otherwise affect panache or grit don't affect the arcane pool of a magus with this arcana.

Derring-Do (Ex): At 1st level, a magus can spend 1 arcane point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the magus, she can spend 1 arcane point and expend a use of an attack of opportunity to attempt to parry that attack. The magus makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the magus, the magus takes a –2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The magus must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 arcane point, the magus can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach.

Feats:

Character Feats:

Level 1

Spear Dancing Style (Combat, Style, Naginata)
Choose one weapon from the polearm or spear fighter weapon groups. While using this style, you grant the chosen weapon the double special weapon feature, using the weapon's normal statistics for its main-hand end and the statistics of a light mace for its off-hand end.

A weapon wielded in this way loses the brace and reach special weapon features.

Special: A character with the weapon training (polearms or spears) class feature can use Spear Dancing Style with any polearm or spear, respectively, in addition to the chosen weapon.

Spear Dancing Spiral (Combat, Naginata)
While using Spear Dancing Style, you gain the benefit of Weapon Finesse with the chosen weapon if it is appropriately sized for a creature of your size category. In addition, you can use any feat or ability that functions with a quarterstaff with your chosen weapon.

Spear Dancing Reach (Combat, Naginata)
While using Spear Dancing Style and making a full attack using the chosen weapon as a double weapon, you can grant the reach special weapon feature to one or both of the weapon's ends until the end of your turn as a swift action.

Amateur Investigator (Inspiration: 5)
Like an investigator, you have the ability to augment your Knowledge, Linguistics, and Spellcraft skill checks. You gain a pool of inspiration equal to your Intelligence modifier. You can expend one use of inspiration as a free action to add 1d6 to the result of a Knowledge, Linguistics, or Spellcraft check, as long as you are trained in that skill (even if you take 10 or 20 on that check). You make this choice after the check is rolled and before the results of the roll are revealed. You can use inspiration only once per skill check. Your pool of inspiration refreshes each day, typically after you get a restful night's sleep.

Double Slice
Add your full Dexterity bonus to damage rolls made with your off-hand weapon.

Level 2

Dazzling Display
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.

Level 3

Combat Expertise (Combat)
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.

Warder Bonus Feats

Two Weapon Fighting
Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting.

Combat Reflexes (+5 AOO's)
You may make a number of additional attacks of opportunity per round equal to your Intelligence bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Powerful Mark (Combat)
The penalty for your armiger's mark ability increases by 2, and the save DC for your armiger's mark grand challenge increases by +2

Rogue Bonus Feats

Weapon Finesse
With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Kensai Bonus Feats

Weapon Focus (Naginata)
You gain a +1 bonus on all attack rolls you make using the selected weapon.

Racial Bonus Feat

Dodge
You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Campaign Bonus Feat

Toughness
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).

Spells:

Magus Spellbook:
Level 0: Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Spark
Spark
Level 1: Blade Tutor's Spirit, Chill Touch, Corrosive Touch, Disguise Weapon, Frostbite, Floating Disc, Long Arm, Magic Missile, Shocking Grasp, Shield, Ray of Enfeeblement, Unseen Servant

Spells Prepared:
Level 0: Detect Magic, Read Magic, Prestidigitation
Level 1: Blade Tutor's Spirit, Magic Missile, Long Arm, Shield

Stances Known:

Pride Leader's Stance (Golden Lion)
By adopting the mannerisms of commanding lions of the great savannahs, the disciple inspires heroics by his presence. By adopting this stance, the initiator and all allies within 20-ft. of his position gain a +4 morale bonus to saves vs fear effects and demoralization effects. The radius of this effect increases by 10-ft. per five initiator levels starting at initiator level 6.

Silver Crane Waltz (Silver Crane)
The divine vantage point of the celestial realms infuses the mind of the disciple, granting him momentary flickers of foresight. A faint, ghostly image of wings is visible around the disciple but vanishes when he is looked upon directly. The initiator gains a +4 insight bonus to initiative checks if he is in this stance before combat begins, and a +2 insight bonus to Reflex saves and to AC. These bonuses increase by an additional +1 every eight levels after 1st level.

Maneuvers Known:

Readied: Primal Wrath

Crushing Blow (Primal Fury, Strike)
Standard action; Range: Melee attack; Target: One creature; Duration: Instant; Saving Throw: Fortitude partial

By bringing his weapon high and bringing it down with ferocious finality, the disciple's forceful blow is enough to weaken the defenses of his foe momentarily. The initiator makes an attack and if successful, the strike inflicts an additional 1d6 points of damage and may potentially render his foe flat-footed until its next turn on a failed Fortitude save (DC 11 + initiation modifier).

Enduring Crane Strike (Silver Crane, Strike)
Standard action; Range: Melee attack; Target: Target creature(s); Duration: Instant

Making his soul a wellspring of holy power, the disciple strikes out at a foe to unleashed his holy power to restore health to himself or an ally. The initiator makes an attack against a target creature, inflicting damage as normal, and the strike restores 1d6 hit points plus his initiation modifier to the initiator or to an ally within 30-ft.

Hunting Party (Golden Lion, Strike)
Standard action; Range: Melee attack; Target: One creature and one adjacent ally; Duration: 1 round

When two or more soldiers converge on a single target, the odds of victory increase and the disciple with the knowledge of this strike can assist his comrade's potential lethality. When this strike is initiated, a successful melee attack may grant one adjacent ally who is attacking the same target an attack of opportunity against that target.

Pride Movement (Golden Lion, Boost)
Swift action; Target: One adjacent ally; Duration: Instant

By having a watchful eye on the flow of combat, the disciple knows when to spur an ally into a better position. As a swift action, the initiator may grant a move action to an adjacent ally. This ally may then use this move action immediately to move up to his base speed, as if it were a free action taken on the initiator's turn.

Tactical Strike (Golden Lion, Strike)
Standard action; Range: Melee attack; 10-ft.; Target: One creature; Duration: Instant

Any commander knows that in battle, footwork is key. By utilizing this theory, the Golden Lion disciple helps his comrades to understand this. The disciple makes a melee attack against a foe; if successful, any ally he designates within 10-ft. of his position may make an immediate free 10-ft. movement without provoking attacks of opportunity.

Gear:

Masterwork Naginata
Encumbrance Light: 0-58 lbs.; Medium: 59-116 lbs.; Heavy: 117-175 lbs.

Money:

none

Goodwin's Special Item:

Item name: Eru Alaabo
Description: Masterwork Naginata
Category: Weapon

Feats Granted:

Bodyguard (Level 2): When an adjacent ally is attacked, you may use an attack of opportunity to attempt the aid another action to improve your ally’s AC. You may not use the aid another action to improve your ally’s attack roll with this attack.

Skill Focus (Intimidate) (Level 3): 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.

Magic Creation Pool (spent/total): 2000/3000
+1 Enhancement Bonus (Blade) (2000)

Flexible Power Pool (spent/total): 0/1
none spent

Background:

Theoretical Progression:

Warder (Dervish Defender) 20 // Rogue (Unchained) 10 / Slayer (Vanguard) 10 // Magus (Kensai) 11 / Samurai (Sword Saint) 9

Cheese Dip 1=Fighter (Unbreakable)
Cheese Dip 2=Monk (Martial Artist/Master of Many Styles)

Dual Mind=Psychic Warrior // Brawler (Exemplar)/Stalwart Defender // Cleric/Stalker/Blade Templar