Seltyiel

Reiko Arashi's page

511 posts. Alias of Steven_Evil.


Full Name

Reiko Arashi

Race

Elf Magus 3; Arcane Pool 4/4

Classes/Levels

HP 35/35 | AC:16 T:16 FF:11 CMD 16 | Init+5 F+6 R+4 W+4 (+2 v Enchantment) | Katana:+5, 1d8+2; 19-20 x2

Skills:
Intimidate: 10 Knowledge (Arcane): 10 Knowledge (Dungeoneering): 10 Perception: 6 Spellcraft: 10 Use Magic Device: 9

Gender

Male

Size

Med

Age

140

Special Abilities

comprehend languages, detect magic, detect poison, and read magic 1/day; Arcane Pool, Cantrips, Spell Combat

Alignment

True Nuetral

Deity

Iomedae

Languages

Common, Elven, Minkayan, Draconic, Sylvan, Goblin

Occupation

Wandering Adventurer

Strength 15
Dexterity 16
Constitution 12
Intelligence 19
Wisdom 13
Charisma 13

About Reiko Arashi

Racial Traits:

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.

Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses: Elves receive a +2 racial bonus on Perception checks.

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

Traits:

(Alternate Racial)Envoy: Elves often have trouble relating to neighbors of other races, especially those with much shorter lifespans. As a result, some are trained in minor magics that are particularly useful when dealing with non-elves. Elves with this racial trait and an Intelligence score of 11 or higher gain the following spell-like abilities once per day: comprehend languages, detect magic, detect poison, and read magic. The caster level for these effects is equal to the elf's level. This racial trait replaces elven magic.

Cross Disciplined: Once per day, you may cast a spell you have prepared that appears on both the magus and wizard spell lists as if your caster level were 1 level higher.

Inspired: Once per day as a free action, roll twice and take the better result on a skill check or ability check.

Class Abilities:

Arcane Pool: 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: 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.

Weapon and Armor Proficiency: A kensai is proficient in simple weapons and in a single martial or exotic melee weapon of his choice. A kensai is not proficient with armor or shields and suffers normal arcane spell failure chance when casting magus spells while armored.

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.

Canny Defense: When wearing light or no armor and not using a shield, a magus adds 1 point of Intelligence bonus (if any) per magus 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: At 1st level, a kensai gains Weapon Focus with his chosen weapon as a bonus feat.

Spellstrike: 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.

Stats
HP:35
AC:16
Speed: 30ft.
Initiative:+5
Arcane Pool:4

Saves
Fort: +6
Ref: +4
Will: +4

Attacks
Katana +5, 1d8+2, 19-20 x2
Longbow +4, 1d8, 20x3

Feats
Forgotten Past:The duration of mind-affecting spells (even beneficial ones) is halved for you, to a minimum of 1 round. Your inquisitive nature gives you a +2 bonus on Perception checks. If you have 10 or more ranks in Perception, this bonus increases to + 4 .
--Goal: Regain a major portion of your lost memories. The exact means varies, possibly requiring a wish, assistance from a divine being, reliving a past life, or confronting the situation that led to your memory loss. This process must involve encountering a challenging foe, though possibly in ways other than direct confrontation.
--Completion Benefit: You roll twice whenever you attempt a saving throw against a mind-affecting effect, keeping the better result.
--Special: Restoration of memories by means less significant than miracle or wish does not qualify for the prerequisite.

Weapon Focus-Katana: You gain a +1 bonus on attack rolls with the selected weapon.
Tribal Scars: You gain 6 hit points, and you gain a +1 bonus on Fortitude saves and a +2 bonus on Intimidate checks.
Extra Arcana-Spell Scars You gain one additional Magus Arcana.

Arcana
Flamboyant Arcana: A magus gains the derring-do and opportune parry and riposte deeds from the swashbuckler's list of deeds. The magus can spend points from his arcane pool as panache points to use these deeds and any other deeds he gains from the deed arcana, but he cannot 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. (Note that the wording of the deeds has been altered simply to replace "swashbuckler" with "magus" for convenience and clarity.)

--Derring-Do (Ex): At 1st level, a magus can spend 1 panache 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 panache 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 panache 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.

Spell Scars: The magus can use special scar-based tattoos called spell-scars on his skin to cast or prepare spells, much like scrolls. He can cast a spell from a spell-scar exactly like casting from a scroll; the ink and scars vanish when the spell is cast. The magus can also prepare spells from his spell-scars without expending them, similar to a wizard using the Spell Mastery feat. The magus does not need to be able to see his spell-scar to use it. A magus has room on his skin for 18 total spell levels of spell-scars, which he can create using the rules for scribing scrolls (although they do not require the Scribe Scroll feat).

Skills
Intimidate: 10
Knowledge (Arcane): 10
Knowledge (Dungeoneering): 10
Perception: 6
Spellcraft: 10
Use Magic Device: 9
Favored Class: 1/6 of a new arcana. (3/6)

Spells

Spells Per Day:
0: 4
1: 3

Spells Known:
0: All
1: Burning Hands, Corrosive Touch, Enlarge Person, Magic Missile, Shocking Grasp, Shield, True Strike, Infernal Healing, Expeditious Retreat, Obscuring Mist, Ray of Enfeeblement.

Spells Prepared:
0: Light, Detect Magic, Mage Hand
1: Shocking Grasp, Shocking Grasp, Shocking Grasp.
Scars:Enlarge Person, Enlarge Person, Burning Hands, Burning Hands, Magic Missile, Magic Missie, Infernal Healing, Infernal Healing, Expeditious Retreat, Expeditious Retreat,

Possesions
Katana
Adventuring Outfit
Magus's Kit
Spellbook
Scroll of Burning Hands
86 gp

Mythic
Path: Archmage
•HP:+3
•Mythic Power: 5
•Mythic Surge: 1d6
•Archmage Arcana: Wild Arcana- As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists and must be of a level that you can cast with that arcane spellcasting class. You don't need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can't be greater than that of the highest-level arcane spell you can cast from that spellcasting class.

Path Abilities:
Competent Caster- You automatically succeed at concentration checks to cast arcane spells. This ability doesn't apply to spells of the highest spell level you can cast.

Feats:
Mythic Spell Lore-Enlarge Person: You can increase the target's size by up to two size categories, to a maximum of Huge. If the target grows two sizes, its weight increases by a factor of 25, it gains a +4 size bonus to Strength, and takes a –4 size penalty to Dexterity and a –2 penalty on attack rolls and to AC because of its increased size. A Medium humanoid creature whose size increases to Huge has a space of 15 feet and a natural reach of 10 feet. Mythic enlarge person counters and dispels mythic reduce person.

Background:

Reiko's life began when he awoke on a ship, chained to a wall, with no memory of who he was, or why he was there. Standing over him was an elf, dressed in the regalia of the Arcane College. He was cruelly informed that he had been exiled from the Arcane College, and the Misty Isles, for studying forbidden magic.

The college had wiped his memory.

As he sat there, mind racing, he was informed of one more thing.

If he ever returned, the family he didn't remember would be slaughtered.

He was unceremoniously dumped on the mainland a few days later, with nothing to his name but a sword and the clothes on his back. He began a new life as a wandering swordsman, doing whatever job came his way. As he travelled, bits of memory came back to him. A face here, a building there, but enough that he eventually was able top piece together something of his old life. He was the son of a noble councilman, he was a ranking member of the Arcane College, and he was framed by a jealous rival.

Instead of being executed, like the he should have been, his father was able to convince the College to wipe his mind, and exile him. The College, believing that a life among the lesser races, with no memory, was a fate worse than death, agreed.

What no one knew, what Reiko does not remember, is that he actually was studying forbidden magic, though not the Blood Magic he was accused of.

Titan Magic.

His travels have led him to the town of Lakeroot, where a festival is going on....