Barmaid

Scarlet Grey's page

288 posts. Alias of snelss0.


Classes/Levels

INACTIVE

Gender

Elf Female Deductionist/L.Magus LVL 10

About Scarlet Grey

Crunch:

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BASIC INFORMATION
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Name: Scarlet Grey
Alignment: Neutral Good
Class: Deductionist/Legendary Spellstrike Magus (Free Archetype Kensai)
Religion: None
Homeland: Unknown
Race: Elf
Size: Medium
Gender: Female
Age: Appears in her mid 30s
Bodily Features: 5’11", 36D-24-37, 138 lbs
Appearance: Tough, shapely, pirate, pretty. Perfect skin except where she is burned.
Attributes: Smoker, drinker, spellcaster, enchanter, sailor, savant.
Hair: Bald on her right with a tattoo of a skull and swords on her skin. Walnut brown straight hair, ear length, all combed to the left.
Eyes: Round-shaped, upturned, long lashes. Brown irides. Right eyebrow is slightly mangled. Right eye has some damage internally that is visible.
Vision: Low-light
Languages: Common, Elven
Bonus Languages: 10

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STATS
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STR 18 (+2 Oath)
DEX 18 (+2 racial)
CON 18 (-2 racial)(+1 level)(+2 Oath)
INT 20 (+2 racial)(+1 level)(+4 Oath)
WIS 8
CHA 8

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DEFENSES
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HP: 140 (10d10+40)
Initiative: +9 (4dex+5int)
Speed: 30ft
AC: 39 [10+4dex+6armor+4armor oath+2shield+4shield oath+2def+2na+6dodge]
Touch: 28 Flat Footed: 33

SAVES (5 cold resist)
Fort: +17 =7base+4con+3oath+1trait+2kirin
Ref: +13 =3base+4dex+1shield+3oath+2kirin
Will: +12 =7base-1wis+3oath+2kirin (+2 mind-affecting)

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ATTACKS
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BAB: +10/+5
CMB: +15 =10bab+5str+0size (+10 damage)
Exploited CMB +20 =10bab+5int+5class (+15 damage)
CMD: 31 =10bab+5str+4dex+0size+10

Melee
Unarmed Strike/Touch Attack | +12/+7 (10bab+5str-3power) | x2
B | - | - | 1d4+23 (5str+2enh+6powerattack+10int) | Cold Iron, Kirin Strike, Magic, Power Attack, Silver

Improvised Melee
Improvised Weapon | +18vs catch off-guard flatfootedAC (10bab+5str+1focus+2enh+3oath-3power) | x2
B | - | - | Improvised Weapon damage+28 (5str+2enh+6powerattack+10kirin+5int) | Cold Iron, Kirin Strike, Magic, Power Attack, Silver, Vital Strike

Spellstrike Improvised Melee
Improvised Weapon/Shield | +16vsFF/+11vsFF | 19-20x2/x2
B, P, S | - | - | Double Improvised Weapon+28/Improvised Weapon+28 | Shield attack if ally is hit +16touch (Spell+10kirin+5int) | Cold Iron, Kirin Strike, Magic, Power Attack, Silver, Vital Strike

Ranged
. | +14 (10bab+4dex) | x3
B/P | 80ft | 10ammo/10ammo | 1d8+26 (+1d6 vs creatures with SR) | Kirin Strike

Spell Ranged Touch
Ray | +14touch (10bab+4dex) | x2
- | Spell Range | - | Spell Damage

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SKILLS (Total = Stat + Ranks + Modifiers)
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Indexed Knowledge: Full-round action +5 to a skill, 1min and 1 reason +10 to a skill, 2 reason Swift Action +5 to a skill.
Acrobatics (Dex)* 17 =4+5+3+5item
Appraise (Int)* 13 =5+5b+3
Artistry (Int)*
Bluff (Cha)*
Climb (Str)*
Craft Cooking (Int)* 20 =5+10b+3+2tool
Diplomacy (Cha) -2class
Disable Device (Dex)*
Disguise (Cha)
Escape Artist (Dex)* 15 =4+8+3
Fly (Dex)*
Handle Animal (Cha)*
Heal (Wis)
Intimidate (Cha)*
Knowledge (arcana) (Int)* 22 =5+9+3+5class
Knowledge (dungeoneering) (Int)* 22 =5+9+3+5class
Knowledge (engineering) (Int)* 22 =5+9+3+5class
Knowledge (geography) (Int)* 22 =5+9+3+5class
Knowledge (history) (Int)* 22 =5+9+3+5class
Knowledge (local) (Int)* 22 =5+9+3+5class
Knowledge (nature) (Int)* 22 =5+9+3+5class
Knowledge (nobility) (Int)* 14 =5+1+3+5class
Knowledge (planes) (Int)* 22 =5+9+3+5class
Knowledge (religion) (Int)* 9 =5+1+3
Linguistics (Int)* 9 =5+1b+3
Lore Patterned Vision (Int)* 16 =5+3+3class+5class (1 reroll)(Reroll 1/day for 1 reason point)
Perception (Int/Wis)* 14 =4+2+3+2racial+3class (-2 for sight-based) (1 reroll)(Reroll 1/day for 1 reason point)
Perform (Cha)
Profession Sailor (Cha)* 7 =-1+5b+3
Ride (Dex)*
Sense Motive (Wis)* -2class (Reroll 1/day for 1 reason point)
Sleight of Hand (Dex)*
Spellcraft (Int)* 19 =5+9+3+2race (Use as Profession:Teacher and can reroll 1/week)
Stealth (Dex)* 9 =4+2+3
Survival (Wis)
Swim (Str)* 9 =4+2+3
Use Magic Device (Cha)* 11 =-1+5+3+4class

* Class Skill

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LEVELS
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Deductionist/Legendary Magus 1: Exploit weakness +1 (silver), intuition, reason, subtle clues // Arcane potential, armaments of the magi, chosen weapon, eldritch tome, intelligent design, empowered might, spellstrike, potential techniques, cantrips, spells
Deductionist/Legendary Magus 2: Deduction, improvised combat, classical education // Spell combat
Deductionist/Legendary Magus 3: Traveled scholar // Spellstrike, legendary magus arcana, striking combat, tome ability
Deductionist/Legendary Magus 4: Deduction, exploit weakness +2 (magic) // Combat casting
Deductionist/Legendary Magus 5: Formidable ally // Bonus feat
Deductionist/Legendary Magus 6: Deduction, exploit weakness +3 // Legendary magus arcana, FCB legendary magus arcana, perfect strike
Deductionist/Legendary Magus 7: Eccentric // Legendary combat casting, iaijutsu, spell recall
Deductionist/Legendary Magus 8: Deduction, renown, exploit weakness +4 (cold iron) // Bonus feat, expanded potential techniques, vital striker
Deductionist/Legendary Magus 9: Eccentric, traveled scholar // Legendary magus arcana, tome ability
Deductionist/Legendary Magus 10: Deduction, indexed knowledge // Legendary combat casting

FEATS:
1 Combat Reflexes - Dex number of AoO in a round.
2 Unarmed Mastery - Unarmed fighting and +2 to grapple
3 Shield Bash
B Craft Wondrous Item
4 Intensify Spell - Increase numerical access of maxed spell damage
C Combat Casting - +4 to concentration
B
5 Dodge
B Catch Off-guard
6 Flensing Strike
7 Kirin Style
8 Step Up
B Weapon Versatility
9 Push to the Wall
B Craft Rod
10 Kirin Strike

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RACIAL ABILITIES
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Elf 19 RP
Type Humanoid (elf) 0 RP
Size Medium 0 RP
Base Speed Normal 0 RP
Ability Score Modifiers Standard (+2 Dex, –2 Con, +2 Int) 0 RP
Languages Standard 0 RP
Elven immunities 2 RP - Immune to sleep, +2 vs enchantment spells and effects.
Keen Senses 2 RP - +2 to perception.
Elven magic 3 RP - +2 to CLChecks, and +2 to Spellcraft to identify.
Fey Thoughts 2 RP - Gain two class skills, Acrobatics and Escape Artist
Low-light vision 1 RP

Added RP:
Arcane Focus 2 RP - +2 to concentration to cast defensively.
Devoted Companion 5 RP - +1 to attack and CL when adjacent to a bloodied ally.
Elemental Resistance (Cold) 2 RP - 5 cold resist.

Oaths 7pt
Enhanced Abilities (2 OP): +2 Str, +2Con, +4 Int.
Enhanced Armaments (2 OP): +3 bonus to weapon.
Enhanced Defenses (2 OP): +4 bonus to armor/shield.
Inhuman Resilience (1 OP): Gain +3 resistance. Also gain +2 NA.

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TRAITS
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Arcanum College Graduate: Once a week you reroll a failed Spellcraft check, and can use the Spellcraft skill to earn money lecturing in the same way other characters can use Perform skills to earn money performing.

Armor Expert: Armor Check Penalties are reduced by 1.

Fate's Favored: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Forlorn: You gain +1 trait bonus on Fortitude saves.

Helpful (Halfling-Class Trait): Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2.

Unhappy Childhood: You gain a +2 bonus on Concentration checks.

Drawbacks
---Anxious: You take a –2 penalty on Diplomacy checks and must speak slowly due to the concentration required. Unless stated otherwise, you are assumed to not be speaking at a volume above a whisper.

---Oblivious: You take a –2 penalty on Sense Motive and sight-based Perception checks.

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CLASS ABILITIES
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Favored Class Bonus: 6/6 class ability
Weapon and Armor Proficiencies: She is proficient in simple weapons and in a single martial or exotic melee weapon of her choice. She is proficient with light and medium armors. She is also proficient with all shields (including tower shields). She may cast magus spells while wearing light or medium armor without incurring the normal arcane spell failure chance. She does not gain spell failure chance for Magus spells with shields either.

===ABILITIES===

DEDUCTIONIST

Deductions: Some deductions require a Knowledge check of a type appropriate to the creature or situation faced (see table below). The base DC is 10+CR of the creature/hazard. At the discretion of the DM, common monsters (goblin, kobold, orc) or encounters could have an easier base DC of 5, while rare encounters (demon lords or a building collapsing) might have a base DC of 20.

Deduction Base Knowledge Check DC = 10 + CR of creature or encounter

Unless otherwise stated, using a deduction is a standard action that does provoke an attack of opportunity. If the deductionist is hit by an attack of opportunity while using her deductions, the DC increases to 10 + Damage Taken + CR of creature or encounter.

Deductions may be used multiple times per encounter. Each use costs an additional reason as determined by the ability used.

The deductionist usually affects a single creature type (but can affect multiple creatures of that type), a single trap, or terrain type, depending on the deduction used. If not stated in the description, the target must be within 60 feet, the deductionist must be aware of whatever she is attempting to deduce (although she need not have a line of sight to it), and the effects of deduction last for 1 minute (10 rounds).

Disciplines: At 1st level, the deductionist chooses a discipline. When the deductionist selects her discipline, she uses ranks in the knowledge skills listed in place of the associated skills. When substituting in this way, the deductionist uses her total Knowledge skill bonus instead of the associated skill’s bonus, whether or not she has ranks in that skill or if it is a class skill.

Any feats gained by this ability do not require any listed prerequisites for that feat.

---Savant: Gains Acrobatics, Escape Artist as class skills. Replicate Scribe Scroll feat (Knowledge Arcana DC15+Spell level+CL) up to lvl 6 spells from bard, magus, or sorc/wiz lists. +4 to use a scroll; loses Knowledge (religion), Diplomacy.

Exploit Weakness (Ex): A deductionist understands the importance of capitalizing on the weaknesses of an opponent and using that against them. Consider this ability as one where the character is using anything within her grasp along with her particular circumstances to take advantage of her opponent. This might be as simple as a kick to the groin, or as complex as using alchemist’s fire to burn a rope that drops a candelabra down on her opponent. Be creative and have fun with it! At 1st level, as a free action that does not provoke an attack of opportunity, the deductionist makes a knowledge check (appropriate to the creature type) against any target within 30′. The DC for this check is 15 + CR of the opponent.

If she succeeds, the target is considered exploited for 1 round. Against an exploited target she calculates her CMB using her Intelligence bonus instead of Strength and adds ½ her class level as a circumstance bonus.
When using a combat maneuver against an exploited target, she does not provoke attacks of opportunity from that target.

With any successful combat maneuver against an exploited target, the deductionist deals her Int modifier as either lethal or non-lethal bonus damage in addition to the effect. She may choose to not deal this damage at all.

She may use this ability on the same target any number of times, but each additional attempt adds +1 to the DC of the check. If the deductionist fails, she may still attack or perform a combat maneuver as normal.

The deductionist may choose to spend 1 point of reason when using this ability. Doing so adds one round to the duration the target is exploited per point of Int modifier (minimum of +1). The deductionist must declare she is spending the reason before any rolls are made.

Finally, as the deductionist increases her knowledge and expertise, the capabilities of her exploits grows as well. At 1st level, all attacks from the deductionist (including combat maneuvers used with this ability) are treated as silver for purposes of overcoming DR. At 4th level, her attacks are treated as magic. At 8th level, attacks against exploited targets are treated as cold iron. Finally, at 12th level, her attacks are treated as lawful with regards to overcoming damage resistance; while there is nothing particularly supernatural about this ability, the deductionist can be assumed to have working knowledge of these types of susceptibilities in her opponent and, as such, be familiar with weak spots in their defenses or perhaps even be carrying bits of the material in question to use in her attack. Perhaps she picks up a silver mirror from the dresser, or a climbing piton made from cold iron.

This ability affects any type of target assuming the deductionist has sufficient knowledge skill to make the specific check and possesses the means to affect it in combat (Note: she cannot effect an incorporeal creature with exploit weakness unless she has a way to physically interact with it).

Intuition (Ex): The deductionist adds her Int score to her Perception skill checks in addition to her Wis modifier.

Reason (Ex): Reason provides the deductionist the ability to aid allies in a variety of situations ranging from combat, to problem-solving, to social savoir faire. Unless otherwise indicated in the deduction, using reason is a free action. When she uses Deductions (see below), she spends reason points. She gains 1 point of Reason at 1st level + her Intelligence modifier (minimum of 1). Reason refreshes after 8 hours of rest. At 4th level and every 3 levels thereafter, as indicated by the class table, she gains an additional point of reason (TOTAL POOL 9/9).

Subtle Clues (Ex): The deductionist gains insight through the behaviors and mannerisms of others. As long as the deductionist has at least 1 point of reason remaining, she receives a +1 insight bonus on Perception and Sense Motive (not hunch or discern secret message for her) checks against mundane disguises, conversations, observations, hidden doors, compartments, and other non-magical uses of these skills. Using this does not require a Knowledge Check.

Additionally, once per day, the deductionist may reroll a failed Sense Motive or Perception test at the cost of 1 points of reason.

At 8th level, the deductionist gains this bonus against magical effects.
This ability increases to +2 at 5th level and an additional +1 for every 4 levels thereafter to a maximum of +5 at 17th level.

Classical Education (Ex): Reaping the rewards of a youth spent lost in study, the deductionist gains a bonus to all Knowledge skills equal to ½ her class level. She does not gain this bonus to knowledge skills in her opposing discipline.

Improvised Combat (Ex): The deductionist does not rely on traditional combat techniques in a melee. Using whatever means available to her, the deductionist manages to “get through”, rather than “decisively win” in battle. This “style” manifests itself in the form of bonus improvised combat feats at 2nd, 6th, 10th, 14th, and 18th levels.

---Gang Up: If there are two other adjacent allies to a creature, you are considered flanking.

---Improved Weapon Mastery: No penalties for improvised weapon. Damage is up one step and has a crit range of 19-20x2.

---Team Up: When you and at least two of your allies are adjacent to an opponent, you can attempt the aid another action as a move action.

When attacking an exploited creature with an improvised weapon, she deals her improvised weapon damage + Int instead of the standard damage listed for exploit weakness.

Special: Improvised weapons benefiting from these abilities may not be traditional weapons. Things such as torches, mugs, chairs, chandeliers, rocks and table legs fall into this category; objects constructed to be weapons do not. Normally neither weapon focus nor weapon specialization may be used in conjunction with improvised weapons. This ability represents the need for the deductionist to think on her feet in combat.

Traveled Scholar (Ex): A deductionist often picks up little idiosyncrasies and customs of the foreign lands she travels. She gains one bonus trait from the Faith, Social, Race, Religion, or Equipment trait lists at 3rd and again at 9th level. She may select any trait from these lists, whether or not she qualifies for them. She may not select any spellcasting traits, nor may she pick two traits from the same list.

Formidable Ally (Ex): At 5th level the deductionist may choose a bonus Teamwork feat from the following: Back to Back, Broken Wing Gambit, Brutal Grappler, Coordinated Defense, Coordinate Maneuvers, Duck and Cover, Enfilading Fire, Escape Route, Feint Partner, Lookout, Outflank, Pack Attack, Paired Opportunist, Precise Strike, Seize the Moment, Shake it Off, Swap Places, Target of Opportunity.

As a move action, she may designate an ally within 10′ to be treated as if they possessed this same teamwork feat for purposes of determining whether the deductionist receives a bonus from this teamwork feat. This ally does not receive any bonuses from this feat unless they too possess the feat. The positioning of the ally and their actions must still meet the prerequisites listed in the teamwork feat in order for the deductionist to receive the listed bonus. This designated ally remains until the deductionist chooses to switch to another ally or until the ally moves more than 10′ from the deductionist. She does not need to meet the prerequisites for this feat.

At 11th level and again at 17th level, the deductionist gains an additional bonus Teamwork feat from this list. Only one feat at a time may be used in this manner. Switching teamwork feats or allies is a move action.

--Seize the Moment (Combat, Teamwork): When an ally who also has this feat confirms a critical hit against an opponent that you also threaten, you can make an attack of opportunity against that opponent.

Eccentric (Ex): At 7th and 9th level, the deductionist may choose one from the following rogue talents: Black Market Connection, Canny Observer, Charmer, Coax Information, Convincing Lie, False Friend, Guileful Polyglot, Hard to Fool, Honeyed Word, Obfuscate Story or Steal Story.

---Canny Observer: When she makes a Perception check to hear the details of a conversation or to find concealed or secret objects (including doors and traps), she gains a +4 bonus.

---Guileful Polyglot: She gains four additional languages.

At 11th and 13th level, the deductionist may choose one from the above list of rogue talents or from the following: Dispelling Attack, Hunter’s Surprise, Knock-Out Blow, Master of Disguise, Opportunist, Rumormonger, Slippery Mind, Thoughtful Reexamination or Unwitting Ally.

The deductionist may not choose the same talent twice.

Swift Preparations (Su): At 9th level, this ability grants her protection as a swift action. She chooses from the options below and may only have one such effect active at any given time. She can use this ability for a number of rounds per day equal to 4 + her Intelligence modifier. She can maintain this ability as long as she wants as long as she has rounds available, or dismiss it at any time as a free action.

---Absorb: She gains DR 3/-.
---Deflect: She gains a +3 dodge bonus to her AC.
---Retaliate: She gains a +3 bonus on her attack rolls against any opponent that successfully hit her since her last turn.

Every four levels thereafter, this bonus increases by 1 (to +4 at 13th level, and +5 at 17th level). Her preparations also extend to her equipment. The meticulous nature of her gear allows her to benefit from both the quick draw and the organized inventory feats.

Indexed Knowledge (Ex): At 10th level, the deductionist has acquired an incredible wealth of knowledge and language, all meticulously annotated and indexed in a journal or tome. This comes from her experiences, adventures and deeds up to this point in her career. By referring back to these indices for information and answers, the deductionist gains an insight bonus to any skill check. She does not have to have any skill points in the skill, and she may use this on skills that are “trained only”.

For purposes of deductions and the use of reason, treat this ability as though it were a standard skill check.

The benefits from this ability depend upon how much time the deductionist has to consult her tome. As a full round action, the deductionist gains an insight bonus equal to 1/2 her level on a single skill check. By taking 1 minute to consult her tome, the deductionist may increase this bonus to her full level. Each use costs 1 point of reason.

By spending 2 points of reason, the deductionist experiences a moment of clarity so acute, not only does not need to consult her book, but she also makes the skill check or uses a deduction as a swift action gaining 1/2 her level as an insight bonus.

If using this in conjunction with a deduction, this cost is added to any existing Reason cost.

The deductionist may use this skill check for any mundane check or when using deductions. Under most conditions, the deductionist must hold the tome in her hands and read from it in order to use this ability

LEGENDARY MAGUS

Eldritch Tome (Su)At 1st level a legendary magus devotes herself to studying a blend of martial and arcane combat that she learns from her tome. A tome’s origin varies between legendary magi, but its composition is not of the natural world. A legendary magus tome has a number of hit points equal to half of the legendary magus’. If the tome is ever destroyed or otherwise separated from its owner, it appears among the legendary magus’ possessions at dawn of the following day. Her tome functions as her spell book, but also grants additional powers at 1st level, 3rd level, and every 6 levels afterwards. A legendary magus selects her tome when she gains her 1st level of the class. Once this choice has been made it cannot be changed.

Tome of the Bulwark Feature:
---Bulwark Style: Gains shield proficiency, +1 Reflex and can cast spells with somatic components with a shield in hand.
---Storing Shield: When casting a melee touch spell, she can store it in her shield until the next day or when used.
---Shielded Emanation: She adds her Shield Bonus to Touch AC. Adjacent allies gain enhancement bonus on her shield to their AC and Touch AC. It also works against incorporeal creatures.

Arcane Potential (Su): At 1st level, a legendary magus learns to harness residual energy from spells she casts, called potential, and can use this stored energy to bolster her abilities in a variety of ways. A legendary magus starts her day with no potential, but can gain potential in the following ways (a legendary magus cannot gain potential from each of these more than once per round and a legendary magus must be in combat to gain potential):

--Channeled Potential: Whenever the legendary magus casts a magus spell she gains one point of potential

--Lingering Potential: Whenever the legendary magus begins her turn under the effects of a magus spell she cast of 1st level or higher, she gains one point of potential. This spell must be one that affects her directly, not her weapons or equipment.

--Suffered Potential: Whenever the legendary magus takes damage from a spell or spell-like ability, or rolls a saving throw against a harmful spell or spell-like ability, she gains two points of potential.
Her potential goes up or down throughout the day, but usually cannot go higher than her Intelligence modifier (minimum 1), though some feats, abilities, and magic items may affect this maximum. At 3rd level and every three levels afterward, her maximum potential increases by 1. If a legendary magus spends 1 minute or longer outside of combat, she loses all potential she possesses.

Potential Techniques (Su): A legendary magus can spend potential to imbue their body and weapons with incredible power. Each potential technique can only be used once per round. If an ability does not have an associated action listed, using it is a free action that can be done during anyone’s turn.

At 1st level, the legendary magus has access to the following potential techniques:

=1 Potential=
--Arcane Deflection: As an immediate action when an attack is rolled against the legendary magus or an adjacent ally, the legendary magus can create a miniature projection of force granting herself or her ally a +1 circumstance bonus to AC against the attack for each point of potential spent on this ability. This technique is used after an attack is rolled, but before damage is dealt, allowing it to negate an attack if this technique would cause the attack to miss.

---Dynamic Study: As a standard action, the magus can prepare a 0 or 1st level magus spell in place of another 0 or 1st level magus spell she has prepared. The prepared spell must be of the same level (or effective level, if metamagic is applied) as the spell it is replacing. For each point of potential she spends beyond the first, the maximum level of spell she can prepare using this technique is increased by 1 (to a maximum of 6th level spells). The legendary magus does not need to reference her spell book to prepare a spell in this way, but the spell she prepares must be one she has in her spell book.

--Focused Concentration: As a swift action, the legendary can select a single creature they can see and gain a +4 bonus to concentration checks against that creature until the beginning of her next turn. This applies to concentration checks as a result of being injured by that creature, affected by its spells, being grappled by that creature, and for casting defensive in that creature’s threatened area.

--Magician’s Assault: For each point of potential the legendary magus spends on this technique, she gains a +1 circumstance bonus to attack and damage rolls made with weapon attacks until the beginning of her next turn.

=2 Potential=

--Dimensional Jaunt: As part of a move, withdraw, or charge action the legendary magus can step through space, allowing her to move up to 10 feet per 2 potential spent on this technique to a location she can see. This teleportation can be done at any point during the movement. If this ability is used during a charge, the legendary magus can teleport and then choose the target of their charge.

--Surging Strike: The legendary magus uses their potential to cause their Arcane Strike to surge with power. Her arcane strike deals an additional 1d4 damage of the same type it would normally deal until the beginning of her next turn. This damage increases by 1d4 per 5 class levels she possesses. These additional dice are multiplied as part of Vital Strike using the armaments of the magi ability, but are not multiplied by critical hits.

Spell Combat (Ex): At 2nd level, a magus learns to cast spells and wield her weapons at the same time. As a full-round action, she can make all of her attacks with a one-handed weapon at a –2 penalty, as if she were making a full attack, 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 she casts this spell defensively, she can decide to take an additional penalty on his attack rolls, up to her Intelligence bonus, and add the same amount as a circumstance bonus on her concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A legendary magus can choose to cast the spell first or make the weapon attacks first, but if she has more than one attack, she cannot cast the spell between weapon attacks.

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

---Cautious Arcana: When using spell combat to cast a spell with an area of effect, a legendary magus can exclude a number of squares equal to her Intelligence modifier.

---Rapid Study: The legendary magus has learned to prepare her spells rapidly. She can prepare all of her spells for the day in 15 minutes, rather than 1 hour, and her minimum preparation time is only 1 minute, rather than 15 minutes.

---Restless Scholar: The legendary magus can go without eating or drinking for a number of days equal to her Intelligence modifier before she must make Constitution checks to avoid nonlethal damage. Additionally, she can spend 8 hours studying her tome instead of sleeping. This confers the same benefit as an 8 hour rest, but she is awake the entire time.

---Dynamic Study: While in the throes of combat, the legendary magus’ mental acuity is enhanced by her arcane potential, allowing her to unlock her mind and change the spells she has prepared. The legendary magus gains the Dynamic Study technique.

Combat Casting: At 4th level the legendary magus gains Combat Casting as a bonus feat, and no longer provokes opportunity attacks for casting 0th level magus spells during spell combat.

Bonus Feats: At 5th level, and every three levels thereafter, a legendary 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. She must meet the prerequisites for these feats as normal. In addition, a legendary magus counts her total legendary magus level - 4 as her fighter level for the purpose of qualifying for feats.

Spell Recall: At 7th level, the legendary magus can tap in to their arcane potential to cast a spell they have recently expended. As a swift action, the legendary magus can choose a spell they have cast during the current combat and spend a number of points of potential equal to three times its level, allowing them to cast it again this round without requiring or expending a spell slot. The legendary magus can only recall a spell once for each time it is cast and cannot recall a spell cast through this ability. The legendary magus does not gain a point of potential from casting this spell this round, or by casting it as part of spell combat, through their channeled potential ability. If this spell has a duration longer than instantaneous, its effect ends when her arcane potential empties after combat has ended.

Legendary Combat Casting (Ex): At 7th level, a legendary magus no longer provokes an attack of opportunity when casting a 1st level magus spell during spell combat. At 10th level and every three levels after, this ability extends to the next level of magus spells, to a maximum of 5th level spells at 19th level.

Expanded Potential Techniques (Su): At 8th level, the legendary magus’ ability to spend their potential expands, granting them additional techniques with which to use their potential. The legendary magus gains the following potential techniques:

=1 Potential=
--Elemental Alteration: Until the beginning of the legendary magus’ next turn, whenever she deals acid, cold, electricity, or fire damage with an attack or spell, she can choose to deal damage of another of those types instead. This choice must be made before the damage is rolled, and before resistance or immunity is applied.

--Sorcerous Guard: For each point of potential the legendary magus spends on this technique, she gains a +1 circumstance bonus to her Touch AC and saving throws against spells and spell-like abilities until the beginning of her next turn.

=2 Potential=
--Hastened Metamagic: The legendary magus can add a metamagic feat that she knows to a spell as she casts it without affecting the casting time (though using a higher-level spell slot as normal). She can use this ability to add a metamagic feat to a spell that she prepared using a metamagic feat, although she cannot add the same metamagic feat to a given spell more than once.

--Modulated Range: As part of casting a magus spell, the legendary magus can modulate its range, increasing or decreasing its range by one step. If a spell requires a ranged touch attack and has its range reduced to touch, it now requires a melee touch. If a spell requires a melee touch attack and has its range increased to close, it now requires a ranged touch attack. The steps of range are as follows: Touch -> close (25 ft. + 5 ft./2 levels) -> medium (100 ft. + 10 ft./level) -> long (400 ft. + 40 ft./level). A spell cannot have its range increased beyond long, or reduced beyond touch.

Perfect Strike (2 Potential): The legendary kensai’s attack is guided by their potential, landing in the perfect location to deal maximum damage. When the legendary kensai hits with her chosen weapon, she can use this technique to maximize her weapon’s damage. Don’t roll for damage—the weapon deals maximum damage. This affects only the weapon’s damage dice, not additional damage from sneak attack, magical weapon properties, or critical hits.

–Rapid Spell Combat: The legendary magus can perform their spell combat as a standard action, casting a single spell and making a only a single attack with their weapon. This ability is treated as spell combat for all purposes (including spell combat’s penalty to attack rolls), is treated as an attack action, and may benefit from Vital Strike, as well as other feats and abilities that affect an attack action.

=3 Potential=
–Arcane Redoubt: The legendary magus can create a briefly lived wall of force interposed between themselves, or an adjacent ally, and an enemy of their choice. This wall is one inch thick, 5-ft wide, and 5-ft tall. This wall provides the legendary magus, or their ally, with cover from that enemy until the beginning of the legendary magus’ next turn, granting them a +4 bonus to Armor Class and a +2 bonus on Reflex saving throws. If the opponent’s attack misses them by 4 or less, the attack strikes the wall instead. The wall has hardness 10 and 5 hit points per level of the legendary magus. If the shield is destroyed, the wall crumbles away into nothingness. Spells and effects that damage an area deal damage to the wall.

--Shifting Position: As a swift action, the legendary magus can cause their position to shift rapidly between nearby spaces. Until the beginning of her next turn, the legendary magus can treat herself as being in any space adjacent to her when she casts spells, or makes an attack. She is treated as being in the chosen space for all purposes during that action, and then immediately returns to her original space after the action is resolved.

==Kensai==

Chosen Weapon: A legendary kensai focuses her combat prowess on a single weapon. This weapon is the single martial or exotic weapon with which she is proficient.

Certain kensai abilities can only be used with her chosen weapon, or while wielding her chosen weapon. If the legendary kensai gains the Improved Unarmed Strike feat, she can treat her unarmed strike as her chosen weapon.

Intelligent Defense: At 1st level, when the legendary kensai is wielding her chosen weapon, she gains a dodge bonus to her Armor Class equal to her Intelligence bonus. If the legendary kensai has any class levels other than legendary magus, this bonus is restricted to her legendary magus level (minimum 1). If the legendary kensai is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.

Empowered Might: A legendary kensai gains a base attack bonus equal to her legendary magus level instead of using those listed on Table 1-1: Legendary Magus. She adds this value to any other base attack bonus gained from other classes or racial Hit Dice as normal.

Perfect Strike (Su): At 6th level, the legendary kensai gains Vital Strike as a bonus feat. She also gains the perfect strike potential.

Iaijutsu (Ex): At 7th level, the legendary kensai applies her Intelligence modifier as well as her Dexterity modifier on initiative rolls (minimum 0). A legendary kensai may make attacks of opportunity when flat-footed, threaten squares adjacent to her space when she has no weapons drawn, and may draw her favored weapon as a free action as part of taking an attack of opportunity.

==Spellstriker==

Spellstrike (Su): At 1st level, whenever the spellstriker casts a magus spell that calls for a melee or ranged touch attack as a standard action, she can deliver the spell through a weapon she wields as part of an attack. This attack must be delivered through a melee weapon for spells with a range of “touch” and must be delivered with a ranged weapon for spells that call for a ranged touch attack. Instead of the free attack normally allowed to deliver the spell, the spellstriker can make one free attack with their appropriate wielded weapon (at her highest base attack bonus) as part of casting this spell. If this attack is critical hit, the delivered spell’s damage is only multiplied if the critical hit was a natural 20, or 19-20 if it was delivered by a keen weapon property or weapon modified similar effects, and only deals 2x damage.

If the spell can normally affect multiple targets with a single cast, such as the scorching ray spell, only a single missile, ray, or effect accompanies each attack; if the spell allows multiple attacks and the spellstriker can make additional attacks as part of a full-round action with spell combat, one additional ray, missile, or effect from the spell accompanies each subsequent attack the spellstriker makes in the same round until all attacks allowed by the spell are made. Unused missiles, rays, or effects remaining at the end of the spellstriker’s turn are wasted. If a spell allows you to deliver multiple touch attacks over the course of multiple turns, such as the chill touch spell, these touches can be delivered with weapon attacks, however the spellstriker does not gain any additional weapon attacks to do so from this ability.

This replaces armaments of the magi.

Striking Combat (Su): At 3rd level, whenever the spellstriker casts a spell that could be delivered using their spellstrike ability as part of spell combat, they can choose to forgo the free touch attack provided by the spell, and instead deliver the spell with their attacks made as part of that ability.

The spellstriker does not gain an additional weapon attack beyond those normally granted by their spell combat ability.
This ability otherwise functions as spellstrike with regard to the weapon that must be used to deliver the attack, and critical hits.

Vital Striker (Su): At 8th level, whenever the spellstriker uses their spellstrike ability as part of a spell cast as a standard action, they can treat the attack made using the ability is treated as an attack action, and may benefit from Vital Strike, as well as other feats and abilities that affect an attack action.

Deductions: See here
Deductions where prerequisites are met: Anecdote, Ascetic Fortitude, Ascetic Fortitude Greater, Confounding Truths, Contortionist, Danger Sense, Danger Sense Greater, Expostulate, Forensics, Legerdemain, Savant, Savvy Mystic, Savvy Mystic Greater, Two Steps Ahead, Unyielding Perception, Visceral Propensity

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SPELLS
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Caster Level Check/Spell Resistance: 1d20+10level+2race
Concentration: 1d20+10level+5Int+2race+2trait+4feat
Spell DC: 10+Spell Level+Int

Spells Per Day---Prepared
0-level:
1st-level::
2nd-level::
3rd-level::
4st-level::

Unknown Spells
1st
bed of iron, blade lash, blurred movement, call weapon, clarion call, coin shot, dancing darkness, darting duplicate, deadeye's arrow, disguise weapon, enlarge tail, flare burst, floating disk, glue seal, guardian armor, hidden diplomacy, illusion of calm, ironbeard, keep watch, keif vigor, lock gaze, negative reaction, poisoned egg, recharge innate magic, stone fist, sunder breaker, sundering shards, tamer's lash
--------
2nd
aristocrat's nightmare, assumed likeness, bear's endurance, body double, bull's strength, cat's grace, cauterizing weapon, erode defenses, hidden blades, huntmaster's spear, instant weapon, pilfering hand, pouncing fury, quick change, quick throwing, raven's flight, reloading hands, reinforce armaments, returning weapon communal, river whip, rock whip, savage maw, shadow claws, shield of shards, shifted steps, stone discus, stone shield, telekinetic assembly, winged sword
-------
3rd
animal aspect greater, bone flense, discharge, earth tremor, ectoplasmic snare, force hook charge, force punch, forced mutation, heart of metal, heckle, horrifying visage, irradiate, ja noi aspect, nauseating trail, prehensile pilfer, psychic leech, scales of deflection, twisted innards, undead anatomy 1, vomit twin, wall of split illumination, waves of blood
--------
4th
dragon's breath, ethereal fists, fey form I, illusion of treachery, instant fake, lend path, masochistic shadow, mischevious shadow, paragon surch, pellet blast, pyrotechnic eruption, quieting weapons, sadomasochism, shadow invasion, vermin shape I, wing thorns
--------

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RITUALS
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Make a check every 10 minutes of the casting, unless the casting time is 1hr/level, which in that case, make one check every hour. Casters do not benefit from aid another. Can't take 10 or 20. Secondary casters must be within 100ft. If a ritual doesn't have "SC" it can't have secondary casters. Secondary casters grant a +1 bonus +1 every 4 SCs. Spell casters gain a +1 bonus +1 every 5 CL they have. If more than half the skill checks for a ritual are successful, the ritual succeeds. If it succeeds, experience the backlash. DC to resist is 10+ritual level+casters Int score. If half of the skills fail, the ritual ends and experience worse backlash.
---Tapping into a Ley Line: Spellcraft DC 15+CL. On success, primary and secondary casters are granted +1 bonus +1 every 5 CLs.

Known Rituals:
Analytical Congress - 4th - Grant a group an increased capacity to research and learn
Avoidance Ward - 4th - Prevents creatures of a specific type or subtype from interacting with a specific door.
Chadao Benediction - 4th - Use a formal tea ceremony to gain a +4 moral bonus against fear
Ensnaring Circle - 4th - Create a magic circle, as the spell.
Enter the Inner Circle - 4th - A formal ritual that inducts a new member of an organization
Exorcise Haunt - 4th - Destroy a haunt through a psychic duel
Festival of Flowers - 4th - Casters gain a +1 luck bonus to saving throws for 3 months
Hag's Eye Brew - 4th - Create a hag eye ooze loyal to the caster
Hearthfire of Valenhall - 4th - Wards a ship to protect against weather and prevent from getting lost
Invisible Aegis - 4th - Produces a small, unbreakable barrier of force that protects a single item.
Multiversal Knowledge - 4th - Tap into the knowledge of the Monad
Reinforce Campsite - 4th - Turn a campsite into a defensible terrain
Ritual Exorcism - 4th - End a possession effect
Second Sight - 4th - Gain the ability to see through the eyes of the target
Voice of the Damned - 4th - Gain clues on how to permanently destroy a neutralized haunt

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EQUIPMENT
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Gold 0pp 2235gp 1sp 0cp
Carrying Capacity

Items (Equipment gets a +3 to resist harm)
Armor, +3 Mithral Breastplate 4200gp 6+3armor, 5maxdex, -0checkp
Artificer's Lab, Portable 300gp When traveling, can spend 4 hours to net 3 of progress.
Bag of Holding 2500gp 15 lbs.
Book, Blessed 12500gp - Total pages used 649/1000
Book, Journal 10gp
+2 Leveraging Improvised Cooking Pan of Spellsight (Rod) 12000gp - Lets her see through fog, mist, smoke. +4 to Bull Rush and +1 to CMD
Boots of the Cat 1000gp - Take minimum fall damage.
Campfire Bead 720gp
Canvas x2 2sp
Case, Map 1gp -
Clasp of Swarmbane 3000gp - Can attack swarms normally and immune to distraction.
Cot 1gp
Daredevil Softpaws 1400gp - +5 acrobatics through a space and grants a +2 attack if successful.
Furs 12gp
Gauntlets of the Skilled Maneuver (Bull Rush) 4000gp - +2 untyped bonus to CMB bull rush.
Hex Nail x4 100gp
Ink 8gp
Inkpen x3 3sp
Kit, Grooming 1gp
Potion, Cure Serious Wounds x1 750gp
Scarab, Golembane 2500gp - Detect Golems 60ft. Can ignore DR on them.
Sets of Clothing x15
Shield, +3 Mithral Tempest Shield 11190gp +2armor, -0checkp - Free action Bull Rush with shield bash 1/day gust of wind.
Smokestick x5 100gp
Spring-Loaded Scroll Case 5gp 1lb
Spring-Loaded Wrist Sheath x2 20gp
Tent, Medium 15gp
Tool, Artisans 55gp
Vials x10 10gp
Wand of Align Weapon, Communal (10/50 charges) 2250gp
Wand of Infernal Healing 750gp
Wand of Obscuring Mist 750gp


History:
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BACKGROUND INFORMATION
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Scarlet was born no more than 335 years ago, but what her true age is has been lost to her as well as any who knew her. Some would say her birth and misfortune were due to the sins of her parents, but whatever the truth is, Scarlet was born with a meticulous nature as a savant. This oddity was commonly found in humans, not elves, so many questioned her birth as to whether she truly was fully elven or whether she had human ancestry. Because of this, she has always had trouble associating with her people, but there were some who took a liking to her in her community; their intentions were not pure though.

One could say that Scarlet is easily manipulated. If properly convinced to do something, she will do it perfectly–even something truly frightening–if motivated enough. When she was younger, this wasn’t so much of a problem, but as she aged over the centuries and her elven parents abandoned her, she only had her friends to be close to. It was these who brought her into numerous troubles.

It was their toying with her that led them to mock her. For example, they challenged the elf to join a warrior guild in an effort to learn the sword. In their minds, she’d never succeed and would humiliate herself and maybe get a good beating. The teacher, recognizing this, took her under his wing, and patiently helped her. To her friends’ secret surprise, she flourished.

Years later, they then pressed her to learn magic, thinking she’d blow herself up a bit and maybe burn her hair in some freak accident, but her meticulous nature won out once more. She performed all manner of rituals and spells so perfectly, she even began doing them better than many of her teachers.

Many years passed. During that time, her friends found that putting her in situations that were uncomfortable for her socially was funny for a time. One time, they left her in a brothel and paid a ladyboy to service her. She ended up fleeing and screaming when he attempted to do so.

So it went on for the next many decades. They secretly hated her, but she loved them, and in it all, she had grown to grate on their nerves enough. They escalated once more.

In cooperation with each other, they convinced her she was a great warrior and savior of the people of their small hamlet of Venitsure. This was all to build up her confidence for what they truly wished to see happen. Recently, a dragon had been spotted in the northern mountains. This was their target and they encouraged her to go fight it. She was nervous, but their wickedness knew little bounds at this point; even laughing as she rode off to the north to fight for the hamlet and people she loved. Upon arriving, she proclaimed judgment upon the dragon and set herself to battle. Dragons are temperamental at the best of times. To tell it such things invoked a fight immediately.

The battle was unlike anything she could comprehend would come. It left her body broken, consumed in acid and fire. All her possessions were clearly ripped into pieces. Her hair was mostly burned from her body from its dragon breath. Her right eye nearly burst and her right breast was almost cleaved from her body by a claw. Then, the muscles of most of her body were nearly ripped in half as it grappled her and without regard for her health, shook her in its grasp and bashed her into walls. A normal person would give up and apologize at that point, but she did not. She could not. She had been convinced the dragon had done bad things and was endangering her hamlet.

Wrath filled the dragon and Scarlet’s mind was then tormented by magic. Her willpower was drained by the oppressive, fear aura that now prevailed from the dragon as it laid into her. In the end, it was only due to her oddly calm, meticulous, and yet unyielding nature, that she prevailed. She HAD to win. She HAD to find the answer to the puzzle of how to stop this, even to the death. The pain racking her body was not part of the equation. By pure good luck, she found the answer. A weakness in the dragon’s overwhelming viciousness made it vulnerable to a strike when she was being clawed at. Scarlet took advantage and smote the beast with a solid strike to its neck. Once stunned, she could finish it off properly.

With the same ridiculous determination that kept her breathing and not falling down where a weaker-minded more emotional, pain-focused elf would, somehow, she managed to secure the horde of the beast and returned with it in her cart (hand pulled too). It was then her friends happily took all from her. It didn’t take much convincing as she was not doing well at this point and was on death’s door. She had made her friends happy and saved the hamlet. All was right.

It was not hard to see her near-death state among the people of her hamlet as she ambled home. Horror came over everyone’s looks as she passed out in the street. As she bled there, crumpled and nothing like the elf they knew, the community banded together and helped her heal, but the magic and pain of the dragon had already sealed itself in her torn flesh. Over the coming weeks, the people of Venitsure found out what happened with the dragon, who was a good overseer and protector of the village. They desired to know why she went there, but Scarlet knew enough (or was told) not to tattle on her friends. She was also disturbed by having potentially done something bad, so she kept silent. Thinking it best, they sent her away.

Her appearance at the moment (blood warning)

They suspected her friends of encouraging her in such ways after so many years of them putting her in similar–but until this moment–more harmless situations. It was later, the hamlet found the great wealth of the dragon’s horde and as a reward, “encouraged” her friends to send it to her (or face death), to provide a living for her. She has been on the road ever since, seeking to learn more about dragons and things of the world to know if what she did was actually bad. She knows right and wrong, and seeks only to do right, so she’d be very hurt if she had done something bad. For this reason, she also has not sought to return home out of fear. At times, she would work for money doing odd jobs. That led her to the docks, and eventually, working aboard a ship. She has worked aboard as a sword for hire for a number of decades now.

When the human captain she knew and was comfortable with died of old age, she decided it was best to return to the land and started to slowly make her way aimlessly around looking for work. If ever she returned home, they would not recognize her.