Ameiko

Screamrider's page

No posts. Organized Play character for Egrek.


Full Name

Kesta Screamrider

Race

Kitsune (Human)

Classes/Levels

Magus (Hexcrafter, Bladebound)

Gender

Female

Size

Medium

Age

33

Strength 8
Dexterity 16
Constitution 14
Intelligence 16
Wisdom 12
Charisma 13

About Screamrider

Those powerful witches of unlimited power make it look so easy. Well everyone has to start somewhere, and this is where Kesta is.

Screamrider is the chosen witch name and causing havoc and fighting fire with fire is the way forward. Unlimited power and dominance over all are the targets, trickery and magic are the weapons.

Power in masks, and masks over masks, with a hex power addition to aim to be the ultimate fighting witch!

Kitsune racial traits:

Ability Score Racial Traits: Kitsune are agile and companionable, but tend to be physically weak. They gain +2 Dexterity, +2 Charisma, and –2 Strength.

Size: Kitsune are Medium creatures and thus have no bonuses or penalties due to their size.

Type: Kitsune are humanoids with the kitsune and shapechanger subtypes.
Base Speed: Kitsune have a base speed of 30 feet.

Languages: Kitsune begin play speaking Common and Sylvan. Kitsune with high Intelligence scores can choose from the following: any human language, Aklo, Celestial, Elven, Gnome, and Tengu. See the Linguistics skill page for more information about these languages.

Agile (Ex) Kitsune receive a +2 racial bonus on Acrobatics checks.
Magical Racial Traits

Change Shape (Su) A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores and can remain in this form indefinitely.

Kitsune Magic (Ex/Sp): Kitsune add +1 to the DC of any saving throws against enchantment spells that they cast. Kitsune with a Charisma score of 11 or higher gain the following spell-like ability: 3/day—dancing lights (caster level equals the kitsune’s level).

Natural Weapons (Ex) In her natural form, a kitsune has a bite attack that deals 1d4 points of damage.

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

Alternate racial traits

Fast Shifter (Su)
You were born with an innate talent for switching between your natural forms. Using your racial change shape ability is a move action instead of a standard action. This racial trait replaces kitsune magic.

Keen Kitsune
Although amiable, kitsune are notoriously clever and cunning, often far more than they seem. Such characters gain a +2 bonus to Dexterity and Intelligence instead of Dexterity and Charisma. This racial trait alters the kitsune’s ability score modifiers. Source PPC:BotB

Favoured class:
All Gain 1/6 of a new Magical TailARG feat. Any kitsune character can choose this bonus upon gaining a level in her favored class

Kitsune racial feats:

Magical Tail (Kitsune)
You grow an extra tail that represents your growing magical powers.
Prerequisites: Kitsune.
Benefit: You gain a new spell-like ability, each usable twice per day, from the following list, in order:
1 - disguise self
2 - charm person
3 - misdirection
4 - invisibility
5 - suggestion
6 - displacement
7 - confusion
8 - dominate person.
The DCs for these abilities are Charisma-based.
Special: You may select this feat up to eight times. Each time you take it, you gain an additional ability as described above.

Realistic Likeness (Kitsune)
When you are in human form, you can take the shape of a specific individual.
Benefit: You can precisely mimic the physical features of any individual you have encountered. When you use your racial change shape ability, you can attempt to take the form of an individual, granting you a +10 circumstance bonus on Disguise checks made to fool others with your impersonation.

Swift Kitsune Shapechanger (Kitsune)
You can change shape more quickly than most kitsune.
Special: A kitsune may select this feat any time she would gain a feat.
Prerequisites: Dex 13, base attack bonus +6, kitsune.
Benefit: You can assume human or kitsune form as a swift action. If you have the Fox Shape feat, you can assume fox form as a swift action as well.
Normal: A kitsune’s change shape ability is a standard action.

Fox Shape (Kitsune)
You can change into a fox in addition to your other forms.
Prerequisites: Cha 13, base attack bonus +3, kitsune.
Special: A kitsune may select this feat any time she would gain a feat.
Benefit: You can take the form of a fox whose appearance is static and cannot be changed each time you assume this form. Your bite attack’s damage is reduced to 1d3 points of damage on a hit, but you gain a +10 racial bonus on Disguise checks made to appear as a fox. Changing from kitsune to fox shape is a standard action. This ability otherwise functions as beast shape II, and your ability scores change accordingly.

Duration 1 min./level (D)
Tiny animal: If the form you take is that of a Tiny animal, you gain a +4 size bonus to your Dexterity, a -2 penalty to your Strength, and a +1 natural armor bonus.
Low-light vision
Scent
Speed 40 ft.
Melee bite +1 (1d3-1)
Space 2-1/2 ft.; Reach 0 ft.

Magus:

Skills: (2+Int) Climb (Str), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (planes) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha).
Magic Warrior: Knowledge (history) and Knowledge (nature)

1 - Arcane pool (1/2 lvl +Int. Swift 1 AP +1 weapon for 1 min), Spell combat (FA, -2 hit, cast spell including attack with spell)
2 - Spellstrike (use weapon for touch attacks)
3 - Magus Arcana, Magic Warrior aspect (1 min/lvl)
4 - Spell recall, 2nd lvl spells, Witch hex (can use arcana as hex)
5 - Bonus feat (combat, metamagic), Extra +1 Arcana and weapon properties (dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal)
6 - Magus Arcana
7 - Know Pool (AP to get spells), Med armour, 3rd lvl spells
8 - Imp Spell combat (+2 conc), Nameless Anonymity (1/day nondetection)
9 - Magus Arcana
10 - Fighter training (1/2 lvl), 4th lvl spells

Magic Warrior:

FROM: Inner Sea Intrigue or Adventurers Guide

Class Skills - Adds Knowledge (history) and Knowledge (nature) to her list of class skills, instead of Knowledge (dungeoneering) and Knowledge (planes).

Nameless Mask (Ex) - A Magic Warrior gains strength by hiding her identity behind a mask that represents an animal.
While wearing her mask, +2 bonus on saving throws against divinations in scrying subschool. However, NPCs who are unfamiliar with or have a poor opinion of the Magic Warrior tradition have a starting attitude of unfriendly toward the Magic Warrior while she wears her mask.
If using the influence system, she requires one additional success to increase her influence level over such an NPC.
The Magic Warrior cannot ever reveal her name or remove her mask in front of anyone who she has never met before. If she violates this important taboo, she must discard her mask and create or obtain a new mask and wear it before she can gain any benefits that result from wearing her mask.

Magic Warrior’s Aspect (Su) - At 3rd level, as a standard action, a Magic Warrior can gain an aspect of an animal’s might by expending 1 point from her arcane pool. The animal must be the same one that the Magic Warrior’s mask represents (the animal can change if the Magic Warrior creates or obtains a new mask). The Magic Warrior gains one ability the animal has from the list of abilities given in beast shape I (this ability doesn’t allow her to change her size). The ability lasts for 1 minute per class level.
This ability replaces the magus arcana gained at 3rd level.

Nameless Anonymity (Su) - At 8th level, a Magic Warrior’s masked identity further protects her from divinations. Once per day, as long as she is in her masked identity, she can cast nondetection on herself, using her masked warrior level as her caster level.
A Magic Warrior gains improved spell combat at 14th level instead of at 8th level. She does not gain the magus’s greater spell Combat.

Spell Access (Su) - At 19th level, a Magic Warrior learns ancient secrets to using natural magic. She learns seven spells from the druid’s spell list and places them in her spellbook as magus spells of the same level at which they appear on the druid spell list. She gains one druid spell not on the magus spell list for each of the listed spell levels: 0 level, 1st level, 2nd level, 3rd level, 4th level, 5th level, and 6th level.
She can ignore the divine focus component of these spells.
This replaces greater spell access.

Hexcrafter:

FROM: Ultimate Magic.

Hex Magus (Su) - At 4th level, the hexcrafter magus gains access to a small number of witch’s hexes. The hexcrafter magus picks one hex from the witch’s hex class feature. He gains the benefit of or uses that hex as if he were a witch of a level equal to his magus level.
This feature replaces spell recall.

Hex Arcana - A hexcrafter gains access to the following magus arcana, or may select any witch hex in place of a magus arcana. At 12th level, the hexcrafter may select a hex or major hex in place of a magus arcana. At 18th level, a hexcrafter can select a hex, major hex, or grand hex in place of a magus arcana. He cannot select any hex or arcana more than once.

Accursed Strike (Sp) - A hexcrafter magus who can cast bestow curse, major curse, or any spell with the curse descriptor can deliver these prepared spells using the spellstrike ability, even if the spells are not touch attack spells.

Spells - A hexcrafter magus adds the following spells to his magus spell list: bestow curse, major curse, and all other spells of 6th level or lower that have the curse descriptor.

Progression:

1 - Arcane pool (1/2 lvl +Int. Swift 1 AP +1 weapon for 1 min), Spell combat (FA, -2 hit, cast spell including attack with spell), FEAT
2 - Spellstrike (use weapon for touch attacks)
3 - Magic Warrior aspect (1 min/lvl), FEAT
4 - 2nd lvl spells, Prehensile hair witch hex (can use arcana as hex)
5 - Bonus FEAT (combat, metamagic), Extra +1 Arcana and weapon properties (dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal), Fox shape feat.
6 - Magus Arcana (Flamboyant = Derring Do and Parry/Riposte)
7 - Know Pool (AP to get spells), Med armour, 3rd lvl spells, FEAT
8 - Nameless Anonymity (1/day nondetection)
9 - Magus Arcana, FEAT
10 - Fighter training (1/2 lvl), 4th lvl spells