Pharasma

Sercha's page

212 posts. Alias of Itzi.


Race

Female Magus (Eldritch Scion) | HP 28 | AC 18 Touch 13 FF 15 | Fort +5 Ref +5 Will +4 | Resist Cold 5, Elec 5 | Perc -1 - Low-light vision, Darkvision 60' | Init: +3 | Speed 30'

Classes/Levels

| 1st: 6/6, 2nd: 4/4 | Eldritch Pool: 8/8 |

About Sercha

Basics:

Magus 5 (Eldritch Scion)
N Medium Fetching, Native Outsider - 24 years old, 5'9", 101 lbs
Senses low-light vision, darkvision 60'
Perception -1
Languages Common

Persona:

Charm: 4 - Agents, Basic Operations, Skill Bonus +2 (Bluff, Diplomacy), Admirers (indifferent)
Genius:
Heroism: 2 - Agents, Basic Operations
Sacrifice:
Sagacity:
Subterfuge: 2 - Agents, Basic Operations

Agents: 16

Defense:

HP 28 (5d8)
AC 18 (mithril chain shirt, amulet of natural armor +1, Dex +3)
Fort +5 (base +4, cloak +1, Con +0); Ref +5 (base +1, cloak +1, Dex +3); Will +4 (+4 base, cloak +1, Wis -1)

Energy Resistance: Cold 5, Electricity 5

50% miss chance in dim light.

Can cast spell shield as an immediate action for 1 pool for +6 AC for one round.

While bloodraging, gain +1 AC and +1 on all saves.

Offense:

Speed 30'

Melee Unarmed Strike +5 (1d3+1 20/x2; non-lethal)
Melee Dagger +6 (1d4+3 20/x2; Slash/Pierce)
Melee +1 Rapier +8 (1d6+4 18/x2; Pierce)

Ranged Thrown Dagger +6 (1d4+1 20/x2; Pierce)

Statistics:

Str 12 (+1) Dex 16 (+3) Con 10 (+0) Int 10 (+0) Wis 8 (-1) Cha 22 (+6)

Ancestry - Kayal (Fetchling):

Ability Score Racial Traits
Fetchlings are quick and forceful, but often strange and easily distracted by errant thoughts.They gain +2 Dexterity, +2 Charisma, and –2 Wisdom.

Darkvision 60'
Fetchlings can see perfectly in the dark up to 60 feet.

Low-Light Vision
In addition to their ability to see perfectly in the dark up to 60 ft, fetchlings have low-light vision, allowing them to see twice as far as humans in conditions of dim light.

Shadowy Resistance
Fetchlings have resistance to cold 5 and electricity 5.

Disguise Self (Sp)
A fetchling can use disguise self once per day as a spell-like ability. He can assume the form of any humanoid creature. A fetchling’s caster level is equal to his total Hit Dice.

Shadow Blending (Su)
Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.

Class - Magus (Eldritch Scion):

Level 1

Weapon and Armor Proficiency
A magus is proficient with all simple and martial weapons. A magus is also proficient with light armor. He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Arcane Spellcasting
Eldritch Casting
An eldritch scion casts arcane spells drawn from the magus spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, an eldritch scion must have a Charisma score equal to at least 10 + the spell’s level. The DC for a saving throw against an eldritch scion’s spell is 10 + the spell’s level + the eldritch scion’s Charisma modifier. An eldritch scion can cast only a certain number of spells of each spell level per day. His base daily spell allotment is the same as a bard of the same level. In addition, he receives bonus spells per day if he has a high Charisma score.

An eldritch scion’s selection of spells is limited. He has the same number of spells known as a bard of the same level, and can choose new spells to replace old ones at 5th level and every 3 class levels after that, just as a bard does. See the bard for more information on swapping spells known.

Eldritch Pool: 5
An eldritch scion gains an eldritch pool of personal magical energy, equal to 1/2 his magus level (minimum 1) + his Charisma modifier. As a swift action, he can spend a point of eldritch energy to enter a state of mystical focus for 2 rounds. This allows him to use abilities from his bloodrager bloodline as though he were in a bloodrage, though he gains none of the other benefits or drawbacks of bloodraging. At 4th level, an eldritch scion can also use his eldritch pool as an arcane pool, gaining all the benefits listed with the magus’s arcane pool class feature.

Additionally, any magus’s class feature or spell from the magus spell list that normally uses a calculation based on Intelligence is instead based on Charisma for an eldritch scion. For example, an eldritch scion with the arcane accuracy magus arcana grants himself an insight bonus on attacks equal to his Charisma bonus, not his Intelligence bonus. This has no effect on the eldritch scion’s skills or skill points.

This ability replaces arcane pool, and abilities that modify arcane pool also modify eldritch pool.

Spell Combat (Ex)
An eldritch scion can only use spell combat while in a state of mystic focus (see eldritch pool, above). At 8th level, an eldritch scion can use spell combat at any time.

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 Charisma 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.

Bloodline: Destined
An eldritch scion gains a bloodrager bloodline. The bloodline is selected at 1st level, and this choice cannot be changed. An eldritch scion’s effective bloodrager level for his bloodline abilities is equal to his eldritch scion level. He does not gain any bonus feats, and he gains bonus spells from his bloodline at different levels (see the bonus spell class feature below). To use any ability that normally functions when in a bloodrage, an eldritch scion must spend a point from his eldritch pool (see below). If an eldritch scion takes levels in another class that grant a bloodline, the bloodlines must be the same type, even if that means that the bloodline of one of the classes must change. Subject to GM discretion, an eldritch scion can change his former bloodline to make them conform.

This ability replaces spell recall.

Destined

Bonus Spells: shield (7th), blur (9th), protection from energy (11th), freedom of movement (13th).

Bloodline Powers: Destined Strike (1st), Fated Bloodrager (4th), Certain Strike (8th), Defy Death (12th), Unstoppable (16th), Victory or Death (20th)

Bloodline Power: Destined Strike (Su)
As a free action up to three times per day you can grant yourself an insight bonus equal to 1/2 your bloodrager level (minimum 1) on one melee attack. At 12th level, you can use this ability up to five times per day.

Level 2

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.

New Spells
0 - acid splash
1 - shield

Level 3

New Spells
0 - disrupt undead
1 - chill touch

Magus Arcana: Spell Shield
The magus can expend a point from his arcane pool as an immediate action to grant himself a shield bonus to AC equal to his Intelligence Charisma bonus until the end of his next turn.

Level 4

Ability Boost: +1 Charisma

Eldritch Pool: 7

Spell Recall

Arcane Pool
A magus can expend 1 point from his arcane eldritch 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.

Bloodline Power: Fated Bloodrager (Su)
You gain a +1 luck bonus to AC and on saving throws while raging. At 8th level and every 4 levels thereafter, this bonus increases by 1 (to a maximum of +5 at 20th level).

New Spells
2 - bladed dash
2 - frigid touch

Level 5

Bonus Feat: Weapon Focus: Rapier

New Spells
2 - glitterdust

Magus Arcana: Arcane Accuracy +5
The magus can expend 1 point from his arcane pool as a swift action to grant himself an insight bonus equal to his Intelligence Charisma bonus on all attack rolls until the end of his turn.

Arcane Pool: +2
At 5th level, the bonus from the Arcane Pool can be used to add any of the following weapon properties: dancing (+4), flaming (+1), flaming burst (+2), frost (+1), icy burst (+2), keen (+1), shock (+1), shocking burst (+2), speed (+3), or vorpal (+5). 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.

Traits:

Young Reformer Knowledge (local)
Perhaps you were born at the bottom of Taldan society and you’re tired of seeing your friends and family toil endlessly with no hope of a better life, or maybe your privileged outlook was shattered by empathy or tragedy. Either way, you know the system is broken, and you’ve dedicated your life to fixing it. But tradition rules Taldor as much as any Grand Prince, and change requires more influence than you have… so far. You’ve got a few friends and allies, and plenty of determination, but while you work toward the power you need to change the nation, you’ll have to resort to more discrete ways of righting wrongs and curbing the abuses of the upper class. You gain a +1 trait bonus on Disable Device and Knowledge (local) checks, and one of these skills is always a class skill for you. Once per day, you can call upon your coconspirators to have “made arrangements” on your behalf, allowing you to attempt a Knowledge (local) check in place of a single Bluff, Disable Device, Intimidate, or Sleight of Hand check. The DC of this Knowledge (local) check is equal to the DC of the skill check it replaces. Whatever arrangements you make-for doors left unlocked, guards strong-armed out of your way, stolen keys left for you to find-must be reasonable to have anticipated and achieved beforehand; you could arrange to have a noble convinced you’re a very important diplomat traveling in disguise, for example, but if a fight breaks out you could not rely on your network of contacts to feint for you in combat. You don’t have to use this ability in advance; you can announce its use as you encounter a challenge, implying you foresaw this challenge and made arrangements prior to your arrival.

Magical Lineage: shocking grasp
One of your parents was a gifted spellcaster who not only used metamagic often, but developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness.

Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.

Trustworthy
People find it easy to put their faith in you. You gain a +1 trait bonus on Bluff checks made to fool someone. You also gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.

Mark of Slavery Drawback
You were enslaved for part or all of your youth, and marked as such with a brand or tattoo that still reminds you of how you were punished whenever you failed to do what you should. Whenever you fail a skill check, you take a -2 penalty on any skill check or attack roll you attempt before the end of your next turn unless it is a part of retrying the failed skill check.

Feats:

Level 1

Armor Proficiency: Light
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.

Simple Weapon Proficiency: All
You are proficient with all Simple weapons.

Martial Weapon Proficiency: All
You are proficient with all Martial weapons.

Persuasive
You get a +2 bonus on Diplomacy and Intimidate skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Level 3

Weapon Finesse
With a light weapon, 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.

Level 5

Extra Arcana: Arcane Accuracy
You gain one additional magus arcana. You must meet all the prerequisites for this magus arcana.

Weapon Focus: Rapier
You gain a +1 bonus on all attack rolls you make using the selected weapon.

Spells:

Concentration: +11
Melee Touch: +4
Ranged Touch: +6

Cantrips - DC 16
Acid Splash
Arcane Mark
Dancing Lights
Detect Magic
Disrupt Undead
Prestidigitation
Read Magic

1st Level - 5/day - DC 17

Chill Touch
Magic Missile
Shield
Shocking Grasp

2nd Level - 2/day - DC 18

Bladed Dash
Frigid Touch
Glitterdust

Skills:

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Adventuring Skills
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Total skill ranks: 15 (10 magus {2/lvl}, +5 favored class)

Acrobatics +3 (Dex +3)
Bluff +6 (+6 Cha, +1 trait {Trustworthy})
Climb +1 (+3 class skill, Str +1)
Diplomacy +16 (4 ranks, +3 class skill, +6 Cha, +1 trait {Trustworthy}, +2 untyped {Persuasive})
Disable Device +5 (1 rank, Dex +3, +1 trait {Young Reformer})
Disguise +6 (+6 Cha)
Escape Artist +3 (Dex +3)
Fly +3 (+3 class skill, Dex +3)
Heal -1 (Wis -1)
Intimidate +14 (3 ranks, +3 class skill, +6 Cha, +2 untyped {Persuasive})
Knowledge (arcana) +5 (2 ranks, +3 class skill, Int +0)
Knowledge (dungeoneering) - (+3 class skill, Int +0)
Knowledge (local) +5 (1 rank, +3 class skill, Int +0, +1 trait {Young Reformer})
Knowledge (nature) - (+3 class skill, Int +0)
Knowledge (planes) +6 (1 rank, +3 class skill, Int +0, +2 racial)
Knowledge (religion) - (+3 class skill, Int +0)
Perception -1 (Wis -1)
Ride +7 (1 rank, +3 class skill, Dex +3)
Sense Motive -1 (Wis -1)
Spellcraft +0 (+3 class skill, Int +0)
Stealth +5 (Dex +3, +2 racial)
Survival -1 (Wis -1)
Swim +1 (+3 class skill, Str +1)
Use Magic Device +11 (2 ranks, +3 class skill, Cha +6)

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Background Skills
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Total skill ranks: 10

Appraise +0 (Int +1)
Handle Animal +8 (2 ranks, Cha +6)
Knowledge (engineering) -- (Int +0)
Knowledge (geography) +1 (1 rank,Int +0)
Knowledge (history) +3 (3 ranks, Int +0)
Knowledge (nobility) +4 (4 ranks, Int +0)
Linguistics -- (Int +0)
Sleight of Hand -- (Dex +3)

Gear:

dagger (2 gp)
+1 rapier (2320 gp)
+1 amulet of natural armor (2000 gp)
+1 cloak of resistance (1000 gp)
headband of alluring charisma +2 (4000 gp)
mithril chain shirt (1100 gp)

belt pouch (2 gp, 2 lbs)
{
}

backpack (2 gp, 2 lbs)
{
}

Combat Macros:

[dice=Dagger Attack]1d20+6[/dice]
[dice=Dagger Damage - S/P]1d4+3[/dice]

[dice=Rapier Attack]1d20+8[/dice]
[dice=Rapier Damage - P]1d6+4[/dice]

[dice=Spell Combat - Rapier Attack]1d20+8-2[/dice]
[dice=Spell Combat - Rapier Damage - P]1d6+4[/dice]

[dice=Defensive Casting vs DC 17]1d20+11[/dice]

[dice=Spellstrike - Arcane Mark]1d20+8-2[/dice]
[dice=Spellstrike - Arcane Mark Damage - P]1d6+4[/dice]

[dice=Spellstrike - Shocking Grasp]1d20+8-2[/dice] [ooc][i]+3 to hit if metal armor[/i][/ooc]
[dice=Spellstrike - Shocking Grasp Damage - E + P]5d6+1d6+4[/dice]

[dice=Spellstrike - Chill Touch]1d20+8-2[/dice]
[dice=Spellstrike - Chill Touch Damage - Neg + P]1d6+1d6+4[/dice] [ooc][i]DC 17 Fort Save to avoid 1 point of Str damage[/i][/ooc]

[dice=Defensive Casting vs DC 19]1d20+11[/dice]

[dice=Spellstrike - Frigid Touch]1d20+8-2[/dice]
[dice=Spellstrike - Frigid Touch Damage - C + P]5d6+1d6+4[/dice] [ooc][i]staggered for 1 round - if crit, staggered for 1 minute[/i][/ooc]

Appearance/Personality/Background:

The most striking thing about Sercha's appearance is her complete comfort in her own skin. In spite of her strange appearance, the woman has nothing but confidence. Barely topping a hundred pounds, the slender figure stands near six foot tall. Extremely pale skin and flaxen colored hair leave her looking washed out. This isn't helped by the leather armor she wears that's been bleached to a pale cream color. The single spot of color on her is her eyes; Depending on her mood, they range from a pupil-less lemon yellow to a lime green. She always presents a relaxed, but confident appearance. From the way her hand rests on her weapon hilt to the tousled look of her short hair, to the crooked smile held by her pale lips.

Sercha has seen repeatedly in her short life that there are no guarantees and that the end could come at any time. So she's determined to enjoy it while it lasts. Growing up in the slums of Oparra, death was a daily, but unwelcome visitor. Gaining some skill with a blade as well as having a knack for magic, she left the great city to discover what the rest of the world offered. She's met thousands of people in her travels and discovered inequity everywhere. Not content with the idea that this is 'just the way it is', she returned to the city to ingratiate herself into those with the power to make changes.