Female N Kitsune, always in human form (auburn hair, freckles, dreamily observing and sometimes looking a little bit crazy) | Swashbuckler 1 / Magus 15 | Low-light vision | Speed 30ft, Fly 60ft | Boots of Speed 10/10 | Lucky Horses. 1/1
Alignment
Formerly NG, now N (has an evil aura due to evil item)
Deity
Chaldira Zuzaristan
Occupation
Used consumables: Boon Chalice CMW / CLW, 36 ih charges
Homepage URL
Temp gear:
About Zaarah Katsu
--
Female Kitsune
Swashbuckler 1 / Magus 15
N (formerly NG but ‘Ocher Rhomboid Ioun Stone’ shifted Zaarah’s alignment to neutral, and the item radiates an evil aura)
-- BACKGROUND --:
Being a quintuplet is not easy. Especially when your mother is a Kitsune that fled Cheliax years ago as a pregnant woman with five unborn babies in her belly. Well, her husband was willing to sacrifice her unborn children to close a deal with a devil. You know … it sounds better when I say „ her husband“ because I do not have to say … „my father“.
We grew up near Palin's Cove, an industrial town near Korvosa in southeast Varisia. Out of fear our mother gave us a herbal mixture sourced from a Varisian witch that hindered us to take our natural fox form but also made us physically weak. Even if a sudden transformation happened we were never allowed to look at our red fur in the mirror … let alone tell anybody what we were.
As a kid I was always a little too protective … and so full of guilt … and although I did not know why, I knew something was missing. Today I know that my dead mother only wanted to protect us. Maybe if we understood what a dangerous man our father was, we would have paid more attention to her teachings ... maybe then not only she but also our eldest sister would still be alive.
It took my uncle Xiao two weeks to find my two brothers, my sister and I in our vulpine forms somewhere in the woods north of the Falcon River. It was also surprising for us that we had a relative that was a Halfling – after all we did not even properly know what we were so accepting uncle Xiao was easy.
None of us remember much of the travel to Tian Xia except of the lonely hearts that longed for our mother and sister. Although uncle Xiao was always with us, we were all very frightened when we arrived in the village we later all called home … Leng Hao, a village full of Kitsune and Halflings in the Forest of Spirits east of Hongal. But please do not believe that we were welcomed with open arms. We were Kitsune that could not properly change into their natural form, looked like the barbaric human invaders from Avistan and did not even speak Tien … I do not need to continue, do I? Religion never really meant much to our mother but Xiao waited some time but eventually taught us the lessons of Chaldira and our eyes opened to all the possibilities in the world … and we got along better with the halfling community that thought it was funny that we were followers of a Halfling goddess.
Xiao was married to Soreya, a kind woman that had lost her first husband years back and Xiao raised Soreya's kids as if he was their own father. You can imagine my surprise when I later learned that these funny kids that I now love as much as my real siblings are all Ifrits although they look so human!
After Xiao died we all decided to choose our own paths. Mine led me to Minata together with my sister Dana! Minata, the massive archipelago located on the far southeastern edge of the continent of Tian Xia. Living among Wayang was certainly more difficult than I assumed but what they knew about shadow magic was beyond my comprehension. Now I am seeking the power to manifest my own kind of shadow magic ... my intelligent black blade!
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** Scarab Sages Faction Card Season 8 – 4+ goals: Treat your Constitution score as 4 points higher for the purposes of determining when hit point damage kills you.
-- SKILLS --
• Acrobatics +27 (Rank 16, Class +3, Dex +8)
• Bluff – Deceive or Lie +28 (Rank 16, Class +3, Int +8 'Student of philosophy' trait, ‘Mullberry Cracked Ioun Stone’ +1) OR Bluff - Feint +18 (Rank 16, Class +3, Cha -2, ‘Mullberry Cracked Ioun Stone’ +1)
• Diplomacy – Influence attitude, make request, convince +28 (Rank 16, Class +3, Int +8 'Student of philosophy' trait, ‘Mullberry Cracked Ioun Stone’ +1) OR Diplomacy – Gather Information +18 (Rank 16, Class +3, Cha -2, ‘Mullberry Cracked Ioun Stone’ +1)
• Escape Artist +12 (Rank 1, Class +3, Dex +8)
• Fly +12 (Rank 1, Class +3, Dex +8, ‘Deep Red Cracked Ioun Stone’ +1)
• Knowledge: Arcana +27 (Rank 16 , Class +3, Int +8)
• Knowledge: Dungeoneering +27 (Rank 0 [Rank 16 through Headband of Vast Intelligence], Class +3, Int +8)
• Knowledge: Engineering +9 (Rank 1, Int +8)
• Knowledge: Geography +9 (Rank 1, Int +8)
• Knowledge: History +11 (Rank 0, Special) *Scarab Sages Faction Card Season 8: 2+ goals allows to make trained checks and use 3+Faction goal (8 currently) as modifier.
• Knowledge: Local +12 (Rank 1, Class +3, Int +8)
• Knowledge: Nature +9 (Rank 1, Int +8)
• Knowledge: Nobility +12 (Rank 1, Class +3, Int +8)
• Knowledge: Planes +29 (Rank 16, Class +3, Int +8, Faction +2) *Scarab Sages Faction Card Season 8: 2+ goals allows to make trained checks and a +2 modifier.
• Knowledge: Religion +9 (Rank 1, Int +8)
• Linguistics +14 (Rank 6 , Int +8)
• Perception +26 (Rank 16, Class +3, Wis -1, ‘Alertness‘ feat via black blade +2, ‘Dark Blue Cracked Ioun Stone’ +1, Eyes of the Eagle +5)
• Perform: Dance + 3 (Rank 2, Class +3, Cha -2)
• Sense Motive +21 (Rank 0 [Rank 16 through Headband of Vast Intelligence], Class +3, Wis -1, ‘Alertness‘ feat via black blade +2, ‘Dark Blue Cracked Ioun Stone’ +1)
• Spellcraft +28 (Rank 15, Class +3, Int +8, +2 Siege of Gallowspire ‘Spell knowledge boon)
• Sleight of hand +12 (Rank 1, Class +3, Dex +8)
• Swim +5 (Rank 1, Class +3, Str -3, Flight Hex +4)
• UMD +17 (Rank 0 [Rank 16 through Headband of Vast Intelligence, Class +3, Cha -2, ‘Pink and Green Sphere Cracked Ioun Stone’ +1]
Lvl 1: 10 Skill Points = 4 Swashbuckler + 5 Int + 1 Skilled Kitsune Lvl 2 to 16: Each 8 Skill Points = 2 Magus + 5 Int + 1 Skilled Kitsune
EYES: Eyes of the Eagle
WRISTS: Spellguard Bracers
BODY: Alabaster Trapping
HAND: Gloves of Reconnaissance
SHOULDERS: Cloak of resistance +5, 1 lbs.
CHEST: Quick runner's shirt
NECK: Talisman of Life’s Breath
BELT: Belt of Physical Might (Dexterity & Constitution) +6, 1 lbs.
LEFT RING: Ring of Arcane Mastery
RIGHT RING: Ring of Protection +1
HEAD: Buffering Cap
FEET: Boots of speed, 1 lbs
HEADBAND: Headband of Vast Intelligence +6 [UMD, Sense Motive, kn dung.]
Swordmaster's Flair [Blue Scarf], 0 lbs
ARMOR: Burdenless Mithral Shirt +1
10 x Pearl of Power 1st, 0 lbs
3 x pearl of power 2nd, 0 lbs
Lesser elemental metamagic rod (cold), 5 lbs
Handy Haversack
Minor elemental metamagic rod
2 x Plume of Panache
Cracked Staff of Missiles, CL 8th (Works as Staff +2 for Staff Magus)
Black Blade Scimitar +4 (weapon cord attached), 2 lbs.
Wayfinder with Incandescent Blue Sphere (Normal) Ioun Stone (Blindfight Resonant Power)
Implanted in right arm: ‘Ocher Rhomboid Ioun Stone’ (item has shifted Zaarah’s alignment to neutral, and the evil item radiates an evil aura. Item gives a bonus feat: INTENSIFIED SPELL. This item is cursed and can’t be removed by its owner or anyone else without a remove curse or similar spell) and Cracked Pale Green Prism Ioun Stone and ‘Cracked Dusty Rose Prism Ioun Stone’ and ‘Dark Blue Cracked Ioun Stone’ and ‘Deep Red Cracked Ioun Stone’ and ‘Mullberry Cracked Ioun Stone’ and 'Pink and Green Sphere Cracked Ioun Stone'
2 x soul stimulant
Scroll of break enchantment
2 x scroll of restoration (800 gp version)
Wand of CLW (24 charges)
Spell component pouch, 2 lbs.
2 x Soul stimulant (1 negative level gone for 12 hours)
Vapors of easy breath (against clouds etc.)
Weapon cord, 0 lbs.
Lucky Horseshoe
Backpack, Masterwork, 4 lbs. (all items below are in here)
MW Scimitar, 2 lbs.
Light Crossbow (16 bolts), 4 lbs.
Scroll of restoration in Spring-loaded Scroll Case
Whip, 2 lbs.
3 x Acid flask, 3x1 lbs.
250 gp diamond dust for Stoneskin
2 x Alchemist fire, 2x1 lbs.
10 x Myrrh (+1 CL Dispel Magic)
Potion of Air Bubble (sponge)
5 x Oil of grease, 0 lbs
Essence of independence (+4 mind affecting and brake free 1/day)
Manacles masterwork
3 x Universal solvent
Spell book, 2 lbs.
10 x Clear Ear
Air bladder, 0 lbs.
Snorkel masterwork, 0 lbs.
Animal glue, 0 lbs.
Smoked Goggles, 0 lbs
Earplugs, 0 lbs.
Bell string, 0 lbs.
Whistle signal, 0 lbs.
Smelling Salts, 0 lbs.
Wand of Infernal Healing (37 charges)
Vermin repellent, 0 lbs.
2 x Potion of 'Touch of Sea', 0 lbs.
2 x Bladeguard, 0 lbs.
2 x Potion of Invigorate, 0 lbs.
1x Antiplague, 0 lbs
1 x Antipoison, 0 lbs
Dull grey Ioun stone with continual flame heightened to 4th level from Vybus Abbin (PFS# 103843-21), 0 lbs.
–– POOLs ––
• Arcane Pool 13+4 = Int +8 + Magus 5 (1/3 Magus Bladebound level) + 4 points from Ring of Arcane Mastery
• Panache 9 = Int +8 + Cha 1 (Minimum 1 Charisma even if negative)
• On 2nd Level: Retrained 3 Hit Points each costing 3 days / 3 PP / 60 gp (=3 days * 2nd Lvl * 10gp) -> Total cost for retraining 3 Hit Points: 9 PP and 180 gp.
• On 3rd Level: Retrained 2 Hit Points each costing 3 days / 3 PP / 90 gp (=3 days * 3rd Lvl * 10gp) -> Total cost for retraining 2 Hit Points: 6 PP and 180 gp.
• On 4th Level: Retrained 2 Hit Points each costing 3 days / 3 PP / 120 gp (=3 days * 4th Lvl * 10gp) -> Total cost for retraining 2 Hit Points: 6 PP and 240 gp.
• On 5th Level: Retrained 2 Hit Points each costing 3 days / 3 PP / 150 gp (=3 days * 5th Lvl * 10gp) -> Total cost for retraining 2 Hit Points: 6 PP and 300 gp.
• On 6th Level: Retrained 2 Hit Points each costing 3 days / 3 PP / 180 gp (=3 days * 6th Lvl * 10gp) -> Total cost for retraining 2 Hit Points: 6 PP and 360 gp.
• On 7th Level: Retrained 2 Hit Points each costing 3 days / 3 PP / 210 gp (=3 days * 7th Lvl * 10gp) -> Total cost for retraining 2 Hit Points: 6 PP and 420 gp.
• On 13th Level: Retrained a feat costing 5 days / 5 PP / 650 gp (=5 days * 13th Lvl * 10gp)
• Lvl 1: Swashbuckler [Inspired Blade] (free): WEAPON FOCUS (Rapier)
• Lvl 2: Magus [Staff Magus] Level 1 bonus feat (free): Quarterstaff Master (Combat) Source Ultimate Magic pg. 154 You can wield a quarterstaff as either a two-handed or one-handed weapon. Prerequisites: Weapon Focus (quarterstaff), base attack bonus +5. Benefit: By employing a number of different stances and techniques, you can wield a quarterstaff as a one-handed weapon. At the start of your turn, you decide whether or not you are going to wield the quarterstaff as a one-handed or two-handed weapon. When you wield it as a one-handed weapon, your other hand is free, and you cannot use the staff as a double weapon. You can take the feat Weapon Specialization in the quarterstaff even if you have no levels in fighter.
• Lvl 6: Magus Level 5 bonus feat (free): EMPOWERED SPELL (Metamagic)
• Lvl 7: ‘Ocher Rhomboid Ioun Stone’ (free): INTENSIFIED SPELL (Metamagic).
• Lvl 12: Magus Level 11 bonus feat (free): ELEMENTAL SPELL (Acid) (Metamagic)
• Lvl 14: ‘Incandescent blue sphere’ ioun stone in Wayfinder with resonance power feat (free): BLIND FIGHT (Combat) Benefit: In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to hitting you in melee. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible. The invisible attacker’s bonuses do still apply for ranged attacks, however. You do not need to make Acrobatics skill checks to move at full speed while blinded. Normal: Regular attack roll modifiers for invisible attackers trying to hit you apply, and you lose your Dexterity bonus to AC. The speed reduction for darkness and poor visibility also applies. Special: The Blind-Fight feat is of no use against a character who is the subject of a blink spell.
- Level Feats -
• Lvl 1: ADDITIONAL TRAITS
• Lvl 3: DERVISH DANCE: Prerequisites: Dexterity 13, Weapon Finesse [Satisfied through 'Inspired Finesse‘ Swashbuckler class ability], Perform (dance) 2 ranks, proficient with scimitar. Benefit: When wielding a scimitar with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat the scimitar as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability). The scimitar must be for a creature of your size. You cannot use this feat if you are carrying a weapon or shield in your off hand.
• Lvl 5: EXTRA MAGUS ARCANA -> HEX ARCANA: FLIGHT HEX (Su): At 1st level, the witch can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly , as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the witch.
• Lvl 7: WANDERER’S FORTUNE (Conduit): Prerequisites: Knowledge (planes) 3 ranks. Benefit: As a swift action, you gain the benefits of freedom of movement until the end of your turn or until you benefit from the effects to escape a grapple or magical restraint, whichever comes first. You can use this feat’s benefit once per day, plus an additional time per day for every 5 ranks you have in Knowledge (planes).
• Lvl 9: PIERCING SPELL (Metamagic): Benefit: When you cast a piercing spell against a target with spell resistance, it treats the spell resistance of the target as 5 lower than its actual SR. A piercing spell uses up a spell slot one level higher than the spell’s actual level.
• Lvl 11: EXTRA MAGUS ARCANA -> HEX ARCANA: PREHENSILE HAIR (Su): Effect: The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair has reach 10 feet, and she can use it as a secondary natural attack that deals 1d3 points of damage (1d2 for a Small witch). Her hair can manipulate objects (but not weapons) as dexterously as a human hand. The hair cannot be sundered or attacked as a separate creature. Pieces cut from the witch’s elongated hair shrink away to nothing. Using her hair does not harm the witch’s head or neck, even if she lifts something heavy with it. The witch can manipulate her hair a number of minutes each day equal to her level; these minutes do not need to be consecutive, but must be spent in 1-minute increments. A typical male witch with this hex can also manipulate his beard, moustache, or eyebrows.
• Lvl 13: QUICKEN SPELL (Metamagic): Benefit: Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened. A quickened spell uses up a spell slot four levels higher than the spell's actual level. Casting a quickened spell doesn't provoke an attack of opportunity.
• Lvl 15: SPELL PERFECTION [Shocking Grasp]: Prerequisites: Spellcraft 15 ranks, at least three metamagic feats. Benefit: Pick one spell which you have the ability to cast. Whenever you cast that spell you may apply any one metamagic feat you have to that spell without affecting its level or casting time, as long as the total modified level of the spell does not use a spell slot above 9th level. In addition, if you have other feats which allow you to apply a set numerical bonus to any aspect of this spell (such as Spell Focus, Spell Penetration, Weapon Focus [ray], and so on), double the bonus granted by that feat when applied to this spell.
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-- TRAITS --
• LESSONS OF CHALDIRA (Religion: Chaldira Zuzaristan): Your studies of Chaldira Zuzaristan's exploits have given you a knack for avoiding trouble. Once per day, when you fail a saving throw, you can reroll the saving throw. You must take the second result even if it is worse. (PFCo: FoP 20)
• STUDENT OF PHILOSOPHY (Social): You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat). (PFCo: QuCa)
• WAYANG SPELLHUNTER (Regional): Select a spell of 3rd level or below (SHOCKING GRASP). When you use this spell with a metamagic feat, it uses up a spell slot one level lower than it normally would.
• MAGICAL LINEAGE (Magic): Pick one spell when you choose this trait (SHOCKING GRASP). 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.
• SWASHBUCKLER WEAPON AND ARMOR PROFICIENCY: Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers. (ACG).
• INSPIRED FINESSE: At 1st level, a Swashbuckler (inspired blade archetype) gains the benefits of Weapon Finesse with the rapier (this ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites) and gains Weapon Focus (rapier) as a bonus feat. This ability replaces swashbuckler finesse. (ACG).
• INSPIRED PANACHE: More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. Your panache total is 5 points. Inspired Panache (Ex): At the start of each day, a swashbuckler (Inspired Magus archetype) gains a number of panache points equal to her Charisma modifier (minimum 1) and Intelligence modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1) and Intelligence modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in specific ways (see below). Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache. (ACG).
• DEEDS: Swashbucklers spend panache points to accomplish deeds. Most deeds grant swashbucklers a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.
- Derring-Do (Ex): At 1st level, a swashbuckler 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).
- Social Panache (Ex): At 1st level, a noble fencer can spend 1 panache point when he attempts a Bluff, Diplomacy, Intimidate, or Sense Motive check to roll 1d6 and add the result to the check. He can do this after he rolls the check but before the result is revealed. If the result of the d6 roll is a natural 6, he rolls another 1d6 and adds it to the check. He can continue to do this as long as he rolls natural 6s, up to a number of times equal to his Charisma modifier (minimum 1). Just before a verbal duel, a noble fencer can spend up to 4 panache points. For each point he spends, he selects a tactic for which he has chosen Bluff, Diplomacy, Intimidate, or Sense Motive as an associated skill and gains an edge he can only use with that tactic. This deed replaces the dodging panache deed.
- Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler 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 swashbuckler 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 swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed’s cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs. (ACG).
• MAGUS (Staff Magus) WEAPON AND ARMOR PROFICIENCY: A staff magus is proficient with simple weapons only. 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 or heavy armor or using 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. This replaces the normal magus weapon and armor proficiency feature.
• ARCANE POOL (Su): 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. The pool refreshes once per day when the magus prepares his spells. At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves. At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus. A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.
• SPELL COMBAT (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.
• HEXCRAFTER 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.
• QUARTERSTAFF MASTER (Ex): At 1st level, the staff magus gains the Quarterstaff Master feat as a bonus feat, even if he does not meet the normal prerequisites. He only gains the benefit of this feat when wearing no armor or light armor.
• SPELLSTRIKE (Su): At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.
• MAGUS ARCANA: As he gains levels, a magus learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 3rd level6th level, a Bladebound magus gains one magus arcana. He gains an additional magus arcana for every three levels of magus attained after 3rd level. Unless specifically noted in a magus arcana's description, a magus cannot select a particular magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the magus spell list unless otherwise noted.
- Magus Level 6: Empowered Magic (Su): Benefit: The magus can cast one spell per day as if it were modified by the Empower Spell feat. This does not increase the casting time or the level of the spell.
- Magus Level 9: Accurate Strike (Ex): Benefit: The magus can expend 2 points from his arcane pool as a swift action to resolve all of his melee weapon attacks until the end of his turn as melee touch attacks.
- Magus Level 12 -> HEX ARCANA (MAJOR HEX): Ice Tomb (Su) Effect: A storm of ice and freezing wind envelops the target, which takes 3d8 points of cold damage (Fortitude half). If the target fails its save, it is paralyzed and unconscious but does not need to eat or breathe while the ice lasts. The ice has 20 hit points; destroying the ice frees the creature, which is staggered for 1d4 rounds after being released. Whether or not the target’s saving throw is successful, it cannot be the target of this hex again for 1 day. FAQ: “A storm of ice and freezing wind envelops the creature…,” so it only affects creatures, not objects. The target doesn’t need to eat, breathe, or drink. The general assumption for effects is if the creature negates the damage from the effect, the creature isn’t subject to additional effects from that attack (such as DR negating the damage from a poisoned weapon, which means the creature isn’t subject to the poison). Therefore, a cold-immune creature takes no damage from the hex and can’t be imprisoned by it. A target that succeeds at its save takes half damage and is not imprisoned. Under temperate conditions, the ice lasts 1 minute per witch level. In tropical environments it might only last half as long. In cold environments where ice and snow persist without melting, it might last indefinitely.
- Magus Level 15: Quickened Magic (Su) Benefit: The magus can cast one spell per day as if it were modified by the Quicken Spell feat. This does not increase the level of the spell.
• 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.x
- Slumber (Su): Effect: A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
• HEX ARCANA (Su): 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.
• BLACK BLADE (Ex): At 3rd level, the bladebound magus’ gains a powerful sentient weapon called a black blade, whose weapon type is chosen by the magus (see sidebar). A magus with this class feature cannot take the familiar magus arcana, and cannot have a familiar of any kind, even from another class. Instead of the normal arcane pool amount, the bladebound magus’s arcane pool has a number of points equal to 1/3 his level (minimum 1) plus his Intelligence bonus. This ability changes the Arcane Pool class feature and replaces the magus arcana gained at 3rd level.
BLACK BLADE BASICS:
A black blade is bonded to a particular magus, much like a familiar, but in more of a partnership than a master-servant relationship.
- Intelligence: This is the intelligence score of the black blade. It starts at 10 and increases by 1 for every two levels of the bladebound magus (at 3rd level, 5th level, and so on).
- Wisdom and Charisma: As the bladebound magus increases in level, so do the Wisdom and Charisma of the black blade. These abilities start at 6 and increase by 1 for every two levels of magus.
- Ego: A black blade starts with an ego of 5, and that ego increases as the blade becomes more powerful, as per Table: Black Blade Progression below. In cases where a wielder and the black blade come into conflict, like any intelligent item, a black blade can attempt to exert its dominance (see Intelligent Items). Due to its flexible and powerful nature, a black blade has a nonstandard ego progression.
- Languages and Skills: A black blade starts with Common as a language. As the black blade increases in Intelligence, it manifests knowledge of languages and arcane lore. Upon reaching an Intelligence of 12, it gains a bonus language of the GM’s choice [Wayang, Aklo], and gains 1 rank in Knowledge (arcana). Each time the sword gains a bonus to Intelligence, it gains another language and another rank in Knowledge (arcana).
- Senses: A black blade is aware of everything around it like a creature that can see and hear. It can be blinded and deafened as if it were a creature. It uses the saving throws of its magus, even if the magus is not currently wielding the black blade.
- Black Blade Arcane Pool: A black blade has an arcane pool with a number of points equal to 1 + its Intelligence bonus.
- Alertness (Ex): While a magus is wielding his black blade, he gains the Alertness feat.
- Black Blade Strike (Sp): As a free action, the magus can spend a point from the black blade’s arcane pool to grant the black blade a +1 bonus on damage rolls for 1 minute. For every four levels beyond 1st, this ability gives the black blade another +1 on damage rolls.
- Telepathy (Su): While a magus is wielding or carrying his black blade, he can communicate telepathically with the blade in a language that the magus and the black blade share.
- Unbreakable (Ex): As long as it has at least 1 point in its arcane pool, a black blade is immune to the broken condition. If broken, the black blade is unconscious and powerless until repaired. If destroyed, the black blade can be reforged 1 week later through a special ritual that costs 200 gp per magus level. The ritual takes 24 hours to complete.
- Energy Attunement (Su): At 5th level, as a free action, a magus can spend a point of his black blade’s arcane pool to have it deal one of the following types of damage instead of weapon damage: cold, electricity, or fire. He can spend 2 points from the black blade’s arcane pool to deal sonic or force damage instead of weapon damage. This effect lasts until the start of the magus’s next turn.
- Teleport Blade (Sp): As a standard action, a magus of 9th level or higher can expend an arcane point from his or his black blade’s arcane pool, and can call his black blade from as far as 1 mile away, causing it to instantaneously teleport to his hand.
- Transfer Arcana (Su): At 13th level, once per day, a magus can attempt to siphon points from his black blade’s arcane pool into his own arcane pool. Doing so takes a full-round action and the magus must succeed at a Will saving throw with a DC equal to the black blade’s ego. If the magus succeeds, he regains 1 point to his arcane pool for every 2 points he saps from his black blade. If he fails the saving throw, the magus becomes fatigued (but can try again). If he is fatigued, he becomes exhausted instead. He cannot use this ability if he is exhausted.
- Spell Defense (Sp): A magus of 17th level or higher can expend an arcane point from his weapon’s arcane pool as a free action; he then gains SR equal to his black blade’s ego until the start of his next turn.
Life Drinker (Su): At 19th level, each time the magus kills a living creature with the black blade, he can pick one of the following effects: the black blade restores 2 points to its arcane pool; the black blade restores 1 point to its arcane pool and the magus restores 1 point to his arcane pool; the magus gains a number of temporary hit points equal to the black blade’s ego (these temporary hit points last until spent or 1 minute, whichever is shorter). The creature killed must have a number of Hit Dice equal to half the magus’s character level for this to occur.
• BONUS FEATS: At 5th level, and every six levels thereafter, a 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. He must meet the prerequisites for these feats as normal.
• KNOWLEDGE POOL (Su): At 7th level, when a magus prepares his magus spells, he can decide to expend 1 or more points from his arcane pool, up to his Intelligence bonus. For each point he expends, he can treat any one spell from the magus spell list as if it were in his spellbook and can prepare that spell as normal that day. If he does not cast spells prepared in this way before the next time he prepares spells, he loses those spells. He can also cast spells added in this way using his spell recall ability, but only until he prepares spells again.
• QUARTERSTAFF DEFENSE (Ex): At 7th level, while wielding a quarterstaff, the staff magus gains a shield bonus to his Armor Class equal to the enhancement bonus of the quarterstaff, including any enhancement bonus on that staff from his arcane pool class feature. At 13th level, this bonus increases by +3. This ability replaces the medium armor and heavy armor class abilities.
• IMPROVED SPELL COMBAT (EX): At 8th level, the magus's ability to cast spells and make melee attacks improves. When using the spell combat ability, the magus receives a +2 circumstance bonus on concentration checks, in addition to any bonus granted by taking an additional penalty on the attack roll. • STAFF WEAPON (Su): At 10th level, a staff magus treats any magical staff he is wielding as a magical quarterstaff with an enhancement bonus to attack and damage equal to the staff’s caster level divided by 4 (minimum +1). The staff must have at least 1 charge for the magus to use this ability. A staff magus can restore 1 charge to a staff by expending a number of points from his arcane pool equal to the level of the highest-level spell cast in the staff, as long as at least one spell in the staff is on the magus spell list. The magus cannot restore charges to more than one staff per day. This ability replaces fighter training.
• SPELL RECALL (Su): At 4th 11th level, the Bladebound magus learns to use his arcane pool to recall spells he has already cast. With a swift action he can recall any single magus spell that he has already prepared and cast that day by expending a number of points from his arcane pool equal to the spell's level (minimum 1). The spell is prepared again, just as if it had not been cast.
GREATER SPELL COMBAT (Ex): At 14th level, the magus gains the ability to seamlessly cast spells and make melee attacks. Whenever he uses the spell combat ability, his concentration check bonus equals double the amount of the attack penalty taken.
COUNTERSTRIKE (Ex): At 16th level, whenever an enemy within reach of the magus successfully casts a spell defensively, that enemy provokes an attack of opportunity from the magus after the spell is complete. This attack of opportunity cannot disrupt the spell.
-- KITSUNE RACIAL TRAITS --
• Str: -2, Dex: +2, Int: +2
• TYPE: Humanoid (Kitsune/Shapechanger)
• SIZE: Medium
• CHANGE SHAPE: A kitsune can assume the appearance of a single human form of the same sex—this form is static, and cannot be changed each time the kitsune assumes this form. A kitsune in human form cannot make its bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing from human to kitsune shape is a standard action. This ability otherwise functions as alter self, save that the kitsune does not adjust its ability scores.
• NATURAL WEAPON: A kitsune has a toothy bite attack in its natural form. This bite, [Bite, Toothy], does a base of 1d4 points of damage on a hit. This is a primary attack, or a secondary attack if the kitsune wields a manufactured weapon.
• LOW-LIGHT VISION
• 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.
• SKILLED: Some kitsune focus on diversifying their skill set in order to better blend in with their human peers. They gain an additional skill rank at 1st level and one additional skill rank whenever they gain a level. This racial trait replaces agile and kitsune magic.
• Automatic Languages: Common, Tien, Sylvan