| Full Name |
Zinari Diamonds |
| Race |
Female Catfolk Magus 1 | HP: 17 | AC 17/18/19 | F +6 R +7 W +4 | Perc +2 | Stealth +7 | |
| Classes/Levels |
speed 25| focus 1 | spells 1: 1 |
| Gender |
Female |
| Size |
Medium |
| Languages |
Amurrun, Common, Gnomish, Goblin, Halfling |
| Strength |
0 |
| Dexterity |
4 |
| Constitution |
1 |
| Intelligence |
3 |
| Wisdom |
-1 |
| Charisma |
2 |
About Zinari Diamonds
Female Catfolk
Magus 1
Faction: Horizon Hunters
XP: 0
Hero Points: 1
Str 0
Dex 0+1+1+1+1 = 4
Con 0+1 = 1
Int 0+1+1+1 = 3
Wis 0-1 = -1
Cha 0+1+1 = 2
HP: 8+8+1 = 17
Nine Lives, Diehard
AC: 10+3+4 = 17/18/19
Rapier: +7, 1d6P, finesse, deadly d8
Whip: +7, 1d4S, finesse, nonlethal, reach
Ignition: 30’, +6, 2d4F (2d6 melee), crit: 1d4 persistent F
Live Wire: 30’, +6, 1d4S+1d4Elec, fail: Elec only, crit: 1d4 persistent Elec
Electric Arc: 30’, 1-2 targets, Ref save, 2d4Elec
Speed: 25’ (+10 Arcane Stance)
Languages: Common, Amurrun, Gnomish, Goblin, Halfling
Low-light vision
Acrobatics T 7
Arcana T 6
Deception T 5 (Lie to Me)
Diplomacy T 5
Lore (Games) T 6
Perception T 2
Society T 6
Stealth T 7
Thievery T 7
Fort E 6
Ref T 7
Will E 4
Unarmed T
Simple weapons T
Martial weapons T
Unarmored T
Light armor T
Medium armor T
Arcane spell attacks T +6
Arcane spell DC T 16
LAND ON YOUR FEET
When you fall, you take only half the normal damage and don’t land prone.
Heritage: Nine Lives Catfolk
Your family has always seems to bounce back from disaster, not through physical hardiness or specialized skill, but from sheer luck. Other catfolk whisper that you have nine lives. While you’re dying, you don’t add your dying value to the DC of your recovery checks (this means the DC is typically 10). In addition, you gain the Diehard general feat.
Diehard
You die from the dying condition at dying 5, rather than dying 4.
Ancestry Feat: Cat’s Luck [free-action]
Frequency: once per day
Trigger: You fail a Reflex saving throw.
You instinctively twist away from danger. You can reroll the triggering saving throw and use the better result.
Background: Gambler
Background Skill Feat: Lie to Me
If you can engage in conversation with someone trying to Lie to you, use your Deception DC if it is higher than your Perception DC to determine whether they succeed. This doesn’t apply if you don’t have a back-and-forth dialogue, such as when someone attempts to Lie during a long speech.
SPELLSTRIKE [two-actions]
Frequency: until recharged (see below)
You channel a spell into a punch or sword thrust to deliver a combined attack. You Cast a Spell that takes
1 or 2 actions to cast and requires a spell attack roll. The effects of the spell don’t occur immediately but are imbued into your attack instead. Make a melee Strike with a weapon or unarmed attack. Your spell is
coupled with your attack, using your attack roll result to determine the effects of both the Strike and the spell. This counts as two attacks for your multiple attack penalty, but you don’t apply the penalty until after you’ve completed the Spellstrike. The infusion of spell energy grants your Strike the arcane trait, making
it magical.
After you use Spellstrike, you can’t do so again until you recharge your Spellstrike as a single action, which has the concentrate trait. You also recharge your Spellstrike when you cast a conflux spell (page 40) that takes at least 1 action to cast; casting a focus spell of another type doesn’t recharge your Spellstrike.
Though the base Spellstrike rules cover most spells, various modifications apply to more complicated spells when loaded into your fist, blade, or other attack.
One Target: The spell targets only the target of your Strike, even if it normally allows more targets. Some
feats let you affect more creatures.
Reach: The coupled spell affects the target using the reach of the weapon or unarmed attack you make
your Spellstrike with. For instance, shocking grasp would affect a creature beyond the reach of your hand
if you used a weapon with reach, and ray of frost would affect only a creature in your weapon’s reach,
even though the spell’s range is longer.
Ancillary Effects: Your spell still has any non-targeted effects that might affect creatures other than the target, as well as any ongoing effects starting from the moment you hit with the Strike. For example, acid splash would still deal its splash damage to creatures other than the target and tanglefoot’s circumstance penalty would last for its normal duration. The spell takes effect after the Strike deals damage; if the Strike has other special effects, the GM determines whether they happen before or after the spell.
Multiple Defenses: Any additional rolls after the initial spell attack still happen normally, such as the Fortitude save attempted by the target of a disintegrate spell. Similarly, a spell that allows you to attack with it again on subsequent rounds would only combine a Strike with its initial attack roll, not
with any later ones.
Invalid or Immune Target: If the target you hit wouldn’t be a valid target for the spell, the spell is still expended but doesn’t affect the target. If the target is immune to your attack but not the spell, it can still be
affected by the spell.
Variable Actions: Some spells have different effects based on the number of actions you spend to cast them. You choose whether to use the effects of the 1- or 2-action version of the spell when you use Spellstrike. A spell has to take exactly 1 or 2 actions; you can’t use Spellstrike with a spell that takes a free action, reaction, or 3 or more actions.
Metamagic: You typically can’t use metamagic with Spellstrike because metamagic requires the next action you take to be Cast a Spell, and Spellstrike is a combined activity that doesn’t qualify.
Arcane Cascade [one-action]
Concentrate Magus Stance
Requirements: You used your most recent action this turn to Cast a Spell or make a Spellstrike. You need to meet this requirement only to enter the stance, not to remain in it.
You divert a portion of the spell's magical power and keep it cycling through your body and weapon using specialized forms, breathing, or footwork. While you're in the stance, your melee Strikes deal 1 extra force damage. This damage increases to 2 if you have weapon specialization and 3 if you have greater weapon specialization. Any Strike that benefits from this damage gains the arcane trait, making it magical.
If your most recent spell before entering the stance was one that can deal damage, the damage from the stance is instead the same type that spell could deal (or one type of your choice if the spell could deal multiple types of damage).
Hybrid Study: Laughing Shadow
PFS Note Laughing shadow magus gets time jump as their 11th level Studious Spell instead of the limited shift blame.
Magic is freeing, a means to your ends, and you can use it to go where you want, do as you please, and avoid the consequences. You are a laughing shadow of spell and blade, always one step ahead of your foes, always with a trick up your sleeve.
While in Arcane Cascade stance, you gain a +5-foot status bonus to your Speeds, or a +10-foot bonus if you're unarmored. If you have a free hand while in the stance and are attacking a flat-footed creature, you increase the extra damage to 3, to 5 if you have weapon specialization, or to 7 if you have greater weapon specialization. You must have your other hand completely free; the extra damage doesn't apply if you have a free-hand weapon or other item in that hand, even if you would normally be able to use the hand for other things.
Conflux Spell Dimensional Assault
Studious Spell (7th) Blur
Studious Spell (11th) Time Jump
Studious Spell (13th) Translocate
Spells Known
0:8
Electric Arc
Ignition
Live Wire
Prestidigitation
Shield
Telekinetic Hand
Telekinetic Projectile
Warp Step
1:4
Flashy Disappearance
Conductive Weapon? Sure Strike?
Mystic Armor
Runic Weapon
Spells/Day
0:5
1:1
Focus Pool: 1 / 1
Refocus 10 min
Conflux Spell: Dimensional Assault
Cast [one-action] verbal
Range: half your Speed
You tumble through space, making a short dimensional hop to better position yourself for an attack. Teleport to any square in range that's within reach of a creature, and then make a melee Strike against one creature within your reach.
Equipment: 15gp, 5B
Spellbook 0, L
Whip 0.1gp, B
Rapier 2gp, B
Dagger 0.2gp, L
Adventurer’s pack 1.5gp, B
Thieves toolkit 3gp, L
Fine clothing 2gp, L
Mirror 1gp, -
Playing cards 0.5gp, - / 10.3gp, 3.4B
Appearance: You see a female catfolk with black fur and green eyes. She wears fine clothing in black with green accents.
Backstory: Zinari was a gambler, and good at her job, until she entered the wrong card tournament. The local Thieves Guild had a player in it, and they bet heavily on him to win. They leaned on her to throw the game, but she didn’t. When they came to collect their pound of flesh, they left her for dead, but it turned out to be only one of her lives. Realizing that she would need more of an edge, she took to learning magic, and how to combine it with her fighting skills.