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Gary AJ None Neutral

Character Name Player Name Deity Region Alignment


Samurai 6, Magus (Kensai) 2 Human / Humanoid Medium / 5 ft. 5' 9" / 175 lbs.
CLASS RACE SIZE / FACE HEIGHT / WEIGHT CHARACTER ID
8 (7) 51000 / 75000 0 Male
Character Level (CR) EXP/NEXT LEVEL AGE GENDER EYES HAIR FACTION
ABILITY NAME BASE BASE ABILITY ABILITY TEMP TEMP SPEED
WOUNDS/CURRENT HP SUBDUAL DAMAGE DAMAGE REDUCTION
SCORE MOD SCORE MOD SCORE MOD

STR 20 +5 20 +5 HP 97 Walk 20 ft.


hit points
Strength

DEX 16 +3 16 +3 AC 24 : 19 : 15 = 10 + 9 + 0 + 3 + 0 + 0 + 0 + 2 + 0 + 0 + 0 + 0 + 0
armor class
Dexterity BASE ARMOR SHIELD STAT SIZE NATURAL DEFLEC- DODGE Morale Insight Sacred Profane MISC
TOTAL FLAT TOUCH ARMOR TION
BONUS BONUS
CON 18 +4 18 +4
Constitution INITIATIVE +3 =
+3 +
+0 25 -3 0
modifier
INT 20 +5 20 +5 TOTAL DEX
MODIFIER
MISC
MODIFIER
MISS
CHANCE
Arcane
Spell
ARMOR
CHECK
SPELL
RESIST
ACID
RESIST
COLD
RESIST
ELECT.
RESIST
FIRE
RESIST
Intelligence
Failure PENALTY
WIS 14 +2 14 +2 Encumbrance Light
TOTAL SKILLPOINTS: 76
SKILLS MAX RANKS: 8/8
Wisdom
KEY ABILITY SKILL ABILITY RANKS MISC
SKILL NAME
CHA 14 +2 14 +2
MODIFIER

=
MODIFIER

+ +
MODIFIER

Charisma Acrobatics DEX 1 3 1 -3


SAVING THROWS TOTAL BASE ABILITY MAGIC MISC EPIC TEMP
Acrobatics (Jump) DEX -3 = 3 + 1 + -7
SAVE
Appraise = +
FORTITUDE +12 = +8 +
+4 +
+0 +
+0 +
+0 + INT 6 5 1
(constitution) Artistry INT 5 = 5
REFLEX +8 =
+5 +
+3 +
+0 +
+0 +
+0 + Bluff CHA 13 = 2 + 8 + 3
(dexterity)
Climb STR 7 = 5 + 2
WILL +7 =
+5 +
+2 +
+0 +
+0 +
+0 +
Craft (Untrained) INT 5 = 5
(wisdom)
Diplomacy CHA 13 = 2 + 8 + 3
Disguise CHA 5 = 2 + 3
TOTAL BASE ATTACK BONUS STAT SIZE MISC EPIC TEMP
Escape Artist DEX 0 = 3 + -3
MELEE +12/+7 = +7/+2 + +5 + +0 + +0 + 0 +
Fly = +
attack bonus DEX 0 3 -3
Handle Animal CHA 10 = 2 + 5 + 3
RANGED +10/+5 = +7/+2 + +3 + +0 + +0 + 0 +
=
attack bonus Heal WIS 2 2
= + +
CMB +12/+7 = +7/+2 + +5 + +0 + + + Intimidate CHA 10 2 5 3
attack bonus
Knowledge (Arcana) INT 11 = 5 + 3 + 3
BULL
GRAPPLE TRIP DISARM SUNDER RUSH OVERRUN
Knowledge (Dungeoneering) INT 11 = 5 + 3 + 3
CMB +12/+7 +12/+7 +12/+7 +12/+7 +12 +12 Knowledge (Geography) INT 8 = 5 + 3
CMD 27 27 27 27 27 27 Knowledge (Local) INT 10 = 5 + 2 + 3
Knowledge (Planes) INT 11 = 5 + 3 + 3
UNARMED TOTAL ATTACK BONUS DAMAGE CRITICAL REACH
Linguistics(Speak with Sharks) INT 6 = 5 + 1
(nonlethal only) +12/+7 1d3+5 20/x2 5 ft. = +
Perception WIS 10 2 8
HAND TYPE SIZE CRITICAL REACH Perform (Untrained) CHA 2 = 2
*Katana +2 (Keen)
Primary S M 15-20/x2 5 ft. Profession (Sailor) WIS 9 = 2 + 4 + 3
To Hit Dam To Hit Dam = +
Ride DEX 5 3 2
1H-P +15/+10 1d8+9 2W-P-(OH) +9/+4 1d8+9
Sense Motive WIS 8 = 2 + 3 + 3
1H-O +11/+6 1d8+6 2W-P-(OL) +11/+6 1d8+9
Sleight of Hand DEX 2 = 3 + 2 + -3
2H +15/+10 1d8+11 2W-OH +5 1d8+6
Spellcraft INT 11 = 5 + 3 + 3
Special Properties: threat range doubled
Stealth DEX 0 = 3 + -3
HAND TYPE SIZE CRITICAL REACH
Sling Survival WIS 7 = 2 + 2 + 3
Carried B M 20/x2 5 ft. = +
Swim STR 6 5 1
Range: 30 ft. To Hit: +10/+5 Damage: 1d4+5 = + +
50 ft. 100 ft. 150 ft. 200 ft. 250 ft.
Use Magic Device CHA 8 2 3 3
TH +10/+5 +8/+3 +6/+1 +4/-1 +2/-3 = + +
Dam 1d4+5 1d4+5 1d4+5 1d4+5 1d4+5 = + +
300 ft. 350 ft. 400 ft. 450 ft. 500 ft. : can be used untrained. : exclusive skills. *: Skill Mastery.
TH +0/-5 -2/-7 -4/-9 -6/-11 -8/-13
Dam 1d4+5 1d4+5 1d4+5 1d4+5 1d4+5 Arcane Pool
*: weapon is equipped Uses per Day
1H-P: One handed, in primary hand. 1H-O: One handed, in off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off
hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH: 2 weapons, off hand. Arcane Pool (Su):You have a reservoir of mystical arcane energy that you draw upon to fuel your powers
and enhance your weapon. This arcane pool has 8 points. The pool refreshes once per day when you
prepare your spells. You can expend 1 point from your arcane pool as a swift action to grant any weapon
ARMOR TYPE AC MAXDEX CHECK SPELL FAILURE
you are holding a +1 enhancement bonus for 1 minute. These bonuses can be added to the weapon,
*Sharkbone Lamellar Cuirass Medium +9 +3 -3 25 stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack
with themselves. [Paizo Inc. - Ultimate Magic, p.9]
(Numerian Resistance Plate +3 (Dragonhide)), 10 hp/inch, hardness 10
*Bracers of Armor +1 +1 +0 0

Character: Gary PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing). Level:8 (CR:7)
Player: AJ Created using PCGen v6.06.00 on Oct 9, 2016 at 1:53:57 AM Page 1
EQUIPMENT well as the effects of the spell. If you make this attack in concert with spell combat, this
melee attack takes all the penalties accrued by spell combat melee attacks. This attack
ITEM LOCATION QTY WT / COST
uses the weapon's critical range (20, 19-20, or 18-20 and modified by the keen weapon
Katana +2 (Keen) Equipped 1 6 / 10,350
property or similar effects), but the spell effect only deals x2 damage on a successful
threat range doubled
critical hit, while the weapon damage uses its own critical modifier.
Bracers of Armor +1 Equipped 1 1 / 1,000
Sharkbone Lamellar Cuirass Equipped 1 30 / 4,700 Special Qualities
(Numerian Resistance Plate +3 (Dragonhide)), 10 hp/inch, hardness 10
Arcane Pool (Su) [Paizo Inc. - Ultimate
Daredevil Softpaws Equipped 1 1 / 1,400
Magic, p.9]
As a free action, the wearer can click her heels together to grant herself a +5 competence bonus on Acrobatics
checks made to move through threatened squares or to move through an enemy's space without provoking attacks of You have a reservoir of mystical arcane energy that you draw upon to fuel your
opportunity for up to 10 rounds per day. The rounds need not be consecutive. Furthermore, anytime the wearer of the powers and enhance your weapon. This arcane pool has 8 points. The pool refreshes
boots successfully moves though the space of an enemy without provoking an attack of opportunity, she gains a +2
bonus on attack rolls against that enemy until the end of her turn.
once per day when you prepare your spells. You can expend 1 point from your arcane
Backpack, Masterwork Equipped 1 4 / 50 pool as a swift action to grant any weapon you are holding a +1 enhancement bonus
60 lbs., 1 Bag of Holding (Type I), 9 Bullets, Sling (10) for 1 minute. These bonuses can be added to the weapon, stacking with existing
Bag of Holding (Type I) Backpack, 1 15 / 2,500 weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack
Masterwork with themselves.
225 lbs., 1 Bottle (Glass), 1 Bullets, Sling (10), 5 Chain (10 Ft.), 1 Crowbar, 1 Feather Token, Anchor, 20 Feed (Per Banner (Ex) [Paizo Inc. - Ultimate
Day), 5 Fishhook, 1 Signal Whistle, 4 Bottle (Glass)
Combat, p.20]
Bottle (Glass) Bag of Holding 4 1 (4) / 2 (8)
(Type I) At 5th level, a samurai's banner becomes a symbol of inspiration to his allies and
Bag of Holding 1 1/2 companions. As long as the samurai's banner is clearly visible, all allies within 60 feet
Bottle (Glass)
(Type I) receive a +2 morale bonus on saving throws against fear and a +1 morale bonus on
Backpack, 9 5 (45) / 0.1 (0.9) attack rolls made as part of a charge. At 10th level, and every five levels thereafter,
Bullets, Sling (10)
Masterwork these bonuses increase by +1. The banner must be at least Small or larger and must
be carried or displayed by the samurai or his mount to function. Bonus Feat: At 6th
level, and every six levels thereafter, a samurai gains a bonus feat in addition to those
gained from normal advancement. These bonus feats must be selected from those
listed as combat feats. The samurai must meet the requirements of these bonus feats.
Bullets, Sling (10) Bag of Holding 1 5 / 0.1
Bonus Feat [Paizo Inc. - Core
(Type I)
Rulebook, p.27]
Chain (10 Ft.) Bag of Holding 5 2 (10) / 30 (150)
(Type I) Humans select one extra feat at 1st level.
Crowbar Bag of Holding 1 5/2 Bonus Feat [Paizo Inc. - Ultimate
(Type I) Combat]
+2 circumstance bonus to Strength checks to force open a door or chest At 6th level, and every six levels thereafter, a samurai gains a bonus feat in addition
Feather Token, Anchor Bag of Holding 1 0 / 50 to those gained from normal advancement. These bonus feats must be selected from
(Type I) those listed as combat feats. The samurai must meet the requirements of these bonus
Feed (Per Day) Bag of Holding 20 10 (200) / feats.
(Type I) 0.1 (1) Canny Defense (Ex) [Paizo Inc. - Ultimate
Fishhook Bag of Holding 5 0 (0) / 0.1 (0.5) Combat, p.55]
(Type I) At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense
Signal Whistle Bag of Holding 1 0 / 0.8 ability. This is identical to the duelist prestige class ability of the same name (Core
(Type I) Rulebook 382), save that his chosen weapon may be of any type. [AC Bonus +2 /
Sling Carried 1 0/0 Actual AC Bonus +2]
TOTAL WEIGHT CARRIED/VALUE 102 lbs. 20,215.3gp Cantrips [Paizo Inc. - Ultimate
Magic, p.10]
WEIGHT ALLOWANCE You can prepare a number of cantrips, or 0-level spells, each day. These spells are
Light 173 Medium 346 Heavy 520 cast like any other spell, but they are not expended when cast and may be used again.
Lift over head 520 Lift off ground 1040 Push / Drag 2600 Challenge (Ex) [Paizo Inc. - Ultimate
MONEY Combat, p.18]
Total= 0 gp Once per day, a samurai can challenge a foe to combat. As a swift action, the samurai
chooses one target within sight to challenge. The samurai's melee attacks deal extra
MAGIC damage when made against the target of his challenge. This extra damage is equal to
Languages the samurai's level. The samurai can use this ability once per day at 1st level, plus one
Aklo, Aquan, Celestial, Common, Draconic, Halfling, Speak with Sharks additional time per day for every three levels beyond 1st, to a maximum of seven times
per day at 19th level. Challenging a foe requires much of the samurai's concentration.
Other Companions The samurai takes a -2 penalty to his Armor Class, except against attacks made by
the target of his challenge. The challenge remains in effect until the target is dead or
Archetypes unconscious, or until the combat ends. Each samurai's challenge also includes another
Kensai [Paizo Inc. - Ultimate effect, which is listed in the section describing the samurai's order.
Combat, p.55] Dazzling Display [Paizo Inc. - Pathfinder
A kensai spends his life focusing his training and meditation into a rapturous Unchained, 116]
perfection of the use of a single weapon, which is usually but not always a sword, When wielding a melee weapon with which you have Weapon Focus, you can make
channeling his arcane might through it in a dizzying and deadly dance beyond the a single melee attack as a standard action against a foe. If the attack hits, you can
abilities of even the greatest of mundane warriors. select any number of foes within 30 feet who saw the attack, including that foe. Spend
2 stamina points per foe you have selected, then attempt an Intimidate check to
Special Attacks demoralize those foes.
Spell Combat (Ex) [Paizo Inc. - Ultimate Diminished Spellcasting [Paizo Inc. - Ultimate
Magic, p.10] Combat, p.55]
You can cast spells and wield your weapons at the same time. This functions much A kensai may cast one fewer spell of each level than normal. If this reduces the
like two-weapon fighting, but the offhand weapon is a spell that is being cast. To use number to 0, he may cast spells of that level only if his Intelligence allows bonus spells
this ability, you must have one hand free (even if the spell being cast does not have of that level.
somatic components), while wielding a light or one-handed melee weapon in the other Kensai Chosen Weapon (Katana) [Paizo Inc. - Ultimate
hand. As a full-round action, you can make all of your attacks with your melee weapon Combat]
at a -2 penalty and can also cast any spell from the magus spell list with a casting This is the Kensai's Chosen Weapon.
time of 1 standard action (any attack roll made as part of this spell also takes this
Kensai Weapon Proficiency (Katana) [Paizo Inc. - Ultimate
penalty). If you cast this spell defensively, you can decide to take an additional penalty
Combat]
on your attack rolls, up to your Intelligence bonus, and add the same amount as a
Kensai additional weapon proficiency selection.
circumstance bonus on your concentration check. If the check fails, the spell is wasted,
but the attacks still take the penalty. You can choose to cast the spell first or make the Magus Arcana [Paizo Inc. - Ultimate
weapon attacks first, but if you have more than one attack, you cannot cast the spell Combat, p.56]
between weapon attacks. The following magus arcana complement the kensai archetype - concentrate*, critical
Spellstrike (Ex) [Paizo Inc. - Ultimate strike*, deadly follow-up, precise prowess, prescient attack, prescient defense, spell
Magic, p.10] shield*.
Whenever you cast a spell with a range of "touch" from the magus spell list, you Mount (Ex) [Paizo Inc. - Ultimate
can deliver the spell through any weapon you are wielding as part of a melee attack. Combat, p.18]
Instead of the free melee touch attack normally allowed to deliver the spell, a magus A samurai gains the service of a loyal and trusty steed to carry him into battle.
can make one free melee attack with his weapon (at his highest base attack bonus) as This mount functions as a druid's animal companion, using the samurai's level as his
part of casting this spell. If successful, this melee attack deals its normal damage as effective druid level. The creature must be one that he is capable of riding and that is

Character: Gary PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing). Level:8 (CR:7)
Player: AJ Created using PCGen v6.06.00 on Oct 9, 2016 at 1:53:57 AM Page 2
suitable as a mount. A Medium samurai can select a camel or a horse. A Small samurai Skills: A ronin adds Knowledge (local) (Int) and Survival (Wis) to his list of class skills.
can select a pony or a wolf, but can also select a boar or a dog if he is at least 4th Order Abilities: A ronin samurai gains the following abilities as he increases in level.
level. The GM may approve other animals as suitable mounts. A samurai does not take 2nd level, Self Reliant; 8th level, Without Master; 15th level, Chosen Destiny
an armor check penalty on Ride checks while riding his mount. The mount is always Self Reliant (Ex) [Paizo Inc. - Ultimate
considered combat trained and begins play with Light Armor Proficiency as a bonus Combat, p.22]
feat. A samurai's mount does not gain the share spells special ability. A samurai's bond At 2nd level, the ronin learns to rely solely on himself, even in the most difficult of
with his mount is strong, with the pair learning to anticipate each other's moods and times. Whenever the ronin fails a Will saving throw against an effect with a duration
moves. Should a samurai's mount die, the samurai may find another mount to serve greater than 1 round, he can attempt another saving throw at the end of the second
him after 1 week of mourning. The new mount does not gain the link, evasion, devotion, round of the effect. If he makes this saving throw, it has the same effect as if he had
or improved evasion special abilities until the next time the samurai gains a level. made the original save (negating part or all of the effect). In addition, whenever a ronin
Mounted Archer (Ex) [Paizo Inc. - Ultimate is brought below 0 hit points, on his next turn he can roll twice to stabilize, taking the
Combat, p.19] better result.
At 4th level, the samurai becomes skilled at firing ranged weapons while mounted. A Skilled [Paizo Inc. - Core
samurai only takes a -2 penalty on attack rolls with ranged weapons while his mount Rulebook, p.27]
takes a double move. This penalty increases to -4 while his mount is running. Humans gain an additional skill rank at first level and one additional rank whenever
Order (Ex) [Paizo Inc. - Ultimate they gain a level.
Combat, p.18] Throw Anything [Paizo Inc. - Pathfinder
At 1st level, a samurai must pledge himself to a specific order, typically the order Unchained, 133]
of the warrior. The order grants the samurai a number of bonuses, class skills, and As long as you have at least 1 stamina point in your stamina pool, when you use a
special abilities. In addition, each order includes a number of edicts the samurai must melee weapon that is not a thrown weapon for a ranged improvised weapon attack,
follow. If he violates these edicts, he loses the benefits of his order's challenge ability you use the weapon's melee critical threat range and multiplier instead of the normal
for 24 hours. The violation of an edict is subject to GM interpretation. Most samurai 20/x2 for improvised weapons. You can spend 2 stamina points to increase your range
belong to the order of the warrior and are dedicated to their lord. Those without a lord, increment for thrown weapon attacks (including ranged improvised weapons) by 10
or who chose to abandon their lord, are ronin. A samurai may instead elect to dedicate feet until the beginning of your next turn.
himself to one of the orders listed under the cavalier description (see pages 34-37 of Weapon and Armor Proficiency [Paizo Inc. - Ultimate
the Advanced Player's Guide), but such samurai are rare. A samurai who wishes to Combat, p.55]
change his order must undertake a lengthy process to dedicate himself to a new cause.
A kensai is proficient in simple weapons and in a single martial or exotic melee
When this choice is made, he immediately loses all of the benefits from his old order.
weapon of his choice. A kensai is not proficient with armor or shields and suffers normal
He must then follow the edicts of his new order for one entire level without gaining
arcane spell failure chance when casting magus spells while armored.
any benefits from that order. Once he has accomplished this, he gains all the bonuses
from his new order. The only exception to this is when a samurai decides to become a Weapon Expertise (Ex) [Paizo Inc. - Ultimate
ronin. A samurai can elect to become a ronin immediately, losing all the benefits from Combat, p.19]
his old order and replacing them with the new benefits from the ronin order. Once a At 3rd level, a samurai gains an unparalleled expertise with his chosen weapons.
ronin, however, the only way for the samurai to change to another order is through the At 3rd level, the samurai selects either the katana, longbow, naginata, or wakizashi.
method described above. Note that the names of these orders might vary depending The samurai can draw the selected weapon as a free action as if he had the Quick
upon the campaign setting or GM's preference. Draw feat. In addition, whenever he threatens a critical hit with the selected weapon,
Power Attack [Paizo Inc. - Pathfinder he gains a +2 bonus on the confirmation roll. Finally, his samurai levels stack with
Unchained, 129] any fighter levels he possesses for the purposes of meeting the prerequisites for feats
that specifically select his chosen weapon, such as Weapon Specialization. [Selected
When using this feat, you can spend 2 stamina points to gain the benefits and the
Weapon - Katana]
hindrances of that feat until the end of your turn, instead of until your next turn.
Weapon Focus [Paizo Inc. - Pathfinder
Determined [Paizo Inc. - Ultimate
Unchained, 135]
Combat, p.19]
Once per round, you can spend 2 stamina points to gain your Weapon Focus bonus
As a standard action, the samurai can spend one use of his resolve to remove the
on attack rolls with a weapon with which you don't have Weapon Focus. This bonus
fatigued, shaken, or sickened condition. If the samurai is at least 8th level, he can
lasts until the start of your next turn.
alternatively remove the exhausted, frightened, nauseated, or staggered condition. If
the condition has a duration longer than 1 hour or is permanent, this ability removes Weapon Focus (Ex) [Paizo Inc. - Ultimate
the condition for 1 hour, at which time the condition returns. Combat, p.55]
Resolute [Paizo Inc. - Ultimate At 1st level, a kensai gains Weapon Focus with his chosen weapon as a bonus feat.
Combat, p.19] Weapon Specialization [Paizo Inc. - Pathfinder
Whenever the samurai is required to make a Fortitude or Will save, he can spend Unchained, 135]
one use of his resolve as an immediate action to roll twice and take the better result. Once per round, you can spend 2 stamina points to gain your Weapon Specialization
He must decide to use this ability before he rolls the saving throw. bonus on damage rolls with a weapon with which you don't have Weapon
Resolve (Ex) [Paizo Inc. - Ultimate Specialization. This bonus lasts until the start of your next turn.
Combat, p.19] +1 Bonus Feat [Paizo Inc. - Core
Starting at 1st level, the samurai gains resolve that he can call upon to endure even Rulebook]
the most devastating wounds and afflictions. He can use this ability once per day at GM awarded PC with +1 feat.
1st level, plus one additional time per day for every two samurai levels beyond 1st.
Whenever the samurai defeats the target of his challenge, he regains one daily use Feats
of his resolve, up to his maximum number of uses per day. Defeating the target of his Boon Companion [Paizo Inc. - Seekers of
challenge usually involves reducing the target to 0 hit points or fewer, but the GM might Secrets - A Guide to the
rule that an enemy who surrenders or flees the battle is also defeated. He can use this Pathfinder Society, p.16]
resolve in a number of ways. The abilities of your animal companion or familiar are calculated as though your class
Unstoppable [Paizo Inc. - Ultimate were four levels higher, to a maximum bonus equal to your character level. If you have
Combat, p.19] more than one animal companion or familiar, choose one to receive this benefit. If
When the samurai is reduced to fewer than 0 hit points but not slain, he can spend one you lose or dismiss an animal companion or familiar, you may apply this feat to the
use of his resolve as an immediate action to instantly stabilize and remain conscious. replacement creature. Your bond with your animal companion or familiar is unusually
He is staggered, but he does not fall unconscious and begin dying if he takes a standard close.
action. He does fall unconscious if he takes additional damage from any source. The abilities of your animal companion or familiar are calculated as though your class
Ronin [Paizo Inc. - Ultimate were 4 levels higher, to a maximum effective druid level equal to your character level.
Combat, p.21] If you have more than one animal companion or familiar, choose one to receive this
While most samurai belong to the order of the warrior, dedicating their considerable benefit. If you lose or dismiss an animal companion or familiar that has received this
skills to the service of a lord, land, and people, some find themselves without a master, benefit, you may apply this feat to the replacement creature. Special: You may select
either as a result of disgrace or death, or occasionally by choice. Known as ronin, these this feat more than once. The effects do not stack. Each time you take the feat, it applies
samurai wander the lands, serving their own code of ideals. While ronin are significantly to a different animal companion or familiar.
freer to do as they please, they do not receive the same respect and support that a Dazzling Display [Paizo Inc. - Core
more dedicated samurai can count on. Note that cavaliers can select this order, but Rulebook, p.120]
they are typically called knights errant instead of ronin. Your skill with your favored weapon can frighten enemies.
Edicts: Ronin follow their own personal code of ethics and honor. As such, their edicts While wielding the weapon in which you have Weapon Focus, you can perform
are extremely flexible and subject to change. Each ronin should determine his own a bewildering show of prowess as a full-round action. Make an Intimidate check to
edicts, which should include at least three provisions. These edicts are subject to GM demoralize all foes within 30 feet who can see your display.
approval.
Extra Arcane Pool [Paizo Inc. - Ultimate
Challenge: Whenever a ronin is the target of a challenge, a smite, a quarry, or
Magic, p.150]
similar effect, and he issues a challenge against that character in return, the ronin
You have learned how to draw more power from your arcane pool.
receives a +1 morale bonus on attack rolls made against the target of his challenge
and a +1 dodge bonus to his AC against attacks made by the target of his challenge. Your arcane pool increases by 2. Special - you can gain this feat multiple times.
These bonuses increase by +1 for every four class levels the samurai possesses (to Katana Weapon Proficiency [Paizo Inc. - Dragon
a maximum of +6 at 20th level). Empires Primer]

Character: Gary PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing). Level:8 (CR:7)
Player: AJ Created using PCGen v6.06.00 on Oct 9, 2016 at 1:53:57 AM Page 3
You understand how to use the katana in combat, and can utilize any special tricks Shooter, Unarmed Strike, Underwater Crossbow (Heavy), Underwater Crossbow
or qualities the katana allows. (Light), Wakizashi, War Razor, Waraxe (Dwarven), Warhammer, Wushu Dart
You make attack rolls with the katana normally.
Power Attack [Paizo Inc. - Core
Templates
Rulebook, p.131] Race Bonus Language ~ Modern Human Language
You can make exceptionally deadly melee attacks by sacrificing accuracy for
strength.
You can choose to take a -2 penalty on all melee attack rolls and combat maneuver
checks to gain a +4 bonus on all melee damage rolls. This bonus to damage is
increased by half (+50%) if you are making an attack with a two-handed weapon, a
one handed weapon using two hands, or a primary natural weapon that adds 1-1/2
times your Strength modifier on damage rolls. This bonus to damage is halved (-50%)
if you are making an attack with an off-hand weapon or secondary natural weapon.
You must choose to use this feat before making an attack roll, and its effects last until
your next turn. The bonus damage does not apply to touch attacks or effects that do
not deal hit point damage.
Throw Anything [Paizo Inc. - Core
Rulebook, p.135]
You are used to throwing things you have on hand.
You do not suffer any penalties for using an improvised ranged weapon. You receive
a +1 circumstance bonus on attack rolls made with thrown splash weapons.
Weapon Specialization (Katana) [Paizo Inc. - Core
Rulebook, p.137]
You deal extra damage when using your chosen weapon.
You gain a +2 bonus on all damage rolls you make using the selected weapon.
Armor Proficiency, Heavy [Paizo Inc. - Core
Rulebook, p.118]
You are skilled at wearing heavy armor.
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.
Armor Proficiency, Light [Paizo Inc. - Core
Rulebook, p.118]
You are skilled at wearing light armor.
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.
Armor Proficiency, Medium [Paizo Inc. - Core
Rulebook, p.118]
You are skilled at wearing medium armor.
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.
Exotic Weapon Proficiency (Katana) [Paizo Inc. - Core
Rulebook, p.123]
You understand how to use your chosen exotic weapon in combat, and can utilize
any special tricks or qualities that exotic weapon might allow.
You make attack rolls with the weapon normally.
Martial Weapon Proficiency [Paizo Inc. - Core
Rulebook, p.130]
You understand how to use your martial weapons in combat. You make attack rolls
with all your martial weapons normally (without the non-proficient penalty).
Shield Proficiency [Paizo Inc. - Core
Rulebook, p.133]
You are trained in how to properly use a shield.
When you use a shield (except a tower shield), the shield's armor check penalty only
applies to Strength- and Dexterity-based skills.
Simple Weapon Proficiency [Paizo Inc. - Core
Rulebook, p.133]
You are trained in the use of basic weapons.
You make attack rolls with simple weapons without penalty.
Weapon Focus (Katana) [Paizo Inc. - Core
Rulebook, p.136]
You are especially good at using your chosen weapon.
You gain a +1 bonus on all attack rolls you make using the selected weapon.
Proficiencies
Aldori Dueling Sword, Amentum, Atlatl, Axe (Boarding), Axe (Throwing), Bardiche,
Battle Aspergillum, Battle Poi, Battleaxe, Bayonet, Bec de Corbin, Bill, Blade
Boot, Blowgun, Boar Spear, Boarding Pike, Brass Knife, Brass Knuckles,
Broadsword (Nine Ring), Butterfly Sword, Cat-O'-Nine-Tails, Cestus, Chakram,
Club, Combat Scabbard, Crossbow (Heavy), Crossbow (Light), Cutlass, Dagger,
Dagger (Chain), Dagger (Punching), Dart, Dogslicer, Double Chicken Saber,
Earth Breaker, Falchion, Flail, Flail (Heavy), Flambard, Gaff, Garrote, Gauntlet,
Gauntlet (Spiked), Gladius, Glaive, Glaive-Guisarme, Grapple, Greataxe, Greatclub,
Greatsword, Guisarme, Hair, Halberd, Hammer (Light), Hanbo, Handaxe, Hook
Hand, Hooked Lance, Horsechopper, Hunga Munga, Iron Brush, Javelin, Jutte,
Katana, Kerambit, Klar, Kukri, Lance, Longbow, Longspear, Longsword, Lucerne
Hammer, Lungchuan Tamo, Mace (Heavy), Mace (Light), Mattock, Mere Club,
Monk's Spade, Morningstar, Naginata, Nodachi, Ogre Hook, Pick (Heavy), Pick
(Light), Pilum, Poisoned Sand Tube, Quarterstaff, Ranseur, Rapier, Rhoka,
Rhomphaia, Rock, Rope Gauntlet, Sansetsukon, Sap, Scimitar, Scizore, Scythe,
Sea-Knife, Shang Gou, Shieldbash, Shortbow, Shortspear, Sibat, Sickle, Sling,
Sling Glove, Spear, Spear (Boar), Spells (Ray), Spells (Touch), Spiked Armor,
Splash Weapon, Stake, Starknife, Stingchuck, Switchblade Knife, Sword (Bastard),
Sword (Short), Sword (Tri-Point Double-Edged), Sword Cane, Syringe spear,
Tepoztopilli, Terbutje, Terbutje (Great), Tiger Fork, Tonfa, Trident, Tube Arrow

Character: Gary PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing). Level:8 (CR:7)
Player: AJ Created using PCGen v6.06.00 on Oct 9, 2016 at 1:53:57 AM Page 4
Magus Spells
LEVEL 0 1 2 3 4 5 6
PER DAY 3 3
Concentration +7

LEVEL 0 / Per Day:3 / Caster Level:2


Name School Time Duration Range Source
Acid Splash Conjuration, EarthSchool (Creation) [Acid] 1 standard action Instantaneous Close (30 ft.) CR:p.239
[V, S] TARGET: One missile of acid; EFFECT: You fire a small orb of acid at the target dealing 1d3 points of acid damage. [SR:No]
Arcane Mark Universal 1 standard action Permanent Touch CR:p.244
[V, S] TARGET: One personal rune or mark, all of which must fit within 1 sq. ft.; EFFECT: This spell allows you to inscribe your personal rune or mark. [SR:No]
Dancing Lights Evocation [Light] 1 standard action 1 minute [D] Medium (120 ft.) CR:p.263
[V, S] TARGET: Up to four lights, all within a 10-ft.-radius area; EFFECT: You create up to four lights that resemble lanterns or torches. [SR:No]
Daze Enchantment (Compulsion) [Mind-Affecting] 1 standard action 1 round Close (30 ft.) CR:p.264
[V, S, M] TARGET: One humanoid creature of 4 HD or less; EFFECT: This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. [SR:Yes; DC:15, Will negates]
Detect Magic Divination 1 standard action Concentration, up to 2 minutes [D] 60 ft. CR:p.267
[V, S] TARGET: Cone-shaped emanation; EFFECT: You detect magical auras. [SR:No]
Disrupt Undead Necromancy 1 standard action Instantaneous Close (30 ft.) CR:p.273
[V, S] TARGET: Ray; EFFECT: You direct a ray of positive energy dealing 1d6 points of damage to Undead. [SR:Yes]
Flare Evocation [Light] 1 standard action Instantaneous Close (30 ft.) CR:p.284
[V] TARGET: Burst of light; EFFECT: This cantrip creates a burst of light. [SR:Yes; DC:15, Fortitude negates]
Ghost Sound Illusion (Figment) 1 standard action 2 rounds [D] Close (30 ft.) CR:p.289
[V, S, M] TARGET: Illusory sounds; EFFECT: Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. [SR:No; DC:15, Will disbelief]
Light Evocation [Light, WoodSchool] 1 standard action 20 minutes Touch CR:p.304
[V, M/DF] TARGET: Object touched; EFFECT: This spell causes a touched object to glow like a torch. [SR:No]
Mage Hand Transmutation 1 standard action Concentration Close (30 ft.) CR:p.306
[V, S] TARGET: One nonmagical, unattended object weighing up to 5 lbs.; EFFECT: You point your finger at an object and can lift it and move it at will from a distance. [SR:No]
Open/Close Transmutation 1 standard action Instantaneous Close (30 ft.) CR:p.317
[V, S, F] TARGET: Object weighing up to 30 lbs. or portal that can be opened or closed; EFFECT: You can open or close [your choice] a door, chest, box, window, bag, pouch, bottle, barrel, or other container. [SR:Yes (object); DC:15, Will negates
(object)]
Prestidigitation Universal 1 standard action 1 hour 10 ft. CR:p.325
[V, S] TARGET: See text; EFFECT: Prestidigitations are minor tricks that novice spellcasters use for practice. [SR:No; DC:15, See text]
Ray of Frost Evocation, WaterSchool [Cold] 1 standard action Instantaneous Close (30 ft.) CR:p.330
[V, S] TARGET: Ray; EFFECT: A ray of freezing air and ice projects from your pointing finger dealing 1d3 points of cold damage. [SR:Yes]
Read Magic Divination 1 standard action 20 minutes Personal CR:p.330
[V, S, F] TARGET: You; EFFECT: You can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible.
Spark Evocation, FireSchool [Fire] 1 standard action Instantaneous Close (30 ft.) APG:p.246
[V or S] TARGET: one Fine object; EFFECT: Ignites flammable objects. [SR:Yes (object); DC:15, Fortitude negates (object)]

LEVEL 1 / Per Day:3 / Caster Level:2


Name School Time Duration Range Source
Enlarge Person Transmutation 1 round 2 minutes [D] Close (30 ft.) CR:p.277
[V, S, M] TARGET: One humanoid creature; EFFECT: This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. [SR:Yes; DC:16, Fortitude negates]
Ray of Enfeeblement Necromancy 1 standard action 2 rounds Close (30 ft.) CR:p.329
[V, S] TARGET: Ray; EFFECT: A coruscating ray springs from your hand, the subject takes a penalty to Strength equal to 1d6+1. [SR:Yes; DC:16, Fortitude half]
Returning Weapon Conjuration (Teleportation) 1 standard action 2 minutes Close (30 ft.) UC:p.242
[V, S] TARGET: one weapon that can be thrown; EFFECT: Grants a weapon the returning special weapon quality. [SR:Yes (harmless, object); DC:16, Will negates (harmless, object)]
Shield Abjuration, VoidElementalSchool [Force] 1 standard action 2 minutes [D] Personal CR:p.342
[V, S] TARGET: You; EFFECT: Shield creates an invisible shield of force that hovers in front of you.
Shock Shield Abjuration [Electricity, Force] 1 standard action 2 minutes [D] Personal UC:p.243
[V, S] TARGET: You; EFFECT: A shield of force protects you until you dismiss it in an explosion of electricity.
True Strike Divination, VoidElementalSchool 1 standard action See text Personal CR:p.363
[V, F] TARGET: You; EFFECT: You gain temporary, intuitive insight into the immediate future during your next attack.
Unerring Weapon Transmutation 1 standard action 2 rounds Close (30 ft.) UC:p.248
[V, S] TARGET: one weapon or 20 projectiles, all of which must be together at the time of casting; EFFECT: Grants a +2 bonus on attack rolls to confirm a critical hit. [SR:Yes (harmless, object); DC:16, Will negates (harmless, object)]
Warding Weapon Abjuration 1 standard action 2 rounds Personal UC:p.248
[V, S, F (one melee weapon you are proficient in and you are holding)] TARGET: You; EFFECT: The weapon you use for the focus of this spell defends you, allowing you to cast spells without provoking attacks of opportunity.
* =Domain/Speciality Spell

Spellbook: Prepared Spells


Magus
Level 0 Level 1
Acid Splash Enlarge Person (DC:16)
Daze (DC:15) Returning Weapon (DC:16)
Detect Magic Shock Shield

Character: Gary PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing). Level:8 (CR:7)
Player: AJ Created using PCGen v6.06.00 on Oct 9, 2016 at 1:53:57 AM Page 5
Gary
Human
RACE
0
AGE
Male
GENDER

VISION
Neutral
ALIGNMENT
Right
DOMINANT HAND
5' 9"
HEIGHT
175 lbs.
WEIGHT

EYE COLOUR

SKIN COLOUR
,
HAIR / HAIR STYLE

PHOBIAS
,
PERSONALITY TRAITS

INTERESTS
,
SPOKEN STYLE / CATCH PHRASE

RESIDENCE

LOCATION
None
REGION

DEITY
Humanoid
Race Type

Race Sub Type

Description:
Biography:

Character: Gary PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing). Level:8 (CR:7)
Player: AJ Created using PCGen v6.06.00 on Oct 9, 2016 at 1:53:57 AM Page 6

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