A weapon in hand, their magic guided by their magic crystal medium; these red mages adept themselves to fighting in the fray with strength to contend even with knights, though their magic is weakened, causing them to rely on their crystal medium to unleash their magic.
The vermilion duelist is an archetype of the red mage class.
Limit Breaks (Su)
At 1st level, the vermilion duelist receives the Limit Breaks (Manafication and Vermilion Scourge).
Manafication (Su): This Limit Break reduces the cost of a talent that uses stamina and spell that uses MP, to 0 for 1 round + 1 round per four red mage levels after 1st. This limit break requires only a swift action to activate and affects only one spell and talent per round.
Vermilion Scourge (Su): This Limit Break summons destructive power, erupting glyphs on the ground to explode, dealing 2d6 points of non-elemental damage + an additional 2d6 points of non-elemental damage per four red mage levels levels after 1st, to all enemies in a 40-ft.-cylinder high, 20-ft.-radius. This limit break has a range of 100 feet.
These abilities replace the red mage’s standard Limit Breaks.
Magic Crystal Medium (Su)
Beginning of 1st level, the vermilion duelist begins play with a magic crystal medium, a floating crystal that hovers around the vermilion duelist while he fights. This crystal assists him in casting magic and thus, the vermilion duelist is unable to cast magic from the red mage spell list without it. To cast magic, he must spend a move action to command the crystal to attach itself to the vermilion duelist’s weapon’s pommel, acting as a catalyst, from there, he may cast magic normally. The weapon must be a light or one-handed melee weapon appropriate to the vermilion duelist’s size. However, when he decides to use the weapon in melee combat the crystal will detach itself, going back to a floating position around the vermilion duelist. This crystal only functions with the will of the vermilion duelist. The crystal itself has an AC of 10 when floating around the vermilion duelist and with HP equal to half of the vermilion duelist, and has a Hardness equal to the vermilion duelist’s Charisma modifier. If the crystal is ever destroyed, the vermilion duelist must spend 4 hours of uninterrupted meditation and spend 50 gil x his level to form a new crystal medium. If the weapon of the vermilion duelist is ever sundered, the crystal detaches safely from the weapon.
The crystal can also be used to send a jolt of energy to damage enemies emulating the power of the vermilion duelist weapon when attached. He may make a ranged touch attack and if successful, it deals damage equal to the weapon + the vermilion duelist’s Charisma modifier as non-elemental damage. This attack has a range of 30 feet. He may attack multiple times this way if he has a high base attack bonus.
At 10th level, the vermilion duelist can attach the crystal to his weapon as a swift action. At 15th level, this becomes a free action.
This ability modifies spellcasting and replaces spell combat.
Dual Cast (Su)
At 2nd level, when the vermilion duelist casts a spell, he may cast another spell as a swift action; however the spell’s effects are halved. He may use this ability up to 3 times per day.
This ability replaces spellstrike.
Stamina Pool (Ex)
At 2nd level, the vermilion duelist gains a reservoir of stamina that he can draw upon to fuel his talents that he gains below. This stamina pool has a number of points equal to 5 x his Constitution modifier and this pool increases by 5 + his Constitution modifier per level. The pool refreshes once per day when the vermilion duelist rests for a full 8 hours. Sustained modes take up a static amount of stamina points from the vermilion duelist’s current and maximum stamina pool and most sustained modes stack. If the character has a stamina pool from another class, he then only increases his stamina pool by 5 + his Constitution modifier per level instead.
By spending 5 stamina points, the vermilion duelist can do one of the following:
Increase his speed by 10 feet for 1 round, or
Delay and suppress his fatigue or exhaustion for 1 round, or
Increase one saving throw by +1 for 1 round.
Each of these powers is activated as a swift action.
This ability replaces arcane pool.
Talent Trees (Su)
The vermilion duelist gets access to one talent tree from the sword saint class of his choosing and the vermilion duelist talent tree from below. At 3rd level and every three levels thereafter, the vermilion duelist chooses to learn one talent from the talent tree below or one talent from the other talent tree he has chosen. A vermilion duelist cannot, however, choose the sword saint’s Weapon and Shield or Two Handed talent trees.
Vermilion Specialization Talent Tree
Acceleration: At the cost of 10 stamina points, as a free action, the vermilion duelist can gain an additional melee attack when making a full round attack at his highest base attack bonus. All attacks made this round has a -2 penalty to the attack roll.
Corps-a-Corps: At the cost of 5 stamina points, as a move action, the vermilion duelist can conjure a whip of aether to attach to an enemy, ally, or surface within 30 feet, and pull himself adjacent to the target. The whip disappears after use.
Quick Corps: Corps-a-Corps now is a swift action to use. Prerequisite: Corps-a-Corps
Displacement: At the cost of 5 stamina points, as a swift action, the vermilion duelist can jump back out of harm’s way immediately while performing a melee attack. He moves back, up to 15 feet from his square in a straight line behind him. This movement does not provoke attacks of opportunity. Prerequisite: Corps-a-Corps
Embolden: As a swift action, the vermilion duelist may activate this talent as sustained mode. The vermilion duelist invokes his crystal to shine and enhances himself and nearby allies within 15 feet, granting a +1 bonus to all damage rolls plus an additional +1 for every four red mage levels after 3rd. This mode uses up 15 stamina points of the vermilion duelist’s current and maximum stamina pool.
Fleche: At the cost of 10 stamina points, as a standard action, the vermilion duelist conjures swords of aether around him, hurling them at a single enemy as a ranged touch attack, dealing 1d6 points of non-elemental damage, plus an additional 1d6 points of non-elemental damage per four red mage levels after 3rd. Fleche has a range of 25 feet + 5 feet per two red mage levels after 3rd.
Contre Sixte: When using fleche, the vermilion duelist can expend an additional 5 stamina points to cause the swords to spread out around a target and explode, dealing its damage in a 20-ft.-radius instead. A successful Reflex save (DC 10 + half of the red mage’s level + his Charisma modifier) reduces the damage by half. Prerequisite: Fleche
Impact: At the cost of 5 stamina points, as a free action, when using his crystal medium to attack with a jolt of energy, the energy explodes out from the target dealing damage to those adjacent to the target. A successful Reflex save (DC 10 + half of the red mage’s level + his Charisma modifier) reduces the damage by half.
Vermilion Magic: At the cost of 10 stamina points, as a free action, when the vermilion duelist casts a spell from the red mage spell list, he may add the prefix “Ver” to the beginning of the spell and infusing his own stamina into the spell, increasing the die of the spell by 1 or increasing the duration by 1 round.
Vermilion Wrath: Vermilion magic now increases the die of the spell by 2 dice or the duration by 2, instead of 1. He also counts his caster level as 1 higher for the purpose of bypassing spell resistance when using vermilion magic. Prerequisite: Vermilion Magic
These abilities replace ruby arcana.