Spoiler: Serge, The Enemy of Fate
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Human
Inspiring Commander Cavalier 1/Kensai Magus 7/10 Eldritch Knight (16th Level Magus)/Battle Herald 2
Neutral Good

STR 16 (+3)
DEX 17 (+3)
CON 14 (+2)
INT 18 (+4)
WIS 10 (0)
CHA 10 (0)

HP 173
SPD 30
BAB +18/+13/+8 OR +14/+9/+4/-1/-6
CMB 21 CMD 31
AC 19

Fort + 15
Ref + 9
Will + 9

Feats:
Two-Weapon Fighting
Two Weapon Defense
Two Weapon Fighting, Improved
Double Slice
Weapon Specialization
Sanctified Spell
Allied Spellcaster
Coordinated Maneuvers
Coordinated Charge
Power Attack
Improved Overrun
Greater Overrun
Charge Through
Improved Critical
Dodge
Wind Stance
Lightning Stance
Weapon Focus

Traits:
River Fighter
Explorer (Water)
Heart of the Sea
Bonus Feat

Spells:
5 x 0 Ray of Frost x2, Acid Splash x2, Flare
5 x 1 Mage Armor x 2, Snowball, Burning Hands, Ray of Enfeeblement
5 x 2 Acid Arrow, Stone Call, Bladed Dash x2, Gusting Sphere
5 x 3 Aqueous Orb, Haste, Lightning Bolt, Gloomblind Bolts, Sleet Storm
4 x 4 Phantasmal Killer x2, Sanctified Bladed Dash, Wall of Fire
2 x 5 Bladed Dash Greater, Geyser

Abilities:
Arcane Pool
Spell Combat
Magus Arcana
Weapon and Armor Proficiency
Diminished Spellcasting
Canny Defense
Perfect Strike
Fighter Training
Iajutsu
Rapid Tactician
Teamwork Feats
Inspiring Commands (inspire courage, 14 rounds)
Inspiring Command (Battle Herald, None Shall Fall)
Easy March
Improved Leadership
Voice of Authority
Spell Critical
Magus Arcana: Prescient Attack
Magus Arcana: Empowered Magic

Languages: Common, Sylvan, Aquan, Aklo, Taldan

Weapon: Mastermune (Sentient +5 Human-dragon-demon-undead-devilbane two-bladed sword) +24/+19/+14 (1d8/1d8, x2 17-20 critical.)

Skills:
Craft (Weapons) 20 + 4 + 3
Craft (Armour) 20 + 4 + 3
Profession (Sailor) 20 + 3
Profession (Soldier) 2 + 3
Swim 10 + 3 + 3
Stealth 10 + 3 + 3
Perception 5 + 3
Perform (Oratory) 5 + 3
Bluff 10 + 3 + 2
Diplomacy 5 + 3 + 2
Intimidate 5 + 3 + 2
Use Magic Device 16 + 3

Explanation: As a user of a single weapon, namely the swallow (two-blade sword), Kensai Magus fits Serge well because he also uses it as a spear. He later moves into Eldritch Knight for BAB+ and spell benefits, but takes no Arcane Armor feats since Kensai provides the dodge bonus he needs. His spell selection is not ideal but covers most of the simplistic bases of the Chrono Cross elements. Sanctified Spell (a 3rd Party spell) allows him to deal holy damage with arcane spells, reflecting his White Element. Phantasmal Killer represents Hellbound/Hellsoul, which can kill in one hit without damage but often fails. Cavalier and Battle Herald serve to augment his tactical abilities for the Double and Triple Techs.

His own techs can be represented by Bladed Dash (Dash ní Slash), and the Sanctified Spells mean that Luminaire and Flying Arrow can be represented with the appropriate spell converted to holy damage. Being an Islander, River Fighter lets him charge downstream while swimming while Explorer gives him bonuses in the water. The rules donít allow for a weapon to exceed a +5 bonus, so it has a +1 bane bonus against five of the enemy types that the Mastermune does extra damage against in the game - the ones with equivalents in Pathfinder.

His Stealth represents his ability to evade enemies on the over world with ease (he also infiltrated Viper Manor). Profession (Sailor) is obvious since he can travel by ship and does this quite a bit. He must be somewhat convincing with his arguments as well, since random strangers have a habit of following him within minutes of meeting, hence his Diplomacy/Bluff/Intimidate

Itís hard to judge Sergeís motivations since heís a silent protagonist, but heís probably Neutral Good, since he doesnít represent any ideology beyond ďsave my friends and/or the world and OH MY GOD WHAT IS HAPPENING TO MY LIFE,Ē but is clearly willing to risk his neck for pretty, bratty, mildly abusive strangers (I.E. Kid). Also, heís White element - the other White-innate characters are either explicitly divinely-empowered (Steena), a healer-type (Doc + Riddel), or an innocent child (Starky), so White puts him in good company.

Charging allows him to simulate some of his techs and capitalize on his long-hafted weapon. There was no way to give Serge a near 100% critical (because the Mastermune does that), but the Kensai + Improved Critical means heís got a 20% chance to crit-threat on each attack (17-20 range), and five attacks a round (if greater two-weapon fighting); even more fun since he gets to cast a spell as a swift action when he crits.