LOGAIN CR 8
Male Tiefling Magus (Bladebound, Kensai) 9
LN Medium Outsider (Native)
Init +11; Senses Darkvision (60 feet); Perception +10
AC 23, touch 22, flat-footed 12. . (+11 Dex, +1 natural, +1 deflection)
hp 96 (9d8+27)
Fort +11, Ref +10, Will +7
Defensive Abilities Canny Defense +6; Resist cold 5, electricity 5, fire 5
Spd 30 ft.
Melee Dagger +11/+6 (1d4+1/19-20/x2) and
. . Keeper's Axiom +15/+10 (1d6+10/15-20/x2) and
. . Unarmed Strike +11/+6 (1d3+1/20/x2)
Ranged Crossbow, Light +11/+6 (1d12/19-20/x2)
Special Attacks Arcane Accuracy +6, Spellstrike
Magus (Bladebound, Kensai) Spells Known (CL 9, 7 melee touch, 11 ranged touch):
3 (3/day) Haste (DC 19), Vampiric Touch, Fly (DC 19)
2 (5/day) False Life (DC 18), Mirror Image (DC 18), Brow Gasher (DC 18), Elemental Touch (DC 18), Frigid Touch
1 (6/day) Chill Touch (DC 17), Shocking Grasp (x2), Reduce Person (DC 17), Mage Armor (DC 17), Frostbite
0 (at will) Light, Prestidigitation (DC 16), Read Magic (DC 16), Disrupt Undead
Str 13, Dex 18/20, Con 15/17, Int 20/22, Wis 9, Cha 5
Base Atk +6; CMB +7; CMD 29
Feats Alertness, Dervish Dance, Extra Arcana, Extra Arcana, Extra Arcane Pool, Power Attack -2/+4, Weapon Finesse, Weapon Focus: Scimitar, Weapon Specialization: Scimitar
Traits Magical Lineage: Shocking Grasp
Skills Acrobatics +14, Bluff -1, Climb +13, Fly +13, Intimidate +1, Knowledge (Arcana) +12, Knowledge (Dungeoneering) +12, Knowledge (Planes) +10, Perception +10, Perform (Dance) -1, Ride +9, Sense Motive +1, Spellcraft +16, Stealth +16, Swim +5, Use Magic Device +4
Languages Mulhorandi, Abyssal, Common, Draconic, Dwarven, Elven, Infernal, Undercommon
SQ Arcane Pool (+3) (11/day) (Su), Black Blade (Ex), Black Blade Abiliites (Ex), Chosen Weapon: Scimitar, Cleats, Critical Perfection +6 (Ex), Iaijutsu (Ex), Improved Spell Combat (Ex), Metamagic Rod, Intensified, Lesser, Perfect Strike (Ex), See Through Anything (1/day) (Su), Wand Wielder (Su), Weapon Cord
Combat Gear Bolts, Crossbow (30), Crossbow, Light, Dagger, Keeper's Axiom; Other Gear Amulet of Natural Armor +1, Bedroll, Belt of Physical Might, DEX & CON +2, Blanket, Case, map or scroll (2 @ 0 lbs), Cleats, Cloak of Resistance, +2, Efficient Quiver (37 @ 8 lbs), Flint and steel, Grappling hook (2), Hammer, Handy Haversack (38 @ 64 lbs), Headband of Vast Intelligence, +2: Perception, Inkpen, Iron Spike, Lantern, bullseye, Metamagic Rod, Intensified, Lesser, Oil (1-pint flask) (5), Pearl of Power, 1st Level, Piton (10), Potion of Cure Moderate Wounds (4), Pouch, belt (6 @ 2 lbs), Rations, trail (per day) (7), Ring of Protection, +1, Rope, silk (50 ft.) (2), Scroll: Mage Armor (CL 2), Mage Armor (CL 2), Mage Armor (CL 2), Mage Armor (CL 2), Scroll: Mage Armor (CL 2), Mage Armor (CL 2), Mage Armor (CL 2), Mage Armor (CL 2), Scroll: Stoneskin, Stoneskin, Spell component pouch, Spellbook, wizard's (blank) (2), Tent, Small, Wand of Frostbite (CL 3), Wand of Grease, Wand of Shield, Wand of Shocking Grasp, Wand of True Strike, Wand of Vanish (CL 2), Waterskin, Weapon Cord
Arcane Accuracy +6 (Su) 1 Arcane Pool: +6 to attack rolls until the end of your turn.
Arcane Pool (+3) (11/day) (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. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The poo
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 familia
Black Blade Abiliites (Ex) A black blade has special abilities (or imparts abilities to its wielder) depending on the wielder's magus level. The abilities are cumulative. A black blade normally refuses to use any of its abilities when wielded by anyone other than
Canny Defense +6 (Ex) +INT bonus to AC (max Duelist level).
Chosen Weapon: Scimitar Kensai abilities only function when wielding a weapon of this type.
Cleats -50% walking penalty for slick surfaces.
Critical Perfection +6 (Ex) Bonus to confirm threat & qualify early for critical feats with chosen weapon.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Iaijutsu (Ex) May draw chosen weapon and make attacks of opportunity when flat footed.
Improved Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Magical Lineage: Shocking Grasp A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Metamagic Rod, Intensified, Lesser The wielder can cast up to three spells per day that are intensified as though using the Intensified Spell feat.
Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod’s wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.
Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).
Lesser and Greater Metamagic Rods: Normal metamagic rods can be used with spells of 6th level or lower. Lesser rods can be used with spells of 3rd level or lower, while greater rods can be used with spells of 9th level or lower.
Requirements Craft Rod, Intensified Spell; Cost 1,500 gp
Perfect Strike (Ex) Use 1 arcane pool to maximize weapon dam, or 2 for +1 to crit multiplier.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
See Through Anything (1/day) (Su) Once per day, for 1 round, you may see through any substance less than 5 feet thick - except for lead - as if it were glass. This is a supernatural ability.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Wand Wielder (Su) The magus can activate a wand or staff in place of casting a spell when using spell combat.
Weapon Cord Attached weapon can be recovered as a swift action.