LOGAIN CR 12
Male Tiefling Magus (Bladebound, Kensai) 13
LN Medium Outsider (Native)
Hero Points 2
Init +13; Senses Darkvision (60 feet); Perception +17
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DEFENSE
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AC 26, touch 25, flat-footed 13 (+13 Dex, +1 natural, +2 deflection)
hp 139 (13d8+39)
Fort +14, Ref +13, Will +11
Defensive Abilities Canny Defense +7; Resist cold 5, electricity 5, fire 5
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OFFENSE
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Spd 30 ft.
Melee *Keeper's Axiom* +20/+15 (1d6+12/18-20/x2) and
Cold Iron Scimitar +16/+11 (1d6+8/18-20/x2) and
Mithral Dagger +16/+11 (1d4+1/19-20/x2) and
Mithral Dagger +16/+11 (1d4+1/19-20/x2) and
Mithral Dagger +16/+11 (1d4+1/19-20/x2) and
Mithral Dagger +16/+11 (1d4+1/19-20/x2) and
Silver Scimitar +16/+11 (1d6+7/18-20/x2)
Ranged Crossbow, Light +15/+10 (1d12/19-20/x2)
Special Attacks Arcane Accuracy +7, Spellstrike
Spell-Like Abilities Light (At will)
Magus (Bladebound, Kensai) Spells Known (CL 13, 10 melee touch, 15 ranged touch):
5 (1/day) Corrosive Consumption
4 (3/day) Invisibility, Greater (DC 21), Dimension Door, Wreath of Blades (DC 21)
3 (5/day) Haste (DC 20), Vampiric Touch, Displacement (DC 20), Fly (DC 20), Slow (DC 20)
2 (6/day) False Life (DC 19), Scorching Ray, Invisibility, Mirror Image (x2) (DC 19), Frigid Touch
1 (10/day) Chill Touch (DC 18), Shocking Grasp (x7), Mage Armor (DC 18), Ray of Enfeeblement (DC 18)
0 (at will) Flare (DC 17), Read Magic (DC 17), Detect Magic, Disrupt Undead
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STATISTICS
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Str 13, Dex 18/22, Con 15/17, Int 20/24, Wis 10, Cha 5
Base Atk +9; CMB +10; CMD 35
Feats Alertness, Dervish Dance, Extra Arcana, Extra Arcana, Extra Arcane Pool, Intensified Spell, Lunge, Power Attack -3/+6, Spell Penetration, Weapon Finesse, Weapon Focus: Scimitar, Weapon Specialization: Scimitar
Traits Magical Lineage: Shocking Grasp
Skills Acrobatics +19, Bluff -1, Climb +6, Fly +18, Intimidate +1, Knowledge (Arcana) +18, Knowledge (Dungeoneering) +18, Knowledge (Planes) +23, Perception +17, Perform (Dance) -1, Ride +11, Sense Motive +2, Spellcraft +23, Stealth +21, Swim +6, Use Magic Device +13
Languages Mulhorandi, Abyssal, Common, Draconic, Dwarven, Elven, Infernal, Orc, Undercommon
SQ Arcane Pool (+4) (13/day) (Su), Black Blade (Ex), Black Blade: Arcane Pool (4/day) (Su), Black Blade: Energy Attunement (Su), Black Blade: Strike +4 (Sp), Black Blade: Telepathy (Su), Black Blade: Teleport Blade (Sp), Black Blade: Transfer Arcana (1/day) (Su), Black Blade: Unbreakable (Ex), Chosen Weapon: Scimitar, Cleats, Critical Perfection +7 (Ex), Hero Points (2), Iaijutsu (Ex), Iaijutsu Focus +7 (Ex), Improved Spell Combat (Ex), Insignia of House Morcane (1/day), Metamagic Rod, Acid Elemental, Lesser, Perfect Strike (Ex), See Through Anything (1/day) (Su), Superior Reflexes (Ex), Wand Mastery (Su), Wand Wielder (Su), Wayfinder, Standard (1 @ 0 lbs), Weapon Cord
Combat Gear Bolts, Crossbow (30), Cold Iron Scimitar, Crossbow, Light, Mithral Dagger, Mithral Dagger, Mithral Dagger, Mithral Dagger, Silver Scimitar; Other Gear Amulet of Natural Armor +1, Bedroll, Belt of Incredible Dexterity, +4, Blanket, Boots of Speed (10 rounds/day), Case, map or scroll (1 @ 0 lbs), Cleats, Cloak of Resistance, +3, Efficient Quiver (38 @ 8 lbs), Flint and steel, Gems, Grappling hook (2), Hammer, Handy Haversack (47 @ 73 lbs), Headband of Vast Intelligence, +4: Perception, Knowledge (Planes), Inkpen, Insignia of House Morcane (1/day), Ioun Stone, Pink Rhomboid, Iron Spike (3), Lantern, bullseye, Metamagic Rod, Acid Elemental, Lesser, Oil (1-pint flask) (5), Pearl of Power, 1st Level (3), Piton (10), Potion of Cure Moderate Wounds (4), Pouch, belt (9 @ 0.8 lbs), Rations, trail (per day) (14), Ring of Protection, +2, Ring of Wizardry I, Rope, silk (50 ft.) (2), Scroll: Stoneskin, Stoneskin, Spell component pouch, Spellbook, wizard's (blank) (2), Tent, Small, Wand of Chill Touch (CL 3), Wand of Grease, Wand of Mage Armor, Wand of Shield, Wand of Shocking Grasp, Wand of True Strike, Wand of Vanish (CL 2), Waterskin, Wayfinder, Standard (1 @ 0 lbs), Weapon Cord
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TRACKED RESOURCES
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Arcane Pool (+4) (13/day) (Su) - 0/13
Black Blade: Arcane Pool (4/day) (Su) - 0/4
Black Blade: Transfer Arcana (1/day) (Su) - 0/1
Bolts, Crossbow - 1/30
Boots of Speed (10 rounds/day) - 0/10
Insignia of House Morcane (1/day) - 0/1
Light (At will) (Sp) - 0/0
Metamagic Rod, Acid Elemental, Lesser - 0/3
Mithral Dagger - 0/1
Mithral Dagger - 0/1
Mithral Dagger - 0/1
Mithral Dagger - 0/1
Potion of Cure Moderate Wounds - 0/4
Rations, trail (per day) - 0/14
See Invisibility (1/day) - 0/1
See Through Anything (1/day) (Su) - 0/1
Wand of Chill Touch (CL 3) - 0/47
Wand of Grease - 0/49
Wand of Mage Armor - 0/50
Wand of Shield - 0/44
Wand of Shocking Grasp - 0/49
Wand of True Strike - 0/50
Wand of Vanish (CL 2) - 0/48
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SPECIAL ABILITIES
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Arcane Accuracy +7 (Su) 1 Arcane Pool: +7 to attack rolls until the end of your turn.
Arcane Pool (+4) (13/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Black Blade (Ex) You gain an intelligent bonded weapon whose power grows with your own.
Black Blade: Arcane Pool (4/day) (Su) The Black Blade has an Arcane Pool used to fuel its own abilities.
Black Blade: Energy Attunement (Su) Replace weapon dam with fire/cold/elec for 1 point, or sonic/force for 2 points.
Black Blade: Strike +4 (Sp) The Black Blade can grant itself a damage bonus for 1 min.
Black Blade: Telepathy (Su) The magus can telepathically communicate with his black blade if it is worn or held.
Black Blade: Teleport Blade (Sp) Spend 1 point from own or blades pool to teleport it into hand.
Black Blade: Transfer Arcana (1/day) (Su) Siphon Arcane Pool from blade, gain 1 point for every 2 drained, but tiring (Will neg).
Black Blade: Unbreakable (Ex) The Black Blade is immune to the broken condition while the arcane pool is not empty.
Canny Defense +7 (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 +7 (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
Hero Points (2) Hero Points can be spent at any time to grant a variety of bonuses.
Iaijutsu (Ex) May draw chosen weapon and make attacks of opportunity when flat footed.
Iaijutsu Focus +7 (Ex) Always act in surprise round, gain bonus to dam vs flat footed foes.
Improved Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Insignia of House Morcane (1/day) See Invisibilty 1/day
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Lunge -2 to AC for +5' reach
Magical Lineage: Shocking Grasp A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Metamagic Rod, Acid Elemental, Lesser Each elemental metamagic rod is built with the power to control and transform a specific energy type (acid, cold, electricity, or fire). The wielder can cast up to three spells per day that deal damage of the rod’s energy type instead of the spell’s normal damage type, as though using the Elemental Spell feat. For example, an elemental metamagic rod (cold) always makes spells deal cold damage.
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.
Construction
Requirements Craft Rod, Elemental 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 -3/+6 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.
Spell Penetration +2 to caster levels checks to overcome spell resistance.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Superior Reflexes (Ex) Extra attacks of opportunity equal to Int mod (min 1). Combat reflexes stacks.
Wand Mastery (Su) Apply your INT modifier instead of the minimum ability modifier when using a wand
Wand Wielder (Su) The magus can activate a wand or staff in place of casting a spell when using spell combat.
Wayfinder, Standard (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).
Note: This item costs only 250gp for members of the Pathfinder Society
Construction
Requirements Craft Wondrous Item, light; Cost 250 gp
Weapon Cord Attached weapon can be recovered as a swift action.
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To cast a spell, you must concentrate. If something interrupts your concentration while you're casting, you must make a concentration check or lose the spell. When you make a concentration check, you roll d20 and add your caster level and the ability score modifier used to determine bonus spells of the same type. clerics, druids, and rangers add their Wisdom modifier. Bards, paladins, and sorcerers add their Charisma modifier. Finally, wizards add their Intelligence modifier. The more distracting the interruption and the higher the level of the spell you are trying to cast, the higher the DC (see Table: Concentration Check DCs). If you fail the check, you lose the spell just as if you had cast it to no effect.
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