Elven Immunities, Elven Magic, Low-Light Vision, Arcane Pool, Spell Combat
Alignment
CG
Deity
Nethys
Location
Taldor
Languages
Common, Elven, Draconic, Osirani, Varisian
Occupation
Explorer Scholar
Strength
12
Dexterity
16
Constitution
12
Intelligence
17
Wisdom
12
Charisma
11
About Ander Jotum
Ander Jotum PFS# 65114-2
Male elf magus 8
CG Medium humanoid (elf)
Init +5; Senses low-light vision; Perception +15
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Defense
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AC 23, touch 16, flat-footed 18 (+6 armor, +1 deflection, +5 Dex, +1 natural)
hp 52 (8d8+9)
Fort +7, Ref +7, Will +7; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Melee +1 agile elven curve blade +13/+8 (1d10+6/18-20) or
. . kukri +11/+6 (1d4+1/18-20)
Ranged +1 darkwood composite longbow +12/+7 (1d8+1/×3)
Special Attacks arcane pool (+2, 9 points), improved spell combat, magus arcana (empowered magic[UM], wand mastery[UM]), spell recall, spellstrike
Magus Spells Prepared (CL 8th; concentration +13)
. . 3rd—dispel magic, fireball (DC 18), haste
. . 2nd—flurry of snowballs (DC 17), glitterdust (DC 17), invisibility, mirror image, web (DC 17)
. . 1st—magic missile, shield, shocking grasp, shocking grasp, snowball (DC 16), vanish[APG] (DC 16)
. . 0 (at will)—arcane mark, daze (DC 15), detect magic, disrupt undead, read magic
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Statistics
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Str 12, Dex 20, Con 12, Int 20, Wis 12, Cha 11
Base Atk +6; CMB +7; CMD 23
Feats Arcane Strike, Point-Blank Shot, Precise Shot, Weapon Finesse, Weapon Focus (elven curve blade)
Traits nimble fingers, keen mind, observant
Skills Acrobatics +8, Climb +6, Disable Device +19, Fly +10, Intimidate +5, Knowledge (arcana) +11 (+13), Knowledge (dungeoneering) +10, Knowledge (history) +6, Knowledge (local) +6, Knowledge (nature) +6, Knowledge (nobility) +6, Knowledge (planes) +12, Knowledge (religion) +7, Linguistics +13, Perception +15, Spellcraft +15 (+17 to identify magic item properties), Stealth +8, Swim +5, Use Magic Device +6; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Abyssal, Azlanti, Celestial, Common, Draconic, Elven, Hallit, Infernal, Kelish, Osiriani, Osiriani, Ancient, Shoanti, Skald, Sylvan, Varisian
SQ elven magic, knowledge pool, medium armor
Combat Gear cold iron arrows (30), pearl of power (1st level), potion of fly, potion of invisibility, potion of lesser restoration, wand of grease (50 charges), wand of infernal healing (50 charges), wand of magic missile, antiplague[APG], antitoxin, weapon blanch (ghost salt), weapon blanch (silver)[APG]; Other Gear +2 mithral chain shirt, +1 agile elven curve blade, +1 darkwood composite longbow, kukri, amulet of natural armor +1, belt of incredible dexterity +4, handy haversack, headband of vast intelligence +2, ioun torch ioun stone[APG], ring of protection +1, wayfinder[ISWG], bandolier[UE], chalk, earplugs[APG], ink, black, inkpen, masterwork thieves' tools, spell component pouch, spellbook, traveler's outfit, wrist sheath, spring loaded, wrist sheath, spring loaded, 216 pp, 26 gp, 8 sp, 6 cp
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Special Abilities
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Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Arcane Pool +2 (9/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empowered Magic (1/day) (Su) 1/day, cast a spell as if Empowered without altering the casting time or level.
Improved Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Knowledge Pool (Su) Spend Arcane Pool points to prepare a magus spell that is not in your spellbook for 1 day.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Spell Recall (Su) Spend your Arcane Pool to recall spells you have already cast.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Wand Mastery (Su) Apply your INT modifier instead of the minimum ability modifier when using a wand