Kalaman Mar
Male tiefling magus (bladebound, kensai) 5 (Pathfinder RPG Bestiary 264, Pathfinder RPG Ultimate Combat 55, Pathfinder RPG Ultimate Magic 9, 47)
CN Medium outsider (native)
Init +9; Senses darkvision 60 ft.; Perception +1
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Defense
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AC 20, touch 18, flat-footed 12 (+3 Dex, +5 dodge, +2 natural)
hp 43 (5d8+15)
Fort +6, Ref +5, Will +4
Defensive Abilities canny defense +5; Resist cold 5, electricity 5, fire 5
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Offense
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Speed 30 ft.
Melee black blade +9 (1d10+5/19-20)
Ranged light crossbow +6 (1d8/19-20)
Special Attacks arcane pool (+2, 6 points), spell combat, spellstrike
Spell-Like Abilities (CL 5th; concentration +5)
. . 1/day—darkness Magus (Bladebound, Kensai) Spells Prepared (CL 5th; concentration +10)
. . 2nd—bull's strength, mirror image
. . 1st—enlarge person (DC 16), magic missile, shield, shocking grasp, true strike
. . 0 (at will)—acid splash, ghost sound (DC 15), ray of frost
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Statistics
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Str 16, Dex 16, Con 12, Int 20, Wis 8, Cha 10
Base Atk +3; CMB +6; CMD 24
Feats Arcane Strike, Armor Of The Pit[ARG], Improved Initiative, Toughness, Weapon Focus (bastard sword)
Traits pioneer, reactionary
Skills Appraise +10, Bluff +6, Intimidate +8, Knowledge (arcana) +11, Knowledge (dungeoneering) +11, Knowledge (planes) +13, Perception +1, Profession (soldier) +7, Ride +10, Sense Motive +5, Spellcraft +12, Stealth +5, Use Magic Device +7; Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Common, Draconic, Elven, Gnome, Infernal, Orc
SQ black blade, black blade: arcane pool, black blade: energy attunement, black blade: strike, black blade: telepathy, black blade: unbreakable, chosen weapon, perfect strike
Combat Gear oil of keen edge (2), pearl of power (1st level), potion of cure light wounds (5), potion of mage armor; Other Gear crossbow bolts (20), light crossbow, belt of giant strength +2, bracelets of the fey touch, cloak of resistance +1, handy haversack, hemp rope (50 ft.), magus starting spellbook, spell component pouch, trail rations (14), waterskin, light horse (combat trained), military saddle, 11 gp, 5 sp
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Special Abilities
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Arcane Pool +2 (6/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.
Black Blade (Ex) You gain an intelligent bonded weapon whose power grows with your own.
Black Blade: Arcane Pool (2/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 +2 (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: Unbreakable (Ex) The Black Blade is immune to the broken condition while the arcane pool is not empty.
Canny Defense +5 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Bastard sword) Kensai abilities only function when wielding a weapon of this type.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Perfect Strike (Ex) Use 1 arcane pool to maximize weapon dam, or 2 for +1 to crit multiplier.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Description:
Kalaman Mar stands at about 5' 4" tall, weighing in at 140lbs, making him slightly smaller than the average human. He has pitch black skin, white hair, and red eyes with black sclera. He has short horns protruding from above his brow. On his back is a large blade, blacker than his skin, with runes that seem to glow and beat as if the blade had a heart and the runes, its veins. He is aloof and doesn't seem to trust things at face value, appearing to believe peoples actions over their words.
Background:
Kalaman Mar grew up in the stolen lands. Due in part to his obvious heritage, and how, before he managed to get a handle on it, his magic would strike out randomly, he was pretty much a loner from the start. Moving from settlement to settlement along the northern border of the stolen lands, staying only as long as he was welcome before moving onto the next place to be ran from, his was the life of the road. Kalaman made a living as a hired soldier, protecting merchant caravans (who cared more about their wares and money than any predjudices) and taking odd jobs that required a sword. As such he learned to meld his inherent magic with swordplay to make himself even more deadly. It seemed to him that that would be his lot in life, to put his sword and magic to use to make money (and if that protected someone, then all the better). Until one night on the road, between jobs, he was awoken, not by anything substantial, just a tingling on the back of his neck, and the pale hairs on his black arms standing on end. He looked around, searching for what would have put his senses on high alert, and at first didn't notice anything. Except a dull, red, pulsing. As he searched for the source of the pulsing, it seemed to grow brighter and more insistent as he got closer, until he noticed a large blade, black as the space between the stars, covered with runes from a language long forgotten. As he reached out to touch the blade, the red pulsing flashed as bright as the noon sun, and Kalaman Mar blacked out. He awoke with the Blade strapped to his back, and a burning desire to discover where the blade came from and why it came to him. He now wanders the stolen lands searching for answers wherever they may be found, hoping for any leads that may points in the direction he is looking for.