LN Magus level 2 (Bladebound)
Init: +7;
Senses: Perception +6
DEFENSE
AC: 15, Touch: 14, Flat Footed: 11 (+1 Dex, +4 Chain Shirt)
HP: 11 (1d8+2+1)
Fort: +5, Ref: +1, Will: +3
OFFENSE
Speed 30ft
Melee: Masterwork Scimitar +6 (1d6+4/18-20x2)
Space: 5ft; Reach: 5ft
Special Attacks
Spell Combat (Ex): This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty).
Spell Strike (Su): At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.
STATISTICS
Str 18, Dex 12, Con 14, Int 15, Wis 10, Cha 8
Base Attack 1 CMB 4 ; CMD 15
Feats
Weapons: Simple, martial
Armor: Light
Additional Traits
Improved Initiative
Traits
Fanatic (Race): You gain a +1 trait bonus to Knowledge (arcana) and Knowledge (history) checks. One of these skills (your choice) is always a class skill for you.
Gifted Adept (Shocking Grasp) (Magic): Pick one spell when you choose this trait—from this point on, whenever you cast that spell, its effects manifest at +1 caster level.
Reactionary (Combat): You gain a +2 trait bonus on initiative checks.
Seeker (Social): You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Skills
Knowledge (Arcana, History): 7, Knowledge (Dungeoneering, Planes): 6, Climb: 6, Perception: 6, Profession (Lumberjack): 5, Spellcraft: 7, Swim: 6
Languages: Common, Elf, Varisian
SPECIAL ABILITIES
Arcane pool (3/day)
SPELLS
Known
0 - All
1 - Shocking Grasp, True Strike, Shield, Color Spray, Magic Missile, Chill touch, Expeditious retreat
Prepared:
0 - Detect Magic/Arcane Mark/Daze/Light
1 - Shocking Grasp/True Strike/Magic Missile