HP 15/15, AC 16/16 touch/10 flatfooted F+4, R+4, W+1 (+2 vs enchantments); Init. +6, Perc +5; Arcane Pool 4/4
About Hessiel Linger
PFS 113331-10
Character Sheet:
Hessial Linger
Male Elf Magus (Kensai) 2
CG Medium humanoid (elf)
Init +6; Senses low-light vision; Perception +5
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Defense
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AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 15 (2d8+2)
Fort +4, Ref +4, Will +1; +2 vs. enchantments
Defensive Abilities canny defense; Immune sleep
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Offense
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Speed 30 ft.
Melee masterwork cold iron rapier +6 (1d6+2/18-20) and
. . morningstar +3 (1d8+2)
Special Attacks spellstrike
Magus (Kensai) Spells Prepared (CL 2nd; concentration +5):
1st—shocking grasp, shocking grasp (DC 14)
0 (at will)—arcane mark, dancing lights, disrupt undead
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Statistics
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Str 14, Dex 19, Con 12, Int 16, Wis 7, Cha 7
Base Atk +1; CMB +3; CMD 17
Feats Weapon Finesse, Weapon Focus (scimitar)
Traits observant, warrior of old
Skills Acrobatics +8, Craft (painting) +5, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (planes) +7, Perception +5, Perform (dance) +0, Spellcraft +7 (+9 to determine the properties of a magic item); Racial Modifiers +2 Perception
Languages Common, Draconic, Elven, Goblin, Kelish
SQ arcane pool, chosen weapon, elven magic, weapon familiarity, spell combat
Combat Gear wand of infernal healing (50 charges), wand of mage armor (50 charges), wand of true strike (49 charges); Other Gear masterwork cold iron rapier, morningstar, backpack, masterwork, bandolier, chalk (3), courtier's outfit, earplugs, fishhook, hammock, masterwork tool, powder, signet ring, wrist sheath, spring loaded, wrist sheath, spring loaded, spell component pouch 1,539 gp, 6 sp, 4 cp
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Special Abilities
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Arcane Pool (+1) (4/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Canny Defense +2 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Scimitar) Kensai abilities only function when wielding a weapon of this type.
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.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
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.
Old Character Sheets:
Hessial Linger
Male Elf Investigator 1
CG Medium humanoid (elf)
Init +6; Senses low-light vision; Perception +6
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Defense
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AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 9 (1d8+1)
Fort +2, Ref +6, Will +2; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Melee dagger +1 (1d4+1/19-20)
Ranged darkwood composite longbow +5 (1d8+1/×3)
Spell-Like Abilities (CL 1st; concentration +0)
. . 1/day—comprehend languages, detect magic, detect poison, read magic Investigator Spells Prepared (CL 1st; concentration +4):
1st—blend, cure light wounds
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Statistics
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Str 12, Dex 18, Con 12, Int 16, Wis 10, Cha 8
Base Atk +0; CMB +1; CMD 15
Feats Breadth of Experience
Traits forlorn, reactionary
Skills Acrobatics +10, Craft (alchemy) +7 (+8 to create alchemical items), Diplomacy +3, Disable Device +11, Knowledge (arcana) +5, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (geography) +5, Knowledge (history) +5, Knowledge (local) +5, Knowledge (nature) +5, Knowledge (nobility) +5, Knowledge (planes) +5, Knowledge (religion) +5, Linguistics +7, Perception +6 (+7 to locate traps), Sense Motive +4, Sleight of Hand +8, Spellcraft +7, Stealth +8; Racial Modifiers +2 Perception, alchemy
Languages Common, Draconic, Elven, Goblin, Kelish, Osiriani
SQ weapon familiarity, inspiration, trapfinding +1
Combat Gear cold iron arrows (40), cold iron arrows (10), wand of true strike (50 charges); Other Gear masterwork studded leather, blunt arrows (10), blunt arrows (10), dagger, darkwood composite longbow, backpack, masterwork, bandolier, chalk (3), courtier's outfit, earplugs, fishhook, formula book, hammock, jewelry, masterwork tool, powder, signet ring, thieves' tools, masterwork, wrist sheath, spring loaded, 45 gp, 2 sp, 3 cp
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Special Abilities
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Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Comprehend Languages (1/day) (Sp) (Envoy) With Intelligence 11+, cast Comprehend Languages once per day.
Detect Magic (1/day) (Sp) (Envoy) With Intelligence 11+, cast Detect Magic once per day.
Detect Poison (1/day) (Sp) (Envoy) With Intelligence 11+, cast Detect Poison once per day.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Elven Immunities - Sleep You are immune to magic sleep effects.
Inspiration (+1d6) (3/day) (Ex) Use 1 point, +1d6 to skill or ability check. Use 2 points, to add to attack or save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Read Magic (1/day) (Sp) (Envoy) With Intelligence 11+, cast Read Magic once per day.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.