Str 14, Dex 14, Con 16, Int 16, Wis 8, Cha 12
Base Atk +0; CMB +2; CMD 14
Feats Improved Shield Bash, Toughness
Skills Acrobatics +1, Appraise +3, Bluff +1, Climb +5, Diplomacy +1, Disguise +1, Escape Artist +1, Heal -1, Intimidate +1, Knowledge (arcana) +7, Knowledge (nobility) +8, Perception +0, Ride +1, Sense Motive -1, Spellcraft +7, Stealth +1, Survival -1, Swim +5
Traits Blood of Pharaohs*, Magical Lineage (shocking grasp)
Languages Ancient Osiriani, Common, Draconic, Kelish, Osiriani
SQ arcane pool (4.25/day)
* This ability has already been calculated into Izora’s stats.
GEAR:
mwk spiked heavy shield, scimitar
SPECIAL QUALITIES:
Arcane Pool (Su): You have a reservoir of mystical arcane energy that you draw upon to fuel your powers and enhance your weapon. This arcane pool has 4 points. The pool refreshes once per day when you prepare your spells. You can expend 1 point from your arcane pool as a swift action to grant any weapon you are holding a +1 enhancement bonus for 1 minute. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
Bonus Arcane Pool: Magus: Add +1/4 to the magus's arcane pool.
Bonus Feat: Humans select one extra feat at 1st level.
Canny Defense (Ex): At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name (Core Rulebook 382), save that his chosen weapon may be of any type.
Cantrips: You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.
Diminished Spellcasting: A kensai may cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level.
Kensai Chosen Weapon (Khopesh): This is the Kensai's Chosen Weapon.
Kensai Weapon Proficiency (Khopesh): Kensai additional weapon proficiency selection.
Magus Arcana: The following magus arcana complement the kensai archetype - concentrate*, critical strike*, deadly follow-up, precise prowess, prescient attack, prescient defense, spell shield*.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Spell Combat (Ex): You can cast spells and wield your weapons at the same time. This functions much like two-weapon fighting, but the offhand weapon is a spell that is being cast. To use this ability, you must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, you can make all of your attacks with your 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). If you cast this spell defensively, you can decide to take an additional penalty on your attack rolls, up to your Intelligence bonus, and add the same amount as a circumstance bonus on your concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. You can choose to cast the spell first or make the weapon attacks first, but if you have more than one attack, you cannot cast the spell between weapon attacks.
Weapon and Armor Proficiency: A kensai is proficient in simple weapons and in a single martial or exotic melee weapon of his choice. A kensai is not proficient with armor or shields and suffers normal arcane spell failure chance when casting magus spells while armored.
Weapon Focus (Ex): At 1st level, a kensai gains Weapon Focus with his chosen weapon as a bonus feat.
FEATS:
Exotic Weapon Proficiency (aklys): You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
Improved Trip: You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you.
Weapon Focus (Khopesh): You gain a +1 bonus on all attack rolls you make using the selected weapon.
TRAITS:
Fencer: You trained with blades for long hours as a youth, either taking lessons in the genteel art of fencing from tutors paid for by your parents or by being taken under the wing of a disenfranchised fencer who may have turned to a life of crime. You gain a +1 trait bonus on attacks of opportunity made with daggers, swords, and similar bladed weapons.
Magical Lineage (shocking grasp): One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Pick one spell when you choose this trait. When you apply metamagic feats to this spell, treat its actual level as 1 lower for determining the spell's final adjusted level.