Defense AC 15, touch 14, flat-footed 11 (+1 armor, +3 Dex, +1 dodge)
hp 11
Fort +4, Ref +3, Will +2
Defensive Abilities canny defense +1
Offense Speed 30 ft.
Melee scorpion whip +4 (1d4) or
. . whip +4 (1d3 non-lethal) or
. . dagger +3 (1d4/19-20) of
- - shortsword +3 (1d6/19-20)
Space 5 ft.; Reach 5 ft. (15 ft. with whip)
Special Attacks arcane pool (+1, 4 points), spell combat
Magus (Kensai) Spells Prepared (CL 1; concentration +4)
. . 1st—shield
. . 0 (at will)—arcane mark, detect magic
Statistics Str 10, Dex 16, Con 14, Int 16, Wis 10, Cha 10
Base Atk +0; CMB +0; CMD 14
Class Abilities Arcane Pool +1 (4/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Canny Defense +1 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Whip) Kensai abilities only function when wielding a weapon of this type.
Feats Enforcer When you hit with a non-lethal weapon, make a free Intimidate check to demoralize
Weapon Finesse Use Dex in place of Str for attack bonus
Weapon Focus (whip) +1 to hit with Whip
Traits Bruising Intellect Use Int in place of Cha for Intimidate skill
Magical Lineage (Frostbite) Lowers spell adjustment from metamagic by 1