About 'Jatarri'
Jatarri
Elf Barbarian (Titan Mauler) 2/Magus (Kensai) 8
NG Medium humanoid (elf)
Hero Points 1
Init +8; Senses low-light vision; Perception +15
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 67 (2d12+8d8+8)
Fort +9, Ref +6, Will +6; +2 vs. enchantments
Defensive Abilities canny defense; Immune magic sleep; Resist elven immunities
--------------------
Offense
--------------------
Speed 30 ft.
Melee aldori dueling sword +9/+4 (1d8+1/19-20/×2) and
. . elven curve blade +13/+8 (1d10+1/18-20/×2)
Special Attacks rage, spellstrike
Magus (Kensai) Spells Prepared (CL 8th; concentration +12):
3rd (2/day)—greater magic weapon, force punch (DC 17)
2nd (4/day)—scorching ray, scorching ray, defensive shock, defensive shock
1st (4/day)—shocking grasp, shocking grasp, shocking grasp, shocking grasp
0 (at will)—arcane mark, read magic, light, disrupt undead
--------------------
Statistics
--------------------
Str 13, Dex 18, Con 11, Int 18, Wis 10, Cha 14
Base Atk +8; CMB +9; CMD 23
Feats Additional Traits, Arcane Strike, Combat Casting, Heighten Spell, Quick Draw, Weapon Finesse, Weapon Focus (elven curve blade)
Traits finding haleen, heirloom weapon (proficiency), magical lineage, threatening defender
Skills Acrobatics +12, Appraise +9, Climb +8, Diplomacy +6, Disguise +5, Escape Artist +10, Heal +5, Intimidate +10, Perception +15, Sense Motive +5, Stealth +9, Survival +8, Swim +9, Use Magic Device +10; Racial Modifiers +2 Perception
Languages Celestial, Common, Elven, Skald, Sylvan, Tien
SQ arcane pool, big game hunter, chosen weapon, elven magic, hero points, iaijutsu, spell combat, jotungrip, magus arcana (arcane accuracy, concentrate [1/day], spell shield +4), perfect strike, rage powers (guarded life)
Other Gear Dueling sword, Elven curve blade, 50 GP
--------------------
Special Abilities
--------------------
Arcane Accuracy +4 (Su) 1 Arcane Pool: +4 to attack rolls until the end of your turn.
Arcane Pool (+2) (8/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.
Big Game Hunter (Ex) +1 to hit and +1 dodge bonus to AC vs foes larger than self.
Canny Defense +4 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Elven curve blade) Kensai abilities only function when wielding a weapon of this type.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Concentrate (1/day) (Ex) 1/day, reroll a concentration check at +4.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Guarded Life (2 hp) (Ex) If reduced below 0 hp, convert some damage to non-lethal and auto-stabilize.
Heighten Spell Increases spell level to effective level desired.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Iaijutsu (Ex) May draw chosen weapon and make attacks of opportunity when flat footed.
Improved Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Jotungrip (Ex) Wield 2 handed weapon of appropriate size in 1 hand, but take -2 penalty.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Lineage (Shocking Grasp) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Perfect Strike (Ex) Use 1 arcane pool to maximize weapon dam, or 2 for +1 to crit multiplier.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Spell Shield +4 (Su) 1 Arcane Pool: +4 to AC until the end of your next turn.
Spellstrike (Su) Deliver touch spells as part of a melee attack.