Div, Sepid

Kai Kyrrosh's page

36 posts. Alias of Dave Herman.

About Kai Kyrrosh

Male CG Tiefling (Daemonspawn) Magus (Kensai) 13
Age: 24 / Height: 6'8" / Weight: 260lbs

Abilities and Stats

STR: 20 (+5)
DEX: 18 (+4)
CON: 16 (+3)
INT: 21 (+5)
WIS: 14 (+2)
CHA: 12 (+1)

HP: 138

Initiative: +9

Move Rate: 30ft

AC: 14 / Touch: 14 / FF: 10 (+5 with Guisarme, +4 against AOO)
BAB: +9/+4
CMB: +14
CMD: 28

Fort Save: +11
Reflex Save: +8
Will Save: +10



Acrobatics: +6
Appraise: +5
Bluff: +1
Climb: +10
Diplomacy: +1
Disable Device: +7
Disguise: +1
Escape Artist: +5
Fly: +9
Heal: +2
Intimidate: +11
Know. Arcana: +18
Know. Dungeoneering: +18
Know. Engineering: +6
Know. Geography: +7
Know. History: +7
Know. Local: +7
Know. Nature: +7
Know. Nobility: +7
Know. Planes: +18
Know. Religion: +15
Linguistics: +1
Perception: +12
Profession (Demon Hunter): +9
Ride: +9
Sense Motive: +4
Sleight Of Hand: +8
Spellcraft: +18
Stealth: +6
Survival: +6
Swim: +10
Use Magic Device: +7

Languages: Common, Undercommon, Draconic, Celestial, Infernal, Abyssal, Aklo

Racial Abilities

Grimspawn (Daemon Spawn): +2 Dexterity, +2 Intelligence, –2 Wisdom

Darkvision: 60 feet

Skilled: +2 Disable Device and Sleight Of Hand

DR: 2/Cold Iron

Fiendish Resistance: Cold resistance 5, electricity resistance 5, fire resistance 5

Variant Tiefling Trait: You are aware of and can choose the result of any attempt to detect your alignment.

Character Traits

Focused Mind: +2 on concentration checks.

Killer: Deal additional damage equal to your weapon’s critical hit modifier when you score a successful critical hit with a weapon; this additional damage is added to the final total, and is not multiplied by the critical hit multiple itself.

Magus (Kensai) Abilities

Spells: A magus casts arcane spells drawn from the magus spell list. A magus must choose and prepare his spells ahead of time.

To learn, prepare, or cast a spell, the magus must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magus’s spell is 10 + the spell level + the magus’s Intelligence modifier.

A magus can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Magus. In addition, he receives bonus spells per day if he has a high Intelligence score.

A magus may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the magus decides which spells to prepare.

Cantrips: A magus can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Magus under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spellbooks: A magus must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook except for read magic, which all magi can prepare from memory. A magus begins play with a spellbook containing all 0-level magus spells plus three 1st-level magus spells of his choice. The magus also selects a number of additional 1st-level magus spells equal to his Intelligence modifier to add to his spellbook. At each new magus level, he gains two new magus spells of any spell level or levels that he can cast (based on his new magus level) for his spellbook. At any time, a magus can also add spells found in other spellbooks to his own.

A magus can learn spells from a wizard’s spellbook, just as a wizard can from a magus’s spellbook. The spells learned must be on the magus spell list, as normal. An alchemist can learn formulae from a magus’s spellbook, if the spells are also on the alchemist spell list. A magus cannot learn spells from an alchemist.

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.

Total Spells Per Day Slots: Lvl 0 (5) / Lvl 1 (5) / Lvl 2 (5) / Lvl 3 (4) / Lvl 4 (3) / Lvl 5 (1)

Arcane Pool: The magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. 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.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.

Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Total Bonus: +4

Spell Combat: Can cast spells and wield his weapons at the same time. 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). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Canny Defense: Add INT (+5) bonus to AC when using chosen weapon (Guisarme)

Weapon Focus: Weapon Focus with chosen weapon as bonus feat.

Perfect Strike: When a kensai hits with his chosen weapon, he can spend 1 point from his arcane pool in order to maximize his weapon damage. This affects only the weapon’s base damage dice, not additional damage from sneak attack, magical weapon properties, spellstrike, or critical hits. If the kensai confirms a critical hit, he can instead spend 2 points from his arcane pool to increase his weapon’s critical multiplier by 1.

Spellstrike: 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.

Fighter Training: A kensai counts his magus level –3 as his fighter level for the purpose of qualifying for feats (if he has levels in fighter, these levels stack), but forfeits the benefit of such feats with weapons other than his favored weapon.

Iaijutsu: Apply INT (+5) to initiative. A kensai may make attacks of opportunity when flat-footed, and may draw his favored weapon as a free action as part of taking an attack of opportunity.

Improved Spell Combat: +2 circumstance bonus on concentration checks, in addition to any bonus granted by taking an additional penalty on the attack roll.

Critical Perfection: Add INT bonus (minimum 0) on crit with favored weapon. In addition, the kensai may use his magus levels in place of his base attack bonuses to qualify for Critical Focus and any feat for which it is a prerequisite; these feats apply only with a kensai’s favored weapon.

Superior Reflexes: Make a number of attacks of opportunity in a round equal to his Intelligence modifier (minimum 1). This effect stacks with the Combat Reflexes feat.

Iaijutsu Focus: May always act and may draw his weapon as a swift action during a surprise round, though he is considered flat-footed until he acts. During a surprise round or when attacking a flat-footed opponent, he adds his INT (+5) modifier on damage with his chosen weapon (minimum 0).