About Mary Banevow
Mary Banevow CR 6
XP 2,400
Tiefling magus 7 (Pathfinder RPG Bestiary 264, Pathfinder RPG Ultimate Magic 9)
NE Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +8
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Defense
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AC 19, touch 12, flat-footed 19 (+5 armor, +2 deflection, +2 natural)
hp 70 (7d8+14)
Fort +7, Ref +2, Will +6
Resist cold 5, electricity 5, fire 5
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 deadly whip +6 (1d3+1 nonlethal) or
. . +1 returning dagger +6 (1d4+1/19-20)
Space 5 ft.; Reach 5 ft. (10 ft. with +1 deadly whip)
Special Attacks arcane pool (+2, 8 points), magus arcana (arcane accuracy[UM], pool strike[UM]), spell combat, spell recall, spellstrike
Spell-Like Abilities (CL 7th; concentration +7)
. . 1/day—darkness
Magus Spells Prepared (CL 7th; concentration +10)
. . 3rd—force punch[UM] (DC 16), vampiric touch
. . 2nd—defensive shock[UM], elemental touch[APG], mirror image, spider climb
. . 1st—magic missile, shocking grasp, touch of combustion[ARG] (2, DC 14), vanish[APG] (DC 14)
. . 0 (at will)—acid splash, detect magic, mage hand, ray of frost, read magic
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Statistics
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Str 11, Dex 10, Con 14, Int 17, Wis 13, Cha 10
Base Atk +5; CMB +5; CMD 17
Feats Eschew Materials, Exotic Weapon Proficiency (whip), Extra Arcane Pool[UM], Grasping Tail[ARG], Improved Initiative
Skills Acrobatics -3 (-7 to jump), Bluff +2, Diplomacy +7, Knowledge (arcana) +13, Perception +8, Spellcraft +13, Stealth +11, Use Magic Device +10; Racial Modifiers +2 Bluff, +2 Stealth
Languages Common, Draconic, Elven, Infernal, Orc
SQ knowledge pool, medium armor, prehensile tail[ARG]
Other Gear +1 shadow chain shirt, +1 deadly whip, +1 returning dagger, amulet of natural armor +2, handy haversack, ring of protection +2, bedroll, belt pouch, flint and steel, ink, inkpen, magus starting spellbook, mess kit[UE], soap, spell component pouch, trail rations (5), waterskin, 10 pp
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Special Abilities
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Arcane Accuracy +3 (Su) 1 Arcane Pool: +3 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.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Grasping Tail Your tail can retrieve small objects on your person as a swift action.
Knowledge Pool (Su) Spend Arcane Pool points to prepare a magus spell that is not in your spellbook for 1 day.
Medium Armor (Ex) Medium armor proficiency and no Arcane Failure chance in medium armor.
Pool Strike (3d6 energy damage) (Su) 1 Arcane pool: As a standard action, melee touch att deals energy dam (can be used with spellstrike).
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spell Recall (Su) Spend your Arcane Pool to recall spells you have already cast.
Spellstrike (Su) Deliver touch spells as part of a melee attack.