About Karrter Mason
Karrter Mason
Male half-elf magus 4/unchained rogue 3 (Pathfinder RPG Ultimate Magic 9, Pathfinder Unchained 20)
CG Medium humanoid (elf, human)
Init +3; Senses low-light vision; Perception +9
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Defense
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AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 65 (7d8+21)
Fort +6, Ref +7, Will +6; +2 vs. enchantments, +1 vs. devil's mind-affecting
Defensive Abilities danger sense +1, evasion; Immune sleep
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Offense
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Speed 30 ft.
Melee +1 spell storing rapier +9 (1d6+4/18-20) or
. . unarmed strike +8 (1d3+1 nonlethal)
Special Attacks arcane pool (+1, 4 points), magus arcana (pool strike[UM]), sneak attack (unchained) +2d6, spell combat, spell recall, spellstrike
Magus Spells Prepared (CL 4th; concentration +6)
. . 2nd—blur, mirror image
. . 1st—darting duplicate (DC 13), shield, shocking grasp, shocking grasp
. . 0 (at will)—detect magic, disrupt undead, light, open/close (DC 12)
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Statistics
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Str 13, Dex 17, Con 12, Int 15, Wis 12, Cha 10
Base Atk +5; CMB +6; CMD 19
Feats Combat Casting, Skill Focus (Bluff), Stealthy, Step Up, Toughness, Weapon Finesse
Traits armor expert, diabolist raised
Skills Acrobatics +15, Bluff +11, Diplomacy +8, Disable Device +12, Disguise +18, Escape Artist +5, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (local) +8, Perception +9, Sense Motive +6, Sleight of Hand +8 (+10 to conceal the ring in a search), Spellcraft +8, Stealth +16; Racial Modifiers +2 Perception
Languages Abyssal, Common, Elven, Infernal
SQ elf blood, rogue talent (fast stealth), trapfinding +1
Combat Gear potion of cure moderate wounds (3); Other Gear +1 spell storing chain shirt, +1 spell storing rapier, boots of elvenkind, cloak of elvenkind, handy haversack, hat of disguise, bedroll, belt pouch, chalk (10), flint and steel, grappling hook, hemp rope (50 ft.), ink, inkpen, magus starting spellbook, mess kit[UE], mirror, piton (10), soap, sunrod (2), thieves' ring, thieves' tools, torch (5), trail rations (5), waterskin, 371 gp, 7 sp, 5 cp
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Special Abilities
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Arcane Pool +1 (4/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Pool Strike (2d6 energy damage) (Su) 1 Arcane pool: As a standard action, melee touch att deals energy dam (can be used with spellstrike).
Sneak Attack (Unchained) +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
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.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.