About Tehanna
Tehanna CR 4
XP 1,200
Drow magus 4/unchained rogue 1 (Pathfinder RPG Bestiary 114, Pathfinder RPG Ultimate Magic 9, Pathfinder Unchained 20)
NE Medium humanoid (elf)
Init +2; Senses darkvision 120 ft.; Perception +11
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Defense
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AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 36 (5d8-3)
Fort +3, Ref +5, Will +5; +2 vs. enchantments
Immune sleep; SR 11
Weaknesses light blindness
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Offense
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Speed 30 ft.
Melee +1 rapier +7 (1d6+4/18-20)
Special Attacks arcane pool (+1, 8 points), magus arcana (pool strike[UM]), sneak attack (unchained) +1d6, spell combat, spell recall, spellstrike
Spell-Like Abilities (CL 5th; concentration +6)
. . 1/day—dancing lights, darkness, faerie fire
Magus Spells Prepared (CL 4th; concentration +8)
. . 2nd—invisibility, spider climb
. . 1st—corrosive touch[UM] (2), obscuring mist, web bolt[ARG] (DC 15)
. . 0 (at will)—acid splash, arcane mark, detect magic, disrupt undead
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Statistics
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Str 16, Dex 14, Con 8, Int 18, Wis 12, Cha 12
Base Atk +3; CMB +6; CMD 18
Feats Eschew Materials, Extra Arcane Pool[UM], Quick Draw, Weapon Finesse
Skills Climb +10, Disable Device +10, Knowledge (arcana) +12, Perception +11, Spellcraft +12, Stealth +9, Survival +6, Use Magic Device +7; Racial Modifiers +2 Perception
Languages Abyssal, Common, Draconic, Elven, Gnome, Undercommon
SQ poison use, trapfinding +1
Other Gear studded leather, +1 rapier, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), ink, inkpen, magus starting spellbook, mess kit[UE], pot, soap, spell component pouch, thieves' tools, torch (10), trail rations (5), waterskin, 3 gp
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Special Abilities
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Arcane Pool +1 (8/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Darkvision (120 feet) You can see in the dark (black and white only).
Drow Immunities - Sleep You are immune to magic sleep effects.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Pool Strike (2d6 energy damage) (Su) 1 Arcane pool: As a standard action, melee touch att deals energy dam (can be used with spellstrike).
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Sneak Attack (Unchained) +1d6 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.
Spell Resistance (11) You have Spell Resistance.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.