Male elf magus (bladebound, kensai) 10 ( Pathfinder RPG Ultimate Combat 55, Pathfinder RPG Ultimate
Magic 9, 47)
N Medium humanoid (elf)
Init +11; Senses low-light vision; Perception +19
AC 31, touch 25, flat-footed 20 (+4 armor, +2 deflection, +6 Dex, +5 dodge, +1 insight, +1 luck, +2
hp 67 (10d8+14)
Fort +8, Ref +9, Will +6; +2 vs. enchantments
Defensive Abilities canny defense; Immune sleep
Speed 30 ft.
Melee rhathel +17/+12 (1d6+11/18-20)
Ranged heavy crossbow +13 (1d10/19-20)
Special Attacks arcane pool (+3, 10 points), improved spell combat, magus arcana (arcane accuracy UM,
flamboyant arcana), opportune parry and riposte, spellstrike
Magus (Bladebound, Kensai) Spells Prepared (CL 10th; concentration +15)
3rd—fireball (DC 18), haste, slow (DC 18)
2nd—blur, invisibility, cold elemental intensified shocking grasp , cold elemental intensified shocking
1st—intensified shocking grasp , intensified shocking grasp , intensified shocking grasp , intensified
shocking grasp , intensified shocking grasp , intensified shocking grasp
0 (at will)— dancing lights , detect magic , prestidigitation, read magic
Str 13, Dex 23, Con 12, Int 20, Wis 8, Cha 7
Base Atk +7; CMB +8; CMD 33
Feats Elemental Spell APG, Extra Arcane Pool UM, Fencing Grace, Intensified Spell APG, Weapon Finesse,
Weapon Focus (rapier), Weapon Specialization (rapier)
Traits magical lineage, observant
Skills Acrobatics +7, Climb +5, Intimidate +11, Knowledge (arcana) +11, Knowledge (dungeoneering) +9,
Knowledge (engineering) +7, Knowledge (local) +7, Knowledge (nobility) +8, Knowledge (planes) +11,
Knowledge (religion) +6, Linguistics +15, Perception +19, Sense Motive +2, Sleight of Hand +7, Spellcraft
+18 (+20 to identify magic item properties), Swim +5, Use Magic Device +11; Racial Modifiers +2
Perception, derring-do, +2 Spellcraft to identify magic item properties
Languages Abyssal, Aquan, Celestial, Common, Daemonic, Draconic, Dwarven, Elven, Goblin, Ignan,
Infernal, Osiriani, Polyglot, Sylvan, Thassilonian, Tien, Undercommon
SQ black blade, black blade: arcane pool, black blade: energy attunement, black blade: strike, black blade:
telepathy, black blade: teleport blade, black blade: unbreakable, chosen weapon, critical perfection, elven
magic, iaijutsu, perfect strike
Combat Gear jingasa of the fortunate soldier UE, pearl of power (1st level) , pearl of power (1st level) ,
pearl of power (1st level) , scroll of burning hands (CL 5th) , scroll of fireball , scroll of haste (CL 4th) , wand
of cure light wounds (31 charges) , wand of shield (30 charges) ; Other Gear +3 haramaki UC, crossbow
bolts (10), heavy crossbow, dusty rose prism ioun stone , amulet of natural armor +2 , belt of incredible
dexterity +2 , headband of vast intelligence +4 , ring of protection +2 , wayfinderISWG, backpack, belt pouch,
courtier's outfit, flint and steel, hemp rope (50 ft.), jewelry UE, mess kit UE, trail rations (6), waterskin, wrist sheath, spring loaded, 8,867 gp, 6 sp, 9 cp
Arcane Accuracy +5 (Su) 1 Arcane Pool: +5 to attack rolls until the end of your turn.
Arcane Pool +3 (10/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or
selected item powers.
Black Blade (Ex) You gain an intelligent bonded weapon whose power grows with your own.
Black Blade: Arcane Pool (3/day) (Su) The Black Blade has an Arcane Pool used to fuel its own
Black Blade: Energy Attunement (Su) Replace weapon dam with fire/cold/elec for 1 point, or sonic/force
for 2 points.
Black Blade: Strike +3 (Sp) The Black Blade can grant itself a damage bonus for 1 min.
Black Blade: Telepathy (Su) The magus can telepathically communicate with his black blade if it is worn
Black Blade: Teleport Blade (Sp) Spend 1 point from own or blades pool to teleport it into hand.
Black Blade: Unbreakable (Ex) The Black Blade is immune to the broken condition while the arcane
pool is not empty.
Canny Defense +5 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Rapier) Kensai abilities only function when wielding a weapon of this type.
Critical Perfection +5 (Ex) Bonus to confirm threats & qualify early for critical feats with chosen weapon.
Deed: Derring-Do (+6 extra dice) (Ex) Use 1 panache, +1d6 to Escape Artist, Fly, Ride, or Swim check.
On a 6, roll another die.
Deed: Opportune Parry and Riposte (Ex) 1 panache and 1 AoO to attempt to parry a melee attack,
Elemental Spell (Cold) You can cast a spell with half or all its damage type replaced with this feat's
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Fencing Grace Add Dex instead of Str to rapier damage. +2 CMD vs. disarm if you have at least 1
Flamboyant Arcana (Ex) Gain a selection of deeds, and can use arcane pool in place of panache for
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.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the
caster level to reach beyond that cap).
Jingasa of the fortunate soldier (1/day) Activate to negate a critical hit or sneak attack as an immediate
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.
Spellstrike (Su) Deliver touch spells as part of a melee attack.