Orran Drahd

After desserting from the Imperial Military, Orran took work as a wandering monster hunter on the fringes of the Empire

Description:

Orran Drahd – Human Bladebound Kensai Magus 13
NG Medium humaniod (Makazz‘i)
Init 14; Senses Perception 15 (+2 from Alertness)

DEFENSE
AC 29, touch 29, flat-footed 15 (1 Armor, 7 Dex, 7 Int, 4 Deflection)
hp 175 (13d8+52+26)
Fort +15, Ref +14, Will +11

OFFENSE
Speed 30 ft.
Melee Sable (Black Blade Scimitar) 21/6 (1d6+13 15-20/x2 11 to confirm critical hits)
Sable Spellstrike 19/14/19 (1d6+13 15-20/x2 11 to confirm critical hits)

STATISTICS
Str 10, Dex 24*, Con 18*, Int 24*, Wis 10, Cha 9
Base Atk 9/4; CMB 9; CMD 26*
Feats Weapon Finesse, Toughness, Weapon Focus (Scimitar), Intensify Spell, Weapon Specialization (Scimitar), Extra Arcana x2, Improved Critical (Scimitar), Fast Learner, Dervish Dance, Critical Focus
Skills Acrobatics 20*, Appraise 7*, Climb 13, Diplomacy 12** Fly 14*, Intimidate 12**, Knowledge (Arcana) 23*, Knowledge (Dungeoneering) 23*, Knowledge (Planes) 15*, Knowledge (Religion) 23*, Profession (Soldier) 5, Perception 15**, Perform (Dance) 2, Ride 12, Spellcraft 23*, Swim 4, UMD 15
Traits: Secret Knowledge, Magic Lineage (Shocking Grasp)
Arcane Pool: 11*
Magus Arcana: Maximize Magic, Ghost Blade, Arcane Critical, Spell Blending
Spells Known:
4/day 0th All
12/day 1st Blood Money, Chill Touch, Corrosive Touch, Expeditious Retreat, Grease, Ray of Enfeeblement, Shield, Shocking Grasp, Touch of Gracelessness,True Strike, Vanish
6/day 2nd Brow Gasher, Bladed Assault, Frigid Touch, Glitterdust, Mirror Image, Web
5/day 3rd Fly, Force Hook Charge, Haste, Ray of Exhaustion, Slow, Vampiric Touch
5/day 4th Arcana Theft, Black Tentacles, Calcific TouchDimensional Door, Fire Shield, Shield of the Dawnflower, Stoneskin
2/day 5th Overland Flight, Greater Bladed Assault
Gear – + 4 Black Blade (Scimitar), Belt of Physical Might, Dex & Con (+ 4), Headband of Vast Intelligence (+ 6; Skills chosen – Diplomacy, Intimidate, Perception), Ring of Protection (+ 4), Ring of Wizardry I, Cloak of Resistance (+ 3), Boots of the Cat, Hat of Disguise, Masterwork Ceremonial Silk Armor

SPECIAL ABILITIES
Black Blade – +4 Enhancement Bonus, Int 16, Wis 12, Cha 12, Ego 16
Alertness (Ex): While a magus is wielding his black blade, he gains the Alertness feat.
Black Blade Strike (Sp): As a free action, the magus can spend a point from the black blade’s arcane pool to grant the black blade a +1 bonus on damage rolls for 1 minute. For every four levels beyond 1st, this ability gives the black blade another +1 on damage rolls.
Telepathy (Su): While a magus is wielding or carrying his black blade, he can communicate telepathically with the blade in a language that the magus and the black blade share.
Unbreakable (Ex): As long as it has at least 1 point in its arcane pool, a black blade is immune to the broken condition. If broken, the black blade is unconscious and powerless until repaired. If destroyed, the black blade can be reforged 1 week later through a special ritual that costs 200 gp per magus level. The ritual takes 24 hours to complete.
Energy Attunement (Su): At 5th level, as a free action, a magus can spend a point of his black blade’s arcane pool to have it deal one of the following types of damage instead of weapon damage: cold, electricity, or fire. He can spend 2 points from the black blade’s arcane pool to deal sonic or force damage instead of weapon damage. This effect lasts until the start of the magus’s next turn.
Teleport Blade (Sp): As a standard action, a magus of 9th level or higher can expend an arcane point from his or his black blade’s arcane pool, and can call his black blade from as far as 1 mile away, causing it to instantaneously teleport to his hand.
Transfer Arcana (Su): At 13th level, once per day, a magus can attempt to siphon points from his black blade’s arcane pool into his own arcane pool. Doing so takes a full-round action and the magus must succeed at a Will saving throw with a DC equal to the black blade’s ego. If the magus succeeds, he regains 1 point to his arcane pool for every 2 points he saps from his black blade. If he fails the saving throw, the magus becomes fatigued (but can try again). If he is fatigued, he becomes exhausted instead. He cannot
use this ability if he is exhausted.

Arcane Pool (Su) – At 1st level, 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.

Spell Combat (Ex) – At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. 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 (Ex) – At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name, save that his chosen weapon may be of any type.

Weapon Focus (Ex) -At 1st level, a kensai gains Weapon Focus with his chosen weapon as a bonus feat.

Spellstrike (Su) – At 2nd level, 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.

Magus Arcana – As he gains levels, a magus learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 3rd level, a magus gains one magus arcana. He gains an additional magus arcana for every three levels of magus attained after 3rd level. Unless specifically noted in a magus arcana’s description, a magus cannot select a particular magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the magus spell list unless otherwise noted.

Perfect Strike (Ex) – At 4th level, when a kensai hits with his chosen weapon, he can spend 1 point from his arcane pool in order to maximize his weapon damage. Don’t roll for damage—the weapon deals maximum 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.

This ability replaces spell recall.

Bonus Feats – At 5th level, and every six levels thereafter, a magus gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat, item creation, or metamagic feats. He must meet the prerequisites for these feats as normal.

Fighter Training (Ex) – Starting at 7th level, 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.

This ability replaces knowledge pool.

Iaijutsu (Ex) – At 7th level, a kensai applies his Intelligence modifier as well as his Dexterity modifier on initiative rolls (minimum 0). 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.

This ability replaces the medium armor ability.

Improved Spell Combat (Ex) – At 8th level, the magus’s ability to cast spells and make melee attacks improves. When using the spell combat ability, the magus receives a +2 circumstance bonus on concentration checks, in addition to any bonus granted by taking an additional penalty on the attack roll.

Critical Perfection (Ex) – At 9th level, a kensai adds his Intelligence bonus (minimum 0) on critical hit confirmation rolls with his 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.

This ability replaces the magus arcana normally gained at 9th level.

Superior Reflexes (Ex) – At 11th level, kensai can 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.

This ability replaces improved spell recall.

Iaijutsu Focus (Ex) – At 13th level, a kensai 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 Intelligence modifier on damage with his chosen weapon (minimum 0).

This ability replaces heavy armor.

Bio:

Orran Drahd

Mawio'm Ohoti'g EdTheDM