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Kaido Nethys Minkai Neutral

Character Name Player Name Deity Region Alignment


Magus (Bladebound, Kensai) 12 Elf / Humanoid Medium / 5 ft. 6' 0" / 124 lbs. Low-Light Vision
CLASS RACE SIZE / FACE HEIGHT / WEIGHT VISION
12 (11) 154536 / 210000 100 Male
Character Level (CR) EXP/NEXT LEVEL AGE GENDER EYES HAIR Points
ABILITY NAME BASE BASE ABILITY ABILITY TEMP TEMP
WOUNDS/CURRENT HP SUBDUAL DAMAGE DAMAGE REDUCTION SPEED
SCORE MOD SCORE MOD SCORE MOD

STR 12 +1 12 +1 HP 98 Walk 30 ft.


hit points
Strength

DEX 20 +5 22 +6 AC 30 : 20 : 20 = 10 + 4 + 4 + 6 + 0 + 2 + 0 + 4 + 0 + 0 + 0 + 0 + 0
armor class
Dexterity
TOTAL FLAT TOUCH BASE ARMOR SHIELD STAT SIZE NATURAL DEFLEC- DODGE Morale Insight Sacred Profane MISC

CON 13 +1
ARMOR TION

15 +2
BONUS BONUS

Constitution INITIATIVE +10 = +6 +


+4 0 +0 0 10
INT 16 +3 18 +4
modifier
TOTAL DEX MISC MISS Arcane ARMOR SPELL ACID COLD ELECT. FIRE
Intelligence MODIFIER MODIFIER CHANCE Spell CHECK RESIST RESIST RESIST RESIST RESIST
Failure PENALTY
WIS 10 +0 10 +0 Encumbrance Light TOTAL SKILLPOINTS: 60
SKILLS MAX RANKS: 12/12
Wisdom
SKILL NAME
KEY ABILITY SKILL ABILITY RANKS MISC

CHA 7 -2 7 -2
MODIFIER

=
MODIFIER

+
MODIFIER

Charisma ✓ Acrobatics DEX 18 6 12


SAVING THROWS TOTAL BASE ABILITY MAGIC MISC EPIC TEMP ✓ Appraise INT 4 = 4
SAVE

FORTITUDE +11 = +8 +
+2 +
+1 +
+0 +
+0 + ✓ Bluff CHA -2 = -2
(constitution) ✓ Climb STR 5 = 1 + 1 + 3
REFLEX +11 = +4 +
+6 +
+1 +
+0 +
+0 + ✓ Craft (Untrained) INT 4 = 4
(dexterity)
✓ Diplomacy CHA -2 = -2
WILL +9 =
+8 +
+0 +
+1 +
+0 +
+0 +
✓ Disguise CHA -2 = -2
(wisdom)
✓ Escape Artist DEX 6 = 6
Conditional Save Modifiers: ✓ Fly DEX 6 = 6
+2 vs. enchantment spells and effects ✓ Heal WIS 0 = 0
Conditional Combat Modifiers: ✓ Intimidate CHA -2 = -2
Knowledge (Arcana) INT 14 = 4 + 7 + 3
When wielding your Wakizashi one-handed, you can treat it as a one-handed
Knowledge (Dungeoneering) INT 13 = 4 + 6 + 3
piercing melee weapon for all feats and class abilities that require such a
Knowledge (Engineering) INT 6 = 4 + 2
weapon and you can add your Dexterity modifier instead of your Strength
Knowledge (Planes) INT 14 = 4 + 7 + 3
modifier to that weapon's damage.
Linguistics(Aboleth, Abyssal, Aklo, Aquan, Azlanti, Chelaxian,
INT 16 = 4 + 12
Drow, Ignan, Infernal, Sylvan, Terran, Undercommon)
TOTAL = + +
BASE ATTACK BONUS STAT SIZE MISC EPIC TEMP
✓ Perception WIS 18 0 12 6
MELEE +10/+5 = +9/+4 + +1 + +0 + +0 + 0 +
✓ Perform (Untrained) CHA -2 = -2
attack bonus
✓ Ride DEX 6 = 6
RANGED +15/+10 = +9/+4 + +6 + +0 + +0 + 0 +
= +
attack bonus ✓ Sense Motive WIS 2 0 2
Spellcraft INT 19 = 4 + 12 + 3
CMB +10/+5 = +9/+4 + +1 + +0 + + +
= + +
attack bonus
BULL
Spellcraft (Identify magic item) INT 21 4 12 5
GRAPPLE TRIP DISARM SUNDER RUSH OVERRUN ✓ Stealth DEX 6 = 6
CMB +10/+5 +10/+5 +10/+5 +10/+5 +10 +10 ✓ Survival WIS 0 = 0
Swim STR 5 = 1 + 1 + 3
CMD 30 30 30 30 30 30 ✓
= + +
UNARMED TOTAL ATTACK BONUS DAMAGE CRITICAL REACH = + +
(nonlethal only) +15/+10 1d3+1 20/x2 5 ft. ✓: can be used untrained. ✗: exclusive skills. *: Skill Mastery.
Special Properties:
Arcane Pool
*Gauntlet HAND TYPE SIZE CRITICAL REACH
Uses per Day
Off-hand B M 20/x2 5 ft. ❏❏❏❏❏ ❏❏❏
To Hit Dam To Hit Dam Arcane Pool (Su):You have a reservoir of mystical arcane energy that you draw upon to fuel your
1H-P +15 1d3+1 2W-P-(OH) +9 1d3+1 powers and enhance your weapon. This arcane pool has 8 points. The pool refreshes once per day
when you prepare your spells. You can expend 1 point from your arcane pool as a swift action to
1H-O +11 1d3 2W-P-(OL) +11 1d3+1 grant any weapon you are holding a +3 enhancement bonus for 1 minute. These bonuses can be
2H +15 1d3+1 2W-OH +7 1d3 added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple
uses of this ability do not stack with themselves. These bonuses can be also used to add any of

*Wakizashi +3 HAND TYPE SIZE CRITICAL REACH 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
Primary PS M 18-20/x2 5 ft. to the property's base price modifier. These properties are added to any the weapon already has,
To Hit Dam To Hit Dam 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
1H-P +22/+17 1d6+12 2W-P-(OH) +16/+11 1d6+12 the arcane pool point is spent and cannot be changed until the next time you use this ability. These
1H-O +18/+13 1d6+11 2W-P-(OL) +18/+13 1d6+12 bonuses do not function if the weapon is wielded by anyone other than you. You can only enhance
one weapon in this way at one time. If you use this ability again, the first use immediately ends.
2H +22/+17 1d6+12 2W-OH +14 1d6+11 [Paizo Inc. - Ultimate Magic, p.9]

Sling HAND TYPE SIZE CRITICAL REACH


Carried B M 20/x2 5 ft.
Range: 30 ft. To Hit: +15/+10 Damage: 1d4+1
50 ft. 100 ft. 150 ft. 200 ft. 250 ft.
TH +15/+10 +13/+8 +11/+6 +9/+4 +7/+2
Dam 1d4+1 1d4+1 1d4+1 1d4+1 1d4+1
300 ft. 350 ft. 400 ft. 450 ft. 500 ft.
TH +5/+0 +3/-2 +1/-4 -1/-6 -3/-8
Dam 1d4+1 1d4+1 1d4+1 1d4+1 1d4+1
*: weapon is equipped
1H-P: One handed, in primary hand. 1H-O: One handed, in off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand
(off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH: 2 weapons, off hand.

ARMOR TYPE AC MAXDEX CHECK SPELL FAILURE

*Silken Ceremonial Armor Light +1 +0 0


Chainmail Medium +6 +2 -5 30
*Amulet of Natural Armor +2 +2 +0 0
*Bracers of Armor +4 +4 +0 0

Character: Kaido PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:12 (CR:11)
Player: Created using PCGen v6.07.08 on Jan 14, 2019 at 7:18:21 PM Page 1
Oil (1 Pint Flask) HAND TYPE SIZE CRITICAL REACH EQUIPMENT
Not Carried F M 20/x2 5 ft. ITEM LOCATION QTY WT / COST
10 ft. 20 ft. 30 ft. 40 ft. 50 ft.
TH +15/+10 +13/+8 +11/+6 +9/+4 +7/+2 Parchment (Sheet) Backpack, 1 0 / 0.2
Common
Dam 1d6 1d6 1d6 1d6 1d6
Special Properties: Thrown splash weapon see p.202, full-round action to prepare, 50%
Sewing Needle Backpack, 1 0 / 0.5
chance to ignite Common
Signal Whistle Backpack, 1 0 / 0.8
Keros Oil (Flask) HAND TYPE SIZE CRITICAL REACH Common
Not Carried F M 20/x2 5 ft. Tindertwig Backpack, 1 0/1
5 ft. 10 ft. 15 ft. 20 ft. 25 ft.
❏ Common
TH +15/+10 +13/+8 +11/+6 +9/+4 +7/+2 lights a torch with a standard action
Dam 1d3+1 1d3+1 1d3+1 1d3+1 1d3+1 Oil (1 Pint Flask) Backpack, 1 1 / 0.1
Special Properties: Taking a mouthful from the bottle is a standard action. Common

Thrown splash weapon see p.202, full-round action to prepare, 50% chance to ignite
EQUIPMENT Earplugs Backpack, 1 0/0
ITEM LOCATION QTY WT / COST Common
Headband of Vast Intelligence +2 Equipped 1 1 / 4,000 Give you a +2 circumstance bonus on saves against effects that require hearing, but also cause a -5 penalty on
hearing-based Perception checks.
Amulet of Natural Armor +2 Equipped 1 0 / 8,000
Perfume/Cologne Backpack, 1 0/5
Gauntlet Equipped 1 1/2 Common
Perfume or cologne may (at the GM's discretion) provide a +1 circumstance bonus on several Charisma-based
Ring of Fire Energy Resistance, Equipped 1 0 / 12,000 skill checks.
Minor Wandermeal Backpack, 1 0.5 / 0
Grants fire resistance 10
❏ Common
Ring of Feather Falling Equipped 1 0 / 2,200 Filling meal, if used as only food source for over a week user must make DC15+1/day Fortitude check or be
Acts as Feather Fall spell, activated immediately if the wearer falls more than 5 feet sickened until 1 day after better food eaten.
Wakizashi +3 Equipped 1 2 / 18,335 Keros Oil (Flask) Backpack, 1 0/5
Common
Bracers of Armor +4 Equipped 1 1 / 16,000 ❏❏❏❏❏ ❏❏❏❏❏
Taking a mouthful from the bottle is a standard action.
Silken Ceremonial Armor Equipped 1 4 / 30 Invisible Ink (Simple) Backpack, 1 0/2
Cloak of Resistance +1 Equipped 1 1 / 1,000 ❏ Common
Belt of Physical Might (DEX/CON) +2 Equipped 1 1 / 10,000 Charcoal (1 stick) Backpack, 1 0 / 0.5
Weapon Cord Equipped 1 0 / 0.1 Common
Chainmail 1 40 / 150
Belt Pouch Equipped 4 0.5 (2) / 1 (4)
12.12 lbs., 1 Wand of Shield, 6 Caltrops, 1 Wand of Cure Light Wounds, 2 Pearl of Power (1st Level) Ioun Torch 1 0 / 75
Wand of Shield Belt Pouch 1 0.1 / 750 TOTAL WEIGHT CARRIED/VALUE 41.62 lbs. 88,161.5gp
❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏
❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏
WEIGHT ALLOWANCE
Shield creates an invisible shield of force that hovers in front of you. Light 43 Medium 86 Heavy 130
Caltrops Belt Pouch 6 2 (12) / 1 (6) Lift over head 130 Lift off ground 260 Push / Drag 650
Wand of Cure Light Wounds Belt Pouch 1 0.1 / 750
MONEY
❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ Total= 0 gp [Unspent Funds = 28.28 gp]
❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏
When laying your hand upon a living creature, you channel positive energy that cures 1d8+1/level, max 5 points
of damage.
MAGIC
Pearl of Power (1st Level) Belt Pouch 2 0 (0) / 1,000 Languages
❏ (2,000)
Aboleth, Abyssal, Aklo, Aquan, Azlanti, Celestial, Chelaxian, Common, Draconic,
Vermin Repellent Backpack, 1 0/5 Drow, Elven, Goblin, Ignan, Infernal, Orc, Sylvan, Terran, Undercommon
❏ Common
Swarms of vermin smaller than Tiny must make a successful DC 15 Fortitude saving throwin order to enter your Other Companions
square.
Vermin Repellent Equipped 1 0/5
Archetypes
❏ Bladebound [Paizo Inc. - Ultimate
Swarms of vermin smaller than Tiny must make a successful DC 15 Fortitude saving throwin order to enter your
square. Magic, p.47]
Rope (Silk/50 ft.) Equipped 1 5 / 10 A select group of magi are called to carry a black blade - a sentient weapon
4 hp, DC 24 Strength check to burst of often unknown and possibly unknowable purpose. These weapons become
Bedroll Equipped 1 5 / 0.1 valuable tools and allies, as both the magus and weapon typically crave arcane
Potion of Cure Light Wounds Equipped 1 0 / 50 power, but as a black blade becomes more aware, its true motivations manifest,
and as does its ability to influence its wielder with its ever-increasing ego.

Cures 1d8+1 points of damage Kensai [Paizo Inc. - Ultimate
Antitoxin (Vial) Equipped 3 0 (0) / 50 (150) Combat, p.55]
❏❏❏ A kensai spends his life focusing his training and meditation into a rapturous
+5 alchemical bonus to Fortitude saves against poison for 1 hour, gain a +5 alchemical bonus on Fortitude saving perfection of the use of a single weapon, which is usually but not always a sword,
throws against poison for 1 hour. channeling his arcane might through it in a dizzying and deadly dance beyond the
Antidote Kit Equipped 1 3 / 100 abilities of even the greatest of mundane warriors.
Wrist Sheath, Spring Loaded Equipped 1 1/5
Holds 1 forearm-length item or five arrows or bolts. Swift action to release 1 or more items (provokes as normal). Traits
+2 on Sleight of Hand to hide items in sheath. Can wear one wrist sheath per arm. Full-round action to insert
item. Anatomist [Paizo Inc. - Second
Blessed Book Equipped 1 1 / 12,500 Darkness Player's Guide,
p.11]
Magus Spellbook Carried 1 3 / 15
You have studied the workings of anatomy, either as a student at university or
Sling Carried 1 0/0
as an apprentice mortician or necromancer. You gain a +1 trait bonus on all rolls
Backpack, Common 1 2/2 made to confirm critical hits.
1.5 lbs., 1 Bell, 1 Candle, 1 Chalk (1 Piece), 1 Fishhook, 1 Flint and Steel, 1 Parchment (Sheet), 1 Sewing Needle,
1 Signal Whistle, 1 Tindertwig, 1 Oil (1 Pint Flask), 1 Earplugs, 1 Perfume/Cologne, 1 Wandermeal, 1 Keros Oil
Magical Lineage (Shocking Grasp) [Paizo Inc. - Second
(Flask), 1 Vermin Repellent, 1 Invisible Ink (Simple), 1 Charcoal (1 stick) Darkness Player's Guide,
Bell Backpack, 1 0/1 p.13]
Common One of your parents was a gifted spellcaster who not only used metamagic often,
Candle Backpack, 1 0/0 but developed many magical items and perhaps even a new spell or two--and you
❏ Common have inherited a fragment of this greatness. When you apply metamagic feats to
Increases light level (5') for 1 hr.Duration: 1 hr., Increases light level by one step: 5 ft. Shocking Grasp, treat its actual level as 1 lower for determining the spell's final
Chalk (1 Piece) Backpack, 1 0/0 adjusted level.
Common
Fishhook Backpack, 1 0 / 0.1 Special Attacks
Common Critical Strike (Su) [Paizo Inc. - Ultimate
Flint and Steel Backpack, 1 0/1 Magic, p.11]
Common
Whenever you score a critical hit with a melee weapon, you may cast a spell with
TOTAL WEIGHT CARRIED/VALUE 41.62 lbs. 88,161.5gp a range of touch as a swift action, then make a touch with that spell attack against
the target of the critical hit as a free action. You can use this ability once per day.

Character: Kaido PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:12 (CR:11)
Player: Created using PCGen v6.07.08 on Jan 14, 2019 at 7:18:21 PM Page 2
Improved Spell Combat (Ex) [Paizo Inc. - Ultimate You can prepare a number of cantrips, or 0-level spells, each day. These spells
Magic, p.12] are cast like any other spell, but they are not expended when cast and may be
You can cast spells and wield your weapons at the same time. This functions used again.
much like two-weapon fighting, but the offhand weapon is a spell that is being Critical Perfection (Ex) [Paizo Inc. - Ultimate
cast. To use this ability, you must have one hand free, while wielding a light or one- Combat, p.55]
handed melee weapon in the other hand. As a full-round action, you can make all At 9th level, a kensai adds his Intelligence bonus (minimum 0) on critical hit
of your attacks with your melee weapon at a -2 penalty. You can also cast any spell confirmation rolls with his favored weapon. In addition, the kensai may use his
from the magus spell list with a casting time of 1 standard action. When using the magus levels in place of his base attack bonuses to qualify for Critical Focus and
spell combat ability, you receive a +2 circumstance bonus on concentration check. any feat for which it is a prerequisite; these feats apply only with a kensai's favored
If you cast this spell defensively, you can decide to take an additional penalty on weapon. This ability replaces the magus arcana normally gained at 9th level.
your attack rolls, up to your Intelligence bonus, and add the same amount as Diminished Spellcasting [Paizo Inc. - Ultimate
an additional circumstance bonus to your concentration check. If the check fails, Combat, p.55]
the spell is wasted, but the attacks still take the penalty. You can choose to cast
A kensai may cast one fewer spell of each level than normal. If this reduces the
the spell first or make the weapon attacks first, but if you have more than one
number to 0, he may cast spells of that level only if his Intelligence allows bonus
attack, you cannot cast the spell between weapon attacks. You must have one
spells of that level.
hand free to use this ability, even if the spell being cast does not contain somatic
components. Elven Immunities (Ex) [Paizo Inc. - Core
Rulebook, p.22]
Spellstrike (Ex) [Paizo Inc. - Ultimate
Magic, p.10] Elves are immune to magic sleep effects and get a +2 racial saving throw bonus
against enchantment spells and effects.
Whenever you cast a spell with a range of "touch" from the magus spell list,
you can deliver the spell through any weapon you are wielding as part of a melee Elven Magic (Ex) [Paizo Inc. - Core
attack. Instead of the free melee touch attack normally allowed to deliver the spell, Rulebook, p.22]
a magus can make one free melee attack with his weapon (at his highest base Elves receive a +2 racial bonus on caster level checks made to overcome spell
attack bonus) as part of casting this spell. If successful, this melee attack deals resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks
its normal damage as well as the effects of the spell. If you make this attack in made to identify the properties of magic items.
concert with spell combat, this melee attack takes all the penalties accrued by spell Fighter Training (Ex) [Paizo Inc. - Ultimate
combat melee attacks. This attack uses the weapon's critical range (20, 19-20, or Combat, p.55]
18-20 and modified by the keen weapon property or similar effects), but the spell Starting at 7th level, a kensai counts his magus level -3 as his fighter level for the
effect only deals x2 damage on a successful critical hit, while the weapon damage purpose of qualifying for feats (if he has levels in fighter, these levels stack), but
uses its own critical modifier. forfeits the benefit of such feats with weapons other than his favored weapon.
This ability replaces knowledge pool.
Special Qualities Fighter Training (Ex) [Paizo Inc. - Ultimate
Arcane Accuracy (Su) [Paizo Inc. - Ultimate Magic, p.13]
Magic, p.11] You count 1/2 your total magus level as your fighter level for the purpose of
You can expend 1 point from your arcane pool as a swift action to grant yourself qualifying for feats. If you have levels in fighter, these levels stack.
a +4 insight bonus on all attack rolls until the end of your turn. Iaijutsu (Ex) [Paizo Inc. - Ultimate
Arcane Focus (Ex) [Paizo Inc. - Advanced Combat, p.55]
Race Guide, p.22] At 7th level, a kensai applies his Intelligence modifier as well as his Dexterity
Some elven families have such long traditions of producing wizards (and other modifier on initiative rolls (minimum 0). A kensai may make attacks of opportunity
arcane spellcasters) that they raise their children with the assumption each is when flat-footed, and may draw his favored weapon as a free action as part of
destined to be a powerful magic user, with little need for mundane concerns taking an attack of opportunity. This ability replaces the medium armor ability.
such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on Keen Senses (Ex) [Paizo Inc. - Core
concentration checks made to cast arcane spells defensively. Rulebook, p.22]
Arcane Pool (Su) [Paizo Inc. - Ultimate Elves receive a +2 bonus on Perception skill checks.
Magic, p.9] Kensai Chosen Weapon (Wakizashi) [Paizo Inc. - Ultimate
You have a reservoir of mystical arcane energy that you draw upon to fuel Combat]
your powers and enhance your weapon. This arcane pool has 8 points. The pool This is the Kensai's Chosen Weapon.
refreshes once per day when you prepare your spells. You can expend 1 point Kensai Weapon Proficiency (Wakizashi) [Paizo Inc. - Ultimate
from your arcane pool as a swift action to grant any weapon you are holding a +3 Combat]
enhancement bonus for 1 minute. These bonuses can be added to the weapon, Kensai additional weapon proficiency selection.
stacking with existing weapon enhancement to a maximum of +5. Multiple uses of Low-Light Vision (Ex) [Paizo Inc. - Bestiary]
this ability do not stack with themselves. These bonuses can be also used to add
You can see x2 as far as humans in low illumination. Characters with low-light
any of the following weapon properties: Dancing, Flaming, Flaming Burst, Frost,
vision have eyes that are so sensitive to light that they can see twice as far as
Icy Burst, Keen, Shock, Shocking Burst, Speed, or Vorpal. Adding these properties
normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light
consumes an amount of bonus equal to the property's base price modifier. These
vision can read a scroll as long as even the tiniest candle flame is next to her as
properties are added to any the weapon already has, but duplicates do not stack.
a source of light. Characters with low-light vision can see outdoors on a moonlit
If the weapon is not magical, at least a +1 enhancement bonus must be added
night as well as they can during the day.
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 Magus Arcana [Paizo Inc. - Ultimate
time you use this ability. These bonuses do not function if the weapon is wielded Combat, p.56]
by anyone other than you. You can only enhance one weapon in this way at one The following magus arcana complement the kensai archetype - concentrate*,
time. If you use this ability again, the first use immediately ends. critical strike*, deadly follow-up, precise prowess, prescient attack, prescient
Black Blade (Ex) [Paizo Inc. - Ultimate defense, spell shield*.
Magic, p.47] Maximized Magic (Su) [Paizo Inc. - Ultimate
You gains a powerful sentient weapon called a black blade, whose weapon type Magic, p.12]
is chosen by the magus. A magus with this class feature cannot take the familiar You can cast one spell per day as if it were modified by the Maximize Spell feat.
magus arcana, and cannot have a familiar of any kind, even from another class. This does not increase the casting time or the level of the spell.
Bonus Feats [Paizo Inc. - Ultimate Perfect Strike (Ex) [Paizo Inc. - Ultimate
Magic, p.15] Combat, p.55]
At 5th level, and every six levels thereafter, a magus gains a bonus feat in At 4th level, when a kensai hits with his chosen weapon, he can spend 1 point
addition to those gained from normal advancement. These bonus feats must be from his arcane pool in order to maximize his weapon damage. Don't roll for
selected from those listed as combat, item creation, or metamagic feats. He must damage-the weapon deals maximum damage. This affects only the weapon's
meet the prerequisites for these feats as normal. base damage dice, not additional damage from sneak attack, magical weapon
Bonus Magus Arcana (12x) [Paizo Inc. - Advanced properties, spellstrike, or critical hits. If the kensai confirms a critical hit, he can
Race Guide, p.23] instead spend 2 points from his arcane pool to increase his weapon's critical
multiplier by 1. This ability replaces spell recall.
Magus: The magus gains 1/6 of a new magus arcana.
Resistance to Fire (Ex) [Paizo Inc. - Bestiary,
Canny Defense (Ex) [Paizo Inc. - Ultimate
p.303]
Combat, p.55]
You may ignore 10 points of Fire damage each time you take fire damage.
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 Spell Blending (Ex) [Paizo Inc. - Ultimate
name (Core Rulebook 382), save that his chosen weapon may be of any type. [AC Magic, p.12]
Bonus +4 / Actual AC Bonus +4] You select one spell from the wizard spell list that is of a magus spell level you
Cantrips [Paizo Inc. - Ultimate can cast. You add this spell to your spellbook and list of magus spells known as
Magic, p.10] a magus spell of its wizard spell level. You can instead select two spells to add in
this way, but both must be at least one level lower than the highest-level magus
spell you can cast. You can select this magus arcana more than once.

Character: Kaido PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:12 (CR:11)
Player: Created using PCGen v6.07.08 on Jan 14, 2019 at 7:18:21 PM Page 3
Superior Reflexes (Ex) [Paizo Inc. - Ultimate Proficiencies
Combat, p.55]
Battle Aspergillum, Bayonet, Blowgun, Boar Spear, Boarding Pike, Brass Knife,
At 11th level, kensai can make a number of attacks of opportunity in a round
Brass Knuckles, Cestus, Club, Heavy Crossbow, Light Crossbow, Dagger, Chain
equal to his Intelligence modifier (minimum 1). This effect stacks with the Combat
Dagger, Punching Dagger, Dart, Gaff, Gauntlet, Spiked Gauntlet, Grapple,
Reflexes feat. This ability replaces improved spell recall.
Hair, Hanbo, Hook Hand, Javelin, Khakkhara, Kumade, Kunai, Longspear,
Weapon and Armor Proficiency [Paizo Inc. - Ultimate Heavy Mace, Light Mace, Mere Club, Morningstar, Pitchfork, Quarterstaff,
Combat, p.55] Rock, Shortspear, Sickle, Sling, Spear, Boar Spear, Ray Spells, Touch Spells,
A kensai is proficient in simple weapons and in a single martial or exotic melee Splash Weapon, Stake, Stingchuck, Stonebow, Unarmed Strike, Underwater
weapon of his choice. A kensai is not proficient with armor or shields and suffers Heavy Crossbow, Underwater Light Crossbow, Wakizashi, Weighted Spear
normal arcane spell failure chance when casting magus spells while armored.
Weapon Focus (Ex) [Paizo Inc. - Ultimate Temporary Bonus
Combat, p.55] Shield
At 1st level, a kensai gains Weapon Focus with his chosen weapon as a bonus
feat.
+1 Bonus Feat [Paizo Inc. - Core
Rulebook]
GM awarded PC with +1 feat.

Feats
Alertness [Paizo Inc. - Core
Rulebook, p.117]
You often notice things that others might miss.
You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10
or more ranks in one of these skills, the bonus increases to +4 for that skill.
Bleeding Critical [Paizo Inc. - Core
Rulebook, p.118]
Your critical hits cause opponents to bleed profusely.
Whenever you score a critical hit with a slashing or piercing weapon, your
opponent takes 2d6 points of bleed damage (see Appendix 2) each round on his
turn, in addition to the damage dealt by the critical hit. Bleed damage can be
stopped by a DC 15 Heal skill check or through any magical healing. The effects
of this feat stack.
Combat Casting [Paizo Inc. - Core
Rulebook, p.119]
You are adept at spellcasting when threatened or distracted.
You get a +4 bonus on concentration checks made to cast a spell or use a spell-
like ability when casting on the defensive or while grappled.
Critical Focus [Paizo Inc. - Core
Rulebook, p.120]
You are trained in the arts of causing pain.
You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.
Intensified Spell [Paizo Inc. - Advanced
Player's Guide, p.163]
Your spells can go beyond several normal limitations.
An intensified spell increases the maximum number of damage dice by 5 levels.
You must actually have sufficient caster levels to surpass the maximum in order to
benefit from this feat. No other variables of the spell are affected, and spells that
inflict damage that is not modified by caster level are not affected by this feat. An
intensified spell uses up a spell slot one level higher than the spell's actual level.
Piranha Strike [Paizo Inc. - Sargava, the
Lost Colony, p.24]
You make a combination of quick strikes, sacrificing accuracy for multiple, minor
wounds that prove exceptionally deadly.
Slashing Grace (Wakizashi) [Paizo Inc. - Advanced
Class Guide, p.156]
Choose one kind of slashing weapon (such as the longsword). When wielding
your chosen weapon one-handed, you can treat it as a one-handed piercing
melee weapon for all feats and class abilities that require such a weapon (such
as a swashbuckler's or a duelist's precise strike) and you can add your Dexterity
modifier instead of your Strength modifier to that weapon's damage. The weapon
must be one appropriate for your size.You do not gain this benefit while fighting
with two weapons or using flurry of blows, or any time another hand is otherwise
occupied.
Spell Penetration [Paizo Publishing - Core
Rulebook, p.134]
Your spells break through spell resistance more easily than most.
You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome
a creature's spell resistance.
Weapon Finesse [Paizo Inc. - Core
Rulebook, p.136]
You are trained in using your agility in melee combat, as opposed to brute
strength.
With a light weapon, rapier, whip, or spiked chain made for a creature of your
size category, you may use your Dexterity modifier instead of your Strength
modifier on attack rolls. If you carry a shield, its armor check penalty applies to
your attack rolls.
Magical Lineage [Paizo Inc. - Advanced
Player's Guide]
Weapon Focus (Wakizashi) [Paizo Inc. - Core
Rulebook, p.136]
You are especially good at using your chosen weapon.
You gain a +1 bonus on all attack rolls you make using the selected weapon.

Character: Kaido PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:12 (CR:11)
Player: Created using PCGen v6.07.08 on Jan 14, 2019 at 7:18:21 PM Page 4
Magic Item Spell-like Abilities
Name School Time Duration Range Source
At Will Feather Fall Transmutation, AirSchool 1 immediate action Until landing or 1 rounds Close (25 ft.) CR:p.281
[V] TARGET: 1 Medium or smaller free-falling objects or creatures, no two of which may be more than 20 ft. apart; EFFECT: The affected creatures or objects fall slowly. [SR:Yes (object); DC:10, Will negates (harmless) or Will negates
(object);]
* =Domain/Speciality Spell

Magus Spells
LEVEL 0 1 2 3 4 5 6
PER DAY 4 5 5 4 3 -1 -1
Concentration +16

LEVEL 0 / Per Day:4 / Caster Level:12


Name School Time Duration Range Source
❏❏❏❏❏ Acid Splash Conjuration, EarthSchool (Creation) [Acid] 1 standard action Instantaneous Close (55 ft.) CR:p.239
[V, S] TARGET: One missile of acid; EFFECT: You fire a small orb of acid at the target dealing 1d3 points of acid damage. [SR:No]
❏❏❏❏❏ Arcane Mark Universal 1 standard action Permanent Touch CR:p.244
[V, S] TARGET: One personal rune or mark, all of which must fit within 1 sq. ft.; EFFECT: This spell allows you to inscribe your personal rune or mark. [SR:No]
❏❏❏❏❏ Dancing Lights Evocation [Light] 1 standard action 1 minute [D] Medium (220 ft.) CR:p.263
[V, S] TARGET: Up to four lights, all within a 10-ft.-radius area; EFFECT: You create up to four lights that resemble lanterns or torches. [SR:No]
❏❏❏❏❏ Daze Enchantment (Compulsion) [Mind-Affecting] 1 standard action 1 round Close (55 ft.) CR:p.264
[V, S, M] TARGET: One humanoid creature of 4 HD or less; EFFECT: This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. [SR:Yes; DC:14, Will negates]
❏❏❏❏❏ Detect Magic Divination 1 standard action Concentration, up to 12 minutes [D] 60 ft. CR:p.267
[V, S] TARGET: Cone-shaped emanation; EFFECT: You detect magical auras. [SR:No]
❏❏❏❏❏ Disrupt Undead Necromancy 1 standard action Instantaneous Close (55 ft.) CR:p.273
[V, S] TARGET: Ray; EFFECT: You direct a ray of positive energy dealing 1d6 points of damage to Undead. [SR:Yes]
❏❏❏❏❏ Flare Evocation [Light] 1 standard action Instantaneous Close (55 ft.) CR:p.284
[V] TARGET: Burst of light; EFFECT: This cantrip creates a burst of light. [SR:Yes; DC:14, Fortitude negates]
❏❏❏❏❏ Ghost Sound Illusion (Figment) 1 standard action 12 rounds [D] Close (55 ft.) CR:p.289
[V, S, M] TARGET: Illusory sounds; EFFECT: Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. [SR:No; DC:14, Will disbelief]
❏❏❏❏❏ Light Evocation [Light, WoodSchool] 1 standard action 120 minutes Touch CR:p.304
[V, M/DF] TARGET: Object touched; EFFECT: This spell causes a touched object to glow like a torch. [SR:No]
❏❏❏❏❏ Mage Hand Transmutation 1 standard action Concentration Close (55 ft.) CR:p.306
[V, S] TARGET: One nonmagical, unattended object weighing up to 5 lbs.; EFFECT: You point your finger at an object and can lift it and move it at will from a distance. [SR:No]
❏❏❏❏❏ Mending Transmutation [MetalSchool] 10 minutes Instantaneous 10 ft. CR:p.312
[V, S] TARGET: One object of up to 12 lb.; EFFECT: This spell repairs damaged objects, restoring 1d4 hit points to the object. [SR:Yes (harmless, object); DC:14, Will negates (harmless, object)]
❏❏❏❏❏ Open/Close Transmutation 1 standard action Instantaneous Close (55 ft.) CR:p.317
[V, S, F] TARGET: Object weighing up to 30 lbs. or portal that can be opened or closed; EFFECT: You can open or close [your choice] a door, chest, box, window, bag, pouch, bottle, barrel, or other container. [SR:Yes (object); DC:14, Will
negates (object)]
❏❏❏❏❏ Prestidigitation Universal 1 standard action 1 hour 10 ft. CR:p.325
[V, S] TARGET: See text; EFFECT: Prestidigitations are minor tricks that novice spellcasters use for practice. [SR:No; DC:14, See text]
❏❏❏❏❏ Ray of Frost Evocation, WaterSchool [Cold] 1 standard action Instantaneous Close (55 ft.) CR:p.330
[V, S] TARGET: Ray; EFFECT: A ray of freezing air and ice projects from your pointing finger dealing 1d3 points of cold damage. [SR:Yes]
❏❏❏❏❏ Read Magic Divination 1 standard action 120 minutes Personal CR:p.330
[V, S, F] TARGET: You; EFFECT: You can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible.
❏❏❏❏❏ Spark Evocation, FireSchool [Fire] 1 standard action Instantaneous Close (55 ft.) APG:p.246
[V or S] TARGET: one Fine object; EFFECT: Ignites flammable objects. [SR:Yes (object); DC:14, Fortitude negates (object)]
❏❏❏❏❏ Touch of Fatigue Necromancy 1 standard action 12 rounds Touch CR:p.360
[V, S, M] TARGET: Creature touched; EFFECT: You channel negative energy through your touch, fatiguing the target. [SR:Yes; DC:14, Fortitude negates]

LEVEL 1 / Per Day:5 / Caster Level:12


Name School Time Duration Range Source
❏❏❏❏❏ Burning Hands Evocation, FireSchool [Fire] 1 standard action Instantaneous 15 ft. CR:p.251
[V, S] TARGET: Cone-shaped burst; EFFECT: A cone of searing flame shoots from your fingertips dealing 5d4 points of fire damage to any creature in the effect area. [SR:Yes; DC:15, Reflex half]
❏❏❏❏❏ Color Spray Illusion (Pattern) [Mind-Affecting] 1 standard action Instantaneous; see text 15 ft. CR:p.256
[V, S, M] TARGET: Cone-shaped burst; EFFECT: A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. [SR:Yes; DC:15, Will
negates]
❏❏❏❏❏ Corrosive Touch Conjuration (Creation) [Acid] 1 standard action Instantaneous Touch UM:p.213
[V, S] TARGET: Creature or object touched; EFFECT: Touch attack deals 5d4 acid damage. [SR:Yes]
❏❏❏❏❏ Floating Disk Evocation [Force] 1 standard action 12 hours Close (55 ft.) CR:p.284
[V, S, M] TARGET: 3-ft.-diameter disk of force; EFFECT: You create a slightly concave, circular plane of force that follows you about and carries loads for you. [SR:No]
❏❏❏❏❏ Frostbite Transmutation [Cold] 1 standard action Instantaneous Touch UM:p.221
[V, S] TARGET: Up to 12 creatures touched; EFFECT: Target takes 1d6+12 nonlethal cold damage and is fatigued. [SR:Yes]
❏❏❏❏❏ Grease Conjuration, EarthSchool (Creation) 1 standard action 12 minutes [D] Close (55 ft.) CR:p.291
[V, S, M] TARGET: One object or 10-ft. square; EFFECT: A grease spell covers a solid surface with a layer of slippery grease. [SR:No; DC:15, See text]
❏❏❏❏❏ Mage Armor Conjuration (Creation) [Force] 1 standard action 12 hours [D] Touch CR:p.306
[V, S, F] TARGET: Creature touched; EFFECT: An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. [SR:No; DC:15, Will negates (harmless)]
❏❏❏❏❏ Shield Abjuration, VoidElementalSchool [Force] 1 standard action 12 minutes [D] Personal CR:p.342
[V, S] TARGET: You; EFFECT: Shield creates an invisible shield of force that hovers in front of you.
❏❏❏❏❏ Shocking Grasp Evocation, AirSchool [Electricity, MetalSchool]
1 standard action Instantaneous Touch CR:p.343
[V, S] TARGET: Creature or object touched; EFFECT: Your successful melee touch attack deals 5d6 points of electricity damage. [SR:Yes]
❏❏❏❏❏ True Strike Divination, VoidElementalSchool 1 standard action See text Personal CR:p.363
[V, F] TARGET: You; EFFECT: You gain temporary, intuitive insight into the immediate future during your next attack.

LEVEL 2 / Per Day:5 / Caster Level:12


Name School Time Duration Range Source
❏❏❏❏❏ Ablative Barrier Conjuration (Creation) [Force] 1 standard action 12 hours or until discharged Touch UC:p.221
[V, S, M] TARGET: creature touched; EFFECT: Surrounds the target with layers of force. [SR:No; DC:16, Will negates (harmless)]
❏❏❏❏❏ Bladed Dash Transmutation 1 standard action Instantaneous Personal ISM:p.52
[V] TARGET: You; EFFECT: Both Quantium and Jalmeray claim that this spell was born in their arcane universities. Regardless of the spell's origin, it quickly spread throughout the Inner Sea and beyond as spellcasting sword-fighters
learned of its existence. When you cast this spell, you immediately move up to 30 feet in a straight line any direction, momentarily leaving a multi-hued cascade of images behind you. This movement does not provoke attacks of
opportunity. You may make a single melee attack at your highest base attack bonus against any one creature you are adjacent to at any point along this 30 feet. You gain a circumstance bonus on your attack roll equal to your
Intelligence or Charisma modifier, whichever is higher. You must end the bonus movement granted by this spell in an unoccupied square. If no such space is available along the trajectory, the spell fails. Despite the name, the spell
works with any melee weapon.
❏❏❏❏❏ Cat's Grace Transmutation [WoodSchool] 1 standard action 12 minutes Touch CR:p.252
[V, S, M] TARGET: Creature touched; EFFECT: The transmuted creature becomes more graceful, agile, and coordinated granting a +4 enhancement bonus to Dexterity. [SR:Yes; DC:16, Will negates (harmless)]
❏❏❏❏❏ Frigid Touch Evocation [Cold] 1 standard action Instantaneous Touch UM:p.221
[V, S] TARGET: Creature touched; EFFECT: Target takes 4d6 cold damage and is staggered. [SR:Yes]
* =Domain/Speciality Spell

Character: Kaido PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:12 (CR:11)
Player: Created using PCGen v6.07.08 on Jan 14, 2019 at 7:18:21 PM Page 5
Magus Spells
❏❏❏❏❏ Glitterdust Conjuration, EarthSchool (Creation) [MetalSchool]
1 standard action 12 rounds Medium (220 ft.) CR:p.290
[V, S, M (ground mica)] TARGET: Creatures and objects within 10-ft.-radius spread; EFFECT: A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible
things for the duration of the spell. [SR:No; DC:16, Will negates (blinding only)]
❏❏❏❏❏ Invisibility Illusion, VoidElementalSchool (Glamer) 1 standard action 12 minutes [D] Personal or touch CR:p.301
[V, S, M/DF] TARGET: You or a creature or object weighing no more than 1200 lbs.; EFFECT: The creature or object touched becomes invisible. [SR:Yes (harmless) or yes (harmless, object); DC:16, Will negates (harmless) or Will negates
(harmless, object)]
❏❏❏❏❏ Mirror Image Illusion (Figment) 1 standard action 12 minutes Personal CR:p.314
[V, S] TARGET: You; EFFECT: This spell creates a number of illusory doubles of you that inhabit your square.

LEVEL 3 / Per Day:4 / Caster Level:12


Name School Time Duration Range Source
❏❏❏❏❏ Aqueous Orb Conjuration, WaterSchool (Creation) [Water]
1 standard action 12 rounds Medium (220 ft.) APG:p.202
[V, S, M] TARGET: 10-ft.-diameter sphere; EFFECT: Creates rolling sphere of water. [SR:No; DC:17, Reflex negates]
❏❏❏❏❏ Displacement Illusion (Glamer) 1 standard action 12 rounds [D] Touch CR:p.273
[V, M] TARGET: Creature touched; EFFECT: The subject of this spell appears to be about 2 feet away from its true location granting a 50% miss chance as if it had total concealment. [SR:Yes (harmless); DC:17, Will negates (harmless)]
❏❏❏❏❏ Fly Transmutation, AirSchool 1 standard action 12 minutes Touch CR:p.284
[V, S, F] TARGET: Creature touched; EFFECT: The subject can fly at a speed of 60 feet [or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load]. [SR:Yes (harmless); DC:17, Will negates (harmless)]
❏❏❏❏❏ Haste Transmutation 1 standard action 12 rounds Close (55 ft.) CR:p.293
[V, S, M] TARGET: 12 creatures, no two of which can be more than 30 ft. apart; EFFECT: The transmuted creatures move and act more quickly than normal. [SR:Yes (harmless); DC:17, Fortitude negates (harmless)]
❏❏❏❏❏ Magic Weapon (Greater) Transmutation [MetalSchool] 1 standard action 12 hours Close (55 ft.) CR:p.310
[V, S, M/DF] TARGET: One weapon or 50 projectiles [all of which must be together at the time of casting]; EFFECT: This spell functions like magic weapon, except that it gives a weapon an enhancement bonus on attack and damage
rolls of +3. [SR:Yes (harmless, object); DC:17, Will negates (harmless, object)]
❏❏❏❏❏ Stinking Cloud Conjuration, EarthSchool (Creation) [Poison] 1 standard action 12 rounds Medium (220 ft.) CR:p.349
[V, S, M] TARGET: Cloud spreads in 20-ft. radius, 20 ft. high; EFFECT: Stinking cloud creates a bank of fog like that created by fog cloud, except that the vapors are nauseating. [SR:No; DC:17, Fortitude negates; see text]
❏❏❏❏❏ Vampiric Touch Necromancy 1 standard action Instantaneous/1 hour; see text Touch CR:p.364
[V, S] TARGET: Living creature touched; EFFECT: Your touch deals 6d6 points of damage. [SR:Yes]

LEVEL 4 / Per Day:3 / Caster Level:12


Name School Time Duration Range Source
❏❏❏❏❏ Black Tentacles Conjuration (Creation) 1 standard action 12 rounds [D] Medium (220 ft.) CR:p.248
[V, S, M] TARGET: 20-ft.-radius spread; EFFECT: This spell causes a field of rubbery black tentacles to appear, burrowing up from the floor and reaching for any creature in the area. [SR:No]
❏❏❏❏❏ Dimension Door Conjuration (Teleportation) 1 standard action Instantaneous Long (880 ft.) CR:p.269
[V] TARGET: You and touched objects or other touched willing creatures; EFFECT: You instantly transfer yourself from your current location to any other spot within range. [SR:No and yes (object); DC:18, None and Will negates
(object)]
❏❏❏❏❏ Dragon's Breath Evocation, AirSchool, EarthSchool, FireSchool, WaterSchool
1 standard action[Acid, Cold, Electricity, Fire]
Instantaneous 30 ft. or 60 ft. APG:p.217
[V, S, M] TARGET: cone-shaped burst or line; EFFECT: Gives you a dragon's breath weapon. [SR:Yes; DC:18, Reflex half]
❏❏❏❏❏ Elemental Body I Transmutation, AirSchool, EarthSchool, FireSchool, WaterSchool
1 standard action (Polymorph)
12 minutes [D] Personal CR:p.275
[V, S, M] TARGET: You; EFFECT: When you cast this spell, you can assume the form of a Small air, earth, fire, or water elemental.
❏❏❏❏❏ Invisibility (Greater) Illusion (Glamer) 1 standard action 12 rounds [D] Personal or touch CR:p.302
[V, S] TARGET: You or creature touched; EFFECT: This spell functions like invisibility, except that it doesn't end if the subject attacks. [SR:Yes (harmless) or yes (harmless, object); DC:18, Will negates (harmless)]
❏❏❏❏❏ Stoneskin Abjuration, EarthSchool [MetalSchool] 1 standard action 120 minutes or until discharged Touch CR:p.349
[V, S, M] TARGET: Creature touched; EFFECT: The warded creature gains resistance to blows, cuts, stabs, and slashes. [SR:Yes (harmless); DC:18, Will negates (harmless)]

LEVEL 5 / Per Day:-1 / Caster Level:12


Name School Time Duration Range Source
❏❏❏❏❏ Teleport Conjuration, VoidElementalSchool (Teleportation)
1 standard action Instantaneous Personal and touch CR:p.358
[V] TARGET: You and touched objects or other touched willing creatures; EFFECT: This spell instantly transports you to a designated destination, which may be as distant as 100 miles per caster level. [SR:No and yes (object); DC:19,
None and Will negates (object)]
* =Domain/Speciality Spell

Magic Item Spell-like Abilities


At Will Feather Fall (DC:10)

Prepared Spell List: Prepared Spells


Magus
Level 0 Level 1 Level 2 Level 3 Level 4
❏Detect Magic ❏Floating Disk ❏❏❏Ablative Barrier (DC:16) ❏Displacement (DC:17) ❏Dimension Door (DC:18)
❏Open/Close (DC:14) ❏Frostbite ❏Cat's Grace (DC:16) ❏Fly (DC:17) ❏Elemental Body I
❏Read Magic ❏❏Shocking Grasp ❏Mirror Image ❏Haste (DC:17) ❏Stoneskin (DC:18)
❏Touch of Fatigue (DC:14) [Intensified Spell, Magical ❏Vampiric Touch
Lineage]

Spell Book: Magus Spellbook


Magus
Level 0 Level 1 Level 2 Level 3 Level 4
❏Acid Splash ❏Burning Hands (DC:15) ❏Ablative Barrier (DC:16) ❏Aqueous Orb (DC:17) ❏Adjustable Polymorph
❏Arcane Mark ❏Color Spray (DC:15) ❏Bladed Dash ❏Displacement (DC:17) ❏Black Tentacles
❏Dancing Lights ❏Corrosive Touch ❏Cat's Grace (DC:16) ❏Fly (DC:17) ❏Dimension Door (DC:18)
❏Daze (DC:14) ❏Floating Disk ❏Frigid Touch ❏Haste (DC:17) ❏Dragon's Breath (DC:18)
❏Detect Magic ❏Frostbite ❏Glitterdust (DC:16) ❏Magic Weapon (Greater) ❏Elemental Body I
❏Disrupt Undead ❏Grease (DC:15) ❏Invisibility (DC:16) (DC:17) ❏Invisibility (Greater)
❏Flare (DC:14) ❏Shield ❏Mirror Image ❏Stinking Cloud (DC:17) (DC:18)
❏Ghost Sound (DC:14) ❏Shocking Grasp ❏Vampiric Touch ❏Stoneskin (DC:18)
❏Light ❏True Strike
❏Mage Hand ❏Mage Armor (DC:15)
❏Open/Close (DC:14)
❏Prestidigitation (DC:14)
❏Ray of Frost
❏Read Magic
❏Spark (DC:14)
❏Touch of Fatigue (DC:14)
❏Mending (DC:14)
Level 5
❏Teleport (DC:19)

Character: Kaido PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:12 (CR:11)
Player: Created using PCGen v6.07.08 on Jan 14, 2019 at 7:18:21 PM Page 6
Kaido
Elf
RACE
100
AGE
Male
GENDER
Low-Light Vision
VISION
Neutral
ALIGNMENT
Right
DOMINANT HAND
6' 0"
HEIGHT
124 lbs.
WEIGHT

EYE COLOUR

SKIN COLOUR
,
HAIR / HAIR STYLE

PHOBIAS
,
PERSONALITY TRAITS

INTERESTS
,
SPOKEN STYLE / CATCH PHRASE

RESIDENCE

LOCATION
Minkai
REGION
Nethys
DEITY
Humanoid
Race Type

Race Sub Type

Description:
Biography:

Character: Kaido PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:12 (CR:11)
Player: Created using PCGen v6.07.08 on Jan 14, 2019 at 7:18:21 PM Page 7

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