ARDETH CR 5
Male Human (Keleshite) Magus 6
LN Medium Humanoid (Human)
Init 3 armor, 6)
Fort 4, Will 2/18-20/x2) and
Unarmed Strike 2/20/x2)
Special Attacks Pool Strike 3d6, Spellstrike
Magus Spells Known (CL 6, 4 melee touch, 6 ranged touch):
2 (4/day) Bear’s Endurance (DC 15), Scorching Ray, Blur (DC 15), Frigid Touch
1 (5/day) Shocking Grasp, Unseen Servant, Shield (DC 14), Enlarge Person (DC 14), Burning Hands (DC 14)
0 (at will) Light, Prestidigitation (DC 13), Detect Magic, Arcane Mark, Spark (DC 13)
Str 14, Dex 14, Con 12, Int 16, Wis 10, Cha 16
Base Atk 6; CMD 25
Feats Antagonize, Blighted Critical, Combat Expertise 2) (6/day) (Su), Spell Combat (Ex), Spell Recall (Su)
Combat Gear 2) (6/day) (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 poo
Blighted Critical Confirm a critical hit with a spell or spell-like ability to inflict a random minor spellblight
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Flame of the Dawnflower +2 damage with a scimitar on a critical hit.
Pool Strike 3d6 (Su) 1 Arcane pool: Melee touch attack deals 3d6 energy damage
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 Shield +3 (Su) 1 Arcane Pool: +3 to AC until the end of your next turn.
Spellstrike (Su) Deliver touch spells as part of a melee attack.