Quarterstaff & Card Wielding Magus
Female human magus (card caster, staff magus) 7
(Pathfinder Player Companion: The Harrow Handbook , Pathfinder RPG Ultimate Magic 9,49)
N Medium humanoid (human)
Init +3; Senses Perception -2
AC 20, touch 13, flat-footed 17 (+5 armor, +3 Dex, +1 natural, +1 shield)
hp 38 (7d8)
Fort +6, Ref +6, Will +4
Speed 30 ft.
Melee: + 1 quarterstaff + 8 (1d6 + 4)
Ranged: Harrow Cards + 5 (1d4 + 3)
Special Attacks arcane pool (+2, 8 points), magus arcana (arcane accuracy), spell combat, spell recall
Magus (Card Caster, Staff Magus) Spells Prepared (CL 7th; concentration +11)
3rd—fireball (DC 17), Force Punch (DC 17)
2nd—fiery runes , frigid touch, scorching ray , telekinetic volley
1st—brilliant arc (DC 15), chill touch (DC 15), longshot, magic missile , shocking grasp
0 (at will)— arcane mark , light, mage hand , prestidigitation, prestidigitation
Str 12, Dex 16, Con 10, Int 19, Wis 7, Cha 12
Base Atk +5; CMB +10; CMD 19
Feats: Arcane Strike, Cosmopolitan APG, Deadly Dealer, Point-blank Shot, Precise Shot, Quarterstaff MasterUM, Quick Draw, Weapon Focus (quarterstaff)
Traits: civilized, hidden hand, Magical Talent (Detect Magic)
Skills: Acrobatics + 12, Appraise + 5, Bluff + 11, Climb + 5, Diplomacy + 10, Disguise + 2, Escape Artist + 5, Intimidate + 5, Knowledge (arcana) + 10, Knowledge (local) + 10, Knowledge (nobility) + 6, Knowledge (planes) + 8, Linguistics + 5, Ride + 7, Sleight of Hand + 4 (+ 5 to conceal light weapons), Spellcraft + 14, Stealth + 5, Swim + 5, Use Magic Device + 10
Languages: Common, Dwarven, Elven, Gnome, Halfling, Orc, Thassilonian, Tien
SQ arcane pool focus, deadly dealer, family ties, harrowed spellstrike, knowledge pool, quarterstaff defense, role dealer
Combat Gear: potion of barkskin +3 (2), potion of cure moderate wounds (4), wand of cure light wounds ;
Other Gear: +1 mithral chain shirt , +1 quarterstaff , harrow cards, amulet of natural armor +1 , boots of elvenkind, cloak of resistance +1 , handy haversack, headband of vast intelligence +2 , bedroll, belt pouch, flint and steel, harrow carrying case, harrow deck, harrow deck, harrow deck, harrow deck, harrow mat, ink, black, inkpen, journal, mess kit, pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 2,474 gp, 3 sp, 3 cp
Arcane Accuracy + 4 (Su): 1 Arcane Pool + 4 to attack rolls until the end of your turn.
Arcane Pool + 2 (8/day) (Su): Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Arcane Pool Focus (Su) Arcane Pool: Add weapon quality to thrown harrow cards.
Arcane Strike: As a swift action, add + 1 damage, + 1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Deadly Dealer Arcane Strike: throw cards as if they were darts. Card destroyed when thrown.
Deadly Dealer (Su): May deal lethal damage as long as you have 1 point in Arc. Pool.
Family Ties Not fulfilling family requests: -2 penalty on all Wis and Cha based ability & skill checks (DC 20 Will negates).
Harrowed Spellstrike (Su): Single target, ranged weapon deliver touch or ranged spell, as spellstrike.
Hidden Hand: + 1 on Sleight of Hand to conceal light weapons and on att with them during surprise rd.
Knowledge Pool (Su): Spend Arcane Pool points to prepare a magus spell that is not in your spellbook for 1 day.
Magical Talent (Detect Magic, 1/day) (Sp): Choose one 0-level spell – it becomes a 1/day spell-like ability for you.
Point-Blank Shot: + 1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot: You don’t get – 4 to hit when shooting or throwing into melee.
Quarterstaff Defense + 1 (Ex): At 7th level, while wielding a quarterstaff, the staff magus gains a shield bonus to his Armor Class equal to the enhancement bonus of the quarterstaff, including any enhancement bonus on that staff from his arcane pool class feature. At 13th level, this bonus increases by + 3. This ability replaces the heavy and medium armor class abilities.
Quarterstaff Master: Use a quarterstaff one-handed
Quick Draw: Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Role Dealer (Su): Drawn thrown harrow card (align axis): threat range 19-20, (exact align) x3 (+ 4 conf.).
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.
Karis was born into a noble family in the Petal District of Absalom. An only child, she developed a close bond to both her father, a well respected merchant whose sales prowess was the basis for the family’s considerable wealth as well as to her mother who was a powerful sorcereress. Her mother’s lineage counted themselves amoung the original founders of both the House of Secrets as well as 1 of the 6 chosen as the first Guardians of Knowledge.
It came as no surprise then for Karis to be accepted into the College of Mysteries. What did come as a surprise was how quickly Karis learned and grew in both her magical and marial prowess. She adopted along abandoned Magus style of wielding a quarterstaff while inbuing harrow cards with her powerful spells. The cards could then be thrown to devestating effect.
Karis is the youngest to move from the entry rank of “Riddle” to “Shadow”. Although some would already consider her a master of her craft, she knows there is always more to learn and discover. Perhaps it was this thirst for knowledge that caused the Assembly of Enigmas to decide to invite her to join the ranks of the Guardians of Knowledge, an honor not even her mother ever achieved.
After spending months studying just a few of the items in the vaults deep below the College, Karis was sent on her first field assignment to investigate the rumours of a rising power around Sandpoint. Her and her two compatriots were ambushed shortly after arriving in the area. Karis was captured and tortured for information related to the Guardians relics and artifacts. She withstood the interrogation and was eventually rescued by a group of adventurers from Sandpoint.
Karis continues to be an active member of the Guardians while struggling to keep up with her studies at the College. Her natural talent combined with her ferocious drive are the only things keeping her from completely floundering from her new-found responsibilities. As she learns more of the Guardians and their ideologies, she finds herself struggling with their mandate to never get involved in squabbles or wars.