Those stats are a little low, so I'll give you the option of turning that 10 to a 17 or you can roll another stat line.
Rolled another stat line. 16, 16, 16, 14, 13, 12
. I will keep and be exceedingly happy with these rolls.Name:
He prefers the keyboards, but could play the guitar, bass, or even some variety of horn if the band somehow decides that's what they want to go with. Might also double as a roadie, security, groupie wrangler, who knows.Personality:
Publicly, Alex is a snarky jerk, perfectly capable of deriding anyone at all and maintaining the upper hand. When that fails, he makes them make a fool of themselves by means unknown. In private, he is a monster. The show outside is him restraining himself to the Nth degree. The band doesn't even know, though they hear rumors. At shows, he is nearly silent unless his particular voice is needed for effect. He lets his music speak for him and through him, going into almost a fervor on the keys. Sexual Preferences:
Alex is a sick and twisted individual. He likes to hide behind the scenes, promise that girls can meet some of the other band members, and waylay them with a combination of drugs, potions, and his own charm. When that doesn't work, that's what chains, manacles, and rope are for. He is a deviant, a sadist, and a number of other things. But he plays a mean set of keyboards and looks the part of the "bad boy". His antics are not limited to girls or boys, but he does prefer ladies as they tend to make more delightful noises. Band Name Idea(s):
The Frumious Bandersnatches; Astarotte (if Nicci is chosen, replace with other lead singer name otherwise) and the Leftovers; Hardtack; With Special Guest; Everybody Gets Laid; Hard Banging; Demilich;
Male Daemon-Spawn Tiefling Magus (Kensai) 5
LE Medium outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +0
AC 25, touch 19, flat-footed 16 (+6 armor, +9 Dex)
hp 44 (5d8+11)
Fort +6, Ref +6, Will +4
Defensive Abilities canny defense; Resist cold 5, electricity 5, fire 5
Speed 30 ft., swim 30 ft.
Melee masterwork scimitar +10 (1d6+5/18-20)
Special Attacks magus arcana (arcane accuracy), spellstrike
Magus (Kensai) Spells Prepared (CL 5th; concentration +11):
. . 2ndóalter self, frigid touch
. . 1stóray of enfeeblement (DC 15), shield, shocking grasp (2)
. . 0 (at will)óacid splash, dancing lights, prestidigitation
Str 16, Dex 20, Con 14, Int 19, Wis 10, Cha 13
Base Atk +3; CMB +6; CMD 21
Feats Armor Proficiency (Light), Dervish Dance, Intensified Spell, Weapon Finesse, Weapon Focus (scimitar)
Traits focused mind, hwan artist
Skills Craft (carpentry) +14, Fly +9, Intimidate +5, Knowledge (arcana) +12, Perform (dance) +3, Perform (keyboard instruments) +10, Spellcraft +12, Swim +15, Use Magic Device +9
Languages Abyssal, Common, Draconic, Elven, Goblin, Infernal
SQ arcane pool, chosen weapon, perfect strike, spell combat
Combat Gear wound paste; Other Gear +2 mithral chain shirt, masterwork scimitar, belt of incredible dexterity +2, elixir of love (2), backpack, masterwork, drug, opium (3), furs, lock, good (2), manacles, masterwork, manacles, masterwork, masterwork tool, meal, good (per day) (5), masterwork Keyboard, silk rope (50 ft.), spell component pouch, spellbook, tent, large, wine, fine (per bottle) (5), 75 gp, 5 sp
Arcane Accuracy +4 (Su) 1 Arcane Pool: +4 to attack rolls until the end of your turn.
Arcane Pool (+2, 7/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Canny Defense +4 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Scimitar) Kensai abilities only function when wielding a weapon of this type.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Focused Mind +2 to Concentration checks
Furs +2 Fort vs. Cold Weather (does not stack with Survival skill's bonuses)
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).
Perfect Strike (Ex) Use 1 arcane pool to maximize weapon dam, or 2 for +1 to crit multiplier.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Swimming (30 feet) You have a Swim speed.
Wound paste (5 uses) Target affected by stabilize spell.