Kolto relaxes in the creature's grip, forgoing attempts to break free in favor of aggressive attacking with the cestus.
Use Arcane Pool to enhance Cestus to +1, and attack!
(EDIT: Dang - just missed! Wait - if it's got me grappled, doesn't it gain the grappled condition as well? Just in case, I'll roll some damage . . .)
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[sblock=Stat Block]
KOLTO TENGERE CR 1/2
Male Tiefling Magus (Bladebound, Kensai) 1
NN Medium Outsider (Native)
Init +2;
Senses Darkvision; Perception +0
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DEFENSE
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AC 12, touch 12, flat-footed 10. . (+2 Dex)
hp 9 (1d8)
Fort +2,
Ref +2,
Will +2
Defensive Abilities Canny Defense +1;
Resist cold 5, electricity 5, fire 5
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OFFENSE
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Spd 30 ft.
Melee Cestus +2 (1d4+2/19-20/x2) and
. . Unarmed Strike +2 (1d3+2/20/x2)
Magus (Bladebound, Kensai) Spells Known (CL 1, 2 melee touch, 2 ranged touch):
1 (2/day)
Shield (DC 16), Feather Fall (DC 16)
0 (at will)
Acid Splash, Ray of Frost
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STATISTICS
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Str 14,
Dex 15,
Con 10,
Int 20,
Wis 10,
Cha 10
Base Atk +0;
CMB +2;
CMD 14
Feats Fiendish Heritage, Weapon Focus: Falcata
Traits Abendego Spellpiercer (Sodden Lands), Ancient Explorer: Knowledge (Local)
Skills Bluff +2, Climb +6, Knowledge (Arcana) +9, Knowledge (Local) +10, Knowledge (Planes) +9, Profession (Sailor) +4, Spellcraft +9, Stealth +4, Swim +6
Languages Abyssal, Common, Draconic, Dwarven, Elven, Gnome, Infernal, Polyglot
SQ Arcane Pool (+1) (6/day) (Su), Chosen Weapon: Falcata, Spell Combat (Ex)
Combat Gear Cestus;
Other Gear Travelling Spellbook (blank)
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SPECIAL ABILITIES
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Abendego Spellpiercer (Sodden Lands) +2 to Concentration checks
Arcane Pool (+1) (6/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Canny Defense +1 (Ex) +INT bonus to AC (max Duelist level).
Chosen Weapon: Falcata Kensai abilities only function when wielding a weapon of this type.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Fiendish Heritage You possess a strong tie to your fiendish ancestors, granting you favorable abilities.
Prerequisite: Tiefling, must be taken at 1st level.
Benefit: Your fiendish bloodline proves particularly strong, being tied to a specific race
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
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