Ability Scores
Strength: 10 (0)
Dexterity: 15 (+2)
Constitution: 15 (+2)
Intelligence: 22 (+6)
Wisdom: 12 (+1)
Charisma: 11 (0)
Skills (Class Skills are followed by an Asterisk * )
Acrobatics(Dex) rank 0 Skill 2
Appraise(Int) rank 0 skill 6
Bluff(Cha) Rank 0 Skill 0
Climb(Str)* Rank 0 Skill 0
Craft(Int)* Rank 0 Skill 6
Diplomacy(Cha) Rank 0 Skill 0
Disable Device(Dex) Rank 0 Skill 2
Disguise(Cha) Rank 0 Skill 0
Escape Artist(Dex) Rank 0 Skill 2
Fly(Dex)* Rank 0 Skill 2
Handle Animal(Cha) Rank 0 Skill 0
Heal(Wis) Rank 0 Skill 1
Intimidate(Cha)* Rank 0 Skill 0
Knowledge Arcana(Int)* Rank 5 Skill 14
Knowledge Dungeoneering(Int)* Rank 1 Skill 10
Knowledge Engineering(Int) Rank 1 Skill 7
Knowledge Geography(Int) Rank 1 Skill 7
Knowledge History(Int) Rank 1 Skill 7
Knowledge Local(Int) Rank 1 Skill 7
Knowledge Nature(Int) Rank 1 Skill 7
Knowledge Nobility(Int) Rank 1 Skill 7
Knowledge Planes(Int)* Rank 1 skill 10
Knowledge Religion(Int) Rank 1 Skill 7
Linguistics(Int) Rank 1 Skill 10
Perception(Wis) Rank 5 Skill 7
Perform(Cha) Rank 0
Profession(Wis)* Gardener Rank 5 Skill 12
Ride(Dex)* Rank 0 Skill 2
Sense Motive(Wis) Rank 0 Skill 1
Sleight of hand(Dex) Rank 0 Skill 2
Spellcraft(Int)* Rank 5 Skill 14
Stealth(Dex) Rank 0 Skill 2
Survival(Wis) Rank 0 Skill 1
Swim(Str)* Rank 0 Skill 0
Use Magic Device* Rank 5 Skill 8
Feats and Abilities
Ponykind (Unicorn) Racial Traits:
Type: Fey (ponykind)
Ability Scores: +2 Constitution, +2 Intelligence, and -2 Dexterity
Medium: Ponies are medium size and gain no bonuses or penalties due to their size.
Fast Speed: Ponies have a base speed of 40 feet, and a bipedal speed of 20 feet.
Low-Light Vision: Ponies see twice as far as humans in conditions of dim light.
Unicorns with Intelligence scores of 11 or greater gain the following spell-like abilities (caster level is equal to character level): Unseen Servant 2/day Light 3/day (must target horn) +2 to Concentration checks when casting defensively
Unique Destiny: Ponies select one extra feat at 1st level.
Fingerless: See fingerless rules.
Quadruped: Due to being four-legged, ponykind receive +4 racial bonus to their Combat Maneuver Defense against trip attacks and +50% carrying capacity.
Languages: Ponies begin play speaking Common and Sylvan. Ponies with high intelligence scores may choose any bonus language but secret languages, like Druidic.
Traits:
Magical Lineage (Shocking Grasp): Reduce Metamagic Costs for Shocking Grasp by 1.
Exile: +2 Initiative
Feats:
Practiced Horn Magic: Wield One Handed Weapons Substituting Intelligence for Strength
Weapon Focus (Katana): +1 to hit with Katana
Quick Draw: Draw or sheathe weapon as free action.
Advanced Horn Magic: May Create 2 mental 'hands'.
Emergency Reposition: When you are attacked, you may, as an immediate action, move up to fifteen feet in any direction. The attack that prompted it suffers 50% concealment miss chance. If it was an attack that does not suffer miss chance and you are still in range, it takes effect normally. You may use this up
to your constitution modifier times per day. This movement counts against any movement in your following turn.
Intensify Spell: +1 level metamagic. Expand max damage of a spell by 5 dice.
Class Abilities:
Weapon and Armor Proficiency
A kensai is proficient in simple weapons and in a single martial or exotic melee weapon of his choice. A kensai is not proficient with armor or shields and suffers normal arcane spell failure chance when casting magus spells while armored.
Canny Defense (Ex)
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 name, save that his chosen weapon may be of any type.
Arcane Pool (Su) 7 Points
This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.
Spend 1 Arcane Pool to add +2 enhancement to weapon for one minute. Can trade enhancement to add dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal qualities to weapon.
Spell Combat: As a full round action, may cast a standard action spell and take a full attack. All Attacks take a -2 penalty.
Spell Strike: When casting a touch spell, may deliver the spell with a free action attack with weapon.
Magus Arcana
Arcane Accuracy: As a swift action, spend 1 Arcane point to gain +Int Bonus to hit as an insight bonus.
Perfect Strike (Ex)
At 4th level, when a kensai hits with his chosen weapon, he can spend 1 point from his arcane pool in order to maximize his weapon damage. Don’t roll for damage—the weapon deals maximum damage. This affects only the weapon’s base damage dice, not additional damage from sneak attack, magical weapon properties, spellstrike, or critical hits. If the kensai confirms a critical hit, he can instead spend 2 points from his arcane pool to increase his weapon’s critical multiplier by 1.