Elf

Caelash Suul's page

276 posts. Alias of W Canepa.


About Caelash Suul

Iobarian Horror Random-gen Gestalt Pathfinder PbP

Caelash Suul
N Medium humanoid (elf)

Vital Statistics:

Gender/Race: Male Dreamspeaker Elf
Age/Height/Weight: 132 years old, 6'2, 166 lbs
Hair/Eyes: dark mossy brown hair, emerald eyes
Deity: Nethys
Occupation: Adventurer, scribe, forger, and master of low-level magics
Languages: Abyssal, Aklo, Celestial, Common, Draconic, Dwarven, Elven, Giant, Goblin, Infernal, Sylvan, Undercommon; Speak with familiar

Ability Scores:
Str 10 [base 10]
Dex 18 [base 15 + 2 race +1 Flexible Enhancement]
Con 10 [base 12 - 2 race]
Int 20 [base 16 + 2 race + 2 Headband]
Wis 10 [base 10]
Cha 7 [base 7]


Initiative: +4 [+4 Dex]
Senses: Low-light vision; Perception +12 (+13 vs traps)
Speed: 40 ft. (30 ft without preparing thesis notes)
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DEFENSE

AC: 20, touch 19, flat-footed 16; (+1 natural, + 4 Dex, + 5 Int)
---->+4 with mage armor, +4 with Int cognatogen, +4 with shield
CMD: 23
---->+2 with Int cognatogen

HP: 52 (6d8 (maxed) + 0 Con + 4 Class)
Current hp = 52
DR 5/cold iron
Fire Resistance 10

Fort: +10 Ref: +12 Will: +9
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OFFENSE

Base Atk: +4; CMB: +4; CMD: 23
Arcane Pool [6]: Swift action; spend 1 point to grant any weapon wielded a +1 enhancement bonus for 1 minute.

Melee:

Unarmed Strike: +4 to Hit; Dmg 1d6; crit x2
or:
Mwk Quarterstaff: +5 to Hit; Dmg 1d6; crit x2
-->Qstaff TWF: +1/-3 to hit (full-attack), Dmg 1d6/1d6; crit x2
or:
Melee Touch: +4 to Hit

Ranged:

+1 Comp Longbow: +9 to Hit; Dmg 1d8+1; crit x3; range 110ft (36 arrows)
-->Bow Flurry: +7/+7 to hit (full-attack); "
--> [+1 Attack & Damage within 30 ft]
or:
Bomb: +9 to Hit; Dmg 1d6+5 (Splash 6); crit x2; 6/day
-->[+1 Attack & Damage within 30 ft]
or:
Alchemist's Fire: +9 to Hit; Dmg 1d6+5 (Splash 6); crit x2; (10 flasks)
-->[+1 Attack & Damage within 30 ft]

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Special Attacks
Perfect Strike: 2/day; declare before attack w/ any bow; roll attack x2 and take higher result; if one is a crit threat, the other is the confirmation roll.
Sneak Attack: +1d6
Splintered Spear: +9 to Hit; Dmg 1d6+5+1 bleed; crit x2; range 20 ft (max 100 ft); 8/day
Laughing Touch: 8/day; +4 melee touch, target can only take move action for 1 round
Summon Monster I: 1/day; standard action; monster lasts 1 minute
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Special Abilities (for reference):

Alchemy (Su): +1 Craft (alchemy) to create alchemical items. Can use Craft (alchemy) to identify potions as if using detect magic by holding the potion for 1 round. Can create Extracts and Mutagens
-->Extracts: 1st-level, 3/day; takes 1 minute to prepare an extract. DC 16; Formulae known: 7
-->Cognatogen: Requires 1 hour to brew a dose of cognatogen. Standard action to drink a cognatogen. Benefit: +2 Natural Armor bonus to AC, +4 (Int, Wis, or Cha) for 10 minutes. Penalty: -2 (Str, Dex, or Con) for 10 minutes. Non-alchemists make a Fort save (DC 16) or be nauseated for 1 hour. When the effect ends, the alchemist takes 2 points of ability damage to the ability score penalized by the cognatogen.
---->When applied to Int, AC, Wiz/Wch/Sor spell DCs, Bomb/splash weapon damage, Splintered Spear Atk/Dmg, Slumber Hex DC, etc. all increase by 2, Str becomes 8 (-1 to all Str-based stuff). CMD +1 (+2/-1).

Slumber (Su) DC 19
Caelash can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to Caelash’s witch level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action.
This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Summon monster I (Sp): 1/day; standard action; can only be summoned when eidolon is not summoned.

Laughing Touch (Sp): 8/day; melee touch attack. Target can only take a move action but can defend itself normally. Once a creature has been affected it is immune for 24 hrs.

Splintered Spear (Su): 8/day; standard action; wooden shortspear manifests and hurls itself at target within max range of 100 ft; Use Int on attack and damage, spear also deals 1 point of bleed each round on target's turn.

Bomb (Su): 6/day; (ranged touch; 20 ft; 1d6+5/splash 6 [1d6+6/splash 7 within 30 ft]

Judgement: 1/day

Sneak Attack (Ex): +1d6 damage vs. flanked or flat-footed targets.

Bow Flurry, Perfect Strike

Flexible Enhancement (Su): +1 to Dex, Con, or Wis (+1/5 wizard levels); can be changed when preparing spells. Assume Dex as default.

Trapfinding (Ex): +1 Perception/Disable Device vs traps; can disable magical traps.

Familiar & Eidolon: Detailed in their own sections.

lore of escape, hide tracks,

Racial Traits:
+2 Dex, +2 Int, -2 Con; +2 Perception; low-light vision; medium; normal speed
--Elven Magic: +2 on Caster Level checks to overcome Spell Resistance and +2 on Spellcraft checks to identify magic items.
--Dreamspeaker: Add +1 to DCs for spells of divination school and sleep effects cast. (replaces Elven Immunities)
--Weapon Familiarity: Blah blah... treat any weapons with the word "elven" in name as martial weapons.

Weapon and Armor Proficiencies: Simple and martial weapons (including weapons with "elven" in name), bombs, hand crossbow, kama, nunchaku, repeating crossbow, sai, shuriken, and siangham. Light armor, medium armor, and shields (except tower shields).


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SKILLS:

Class Skills: ALL
Skill Ranks: 56

• Acrobatics +13 [+17 to jump] (6 ranks + 3 class + 4 Dex)
• Appraise +9 (1 rank + 3 class + 5 Int)
• Bluff +9 (6 ranks + 3 class + 0 Wis)
• Climb +4 (1 rank + 3 class + 0 Str)
• Craft (alchemy) +9 [+10 to create alchemicals] (1 rank + 3 class + 5 Int)
• Diplomacy +4 (1 rank + 3 class + 0 Wis)
• Disable Device +10 [+11 vs traps] (1 rank + 3 class + 4 Dex + 2 tools)
• Escape Artist +12 (5 ranks + 3 class + 4 dex)
• Intimidate +10 (6 ranks + 3 class + 0 Wis + 1 Inq.)
• Knowledge (arcana) +11 (1 rank + 3 class + 5 Int +2 Sor.)
• Knowledge (history) +9 (1 rank + 3 class + 5 Int)
• Knowledge (local) +9 (1 rank + 3 class + 5 Int)
• Knowledge (nature) +9 (1 rank + 3 class + 5 Int)
• Knowledge (planes) +9 (1 rank + 3 class + 5 Int)
• Knowledge (religion) +9 (1 rank + 3 class + 5 Int)
• Linguistics +13 (5 ranks + 3 class + 5 Int)
• Perception +12 (3 ranks + 3 class + 0 Wis +2 race + 2 goggles + 2 familiar)
---> +13 vs traps
• Sense Motive +14 (6 ranks [Headband] + 3 class + 0 Wis + 2 headband + 1 Inq + 2 familiar)
• Sleight of Hand +9 (2 ranks + 3 class + 4 Dex)
• Spellcraft +15 (5 ranks + 3 class + 5 Int + 2 Sor.)
• Stealth +13 (6 ranks + 3 class + 4 Dex)
• Survival +4 (1 rank + 3 class + 0 Wis)


FEATS and TRAITS:

Traits:
Magical Knack: +2 to Wizard Caster Level (effective level 6th).
Rich Parents: +900 gp

Familiar Feat:
Caelash gains Alertness when within 5ft of his familiar.
Feats:
--Carmendine Monk: Use Int in place of Wis on all Monk class abilities; can study thesis notes at beginning of day for 1 hour to treat your monk level as 2 higher for one of the following: Unarmed Damage, Monk AC Bonus, or Unarmored Speed Bonus
--Ability Focus (Slumber Hex): +2 DC of Slumber Hex
--Spell Focus (Enchantment) +1 DC enchantment spells
Bonus Feats:
--Throw Anything: +1 attack w/thrown splash weapons, no penalties w/improvised splash weapons, add Int bonus to damage w/splash weapons, including splash damage.
--Quarterstaff Master: Qualify for Weapon Specialization (quarterstaff), can switch between 2-handed double weapon and 1-handed double weapon at beginning of each turn.
--Point Blank Shot: +1 Atk/Dmg on ranged attacks within 30 ft.
--Eschew Materials
--Improved Unarmed Strike
--Scribe Scroll
--Brew Potion


CLASS FEATURES:

Witch Stuff
Cantrips, Spells, Witch's Familiar, Hex: Slumber, Patron (Enchantment)

Wood Wizard Stuff
Wizard Spellbook, Cantrips, Spells, Scribe Scroll
--Arcane bond: Bonded Object (staff bow); concentration check (DC 20 + spell's level) to cast wizard spells without staff bow in hand; Effective CL 6th allows Caelash to add additionaly magical abilities as if he had the required item creation feats; 1/day Caelash can use his staff bow to cast any one spell in his spellbook, even if not prepared (but not opposition spells); if damaged, staff bow is restored to full HP the next time Caelash prepares his spells.
--Wood Magic (adds spells to spell list, determines opposition school):
>>Wood School [Wood spells: 0- light; 1- alter winds, animate rope, charm person; 2- cat’s grace, entangle, protection from arrows, web, whispering wind]
>>Opposition School (Metal) [Metal spells: 0- mending; 1- gravity bow, magic weapon, shocking grasp; 2- defensive shock, glitterdust, make whole, shatter, silk to steel]

Cross-blooded Sorcerer Stuff
Spells, Cantrips, Eschew Materials, +2 Knowledge (arcana) and Spellcraft, Use Int in place of Cha for sorcerer class features, +2 to DC of (compulsion) spells cast.
--Cross-blooded Fey/Sage Bloodline: -1 spell known per spell level, -2 Will saves
--Laughing Touch: 8/day

Summoner Stuff
Cantrips (unusable), Spells (unusable), summon monster I 1/day
--Eidolon (see below)
--Life Link: Whenever eidolon takes enough damage to send it back to its home plane, Caelash can, as a free action, sacrifice any # of HP; each HP sacrificed in this way prevents 1 point of damage done to the eidolon; this can prevent eidolon from being sent to home plane. Caelash & eidolon must remain within 100 ft for eidolon to remain at full strength. 101-1000ft, eidolon is at 50% HP; 1001-10000ft, eidolon is at 25% HP; 10001+ ft, eidolon is sent to home plane. HP lost in this manner are not returned when it gets closer to Caelash, but its max HP increases again.

Rogue Stuff
Sneak Attack +1d6, Trapfinding

Mindchemist Alchemist Stuff
Formula Book (can copy wizard/magus spellbooks)
Alchemy, Extracts, Bomb, Cognatogen, Brew Potion, Throw Anything

Staff Magus Stuff
--Magus Spellbook (can copy wizard spellbooks), Cantrips, Spells, Quarterstaff Master
--Arcane Pool [6] (Su): Swift action; spend 1 point to grant any weapon wielded a +1 enhancement bonus for 1 minute.
--Spell Combat (Ex): Light or one-handed melee weapon in one hand, other hand free; full-round action; all attacks at -2 penalty and can cast any standard action magus spell (spells with attack rolls take a -2 penalty, too); can choose to cast or attack first, but cannot mix-n-match.

Zen Archer Monk Stuff
Unarmored AC Bonus, Improved Unarmed Strike, Unarmed Damage (1d6), Flurry of Blows (bows only), Point Blank Shot, Perfect Strike

Heretic Inquisitor Stuff
Orisons, Spells (unusable)
--Stern Gaze (Ex): morale bonus = 1/2 Inquisitor level (min 1) on Intimidate & Sense Motive.
--Escape judgement (see below)
--Hide Tracks (Ex): Creatures take a -5 penalty on rolls to find or follow Calaesh's tracks.
--Lore of Escape (replaces Monster Lore): Add Wis on Bluff & Stealth in addition to normal.
--Conversion Inquisition (replaces domain): Charm of Wisdom (Ex): Use Wis in place of Cha on Bluff, Diplomacy, and Intimidate
--Judgement (Su): 1/day; swift action; active until combat ends;
Destruction: +1 on damage rolls
Escape: can use a move action to create a diversion to hide each time Caelash hits a foe
Healing: fast healing 1
Justice: +1 on attack rolls
Piercing: +1 on concentration checks and CL checks to overcome a target's SR
Protection: +1 AC
Purity: +1 on all Saves
Resiliency: DR 1/magic
Resistance: (acid, cold, electricity, fire, or sonic) resistance 2
Smiting: Counts as magic for bypassing DR


EQUIPMENT:

On Person:
Wealth: 5 gp, 4 sp
>Ring of Fire Resistance 10
>Ring of Damage Reduction 5/cold iron
>Monk's Robes (2lbs)
>Signal Whistles [2] (matching, on necklaces) (-lbs)
>Ioun Torch (kept in pocket until needed) (-lbs)
>[10] Alchemist's Fire (10 lbs)
>+1 Elvencraft Composite Longbow [+1 comp. longbow, Mwk quarterstaff] (3lbs)
>Spell Component Pouch (2lbs)
>Headband of Vast Intellect [+2 Intelligence; keyed to Sense Motive] (1lb)
>Scout's Goggles [Mwk Tool; +2 Perception] (1lb)
>Potion of levitate (1oz)
>Potion of cure light wounds [9] (9oz)
>Potion of daze (DC 19) [2] (2oz)
>Swan Boat Feather Token [1] (-lbs)
Weight Subtotal: (16-19 lbs, 11oz)

>Handy Haversack (5lbs)
-->Section 1 (6-9/20lbs): Quiver of Arrows (3lbs), Bow, when stored; see above (3lbs)
-->Section 2 (15/20lbs):10 scroll cases (5lbs), containing 4 spells each (40 scrolls), Wizard Spellbook (3lbs), Magus Spellbook (3lbs), Alchemist Formula Book (3lbs), Sealing Wax (1lb)
-->Section 3 (78/80lbs): Portable Alchemist's Lab (+1 Craft (alchemy) checks) (20lbs), Alchemist's Kit (5lbs), Mwk Thieves' Tools (2lbs), [10]Alchemist's Fire (10 lbs), Trail Rations [16] (16lbs), Mw Forger's Kit (+2 Linguistics to forge stuff) (1lb), merchant's scale (1lb), 100ft of hemp rope (20lbs), grappling hook (4lbs)

Haversack + Worn Items Weight Subtotal: (21-24 lbs, 11oz)

Total Weight: (21-24 lbs, 11oz)

Carrying Capacity:
Light: 33 lbs. or less
Medium: 34–66 lbs.
Heavy: 67–100 lbs.

Scrolls:
Cure light wounds 1d8+1(6), true strike (6), grease DC 16 (4), ant haul 12 hours; triples capacity (2), charm person DC 17 (4), memory lapse DC 17 (4), touch of the sea 6 minutes (2), feather fall 40 ft range; 6 rds (2), vanish 6 rds (3), jump (1), mount 12 hrs (2), beguiling gift DC 20 (4)

BACKGROUND:
Caelash loves magical writings, knowledge, and exploration. He also loves the intricate beauty of combat. So he travels, accumulates a wide and eclectic assortment of skills, and hires out as an adventuring mercenary and scribe.

Caelash, arguably, epitomizes the elven spirit, focusing on magic, bow, and sound tactics to get him through the day. His childhood was fairly average, with his exceptional intelligence and grace making him the envy of some of his peers. As he approached adulthood, he developed a wanderlust that needed to be sated, and so he's been adventuring ever since.

Caelash, while attractive enough, has a number of chemical burns and scars from acids on his hands and face from early failed attempts at alchemy, and he tends to be socially awkward as his mind is often preoccupied with arcane thoughts. He's learned to compensate for these social detractions with his insight and perception, though. Caelash is taller than most men, at 6'2, and rather lanky. He has brilliantly-colored emerald eyes that are a bit unsettling, dark brown hair with a hint of mossy green, and pale skin that almost appears to have a faint woodgrain pattern, especially on the palms of his hands. Caelash's mother told him that his great grandmother was a dryad. Caelash dresses in simple, yet elegant silk garments of dark gray-blue, embroidered with silver and gold designs depicting trees, floral motifs, and arcane symbols. His wooden and mithral circlet (Headband) gives him an almost noble bearing, while his haversack, well-worn black sandals, bandolier of vials and flasks, and hip quiver are evidence of his traveling lifestyle.

Sprocket the Eidolon Dog:

(Sprocket looks like this.)

Sprocket
N Medium outsider
(Quadruped Eidolon)
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Init +2; Senses: Darkvision 60ft, Perception +4
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DEFENSE
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
HP 14 (1d10+1+3) 

Fort +3, Ref +4, Will +0
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OFFENSE
Space 5 ft; Reach 5 ft 

Speed 40 ft 

Melee bite +3 (1d6+3)
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STATISTICS
Str 14(+2), Dex 14(+2), Con 13(+1), Int 7(-2), Wis 10(+0), Cha 11(+0) 

Base Atk +1; CMB +3; CMD 15 (19 vs trip)
FEATS: Toughness (+3 HP) 


Skills: (4 ranks) Acrobatics +6, Perception +4, Survival +4, Swim +6
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SPECIAL ABILITIES

--Quadruped Base Form: (see p. 60, APG) Free Evolutions: Bite (1d6+1.5xStr), limbs (legs) [2]

--Evolutions (3 pts): Major Magic (Sp): Sprocket can cast lesser restoration 1/day as a spell-like ability. (When Sprocket uses this ability, he licks the target creature on the face.)

--Link (Ex): Caelash and Sprocket share a mental link that allows for communication across any distance (as long as they’re on the same plane). This communication is a free action. In addition, magic items interfere with the connection; Caelash and Sprocket share magic item slots.

--Share Spells (Ex): Caelash may cast a spell with a target of “You” on Sprocket (as a touch spell) instead of on himself. Caelash may cast spells on Sprocket even if the spells do not normally affect creatures of the eidolon’s type (outsider). Spells cast in this way must come from summoner spell list.

--Eidolon Traits:
Treated as summoned creature, except not sent back to home plane until reduced to a number of negative HP equal to or greater than its Con score. It can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures.

Summoning ritual takes 1 minute to perform. Returns with same HP as before, unless slain, in which case it returns with half HP. Eidolon does not heal naturally. Remains until dismissed; dismissing is a standard action. If sent back to home plane due to death, eidolon can't be summoned until the following day. Eidolong can't be sent back by means of dispel magic, but spells like dismissal, and banishment work normally. If summoner is unconscious, asleep, or killed, his eidolon is immediately banished. Eidolon and summoner bear identical glowing runes on their foreheads as long as eidolon is summoned.


Ekahuei the Turtle Familiar:

Ekahuei the Turtle
N Tiny magical beast
Init +4; Senses: Darkvision 60ft, Low-light vision; Perception +8
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DEFENSE
AC 19, touch 10, flat-footed 19 (-2 Dex, +9 natural, +2 size)
HP 26 [Effective HD: 5]
Fort +9, Ref +6, Will +12
Improved Evasion
Shell Retreat (Ex)
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OFFENSE
Space 2-1/2 ft; Reach 0 ft
Speed 10ft, Swim 25ft
Melee bite +3 (1d3-3)
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STATISTICS
Str 4(-3), Dex 6(-2), Con 8(-1), Int 8(-1), Wis 12(+1), Cha 3(-4)
Base Atk +4; CMB +2; CMD 9 (13 vs trip)
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FEATS: Skill Focus (Stealth), Stealthy, Fleet
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Skills: Acrobatics +7, Bluff +2, Climb +2, Escape Artist +5, Perception +8, Sense Motive +7, Stealth +19, Survival +2, Swim +14
Modifiers: +8 Swim from swim speed, +8 Stealth from size
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SPECIAL ABILITIES

Shell Retreat (Ex): A turtle can retreat within its shell as a swift action, gaining a +2 enhancement bonus to its existing natural armor. While in its shell, a turtle cannot take any action except to end the retreat with a free action on its turn.

Store Spells: Starting at 1st level, Caelash’s familiar stores all of the spells that he knows. This does not allow the familiar to cast these spells or use spell-trigger or spell completion magic items. Starting at 2nd level, and every two levels thereafter, Caelash’s familiar adds new bonus spells to the his spell list based on his patron.
These spells are automatically stored by the familiar and can be prepared as normal once they are gained.

Share Spells: Caelash may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. Caelash may cast spells on his familiar even if the spells do not normally affect creatures of the familiar’s type (magical beast).

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Empathic Link (Su): Caelash has an empathic link with his familiar to a 1 mile distance. Caelash can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. Caelash has the same connection to an item or place that his familiar does.

Deliver Touch Spells (Su): Caelash's familiar can deliver touch spells for him. If Caelash and the familiar are in combat at the same time Caelash casts a touch spell, he can designate his familiar as the "toucher." The familiar can then deliver the touch spell just as Caelash would. as usual, if Caelash casts another spell before the touch is delivered, the touch spell dissipates.

Speak With Master (Ex): The familiar and Caelash can communicate verbally as if they were using a common language. other creatures do not understand the communication without magical help.

Alertness (Ex): While a familiar is within arm’s reach, Caelash gains the Alertness feat.


SPELL LISTS:

Inquisitor Spells
DC 10 + spell level (+1 enchantment, +2 (compulsion), +1 sleep or divination)

Orisons Known: bleed, brand*, create water, sift*
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Sorcerer Spells
DC 15 + spell level (+1 enchantment, +2 (compulsion), +1 sleep or divination)

Spells per Day: 0- 3/day, 1- 5/day

Spells Known
0- daze (DC 18), prestidigitation, spark
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Magus Spells
DC 15 + spell level (+1 enchantment, +2 (compulsion), +1 sleep or divination)

Spells per Day: 0- 3/day, 1- 3/day

Spellbook

0- acid splash, arcane mark, dancing lights, daze (DC 18), detect magic, disrupt undead, flare, ghost sound, light, mage hand, open/close, prestidigitation, ray of frost, read magic, spark*
1- burning hands, enlarge person, expeditious retreat, feather fall, frostbite**, grease, hydraulic push*, jump, magic missile, mount, ray of enfeeblement, reduce person, shield, true strike, vanish*
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Wizard Spells (CL 6th)
DC 15 + spell level (+1 enchantment, +2 (compulsion), +1 sleep or divination)

Spells per Day: 0- 4/day+1 school spell, 1- 5/day+1 school spell, 2- 3/day+1 school spell

Spellbook
0- acid splash, arcane mark, bleed, dancing lights, daze (DC 18), detect magic, detect poison, disrupt undead, flare, ghost sound, guidance, light (wood spell), mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, spark*, touch of fatigue
1- charm person (wood spell), sleep, disguise self, true strike, mage armor, bungle, restore corpse, vanish (5-rd invisibility), memory lapse, touch of gracelessness (1d6+3), expeditious retreat, ray of enfeeblement, reduce person, enlarge person, grease, feather fall, jump, mount, magic missile, burning hands, hydraulic push, ant haul, touch of the sea
2- blindness/deafness, darkvision, daze monster (DC 20), entangle (wood spell), hideous laughter (DC 20), invisibility, knock, levitate, mirror image, oppressive boredom, touch of idiocy, web
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Witch Spells
DC 15 + spell level (+1 enchantment, +2 (compulsion), +1 sleep or divination)

Spells per Day: 0- 3/day, 1- 3/day

Spells Stored in Familiar

0- arcane mark, bleed, dancing lights, daze (DC 18), detect magic, detect poison, guidance, light, mending, message, putrefy food and drink*, read magic, resistance, spark*, stabilize, touch of fatigue
1- beguiling gift (DC 19), bungle* (DC 19), charm person (DC 17), command (DC 19), cure light wounds (1d8+1), enlarge person, frostbite**, reduce person, restore corpse, sleep (DC 20)
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Alchemist Extracts

Extracts per Day: 1- 3/day

Formula Book
1- ant haul, bomber’s eye, cure light wounds (1d8+1), disguise self, enlarge person, expeditious retreat, reduce person, shield, touch of the sea, true strike
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Summoner Spells
Caelash’s Charisma is too low to cast any summoner spells or cantrips.

SPELLS PREPARED:

0-
--Sorcerer: daze (DC 18), prestidigitation, spark
--Wizard: detect magic, light (wood spell) (60 min; 20ft radius), mage hand, read magic
--Witch: detect poison, mending, stabilize
--Magus: disrupt undead, ghost sound, ray of frost
--Inquisitor: bleed, brand, create water, sift

1-
--Sorcerer: mage armor (1 hour) 1/day
--Wizard: charm person (wood spell) (DC 17; 40ft range; 6hrs), sleep (DC 18; range 160ft; 10ft radius burst; 6 min; 1 round to cast; sleep ≤4HD of creatures), bungle (DC 19 Will negates; humanoid target ≤ 10 HD, range 40ft; concentration+2rds, -20 on next d20 roll) [x2], vanish, hydraulic push (25ft range, CMB +11; prone and soaked)
--Witch: command (DC 19) [x2], beguiling gift (DC 19)
--Magus: frost bite (melee touch; 1d6+1 nonlethal cold+fatigue), grease (25ft range, object or 10ft sq, 1 min/(D), Ref DC 16) [x2]
--Alchemist (typical extracts prepped): shield (+4 shield bonus to AC; 1 min(D); blocks magic missiles) [x2], true strike

2-
--Wizard: entangle (wood spell) (640ft range; 40ft-radius; 6 min/(D), Reflex DC 17 partial), daze monster (DC 20), hideous laughter (DC 20), invisibility (6 min/(D))