About Sparrow Seacutter
AC 17 T17 FF14 CMD16
Arcane Bond 1/1
0th - Detect Magic, Light, Prestidigitation, Ray of Frost, Mending
1st - Grease, Comprehend Languages, Burning Hands
Fort: +4 (3base + 1con)
Ref: +6 (3base + 3dex)
Will: +4 (3base + 1wis)
AC: 13 (10base + 3dex) FF 10 T 13
The wizard's class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).
The urban ranger's class skills are Climb (Str), Craft (Int), Disable Device (Dex), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).
Point-Blank Shot (Combat): You are especially accurate when making ranged attacks against close targets.
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Scribe Scroll (Item Creation): You can create magic scrolls.
Precise Shot (Combat): You are adept at firing ranged attacks into melee.
+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Elves have a base speed of 30 feet.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light (see low-light vision).
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
Arcane Focus: Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Urban Ranger Abilities:
Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
Favored Enemy (Ex): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.
Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Wizard (Foreteller) Abilities:
Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail.
Spells: A wizard casts arcane spells drawn from the sorcerer/wizard spell list. A wizard must choose and prepare his spells ahead of time.
To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.
A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).
A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.
Starting Spells (See Spellbooks below): A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own (see Magic).
Spells Gained at a New Level: Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast. If he has chosen to specialize in a school of magic, one of the two free spells must be from his specialty school.
Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.
Arcane Bond (Ex or Sp): At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed.
Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school below).
A wizard can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.
Arcane School: A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.
A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.
Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.
Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposition school, but it uses up two of his available slots (see below).
Forewarned (Su): You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.
Prescience (Su): At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Spells per Day 4+1/2+1+1
Concentration: +7 (+9 defensively)
0th - Detect Magic, Light, Prestidigitation, Ray of Frost, Mending
1st - Mage Armor, Grease, Comprehend Languages, Burning Hands
0th - 0th: Acid Splash, Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Spark, Touch of Fatigue
1st - Mage Armor, Grease, Burning Hands, Magic Weapon, Magic Missle, Comprehend Languages, Identify, Abundant Ammunition, Gravity Bow
MW Composite Longbow +6ranged, 1d8 (20/x3) 110' Range
Outlander: You are not from Sandpoint; you’ve recently come from somewhere else and are hoping to make your fortune here. Pick one of the following reasons to be a newcomer to Sandpoint:
Exile: For whatever reason, you were forced to flee your homeland. Chance or fate has brought you to Sandpoint, and it’s here that your money ran out, leaving you stranded in this small town. You are also being pursued by enemies from your homeland, and that has made you paranoid and quick to react to danger.
Benefit: You gain a +2 trait bonus on Initiative checks.
Suspicious: You discovered at an early age that someone you trusted, perhaps an older sibling or a parent, had lied to you, and often, about something you had taken for granted, leaving you quick to question the claims of others.
Focused Mind: Your childhood was either dominated by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand.
MW Composite Longbow
Blunt Arrows x20
Flight Arrows x20
Whistling Arrows x20
Silk Rope 50'
Spell Component Pouch
MW Thieve's Tools
Pathfinder's Kit: This kit consists of a backpack, a bedroll, a belt pouch, a clay mug, a dagger, 2 fishhooks, flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week’s worth of trail rations, and a whetstone. (12 GP)
Scroll of Mirror Image
Scroll of Mage Armor
Born and raised in the city of Riddleport, Sparrow was the daughter of an Elven wizard, her time spent studying the Cyphergate. She knows little of her father, having left them when she was little. Her mother rarely acknowledge Sparrow, seeing her as more of an inconvenience in her research. Thus she spent much of the time wandering the city. The few times she did spend time with her mother, it was because of the trouble she had gotten into.
Sadly, Sparrow was eventually outgrown by the many human friends she had, and while she always made a few new ones, it was still lonely. Her mother tried to persuade her to make friends with some elven children, but she just didn't mesh well with them. In the end, she did find time to study the arcane arts as her mother tried to convince her.
As she grew older, she eventually began to fall for a young lad named Scribble, who dreamed of becoming a pirate. His passion strong, the two were a couple for a time before one day he disappeared. Years later she heard a rumor about a pirate named Scribble, having earned a name for himself. Realizing long ago there was little left for her in Riddleport, she decided to leave and see if she could find him.
She searched for nearly a year before she found him. Cornering him in a tavern, the man she found was different than the boy she once knew. Hardened from the life he had been living, finding the dream he sought, he told her to go back home, that he had changed. In the end he left her there crying.
But she was not ready to give up. She found his ship in the dock and stowed away on it. Leaving the port, she revealed herself to the crew. Things did not go as she imagined. She learned the hard way that Scribble had decided to leave Riddleport on his own, leaving Sparrow behind. He had even met someone new, his first mate now on his ship. In the end she was given a simple choice. Either be set adrift or do her share aboard the ship.
For the next few weeks she learned what it meant to be a pirate. She decided to try to win back Scribble by impressing him, learning what it took to be a pirate. The work was hard, the crew harsh. Try as she might, it never let up, only becoming worse. Things eventually came to a head. Scribble's new found love was the harshest of all, taking every opportunity to bring hardships upon Sparrow. Finally she couldn't take it anymore and slapped her. Unfortunately for Sparrow, this is what she was waiting for. She drew steel and came at Sparrow full on. She did what she could to defend herself but to no avail. Sparrow was driven overboard, pierced through the chest. She knows not what happened after.
Sparrow Seacutter, the not so famous pirate who made one journey on board a ship. She doesn't tell much of her story to those who would listen, but what is known is that 2 years ago she washed ashore near the town of sandpoint, severly wounded and clothes stained with blood, not all her own. It was a miracle she survived at all to be nursed back to health. Regaining consciousness, she told the story of how she was washed overboard while sailing up the cost, the lie clear in her voice. She was almost kicked out of town if not for her injuries.
Recovering enough to get back up and move around, she was allowed to stay in town as long as she proved to be an honest citizen and contributed to society. She generally fulfilled these requirements. Skilled at carpentry work, she became something of a laborer around town, helping out when needed if only for a meal or a warm place to stay. Adept at sailing she also occasionally helped with such jobs. And sometimes when the seasons were right would help with trapping. But rarely was it for long for any one job, unwilling to commit to anything long term.
She was also something of a vagrant about town. Often she would be discovered sleeping on someone's roof, or sometimes on the docks. She often said she prefered it that way, sleeping under the stars above, taking the invitations for a roof when the weather wasn't pleasant.
Whenever she did manage to get a few coins in her purse, she oftened ended up drinking it away quickly. More than a few nights were spent waking in Hemlock's prison, sleeping off a hangover the night before. Each time he would threaten to run her out of town, but it never stuck.
Vagrant or not, she did contribute, and overall was a good person. She never stole anything, and once or twice managed to catch a thief passing through. She didn't start fights herself, and had ended quite a few with minimal damage. Once Hemlock even offered her a job if she would just straighten up her act, too which she replied she was having too much fun as it was.
And thus have the last two years been.
The Loot Spoiler:
214gp Remaining Cash
+300gp from Das for recovering son
-168.5 (20 Blunt arrows, 2gp; 20 Flight Arrows, 2gp; 20 Whistling Arrows, 2gp; Scroll of Mirror Image, 150gp; Scribed Scroll of Mage Armor, 12.5gp)
-100 (MW Thieves Tools)