Here is the fluff and crunch for the Sin Magic Specialist Wizard I spoke of above. The fluff is a little rushed, so pardon any mistakes. I can fix that if selected.
Ursion was born the son of a wealthy minor Korvosian noble. He showed a talent in the arcane arts in his early education, so his father had him enrolled in the Acadamae, the premier arcane college of the city. Since he was a child Ursion was fascinated by the huge pyramid, the Grand Mastaba, that dominated the cityscape. This initial inspiration led him to study Thassilonian philosophies of magic. Ursion was a naturally gifted young man, but was lazy and rather hedonistic. He vastly preferred indulging his physical desires in the lower class districts of the city than spending time studying. By the time Ursion had graduated from the Acadamae the young man's indulgences had embarrassed his father enough. His father sent him on an extended trip to study the Irespan in Magnimar and the Cyphergate in Riddleport to remove him from the attention of higher society in Korvosa. The seedier side of Riddleport swallowed Ursion whole. He was soon indebted to Boss Croat, a crime lord specializing in illicit substances, and disowned by his father. Ursion talked Croat into allowing him to pay off his as a arcane adviser and lackey. After several years serving Croat, Ursion realized he was never going to escape the crimelord's grasp and sought for a way to escape. He remembered Aldern Foxglove who he had met some years earlier, and he knew that the man had somehow ended up near Sandport. Due to careful planning and some clever misdirection, Ursion was able to escape on a ship to Sandport carrying several expensive magical items the half-orc had loaned him.
Ursion is a rather rotund young man in richly made, but threadbare clothing. He is often found in a tavern, loudly telling stories and making friends. Friends who soon find themselves inexplicably buying the charming man food and drinks. Ursion has several marketable skills and abilities, but finds the idea of "honest work" abhorrent.
Male Human (Chelaxian) Wizard 4 Sin Magic Sloth Specialist
N Medium Humanoid (human)
Init +0; Senses Perception +6
AC 10, touch 10, flat-footed 10
hp 21 (3d6 ⇒ (3, 1, 5) = 9) +4 favorite class
Fort +1, Ref +1, Will +5
Speed 30 ft.
Wizard Spells Prepared (CL 4):
Str 8, Dex 10, Con 10, Int 22, Wis 13, Cha 14
Base Atk +2; CMB +1; CMD 11
Feats Augment Summoning, Improved Familiar, Scribe Scroll, Spell Focus (Conjuration)
Traits Rich Parents, World Traveler (Diplomacy)
Skills Appraise +10, Bluff +6, Diplomacy +10, Knowledge (arcana) +13, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (local) +11, Knowledge (nature) +10, Knowledge (planes) +13, Linguistics +10, Perception +6, Profession (cook) +5, Sense Motive +5, Spellcraft +13
Languages Abyssal, Auran, Common, Draconic, Ignan, Infernal, Terran, Thassilonian
SQ acid dart (9/day), arcane bonds (Zing, zhyen [air]), arcane familiar nearby, deliver touch spells through familiar, empathic link with familiar, opposition schools (evocation, illusion), share spells with familiar, specialized schools (conjuration), summoner's charm (+2 rds)
Combat Gear Potion of cure moderate wounds, Alchemist's fire (3); Other Gear Handy haversack (26 @ 73.62 lbs), Headband of vast intelligence +2 (Sense Motive), Bedroll, Cooking kit, Courtier's outfit, Everburning torch, Flask, Flint and steel, Ink, black, Oldlaw whiskey (per bottle), Parchment (5), Perfume/cologne, Pot, Scroll case (5 @ 0 lbs), Shaving kit, Signet ring, Soap, Spell component pouch, Spellbook, Tent, medium, Tobacco, Waterskin (4), Wine, Corentyn (per bottle), Wine, fine (per bottle) (2), 95 GP, 5 SP, 6 CP
Zing Carries 2 Alchemist Fires
Light Horse with riding saddle
extra 1st and 2nd level spell in spellbook
Acid Dart (9/day) (Sp) 30' Ranged touch attack deals 1d6+2 Acid damage.
Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Conjuration The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evocation You must spend 2 slots to cast spells from the Evocation school.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summoner's Charm (+2 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
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