-Binding Darkness-(4+3)- 30ft ranged touch - entangled 1 round & concealed, also affected by concealment. Darkvision negates concealment either way.
-Detect Evil- at will - As the spell; May also Detect Evil as move action on single target, learning as though studied for 3 rounds.
-Arcane Bond- ring (1/day) - Cast any one spell from spellbook.
-Extended Illusions- (2 rnds) - Illusion spells with duration of Concentration last extra rounds after.
Spells: LVL0/DC14/(x4), LVL1/DC15/(k9,x4+1), LVL2/DC16/(k4,x3+1)
Dancing Lights, Detect Magic, Read Magic, Ray of Frost
*Grease - close, 10x10ft or 1 item - vs REFLEX (fall or drop item), DC 10 acro to move, fail by 5 & fall prone
*Vanish - touch, 1round/lvl - subject is invisible
Shocking Grasp - touch - 1d6/lvl electric dmg (+3 to attack roll if target wearing metal armor)
Burning Hands - 15ft cone - 1d4/lvl fire dmg, Reflex half
**Magic Missile - medium, (lvl+1)/2 missiles, max 15ft apart - 1d4+1 force, can't miss (except total cover/concealment)
True Strike - personal, 1rnd - +20 to next attack
*Ray of Enfeeblement - close, ranged touch, 1rnd/lvl - 1d6+1/2lvls Str penalty; Fort halves.
Silent Image - long, 4+lvl 10ft cubes, concentration - Any figment that may move up to limits of cubic space.
Crafter's Fortune - close, 1day/lvl - +5 Luck bonus on next Craft check.
Blur - touch, 1min/lvl - grants target concealment (20% miss chance).
*Mirror Image - personal, 1min/lvl - 1d4+1/3lvls figments (max 8); On hit, attacker rolls randomly to see which target (one of the figments or not) is struck; If a figment is struck, destroy it; If attacker misses by 5 or less, destroy a figment.
*Scorching Ray - short, ranged touch - 4d6 fire damage; +1 ray/4lvls after 3rd.
*Web - medium, 20ft radius, 10min/lvl - Reflex or grappled + difficult terrain; Std Combat Maneuver/Escape Artist to ungrapple; Combat Maneuver/Escape Artist to move (else stop 5ft & grappled); Burns @ 2d4, 5ft/rnd.
*Hypnotic Pattern - medium, 10ft radius, Concentration+2 rnds - 2d4+lvl HD of creatures Fascinated.
Minor Image - long, 4+lvl 10ft cubes, concentration+2 rnds - Any figment that may move up to limits of cubic space, plus sounds.
Knock - medium, 1 door, chest, shackles, up to 10sqft/lvl - CL check+10 against DC of lock to open.
Spider Climb - touch, 10min/lvl - Subject has 20ft climb & +8 to Climb checks; No climb checks needed for horizontal/vertical surfaces; Full AC (even Dex) while climbing.
Pearl of Power 1 (1000gp)
Scroll of Vanish (x2)(25gp), Scroll of Magic Missle (x2)(25gp)
Scroll of Scorching Ray (75gp), Scroll of Web (75gp)
Scroll of Knock (75gp), Scroll of Spider Climb (75gp)
40.5/43 lb 9208.1/10,500 gp
Shot & Powder (100/100)
Wexley Tabberhorn, crack shot and brilliant scholar, had dreamed of joining the Municipal Dragoons for his entire life. However, he wasn't long in his dream career before he had a split with his superiors over what he perceived as unethical overstepping of authority. He quit in frustration and spent some time circulating around local taverns before finally hitting upon a method to pursue his dream apart from the dragoons. He took up hunting criminals for bounty and investigating crimes for private companies, studying the arcane along the way as a means to suppress the strong and deceive the stronger. A coat full of daggers and a pair of pistols help when things turn bloody.