
Destri Spiritborn |

NostrusUK here, with Destri Spiritborn, a male Human Spiritualist. Destri is haunted by the zealous phantom of a Pharasmin inquisitor who died during an undead invasion. Destri Spiritborn was made at the moment that the spirit of the inquisitor was killed and his psychically attuned mind attracted the phantom who took up residence.
All of that changed one fateful night as he travelled with a caravan. Destri was entertaining the caravaneers with stories of derring-do and songs when they were suddenly set upon by a group of zombies led by a ghoul. Chaos erupted until one of the other passengers, a female half-elf who had been quiet during the journey, burst into action. Crossbow bolts sang through the air as bottles of holy water burst around the caravan, dousing the feral zombies in sanctified liquid.
It looked as though the battle was won when the ghoul suddenly jumped on the half-elf from behind, his hand darting out and ripping out her throat. A scream died in her ruined esophagus as she slumped to the ground, dead. By this point, the caravan guards had mustered and the ghoul fell beneath their magic swords but it was too late for the half-elf whose life blood was soaking the dirt.
Destri was shaken to his core, but that emotion paled into insignificance to what happened next. Destri felt zealous rage rising within him that roared to a crescendo until he suddenly felt someone else in his head.
Where am I? a female voice roared, as Destri stumbled from the sudden presence.
"I - who," Destri mumbled, gripping his head in fear. He opened his eyes and his eyes were drawn to the corpse of the half-elf.
I'm dead, the voice said flatly, suddenly going still. Destri suddenly felt very cold with horror.
"What do you mean, you're dead?" Destri whispered, frightened eyes darting around at the survivors in the caravan.
I've heard of this phenomenon before, the voice continued without answering his question. You will take me to the nearest Church of Pharasma. I must talk with one of the clergy.
How are you -," Destri began.
Speak in your head, idiot, the voice snapped, They will think you mad otherwise. Destri gulped involuntarily.
How are you in my head? he whimpered, his own mental voice sounding tiny in comparison to that of the half-elf.
I have manifested as a phantom, the half-elf replied, with the mental equivalent of a sigh, You must have talents that allow you to commune with the spirit world. As I died, my spirit was drawn to you instead of the Boneyard.
But - but, I've seen people die before and this has never happened! Destri's mental voice whined.
My need was great, was the matter-of-fact reply, Now you shall take me to the nearest Church of Pharasma as quickly as possible so we can sort this out.
I - but - what if I don't want to? Destri's voice strengthened as he realised that this was an invasion of his privacy.
Then I shall continue to haunt you until the end of your days, was the reply, given so calmly that Destri could do nothing but gulp again.
The nearest church was just over a week away. During that time, the phantom - a half-elf inquisitor named Methyel, studied Destri intently and challenged his preconceptions of the world. Although at first Destri found her constant prodding tiresome, he began to value her presence - she was the closest he'd had to having a close friend who knew everything about him. On the day that they reached the Church of Pharasma, Destri had to admit he would miss Methyel's omnipresence within his own mind. They waited for an hour before the priest could speak with them.
"What do you mean, it can't be reversed?" Destri replied when the priest told him that the procedure couldn't be reversed.
"Methyel's phantom has bonded with you," the priest responded as though it was the most natural thing in the world, "You cannot simply remove her presence. You shall have to live with one another for the rest of your life."
Destri's face must have betrayed the shock he felt.
"Fortunately I know of another in your... predicament, and they will be most suited to teach you how to cope with your new status," the priest continued unabated.
Destri tried to complain, even plead, with Methyel but she was none the wiser as how to resolve their problem. Desperate, Destri accepted the offer of the spiritualist teacher in order to learn what he could.
As the months passed, thoughts of ridding himself of Methyel disappeared. They got on well enough when Methyel wasn't driving him to try and take her place. After six months, Destri decided to embrace this change and he switched from the worship of Desna to that of Pharasma and soon he was assisting in hunting down undead invasions such as that which had forced this change upon him.
Destri's downfall, however, was ignoble. After several years of fighting for Pharasma, Destri had saved several hundred people from the trepidations of the undead and their masters. It would not be the undead that would strike him down though; it was the simple assassin's blade slipped between his third and fourth rib one night. Destri died instantly.
Methyel was on the other side to greet him. She greeted him like an old friend, and they began their walk through the Boneyard together. They hadn't gone far when they suddenly felt compelled to stop.
"What's happening?" Destri said, turning to Methyel. The look on her face gave him pause for thought.
"It's - I - what an honour," Methyel said reverently, mere moments before it felt as though a hook had been driven into Destri's ribcage and he felt himself being pulled backwards at an insane speed. Without a sudden bang like the explosion of a barrel of gunpowder, Destri's eyes shot open and he breathed in a deep lungful of air. He jumped as he realised someone was staring him in the face from a distance of about six inches.
"Welcome to the Mourning Maiden, laddie," the man said with a wide grin.
Oh, this will be interesting, Methyel's voice came unbidden through his mind again.
I intend to play Destri as slightly mad (he does have a second consciousness inhabiting his mind, after all) who often speaks to Methyel with his voice instead of his mind, especially in stressful situations. This should bring an interesting dynamic to the character and hopefully, the party at large.

Alynthar42 |

Here's Legolamb, my human druid. I need to finish up the backstory, but here's the crunch.
==DEFENSE==
AC 14, touch 11, flat-footed 13 (+3 armor, +1 dex)
hp 22 (2d8+4)
SR 0
Fort +5, Ref +1, Will +4
Armor Studded Leather, Light
==OFFENSE==
Spd 30 ft/x4
Melee Club +5 (1d6+4) 20/x2
Melee Masterwork Scimitar +6 (1d6+4) 18-20/x2 CM +1
Melee Cold Iron Melee Dagger +5 (1d4+4) 19-20/x2
Ranged Sling +2 (1d4+4) 20/x2
Ranged Cold Iron Thrown Dagger +2 (1d4+4) 19-20/x2
==STATISTICS==
Str 18, Dex 13, Con 14, Int 10, Wis 12, Cha 10
BAB +1, CMB +5, CMD +16
Feats Armor Proficiency (LIGHT / MEDIUM) (PFCR 118), Improved Initiative (PFCR 127), Power Attack (PFCR 131), Shield Proficiency (PFCR 133)
Skills Climb +7, Handle Animal +5, Heal +6, Knowledge (nature) +6, Perception +6, Spellcraft +5, Survival +8, Swim +7
SQ Nature Bond (Animal Companion - Deinonychus) (Animal Companion - Deinonychus) (PFCR 50), Woodland Stride (PFCR 51)
Traits Beast of the Society (Magic: Druid) (PFCh: FcGd 63), Reactionary (Combat) (PFAPG 328)
Languages Common, Druidic

DM - ARC |

Finally found Investigator... Was looking through the occult play test for some reason. I like the looks of the investigator so feel free to post background/fluff and answers to questions. I'm looking forward to it.
Destri looks good. I'm still reading through the spiritualist.
Characters get Money + pack + MW weapon

Aizubike Chimaikilu |

So, questions and answers real quick:
Where did you come from?
Originally, an unnamed village in the Mwangi Expanse, near Mzali. Grew up in Cheliax, and spent the later years of his adulthood traveling, but called Andoran home.
Who are you and how did you become an adventurer?
Aizubike Chimakilu (Aizu to everyone) was captured as a child by Chelaxian invaders before their eventually defeat by the city-state of Mzali, and subsequent retreat. He was raised as a slave, and due to his quick mind and nimble fingers, was purchased as an assistant to an alchemist living there. He helped the man with his formulas, and learned much on the sly during his years there.
When he was 16, and his master had grown to trust him, he poisoned the man, slowly, over a course of a year. When he expired, Aizu took his chance, (betting it would be several days or even weeks before anyone came calling for the reclusive chemist) escaped Cheliax and never looked back.
He fled across the Aspodell Mountains to Andoran, where he at first used the alchemical skills he had learned to make a living as a healer and apothecary.
After two years of that, he was approached by a detective on the trail of a murderer who used poison to kill his victims, and Aizu helped the man track down the chemical and it eventually led to apprehending the murderer. After that, Aizu was hooked. He'd never felt more of a draw toward a profession than that.
19 year old Aizu signed on with the police force, and served for several years as a specialist with them. He gained some combat experience in these days, and became quite the detective, being promoted to that official capacity.
Eventually, he caught the attention of the government. Upon hearing of his background and investigative prowess, the Andoran government approached him with a job offer to become one of their anti-slavery agents. He agreed, and worked in that capacity for quite some time, working (sometimes undercover as a slave) to free as many as possible, and destroy the slave trade from within.
How did you die?
Five years into his anti-slavery campaign, 28 year old Aizu finally made a critical mistake. He trusted a friend he had made while on an undercover mission to help him free the other slaves on the estate. The slave, utterly loyal to his masters, turned Aizu in, and Aizu was summarily tortured and killed by Chelaxian slave owners.
What else is important about your character.
Aizu is disciplined and determined, with a strong sense of justice. He absolutely abhors slavery in all its forms (including slavery of the soul), having had a first hand look at the horrors of it.
Mechanically, he will be the same as here, with the exception of race.
Rather than Half-Orc, I was wondering if you'd allow me to be a Dhampir (after rising), somehow changed by death and being closer to death because of it. If Dhampir and Pharasma are a complete no-go (or I decide I like Half-Elf better), then Half-Elf.
He will likely be very bad in combat until 5th level, when he can nab Fencing Grace to deal Dex to damage with a rapier, unless you would be so kind as to allow the Deadly Agility Feat from Dreamscarred Press' Path of War.
You have learned how to use your agility to greater purpose in battle.
Prerequisite(s): Weapon Finesse, base attack bonus +1.
Benefit(s): You may add your Dexterity modifier in place of your Strength modifier when wielding a light weapon or a weapon that gains the benefits of the Weapon Finesse feat (such as the rapier) when determining additional damage inflicted upon a successful attack.
This modifier to damage is not increased for two-handed weapons, but is not reduced for off-hand weapons.
Which would allow me to get off the ground at 3rd level, and spend Feats on more interesting stuff than Weapon Focus.

thunderbeard |

One level of fighter or swashbuckler would also let you get Fencing Grace at level 3 (or slashing grace, in the Swashbuckler's case, if you want to use a more Mwangi weapon like a Battleaxe instead of a rapier). Being human would also do the trick, and a two-level dip or a human with one fighter level would get +dex to damage at level 2.
Alternately, a single level in Inspired Blade would also let you start out with Slashing Grace thanks to its two bonus feats.
Meanwhile, taking a single level in something else usually makes sense for an investigator, since you get a bit of a save/hp/bab boost and also get the ability to wear a shield and armor kilt along with your rapier, which go a long way towards helping with survivability.
Alternately, if you don't want to be a shield user, consider Weapon Finesse and Dervish Dance. It'll mean using a Rapier instead of a Scimitar, but you effectively get Deadly Agility in the same number of feats without needing to go 3pp... and a Scimitar is also probably a more Mwangi weapon than a rapier.
Still, an Investigator doesn't need to be dex-focused. Especially with access to better armor (and no armored spell failure), an investigator can be a very effective, well-armored melee clobberer based entirely on strength (the mutagen discovery or enlarge person also help quite a bit here). The big reason to go for high dex with an investigator is to take advantage of focused combat and dual-wielding, but dual rapiers aren't very effective.

Rynjin |

I don't like dipping the first time I play a class, and I've never used a rapier either so I like the image. Though if the Sword Cane was any good I'd use that.
I could go Str based but this stat generation makes me balk at going any MADer than Dex/Int. And honestly, I'd rather Alchemist for that anyway.
I considered a Swash dip so I could Slashing Grace a Falcata, but I really want a chance to see an Investigator at full progression.
Deadly Agility is also, honestly, far better designed than any of those. Both in prereqs and in not bending over backwards to over complicate itself so it can pretend to meaningfully limit the thing it's providing.

Anator Kintash |

Yes I burnt a bunch of feats (TWF, Weapon Finesse, Slashing Grace) to try to make my TWF Kukri Warpriest viable, but I don't think I succeeded. I guess I'm completely hopeless at munchkining. And being middle aged is a nice nerf too. ;)
I'm guessing there's some completely boring rule about the Warpriest's Focus Weapon/Sacred Weapon damage NOT applying to two weapons in a TWF situation. Because nothing says "omigod brokenorzz" like a kukri doing d6 instead of d4.

thunderbeard |

Well... the point of a fighter dip is usually only to make things viable at low levels, not necessary at higher levels. You really wouldn't be more MAD with Str instead of Dex, because an investigator can do fine with low dexterity (although you'll want some way to get heavier armor if you go that route).
Meanwhile, Deadly Agility is an extremely powerful feat to get at low levels for its ability to let you dump str from level 1 (the alternative, an agile weapon, isn't affordable until level 6 or so), which makes it fine in games with things like guided weapons or other 3pp material but it can come a little unhinged without other players getting good things for balance, thanks its effect in combination with two-weapon fighting.
You really can make a dex-to-damage swashbuckler viable by level 3 by being a human... but honestly, it's viable either way. Fencing Grace/Deadly Agility really only gives +3 or so more to damage at low levels, which isn't what determines your usefulness. An investigator's strength lies in being the ultimate skill user, with inspiration and all the buff strength of an alchemist, and yet as soon as you get studied strike you're doing more damage than a rogue of equal level, with better saves and really useful spellcasting. While you can make a damage-heavy build, a lot of the fun at early levels can come from the classes strengths and intended purpose.
* * *
@Anator: A war priest really can TWF with his sacred weapon. It's no more powerful than a monk/brawler's flurry. However, you can't use Slashing Grace with a kukri (the creators have said they never intended dex-to-damage feats to generally exist except for swashbucklers or rapiers/scimitars), and you need 15 dex to qualify for TWF (which you could get by lowering your int and cha 1 point). If you want to use this combat style, there's no real benefit from focusing on dexterity over strength; you can use +2/+4 belts to qualify for Improved/Greater Two-Weapon Fighting, but as it is you have the best AC you can get with armor anyway and you might as well save the feats for power attack/greater weapon focus/double slice/improved critical (thanks to your awesome crit range). You'll wind up with a more powerful character in that case, and the only thing suffering will be your reflex save, which was always a wash.

Rynjin |

Dex to damage has repeatedly been mathed out as inferior to Str damage. Deadly Agility is only "overpowered" in comparison to Paizo Feats that do the same thing...which are too weak anyway.
+3 damage is a big deal at low levels, and nothing to sneeze at at high levels either. Especially when it is your ONLY damage modifier.
I just want to make something different from my norm. I could make a Str based guy that can rip every encountet Arc is likely to throw at me pretty easily, but I've never done pokey rapier man before. I'd just like to make pokey rapier man good before 5th with no dips, because being a dead weight in combat before 4th or 5th is no fun, regardless of how good I perform outside of it.
And 1d6+0 is essentially dead weight. I might as well shoot a crossbow...it has higher potential damage.
"Intended purpose" is whatever I want it to be. In this case a character who does the hokey pokey stabby dead dance while providing all the skills a party needs.

Anator Kintash |

@Anator: A war priest really can TWF with his sacred weapon. It's no more powerful than a monk/brawler's flurry.
Well that's encouraging.
However, you can't use Slashing Grace with a kukri (the creators have said they never intended dex-to-damage feats to generally exist except for swashbucklers or rapiers/scimitars),...
Ehrmagherd. Is this because kukri is a light weapon, as opposed to one handed? I'm really starting to hate feats. Yep I said it. I read through the feats again last night, and just kept thinking why would you choose any of these? They are either insanely situational or have pointless prerequisites or have both AND cruel you. What is the point in reducing your speed by 5' after Step Up? It's needlessly cruel in a world where ….casters. I'm getting to the point where I'm completely and consistently fed up. I almost never play arcane casters, and very rarely divine full casters, and only sometimes Warpriests (first here) or Inquisitors. I'm a role-playing-friendly martial fan. And Im getting to the point where I just want to play a human Fighter just to try to get some fun combat happening. Sheesh.
...and you need 15 dex to qualify for TWF (which you could get by lowering your int and cha 1 point).
Oh - see my stat breakdown - those stats are wrong - I made Anator with 10 str and 16 dec based on the feats. I guess I'll have to completely retool him. ;(……...
.If you want to use this combat style, there's no real benefit from focusing on dexterity over strength; you can use +2/+4 belts to qualify for Improved/Greater Two-Weapon Fighting, but as it is you have the best AC you can get with armor anyway and you might as well save the feats for power attack/greater weapon focus/double slice/improved critical (thanks to your awesome crit range). You'll wind up with a more powerful character in that case, and the only thing suffering will be your reflex save, which was always a wash.
Umm. See here - I'm a card carrying grognard. I have no idea what belts you are talking about. I agree i'm likely better off with a completely different approach - my usual schtick of THF and a big freaking weapon. Which I am bored of. I wanted to try THF, and thought I was clever reskinning Pharasma's daggers as kukris in a roundabout way.
What if I wielded two Large kukris and sucked up the -2 for Large and -2 for TWF - could i treat them as one handed weapons then? Hahahaha. Heh. Never mind. At least I'd (hopefully) get the d8 damage dice. Gaah. I'm completely deflated.
But seriously, thanks thunderbeard for taking the time to give me advice.

Camas Washougal |

Camas is up to date. I think I have everything there but let me know if you need to fix anything.
As for me, I have been role playing since 1981 but all of my table top options have died off for now. Play-by-Post sounds like a great way to keep me in the game.
I am on my computer, tablet, or phone all day long so posting multiple time a day is easy. I am in one other campaign now but it is really slow.

DM - ARC |

Aizubike looks good. I also have no problem with that feat. If you're worried about potential you could use the Aldori Dueling sword instead which could get you Dueling Mastery later on (after a few more feats) which helps your defence and its higher damage or the estoc. They would cost you a feat to make best use of but they're options.
....And Im a big fan of the Aldori
I'll respond to your post as soon as I get a chance to read it over Camas.

Rynjin |

Hm. I always forget the Dueling Sword exists. Kinda Feat heavy but the shield bonus thing is neat. Still...probably cheaper to just spend a Feat on Shield Proficiency and wear a light shield or buckler instead.
Actually...was browsing the weapons to find what the Dueling Sword stats were and found the Estoc you mentioned, which sounds pretty rad.
2d4, 18-20/x2, and if you have Exotic proficiency it can be used with Finesse? Sign me up.
Image-wise it looks kinda like a dueling foil, but thicker and nastier, form the images I found.
I think I'll use that, and go Half-Elf. I can get Exotic Proficiency for free that way. Plus the Favored Class Bonus for Investigators is pretty neat anyway.
That leaves everything except gear and Extracts done for me.

DM - ARC |

Updated application summary
Good to go(Doesn't mean 100%, I'll go through crunch in detail after I've picked the team)
Phylotus -> Kestra (Inquisitor) } Good to go
Oceanshieldwolf -> Antor Kintash (Warpriest) } Good to go
The Little King -> Raznar (Metal Oracle) } Good to go
CaptainFord -> Orn Longclaw (Juju Oracle) } Good to go
Rynjin -> Aizubike (investigator) } Good to go
In Progress
NostrusUK -> Destri (spiritualist) } No crunch yet
Alynthar42 -> legolamb (Druid) } no backstory/answers
William Nightmoon -> William Nightmoon (wizard Necromancer) } no backstory concept yet
PDXcook -> Camas (fighter) } looks good so far but I'd like a bit more about himself
GrinningJest3r -> Cole (bard) } fun concept I'd just like a little more about himself
Thunderbeard -> Wojtek (a bear) } doesn't really fit campaign
I think that everyone, I'm sorry if I missed someone
editted to correct autocorrect

thunderbeard |

Ah, if the GM's okay with Deadly Agility, I guess that makes it work for both of your characters. I've just seen a lot of slashing grace/fencing grace characters proposed everywhere recently (with the first, of course, working with TWF in the sawtooth saber), and the warpriest and investigator really are classes that expect strength basis in the simplest build.
Also, an Estoc is essentially a rapier with a wider, heavier blade. And a fencing dhamphir investigator sounds like the sort of thing that would be very at home in Ustalav, on the other side of the world.

Ealianne |

Sounds like an interesting campaign idea! I'd like to work up a character to throw in the mix.
Basic concept/backstory is a female elf (or possibly half-elf) foresight wizard taken prisoner by an opium drublord who had raided a seaport of an elvish kingdom. After being taken prisoner, Ealianne spent the next decade on his ship as a maid and concubine. She was tattooed with the mark of her master, and after years of beatings, she finally had an opportunity to take her revenge. She killed her master with his own wakizashi before being killed herself by his guards.
Upon her return to the material world, she has taken up the more stealthy skills she observed and learned to avoid future deaths. She is still recovering from her hellish decade long torture abord the druglord's ship.
Female Elf Wizard(Foresight)1/Ninja(or possibly rogue)1
I'll work up the full build tonight and post

Rynjin |

Ah, if the GM's okay with Deadly Agility, I guess that makes it work for both of your characters. I've just seen a lot of slashing grace/fencing grace characters proposed everywhere recently (with the first, of course, working with TWF in the sawtooth saber), and the warpriest and investigator really are classes that expect strength basis in the simplest build.
Also, an Estoc is essentially a rapier with a wider, heavier blade. And a fencing dhamphir investigator sounds like the sort of thing that would be very at home in Ustalav, on the other side of the world.
Yar, it does sound neat. Dhampir would give me better stats (+Dex/Int, -Wis, I can shuffle that around to make it good-er) and such, but I like Half-Elf too, and it's the only way I can get Estoc Proficiency without a dip or Feat.
Plus, I don't think there's a ton of Dhampir in the Mwangi. Even Orcs/Half-Orcs are rare there, but Elves (and I'd assume by extension Half-Elves) are common.

Rynjin |

Plus, I'm not sure Dahmpirs would be high on Pharasma's "Keep these guys around" list cause of their undead ancestry. I dunno though, she might not be so picky
Yar, That's why I originally asked about it as a by-product of being semi-resurrected.
I don't think Pharasma would have a problem though regardless. IIRC Phrasma only hates the evil/mindess undead. I know she's perfectly okay with ghosts because her lore incudes sometimes allowing people to resurrect as ghosts temporarily to warn friends and family of coming danger, or take revenge on their murderer.

Ealianne |

Although strikingly beautiful, Ealiannë lacks the social skills for which most Varisian are known. She speaks her mind freely, and her opinions are laced with contempt for those who disagree with her insights or prove not "intelligent enough to understand her". Ealiannë is always wary of her surroundings and constantly positioning herself in the "optimal" space. When this proves impossible, she is constantly moving about the room, looking over her shoulder. Ealiannë wasn't always this way, however.
At a young age, Ealiannë was warm and friendly with a disposition that left everyone in the room full of joy. Everyone wished to be her friend, and she embraced them all. That all changed too soon for soon after turning 12 years old, Ealiannë was taken captive by a Tian druglord and set upon one of his smuggling ships as a slave. She was beaten, abused and tortured for years.
However, Ealiannë was sharp and keen to observe her captors. She watched and learned the secret arts of the ninja that travelled with the druglord. Deep in the bowels of the ship, she would master many of their techniques. During this time, she was reared by a Water Naga also held captive by the druglord. Out of this time Ealiannë grew in power and bid her time.
At the age of 17, her patience was rewarded. She took her revenge upon the druglord. One night, after being taken to his bed, the druglord fell into a drug induced slumber. She quietly slipped from his bed, drew forth his wakazashi, and disemboweled him as he slept.
Ealiannë wasted no time. She dipped into the shadows and moved to escape the ship. But the alarm was raised and she was mortally wounded upon the deck. She leapt overboard. Her last memories were that of a ghostly ship below her as she succumbed to her wounds as she sank.
Female human (Varisian) ninja 1/wizard 1 (Pathfinder RPG Ultimate Combat 13)
CN Medium humanoid (human)
Init +6; Senses Perception +7
--------------------
Defense
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AC 14, touch 13, flat-footed 11 (+1 armor, +3 Dex)
hp 17 (2 HD; 1d6+1d8+5)
Fort +1, Ref +5, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk wakizashi +1 (1d6/18-20)
Ranged shortbow +3 (1d6/×3)
Special Attacks sneak attack +1d6
Spell-Like Abilities (CL 2nd; concentration +2)
. . 3/day—dancing lights
Wizard Spells Prepared (CL 2nd; concentration +4)
. . 1st—burning hands (DC 14), detect secret doors, vanish[APG] (DC 13)
. . 0 (at will)—acid splash, message, prestidigitation
. . Opposition Schools Enchantment, Necromancy
--------------------
Statistics
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Str 10, Dex 16, Con 12, Int 15, Wis 14, Cha 10
Base Atk +0; CMB +0; CMD 13
Feats Scribe Scroll, Spell Focus (evocation), Toughness, Varisian Tattoo[ISWG]
Traits magical knack, reactionary, touched by the sea
Skills Acrobatics +7, Bluff +4, Climb +4, Craft (alchemy) +6, Craft (tattoo) +4, Escape Artist +7, Knowledge (arcana) +7, Perception +7, Profession (sailor) +8, Sense Motive +6, Sleight of Hand +7, Spellcraft +7, Stealth +8, Swim +7; Racial Modifiers +2 Profession (sailor), +2 Swim
Languages Common, Nagaji, Tien, Varisian
SQ arcane bond (masterwork wakizashi), forewarned, heart of the sea, human wizard, mark of slavery, poison use, prescience
Combat Gear potion of cure light wounds, spell tattoo of Burning Hands, spell tattoo of Vanish, spell tattoo of Windy Escape, caltrops, oil; Other Gear haramaki, arrows (20), mwk wakizashi, shortbow, adventurer's pack, bedroll, belt pouch, chalk (10), flint and steel, grappling hook, hemp rope (50 ft.), ink, black, inkpen, mess kit, mirror, piton (10), pot, scroll box, soap, spellbook, thieves' tools, torch (10), trail rations (5), waterskin, latern brooch, 539 gp, 8 sp
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Special Abilities
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+1 Spells in Spellbook Add one spell from the wizard spell list to the wizard's spellbook. This spell must be at least one level below the highest spell level the wizard can cast.
Arcane Bond (Masterwork wakizashi) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Foresight Associated School: Divination
Forewarned 1 (Su) Can always act in surprise rounds.
Heart of the Sea +4 concentration to cast spells underwater, and you can hold your breath twice as long.
Magical Knack (Wizard) +2 CL for a specific class, to a max of your HD.
Mark of Slavery -2 to skills and attacks after failing a skill check, unless you're retrying the skill check,
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Prescience (5/day) (Su) Roll a d20 at the beginning of the round, and use that result as the result of any other d20 roll before the next turn.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Touched by the Sea Underwater attack penalties are lessened by 1.
Varisian Tattoo (Evocation) Spells from chosen school gain +1 caster level.
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