Languages Aboleth, Abyssal, Aklo, Aquan, Auran, Celestial, Common, Cyclops, Draconic, Dwarven, Elven, Giant, Gnoll, Gnome, Goblin, Halfling, Ignan, Infernal, Necril, Orc, Protean, Sylvan, Terran, Treant, Undercommon, Mordentish, Vaasi, Sithican, Darkonese, Falkovnian, Balok, Forfarian, Thaani, Patterna, Lamordian, Tepestani, Luktar, Grabenite, Old Kartakan
Special Qualities air breather, gaseous form, freedom of movement, sustenance
Worn Equipment +5 Cloak of Resistance, +6 Headband of Mental Superiority, +6 Belt of Physical Might, Ring of Regeneration, Ring of Spell Turning and Freedom of Movement and Invisibility and Sustenance(bonded), Vest of Stable Mutagen, Greater Hat of Disguise, Glove of Storing, Sandals of Quick Reaction, Orange Prism Ioun Stone, Cracked Dusty Rose Prism Ioun Stone, Sleeves of Many Garments
Carried Equipment Oil of Life, Spellbook, Formulae Book, Greater Quickening Rod, Greater Extending Rod, Portable Hole, Quarterstaff, Forked Metal Rod, Potion of Bestow Grace, Blessed Book(2).
Spent on Wish to increase Int 125,000gp
Current encumberance Money 17,425gp
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WIZARD ABILITIES
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Weapon and Armour 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.
Arcane Bond(ring) 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. 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 cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools. 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. 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.
Opposed Schools(enchantment/evocation) A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell.
Arcane School(Scryer) Diviners are masters of remote viewing, prophecies, and using magic to explore the world.
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.
Send Senses(Sp) 20/day As a standard action, you place a scrying sensor at a point within medium range (100 feet + 10 feet/wizard level) that you can see and have line of effect to. You can see or hear (not both) through this sensor for number of rounds equal to 1/2 your wizard level (minimum 1). The sensor otherwise functions as a clairaudience/clairvoyance spell with a caster level equal to your wizard level.
Scrying Adept(Su) At 8th level, you are always aware when you are being observed via magic, as if you had a permanent detect scrying. In addition, whenever you scry on a subject, treat the subject as one step more familiar to you. Very familiar subjects get a –10 penalty on their save to avoid your scrying attempts.
Fast Study Normally, a wizard spends 1 hour preparing all of his spells for the day, or proportionately less if he only prepares some spells, with a minimum of 15 minutes of preparation. Thanks to mental discipline and clever mnemonics, you can prepare all of your spells in only 15 minutes, and your minimum preparation time is only 1 minute.
Opposition Research(evocation) Select one Wizard opposition school; preparing spells of this school now only requires one spell slot of the appropriate level instead of two, and you no longer have the –4 Spellcraft penalty for crafting items from that school.
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ALCHEMIST ABILITIES
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Weapon and armour Proficiency Alchemists are proficient with all simple weapons and bombs. They are also proficient with light armor, but not with shields.
Alchemy(Su) When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.
Bomb(Su) 37/day hrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist's bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist's Intelligence modifier. The damage of an alchemist's bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb's minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier.
Brew Potion(Ex) At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat.
Cognatogen(Su) If the cognatogen enhances his Intelligence, it applies a penalty to his Strength. If it enhances his Wisdom, it applies a penalty to his Dexterity. If it enhances his Charisma, it applies a penalty to his Constitution. Otherwise, this ability works just like the mutagen ability (including the natural armor bonus). Anytime the alchemist would prepare a mutagen, he may instead prepare a cognatogen. All limitations of mutagens apply to cognatogens as if they were the same substance—an alchemist can only maintain one mutagen or cognatogen at a time, a cognatogen that is not in an alchemist’s possession becomes inert, drinking a cognatogen makes a non-alchemist sick, and so on. When the effect of the cognatogen ends, the alchemist takes 2 points of ability damage to the ability score penalized by the cognatogen. The infuse mutagen discovery and the persistent mutagen class ability apply to cognatogens.
Breath Mastery Without preparation, he can hold his breath for a number of minutes equal to his Constitution score (after this, he must begin making Constitution checks or risk suffocation); by spending a full-round action preparing himself, he can increase this duration to 1 hour per point of Constitution. The alchemist can survive twice as long as normal without food or water before he starts to take penalties. He can put himself into a state of suspended animation as a move action, and is then unconscious and appears completely dead; he awakens at a preset time or in response to a condition set by him when he enters this state.
Perfect Recall At 2nd level, a mindchemist has honed his memory. When making a Knowledge check, he may add his Intelligence bonus on the check a second time. Thus, a mindchemist with 5 ranks in Knowledge (history) and a +2 Intelligence bonus has a total skill bonus of +9 (5 + 2 + 2) using this ability. The mindchemist can also use this ability when making an Intelligence check to remember something.
Poison Resistance(Ex) At 2nd level, an alchemist gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, an alchemist becomes completely immune to poison.
Disease Resistance(Ex) At 3rd level, an internal alchemist gains a bonus on all saving throws against disease equal to his alchemist class bonus against poison. When he gains the poison immunity alchemist class ability, he becomes immune to disease as well.
Uncanny Dodge Starting at 6th level, an internal alchemist can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. However, he still loses his Dexterity bonus to AC if he is immobilized, or if an opponent successfully uses the feint action against him.
Persistent Mutagen(Su) At 14th level, the effects of a mutagen last for 1 hour per level.
Instant Alchemy(Ex) At 18th level, an alchemist can create alchemical items with almost supernatural speed. He can create any alchemical item as a full-round action if he succeeds at the Craft (alchemy) check and has the appropriate resources at hand to fund the creation. He can apply poison to a weapon as an immediate action.
Discovery(Su) At 2nd level, and then again every 2 levels thereafter (up to 18th level), an alchemist makes an incredible alchemical discovery. Unless otherwise noted, an alchemist cannot select an individual discovery more than once. Some discoveries can only be made if the alchemist has met certain prerequisites first, such as uncovering other discoveries. Discoveries that modify bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual bomb. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier.
Tumor Familiar(Ex) The alchemist creates a Diminutive or Tiny tumor on his body, usually on his back or stomach. As a standard action, the alchemist can have the tumor detach itself from his body as a separate creature vaguely resembling a kind of animal suitable for a familiar (bat, cat, and so on) and move about as if it were an independent creature. The tumor can reattach itself to the alchemist as a standard action. The tumor has all the abilities of the animal it resembles (for example, a batlike tumor can fly) and familiar abilities based on the alchemist’s caster level (though some familiar abilities may be useless to an alchemist). The tumor acts as the alchemist’s familiar whether attached or separated (providing a skill bonus, the Alertness feat, and so on). When attached to the alchemist, the tumor has fast healing 5. An alchemist’s extracts and mutagens are considered spells for the purposes of familiar abilities like share spells and deliver touch spells.
Extend Potion A number of times per day equal to his Intelligence modifier, the alchemist can cause any potion he drinks that does not have an instantaneous duration to function at twice its normal duration. This does not apply to extracts.
Smoke Bomb* When the alchemist creates a bomb, he can choose to have it create a cloud of thick smoke when it detonates. The cloud functions as fog cloud, filling an area equal to twice the bomb’s splash radius for 1 round per level.
Fast Bombs An alchemist with this discovery can quickly create enough bombs to throw more than one in a single round. The alchemist can prepare and throw additional bombs as a full-round action if his base attack bonus is high enough to grant him additional attacks. This functions just like a full-attack with a ranged weapon.
Sticky Bomb The effects of the alchemist’s bombs are persistent and continue to damage creatures for 1 round after the initial damage. Creatures that take a direct hit from a sticky bomb take the splash damage 1 round later. Bombs that have effects that would normally occur 1 round later instead have those effects occur 2 rounds later.
Greater Cognatogen(Su) +4 natural armor bonus, a +6 alchemical bonus to one mental ability score (Intelligence, Wisdom, or Charisma), and a +4 alchemical bonus to a second mental ability score. The alchemist takes a –2 penalty on both associated physical ability scores as long as the mutagen persists, and takes 2 points of ability damage to both associated physical ability scores when the cognatogen ends.
Combine Extracts When the alchemist creates an extract, he can place two formulae into one extract. When the extract is consumed, both formulae take effect. This extract has a level two levels higher than the highest-level formulae placed in the extract.
Grand Cognatogen(Su) +6 natural armor bonus, a +8 alchemical bonus to one mental ability score (Intelligence, Wisdom, or Charisma), a +6 alchemical bonus to a second mental ability score, and a +4 alchemical bonus to a third mental ability score. The alchemist takes a –2 penalty to his Strength, Dexterity, and Constitution as long as the cognatogen persists, and takes 2 points of ability damage to each physical ability score when the cognatogen ends.
Eternal Potion If an alchemist drinks a potion that he extends, the effects of that potion become permanent until he chooses to make another potion effect permanent.
Force Bomb* When the alchemist creates a bomb, he can choose to have it inflict force damage. Force bombs deal 1d4 points of force damage, plus 1d4 points of force damage for every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a force bomb are knocked prone unless they succeed on a Reflex save.
Stink Bomb* The effects of the smoke created by an alchemist’s bomb can duplicate the effects of stinking cloud instead of fog cloud, filling an area equal to twice the bomb’s splash radius for 1 round.
Grand Discovery(Su) At 20th level, the alchemist makes a grand discovery. He immediately learns two normal discoveries, but also learns a third discovery chosen from the linked list below, representing a truly astounding alchemical breakthrough of significant import. For many alchemists, the promise of one of these grand discoveries is the primary goal of their experiments and hard work.
Philosopher's Stone The alchemist learns how to create a philosopher's stone, and can do so once per month at no cost. Creating a philosopher's stone takes 1 day of work.
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MIST CREATURE ABILITIES
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Cloud Sight(Ex) A mist creature can see through clouds, gases, fogs, mists, and smoke as though they didn't inhibit vision. Creatures and objects do not gain concealment from a mist creature due to such conditions. A mist creature may use this ability while gaseous.
Air Mastery(Ex) Any airborne creature takes a -1 penalty on attack and damage rolls against a mist creature.
Air Breather(Ex) A mist creature can breathe air even if the base creature breathed only water.
Gaseous Form(Su) A mist creature can assume gaseous form at will. This ability works like the gaseous form spell, except a mist creature can remain in gaseous form as long as it wishes. Becoming gaseous or resuming its normal form is a move action.
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RACIAL TRAITS
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Bonus Feat Humans select one extra feat at 1st level.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Alchemist Formulae Known:
1st Blend, Bomber's Eye, Comprehend Languages, Crafter's Fortune, Cure Light Wounds, Detect Secret Doors, Detect Undead, Endure Elements, Enlarge Person, Expeditious Retreat, Heightened Awareness, Identify, Keen Senses, Longshot, Monkey Fish, Negate Aroma, Reduce Person, Shield, Targeted Bomb Admixture, Touch of the Sea, True Strike, Vocal Alteration
2nd Alchemical Allocation, Cure Moderate Wounds, Lesser Restoration, Blood Transcription, Eagle's Splendor, Spider Climb
3rd Cure Serious Wounds, Arcane Sight, Protection from Energy, Heroism, Remove Curse, Remove Disease, Tongues
4th Cure Critical Wounds, Echolocation, Elemental Body I, Greater Darkvision, Death Ward, Discern Lies, Earth Glide, Eyes of the Void, Freedom of Movement, Restoration, Stoneskin, Universal Formula
5th Elemental Body II, Overland Flight, Planar Adaptation, Spell Resistance, Vermin Shape II
6th Caging Bomb Admixture, Elemental Body III, Heal, True Seeing, Wind Walk, Beast Shape IV, Monstrous Physique IV
Wizard Spells Known:
0th Resistance, Acid Splash, Drench, Detect Magic, Detect Poison, Read Magic, Daze, Breeze, Dancing Lights, Flare, Light, Penumbra, Ray of Frost, Scoop, Spark, Ghost Sound, Haunted Fey Aspect, Bleed, Disrupt Undead, Touch of Fatigue, Jolt, Mage Hand, Mending, Message, Open/Close, Root, Arcane Mark, Prestidigitation
1st Invisibility Alarm, Protection from Evil, Protection from Good, Grease, Infernal Healing, Mage Armour, Obscuring Mist, Anticipate Peril, Discern Next of Kin, Floating Disk, Magic Missile, Color Spray, Magic Aura, Silent Image, Vanish, Interrogation, Ray of Sickening, Animate Rope, Blood Money, Dancing Lantern, Feather Fall, Magic Weapon,
2nd Obscure Object, Protection From Arrows, Fog Cloud, Glitterdust, Detect Thoughts, See Invisibility, Locate Object, Levitate, Continual Flame, Pilfering Hand, Invisibility, Mirror Image, Misdirection, Sentry Skull, Levitate
3rd Nondetection, Cloak of Winds, Dispel Magic, Stinking Cloud, Seek Thoughts, Displacement, Major Image, Invisibility Shpere, Ray of Exhaustion, Blink, Fly, Haste, Greater Magic Weapon
4th Dimensional Anchor, Remove Curse, Stoneskin, True Form, Black Tentacles, Dimension Door, Greater Infernal Healing, Solid Fog, Locate Creature, Scrying, Greater Invisibility, Shadow Conjuration, Enervation, Wall of Blindness/Deafness
5th Break Enchantment, Dismissal, Life Bubble, Mage's Private Sanctum, Cloudkill, Hungry Pit, Major Creation, Secret Chest, Teleport, Contact other Plane, Prying Eyes, Telepathic Bond, Sending, Wall of Force, False Vision, Persistent Image, Shadow Evocation, Baleful Polymorph, Echolocation, Polymorph, Telekinesis, Permanency
6th Antimagic Field, Greater Dispel Magic, Wall of Iron, Analyze Dweomer, Battlemind Link, Legend Lore, Contingency, Permanent Image, Veil, Circle of Death, Major Curse, Undeath to Death, Discintegrate, Enemy Hammer, Flesh to Stone
7th Banishment, Spell Turning, Teleport Trap, Mage's Magnificent Mansion, Planar Refuge, Plane Shift, Summon Monster VII, Greater Teleport, Greater Arcane Sight, Greater Scrying, Vision, Forcecage, Prismatic Spray, Greater Shadow Conjuration, Finger of Death, Elemental Body IV, Plant Shape III, Greater Polymorph, Reverse Gravity, Limited Wish
8th Dimensional Lock, Mind Blank, Prismatic Wall, Protection from Spells, Maze, Summon Monster VIII, Discern Location, Prediction of Failure, Greater Prying Eyes, Screen, Greater Shadow Evocation, Form of the Dragon III, Giant Form II, Polymorph any Object, Undead Anatomy IV
9th Mage's Disjunction, Prismatic Sphere, Spellbane, Greater Create Demiplane, Gate, Interplanetary Teleport, Summon Monster IX, Foresight, Dominate Monster, Shades, Weird, Astral Projection, Energy Drain, Soul Bind, Etherealness, Shapechange, Time Stop, Wish
Familiar Stats:
Oliver
Tiny outsider(extraplanar, psychopomp)
Init +3; Senses darkvision 60 ft., low-light vision, spiritsense; Perception +32
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DEFENSE
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AC 25, touch 15, flat-footed 22 (+3 Dex, +2 size, +10 natural)
hp 120 (half masters hp/20HD)
Fort +13, Ref +15, Will +13
DR 2/adamantine; Immune death effects, disease, poison; Resist cold 10, electricity 10
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OFFENSE
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Speed 20 ft., fly 50 ft.(good)
Melee bite +18 (1d3–1)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks haunting melody
Spell-Like Abilities (CL 20th; concentration +23)
At will — invisibility (self only)
3/day — speak with dead (6 questions, CL 12th)
1/day — hide from undead (DC 14), sound burst (DC 15)
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STATISTICS
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Str 8, Dex 16, Con 12, Int 15, Wis 13, Cha 16
Base Atk +15/+10/+5; CMB +14; CMD 27
Feats Alertness, Weapon Finesse
Skills
20 Appraise +22
20 Bluff* +24
20 Craft(Alchemy)* +22
20 Disguise +25
20 Fly* +34
20 Knowledge(arcana) +22
20 Knowledge(dungeoneering) +22
20 Knowledge(engineering) +22
20 Knowledge(geography) +22
20 Knowledge(history)* +22
20 Knowledge(local) +22
20 Knowledge(nature) +22
20 Knowledge(nobility) +22
20 Knowledge(planes)* +25
20 Knowledge(religion) +22
20 Linguistics +22
20 Perception* +32
3 Profession* +7
20 Sense Motive* +29
20 Sleight of Hand
20 Spellcraft
20 Stealth* +34
20 Use Magic Device +23
Languages Abyssal, Celestial, Infernal
SQ change shape (raven or songbird [same statistics], beast shape II), spirit touch
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SPECIAL ABILITIES
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Haunting Melody(Su) 40 rounds/day A nosoi's song has the power to grip the spirits of those that hear it. All living and undead creatures within a 60-foot spread must succeed at a DC 14 Will saving throw or be fascinated. A creature that successfully saves is not subject to that nosoi's song for 24 hours. This effect continues for as long as the nosoi sings and for 1 round thereafter. A nosoi can sing for a number or rounds per day equal to twice its Hit Dice. This is a sonic mind-affecting charm effect. This ability can affect undead creatures, even though the undead subtype makes such creatures immune to mind-affecting effects (though undead creatures with immunity to mind-affecting effects from a source other than their creature type are still immune). The save DC is Charisma-based.
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.
Share Spells The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link(Su) The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Deliver Touch Spells(Su) If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Speak with Master(Ex) If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Spell Resistance(Ex) If the master is 11th level or higher, a familiar gains spell resistance equal to the master's level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar's spell resistance.
Scry on Familiar(Sp) If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day.
You can take a man out of the mists...:
Alexander was born in golarion and as a boy grew up in the wilds of the north where it was cold all year long. Only a short glimpse of this time is available as his memory is faded and it feels like a lifetime ago. He can't remember the faces of his family except for one. His wife. They were only together a few short months when the mist appeared from the depths of the blizzard as he was hurrying home from a hunt. It swallowed the entire hunting party and pulled them into the twisted realm of Ravenloft. The tribe suffered much as most of their fighting men were among the party and they wre forced to merge into another tribe. His wife died foolishly searching for him in the storm and was swallowed up by the same blizzard and froze to death. The hunting party woke up separated along a stretch on the edge of the mist, several had simply not awoken from the journey and died. Alex was one of the unluckier ones. Only twenty three of them remained of the original forty, though they could not find three of the bodies. They gathered together and discussed what they should do in this strange place. Most wanted to try to return through the mist they came from. The rest did not want to be so hasty and instead find out exactly where they were and perhaps find a safer way back to their tribe. They split up and agreed to meet back there after several hours if a way had not been found. Fourteen of the fifteen that walked into the mist were never seen again. Only one made it back babbling and insane, whispering about some sort of force. Eight able bodies remained and wearily they walked away from the thick mist, searching for answers to their whereabouts. They made it to a village where, luckily, they found someone who could speak the common tongue. No one knew anything about their frozen home and as soon as they mentioned coming through the mists they were chased out of the village. They decided to go back to the mist and find their way out. Upon coming tto the edge of it they came across a caravan about to travel into the mist. At first they would not help but then one of the women stared into Alexander. Whatever she saw made her change her mind and he and only he was allowed to go with them. He promised to return for them once he found the way back. He never was able to find the rest of them again before they perished to the mist in their own attempt at leaving once again.
Alexander was forced to stay with the Vistani for a long time, learning about the land that he was in. It was with them that he discovered his talent for things arcane. He was told it was impossible to return to his original home and that he should be lucky that he remembers them at all. In truth most of it was a blur and the only truly untouched memory he had left was of his wife Zara. They told him to keep his spellcasting talent hidden from all others to avoid unwanted attention and so he wandered ravenloft for many years, hoping to find some magical means to return himself to his home. Every attempt would fail but he would not give up, no matter how long it took him or how powerful the magical cost would be to him. He followed other caravans, who allowed him near for their price and to help him navigate the mist between borders but never did he feel any true connection to any of the people. Many adventures taught him the dangers of the mist and the many creatures the roamed ravenloft. He heard legend of a magical doorway that could take him home and he searched for it for many years. In this time and his quest for more arcane power he learnt of alchemy and this too he found he had a gift for. In time he grew older and more desperate. He knew the Vistani weren't telling him everything but they didn't trust him. He felt off, not like that of a fruit that had started to decompose but as if something in him were wrong. It was different than the age that he felt every day. He finally realised that he would never be powerful enough to make it through the boundaries of the mists in his lifetime. He determined to stop the farce. Traveling south as far as he could go he came to the solid border that connected to no other realm within ravenloft. With a sigh he walked into the mist clutching his staff prepared for the end, thinking only of Zara and perhaps seeing her again in the next life.
Alexander awoke face down in the snow, insensitive to the cold. He was supposed to know this place, it tickled the edge of his mind. He had been here before. Why was he alive? Suddenly he remembered walking through the mist expecting to die only to see snow at his feet the next step and fall into it hitting his head on the way down from the surprise. He grasped his head and cried out. It was not the cry of an old man but one many years younger. He had returned, the impossible had happened but he knew not how. He searched to find what had happened to his home but the tribe was no more. Merged into a larger one after that storm so long ago. No one recognised him or believed him to be who he said he was. They were distrustful and forced him to leave, thinking him crazed. Wearing almost nothing in the biting wind may have given it away but he could barely feel it. He had no home here, no way to return to the land of the mist and no desire to though in some way he felt a strange connection to it. A fondness, or even, a bond. He traveled golarion, the unknown face that would never stay long in any town. All he had was his magic and his alchemy. This he pursued with renewed purpose and vigor in his newfound youth. He did his best not to think of her, for when he did his thoughts grew dark and he remembered his wish to be with her again in the next life. It seemed he could have no rest. With singlemindedness he also avoided all thoughts of the mist as when he didn't a strange longing would come over him again. One he feared. Many nights he would wake up imagining the mist appearing and taking him back but it was just a harmless shadow on the wall. For many more years he wandered, seeing every land of the inner sea and many other lands also. Even so, with all his focus, he was not able to forget the place of mist and eventually thoughts of it crept in more and more. So much so that he began to search for knowledge of the place that might exist here in golarion. His increased knowledge of the arcane told him that it had to be another plane but no where could he find mention of one such place as that. There was but one thing that gave him hope. Stories of those who had disappeared, never to be heard from again. Most were made up or non-magical runaways, some held promise but were a long stretch to connect the two. Never where there suspicious disappearances in the same place that had no other possible explanation to them. Finding the mist proved elusive. Was it avoiding him?
Images of his dead wife, the only familiar face that he could recall, kept resurfacing amongst all his searching. He began to dream of her calling to him from the mist. He became desperate again, further frustrated with this growing need. He realised the offness he had once felt had grown larger than ever before. One night in a fit of rage he lashed out with his magic, lighting up the darkness and destroying his small hut until it was exhausted. He stumbled. Not even a lowly cantrip would issue forth from his fingers. Then he colapsed and fell asleep. He dreamt the mist took him again, reshaped him and even imparted a part of itself into him. A very strange dream. When he awoke he was startled in the fact that his feeling of offness was gone. Then more startled in the realisation that it was the other way around. The offness now felt like it was the only part of him. But as he calmed down the feeling became more and more normal until the once percieved offness felt as natural as his own arm. He was entirely unsure as to why he was previously alarmed. Until he realised that he now had no arms and in a rush to find where his arms had gotten to reformed his now misty self back into his humanoid shape. It wasn't a dream. The mist had come but instead of taking him back had left a bit of itself in him. His need to find it was gone. Unfortunately this did not make him any happier for now whenever he closes his eyes her face is there to greet him. To haunt him. Now haunted, he wanders, searching for a way to find her, whichever life she is in, but he can't find her.