Togomor

Angrid Luin's page

115 posts. Organized Play character for Matt Beatty.


Full Name

Angrid Luin

Race

LN M Elf HP 79/79; AC 26 T 23 FF 17 CMB +4 CMD 17; F+9 R+9 W+9 (+11 ench); Init+8(+12) Perc+8(10);

Classes/Levels

Fly 30', Swim 5', Move 15'; Prescience 12/12; Blood Pool 6/12; Bloat 2/2; leaches 1/1; ArcBond 1/1; Rod(Daze) 3/3; Rod(Ext) 2/3; PoP1 2/3

Gender

Buffs:
Unseen Servant, Mage Armor, Overland Flight, Nondetection, See Invisibility

About Angrid Luin

Angrid Luin
Male elf bloatmage 6/wizard 5 (Pathfinder Campaign Setting: City of Strangers)
LN Medium humanoid (elf)
Init +8; Senses low-light vision; Perception +8(10)

Appearance:
Angrid appears to be elfish, though his ears are not as pointed or extended as a typical elf. He is completely bald and has a tendency to wear only a ceremonial shawl of some sort for a shirt. This being done to show off his most recognizable characteristic, his girth / power. Additionally his skin is covered in tattoos of one sort or another. Most being tied to forms of power and including thassilonian runes. Of particular note is the sloth rune wrapping around his head. Locations not covered in tattoos tend to be covered in abnormally large and well fed leaches.

Background:
Angrid was raised by his elven family in the Mierani Forest. He was born with gift towards divination and foresight, though his interests lied elsewhere. When of age he left the forest and traveled to Korvosa. There he was accepted into the Acadamae, through family ties and the support of Perishial Kalissreavil. At the acadamy he survived, honed his skills in conjuration, and developed a lust for knowledge and power through the constant competition among students.

After graduating, he continued to move south into Cheliax, where his lust for power and knowledge of summoning was welcomed. From there he eventually joined the Pathfinder's as a means of gaining access to additional knowledge and items of power. There, he continued to hone his skills through study, experimentation, and outright conflict.

Through his travels he learned of a variation of casting, hematheurgy. One that utilized the power in blood to cast spells. He took a sabbatical from his studies and the pathfinder society and traveled to Kaer Maga. There he learned the arts of hematheurgy and expanded upon the pathfinder societies paltry knowledge of the art and those who practiced it. Returning to the pathfinder society, he now spends his time experimenting on the power within his own blood and that of other creatures.

Of particular note in Angrid's life is the personal annihilation of Krune, the rune lord of sloth. Though Angrid is truly disappointed to not have a blood sample to study he sees that moment as a true marking of his power. He commemorated this by having the rune of sloth tattooed upon his scalp with ink containing his own blood and the blood of other outsiders.


Defense:
AC 16, touch 13, flat-footed 13 (+3 Dex, +1 natural, +2 shield)
hp 68 (11d6+22)
Fort +8, Ref +9, Will +9; +2 vs. enchantments
Defensive Abilities corpulence; Immune sleep

Offense:
Speed 30 ft. (20 ft. in armor)
Spell-Like Abilities (CL 11th; concentration +12)
3/day—acid splash
Wizard Spells Prepared (CL 11th; concentration +18)
6th—battlemind link[UM] (DC 23), summon monster VI (2)
5th—overland flight, prying eyes, persistent stinking cloud (DC 21), wall of stone
4th—black tentacles (2), dimension door, locate creature, summon monster IV
3rd—persistent aqueous orb[APG] (2, DC 21), blood biography[APG] (DC 20), dispel magic, nondetection, slow (DC 20), spiked pit[APG] (DC 21)
2nd—create pit[APG] (2, DC 20), glitterdust (2, DC 20), scorching ray, see invisibility, stone call[APG]
1st—enlarge person (2, DC 18), grease, heightened awareness[ACG], mage armor, silent image (DC 18), unseen servant
0 (at will)—detect magic, light, mage hand, prestidigitation
Opposition Schools Enchantment, Necromancy

Spellbook:

WIZARD SPELLBOOK SUMMARY
Level Spell Casting Time Range DC Resist Duration
0 Acid Splash 1 action Close (25 + 5 ft./2 levels) 18 No Instantaneous
0 Arcane Mark 1 action Touch 17 No Permanent
0 Bleed 1 action Close (25 + 5 ft./2 levels) 17 Yes Instantaneous
0 Breeze 1 action Close (25 + 5 ft./2 levels) 17 Yes 1 hour (D)
0 Dancing Lights 1 action Medium (100 + 10 ft./level) 17 No 1 minute (D)
0 Detect Magic 1 action 60 ft. 17 No Concentration, up to 1 min./level (D)
0 Detect Poison 1 action Close (25 + 5 ft./2 levels) 17 No Instantaneous
0 Flare 1 action Close (25 + 5 ft./2 levels) 17 Yes Instantaneous
0 Ghost Sound 1 action Close (25 + 5 ft./2 levels) 17 No 1 round/level (D)
0 Light 1 action Touch 17 No 10 min./level
0 Mage Hand 1 action Close (25 + 5 ft./2 levels) 17 No Concentration
0 Mending 10 minutes 10 ft. 17 Yes (harmless, object) Instantaneous
0 Message 1 action Medium (100 + 10 ft./level) 17 No 10 min./level
0 Open/Close 1 action Close (25 + 5 ft./2 levels) 17 Yes (object) Instantaneous
0 Prestidigitation 1 action 10 ft. 17 No 1 hour
0 Ray of Frost 1 action Close (25 + 5 ft./2 levels) 17 Yes Instantaneous
0 Read Magic 1 action Personal 17 10 min./level
0 Resistance 1 action Touch 17 Yes (harmless) 1 minute
1 Air Bubble 1 action Touch 19 Yes (harmless) 1 minute/level
1 Ant Haul 1 action Touch 18 Yes (harmless) 2 hours/level
1 Anticipate Peril 1 action Touch 18 Yes 1 minute/level or until activated
1 Burning Hands 1 action 15 ft. 18 Yes Instantaneous
1 Cause Fear 1 action Close (25 + 5 ft./2 levels) 18 Yes 1d4 rounds or 1 round; see text
1 Chill Touch 1 action Touch 18 Yes Instantaneous
1 Color Spray 1 action 15 ft. 18 Yes Instantaneous; see text
1 Comprehend Languages 1 action Personal 18 10 min./level
1 Corrosive Touch 1 action Touch 19 Yes Instantaneous
1 Disguise Self 1 action Personal 18 10 min./level (D)
1 Ear-Piercing Scream 1 action Close (25 + 5 ft./2 levels) 18 Yes Instantaneous; see text
1 Endure Elements 1 action Touch 18 Yes (harmless) 24 hours
1 Enlarge Person 1 round Close (25 + 5 ft./2 levels) 18 Yes 1 min./level (D)
1 Expeditious Retreat 1 action Personal 18 1 min./level (D)
1 Feather Fall 1 immediate action Close (25 + 5 ft./2 levels) 18 Yes (object) Until landing or 1 round/level
1 Gravity Bow 1 action Personal 18 1 minute/level (D)
1 Grease 1 action Close (25 + 5 ft./2 levels) 19 No 1 min./level (D)
1 Heightened Awareness 1 action Personal 18 10 minutes/level (D)
1 Hydraulic Push 1 action Close (25 + 5 ft./2 levels) 18 Yes Instantaneous
1 Jump 1 action Touch 18 Yes 1 min./level (D)
1 Mage Armor 1 action Touch 19 No 1 hour/level (D)
1 Magic Aura 1 action Touch 18 No 1 day/level (D)
1 Magic Missile 1 action Medium (100 + 10 ft./level) 18 Yes Instantaneous
1 Magic Weapon 1 action Touch 18 Yes (harmless, object) 1 min./level
1 Mount 1 round Close (25 + 5 ft./2 levels) 19 No 2 hours/level (D)
1 Obscuring Mist 1 action 20 ft. 19 No 1 min./level (D)
1 Protection from Chaos 1 action Touch 18 No; see text 1 min./level (D)
1 Protection from Evil 1 action Touch 18 No; see text 1 min./level (D)
1 Ray of Enfeeblement 1 action Close (25 + 5 ft./2 levels) 18 Yes 1 round/level
1 Reduce Person 1 round Close (25 + 5 ft./2 levels) 18 Yes 1 min./level (D)
1 Shield 1 action Personal 18 1 min./level (D)
1 Shock Shield 1 action Personal 18 1 minute/level (D)
1 Shocking Grasp 1 action Touch 18 Yes Instantaneous
1 Silent Image 1 action Long (400 + 40 ft./level) 18 No Concentration
1 Sleep 1 round Medium (100 + 10 ft./level) 18 Yes 1 min./level
1 Snapdragon Fireworks 1 action Long (400 + 40 ft./level) 18 Yes 1 round/level
1 Stumble Gap 1 action Close (25 + 5 ft./2 levels) 19 No 1 round + 1 round/level
1 Summon Monster I 1 round Close (25 + 5 ft./2 levels) 19 No 1 round/level (D)
1 True Strike 1 action Personal 18 See text
1 Unseen Servant 1 action Close (25 + 5 ft./2 levels) 19 No 1 hour/level
1 Vanish 1 action Touch 18 Yes (harmless) 1 round/level (up to 5 rounds) (D)
1 Ventriloquism 1 action Close (25 + 5 ft./2 levels) 18 No 1 min./level (D)
2 Acid Arrow 1 action Long (400 + 40 ft./level) 20 No 1 round + 1 round per three levels
2 Alter Self 1 action Personal 19 1 min./level (D)
2 Aram Zey’s Focus 1 action Personal 19 No 1 minute/level (D)
2 Arcane Lock 1 action Touch 19 No Permanent
2 Bear's Endurance 1 action Touch 19 Yes 1 min./level
2 Blur 1 action Touch 19 Yes (harmless) 1 min./level (D)
2 Bull's Strength 1 action Touch 19 Yes (harmless) 1 min./level
2 Cat's Grace 1 action Touch 19 Yes 1 min./level
2 Create Pit 1 action Medium (100 + 10 ft./level) 20 No 1 round + 1 round/level
2 Detect Thoughts 1 action 60 ft. 19 No Concentration, up to 1 min./level (D)
2 False Life 1 action Personal 19 1 hour/level or until discharged; see text
2 Flaming Sphere 1 action Medium (100 + 10 ft./level) 19 Yes 1 round/level
2 Frigid Touch 1 action Touch 19 Yes Instantaneous
2 Glitterdust 1 action Medium (100 + 10 ft./level) 20 No 1 round/level
2 Hideous Laughter 1 action Close (25 + 5 ft./2 levels) 19 Yes 1 round/level
2 Invisibility 1 action Personal or touch 19 Yes (harmless) or yes (harmless, object) 1 min./level (D)
2 Knock 1 action Medium (100 + 10 ft./level) 19 No Instantaneous; see text
2 Minor Image 1 action Long (400 + 40 ft./level) 19 No Concentration + 2 rounds
2 Mirror Image 1 action Personal 19 1 min./level
2 Protection from Chaos, Communal 1 action Touch 19 No; see text 1 min./level (D) split among the recipients
2 Protection from Evil, Communal 1 action Touch 19 No; see text 1 min./level (D) split among the recipients
2 Protection from Good, Communal 1 action Touch 19 No; see text 1 min./level (D) split among the recipients
2 Protection from Law, Communal 1 action Touch 19 No; see text 1 min./level (D) split among the recipients
2 Pyrotechnics 1 action Long (400 + 40 ft./level) 19 Yes or no; see text 1d4+1 rounds, or 1d4+1 rounds after creatures leave the smoke cloud; see text
2 Resist Energy 1 action Touch 19 Yes (harmless) 10 min./level
2 Scorching Ray 1 action Close (25 + 5 ft./2 levels) 19 Yes Instantaneous
2 See Invisibility 1 action Personal 19 10 min./level (D)
2 Spider Climb 1 action Touch 19 Yes (harmless) 10 min./level
2 Stone Call 1 action Medium (100 + 10 ft./level) 20 No 1 round/level
2 Summon Monster II 1 round Close (25 + 5 ft./2 levels) 20 No 1 round/level (D)
2 Web 1 action Medium (100 + 10 ft./level) 20 No 10 min./level (D)
3 Aqueous Orb 1 action Medium (100 + 10 ft./level) 21 No 1 round/level
3 Arcane Sight 1 action Personal 20 1 min./level (D)
3 Blink 1 action Personal 20 1 round/level (D)
3 Blood Biography 1 minute Touch 20 No Instantaneous
3 Clairaudience/Clairvoyance 10 minutes Long (400 + 40 ft./level) 20 No 1 min./level (D)
3 Darkvision, Communal 1 action Touch 20 Yes (harmless) 1 hour/level split among the recipients
3 Daylight 1 action Touch 20 No 10 min./level (D)
3 Dispel Magic 1 action Medium (100 + 10 ft./level) 20 No Instantaneous
3 Displacement 1 action Touch 20 Yes (harmless) 1 round/level (D)
3 Fireball 1 action Long (400 + 40 ft./level) 20 Yes Instantaneous
3 Fly 1 action Touch 20 Yes (harmless) 1 min./level
3 Force Punch 1 action Touch 20 Yes Instantaneous
3 Haste 1 action Close (25 + 5 ft./2 levels) 20 Yes (harmless) 1 round/level
3 Heroism 1 action Touch 20 Yes (harmless) 10 min./level
3 Lightning Bolt 1 action 120 ft. 20 Yes Instantaneous
3 Mad Monkeys 1 round Close (25 + 5 ft./2 levels) 21 No 1 round/level
3 Magic Circle against Evil 1 action Touch 20 No; see text 10 min./level
3 Nondetection 1 action Touch 20 Yes (harmless, object) 1 hour/level
3 Protection from Energy 1 action Touch 20 Yes (harmless) 10 min./level or until discharged
3 Resist Energy, Communal 1 action Touch 20 Yes (harmless) 10 min./level split among the recipients
3 Slow 1 action Close (25 + 5 ft./2 levels) 20 Yes 1 round/level
3 Spiked Pit 1 action Medium (100 + 10 ft./level) 21 No 1 round + 1 round/level
3 Stinking Cloud 1 action Medium (100 + 10 ft./level) 21 No 1 round/level
3 Summon Monster III 1 round Close (25 + 5 ft./2 levels) 21 No 1 round/level (D)
3 Tongues 1 action Touch 20 No 10 min./level
4 Acid Pit 1 action Medium (100 + 10 ft./level) 22 No 1 round + 1 round/level
4 Arcane Eye 10 minutes Unlimited 21 No 1 min./level (D)
4 Ball Lightning 1 action Medium (100 + 10 ft./level) 21 Yes 1 round/level
4 Bite the Hand 1 action Close (25 ft. + 5 ft./2 levels) 21 Yes 1 round/level (D)
4 Black Tentacles 1 action Medium (100 + 10 ft./level) 22 No 1 round/level (D)
4 Detonate 1 action 30 ft. 21 Yes 1 round, then instantaneous
4 Dimension Door 1 action Long (400 + 40 ft./level) 22 No and yes (object) Instantaneous
4 Dimensional Anchor 1 action Medium (100 + 10 ft./level) 21 Yes (object) 1 min./level
4 Enlarge Person, Mass 1 round Close (25 + 5 ft./2 levels) 21 Yes 1 min./level (D)
4 Ice Storm 1 action Long (400 + 40 ft./level) 21 Yes 1 round/level (D)
4 Infernal Healing, Greater 1 round Touch 22 Yes (harmless) 1 minute
4 Invisibility, Greater 1 action Personal or touch 21 Yes (harmless) or yes (harmless, object) 1 round/level (D)
4 Locate Creature 1 action Long (400 + 40 ft./level) 21 No 10 min./level
4 Mnemonic Enhancer 10 minutes Personal 21 Instantaneous
4 Phantasmal Killer 1 action Medium (100 + 10 ft./level) 21 Yes Instantaneous
4 Protection from Energy, Communal 1 action Touch 21 Yes (harmless) 10 min./level or until discharged split among the recipients
4 Resilient Sphere 1 action Close (25 + 5 ft./2 levels) 21 Yes 1 min./level (D)
4 Shadow Conjuration 1 action See text 21 Yes; see text See text
4 Stone Shape 1 action Touch 21 No Instantaneous
4 Stoneskin 1 action Touch 21 Yes (harmless) 10 min./level or until discharged
4 Summon Monster IV 1 round Close (25 + 5 ft./2 levels) 22 No 1 round/level (D)
5 Acidic Spray 1 action 60 ft. 23 Yes Instantaneous
5 Baleful Polymorph 1 action Close (25 + 5 ft./2 levels) 22 Yes Permanent
5 Break Enchantment 1 minute Close (25 + 5 ft./2 levels) 22 No Instantaneous
5 Cloudkill 1 action Medium (100 + 10 ft./level) 23 No 1 min./level
5 Dismissal 1 action Close (25 + 5 ft./2 levels) 22 Yes Instantaneous
5 Dominate Person 1 round Close (25 + 5 ft./2 levels) 22 Yes 1 day/level
5 Fabricate Close (25 + 5 ft./2 levels) 22 No Instantaneous
5 Fire Snake 1 action 60 ft. 22 Yes Instantaneous
5 Hold Monster 1 action Medium (100 + 10 ft./level) 22 Yes 1 round/level (D); see text
5 Hungry Pit 1 action Medium (100 + 10 ft./level) 23 No 1 round + 1 round/level
5 Life Bubble 1 action Touch 22 Yes (harmless) 2 hours/level; see text
5 Lightning Arc 1 action Long (400 + 40 ft./level) 22 Yes (see text) Instantaneous
5 Overland Flight 1 action Personal 22 Yes (harmless) 1 hour/level
5 Passwall 1 action Touch 22 No 1 hour/level (D)
5 Prying Eyes 1 minute 1 mile 22 No 1 hour/level; see text (D)
5 Stoneskin, Communal 1 action Touch 22 Yes (harmless) 10 min./level or until discharged split among the recipients
5 Summon Monster V 1 round Close (25 + 5 ft./2 levels) 23 No 1 round/level (D)
5 Telekinesis 1 action Long (400 + 40 ft./level) 22 Yes (object); see text Concentration (up to 1 round/level) or instantaneous; see text
5 Telepathic Bond 1 action Close (25 + 5 ft./2 levels) 22 No 10 min./level (D)
5 Teleport 1 action Personal Touch 23 No and yes (object) Instantaneous
5 Transmute Rock to Mud 1 action Medium (100 + 10 ft./level) 22 No Permanent; see text
5 Wall of Force 1 action Close (25 + 5 ft./2 levels) 22 No 1 round /level (D)
5 Wall of Stone 1 action Medium (100 + 10 ft./level) 23 No Instantaneous
6 Analyze Dweomer 1 action Close (25 + 5 ft./2 levels) 23 No 1 round/level (D)
6 Battlemind Link 1 action Close (25 + 5 ft./2 levels) 23 Yes (harmless) 1 minute/level
6 Bear's Endurance, Mass 1 action Close (25 + 5 ft./2 levels) 23 Yes 1 min./level
6 Chain Lightning 1 action Long (400 + 40 ft./level) 23 Yes Instantaneous
6 Cold Ice Strike 1 swift action 30 ft. 23 Yes Instantaneous
6 Contingency 10 minutes Personal 23 1 day/level (D) or until discharged
6 Disintegrate 1 action Medium (100 + 10 ft./level) 23 Yes Instantaneous
6 Dispel Magic, Greater 1 action Medium (100 + 10 ft./level) 23 No Instantaneous
6 Flesh to Stone 1 action Medium (100 + 10 ft./level) 23 Yes Instantaneous
6 Ice Crystal Teleport 1 action Long (400 + 40 ft./level) 24 Yes 1d4 rounds and instantaneous
6 Planar Binding 10 minutes Close (25 + 5 ft./2 levels) 24 No and yes; see text Instantaneous
6 Sirocco 1 action Medium (100 + 10 ft./level) 23 Yes 1 round/level (D)
6 Summon Monster VI 1 round Close (25 + 5 ft./2 levels) 24 No 1 round/level (D)
7 Mage's Magnificent Mansion 1 action Close (25 + 5 ft./2 levels) 25 No 2 hours/level (D)
7 Teleport, Greater 1 action Personal Touch 25 No and yes (object) Instantaneous

Statistics:

Str 8, Dex 16, Con 16, Int 25, Wis 8, Cha 12
Base Atk +5; CMB +4; CMD 17
Feats Acadamae Graduate, Additional Traits, Augment Summoning, Bloatmage Initiate, Persistent Spell[APG], Spell Focus (conjuration), Spell Specialization[UM], Varisian Tattoo[ISWG]
Traits magical lineage, resilient, warrior of old, wayang spell hunter
Skills Acrobatics +0 (-4 to jump), Appraise +11, Diplomacy +1 (-3 vs those who see attached leeches and find them grotesque), Fly +14, Knowledge (arcana) +20, Knowledge (dungeoneering) +15, Knowledge (engineering) +15, Knowledge (geography) +15, Knowledge (history) +15, Knowledge (local) +21, Knowledge (nature) +15, Knowledge (nobility) +14, Knowledge (planes) +15, Knowledge (religion) +15, Linguistics +15, Perception +8, Spellcraft +22 (+24 to identify magic item properties), Stealth +11, Survival -1 (+1 to avoid becoming lost); Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Abyssal, Aquan, Auran, Celestial, Common, Daemonic, Draconic, Elven, Ignan, Infernal, Osiriani, Terran, Thassilonian, Varisian
SQ arcane bond (ring of invisibility), bloat, blood pool, elven magic, forewarned, hemophilia, prescience
Combat Gear extend metamagic rod (lesser), oil of daylight, 3x pearl of power (1st level), potion of cure light wounds, potion of cure light wounds, potion of fly, ring of invisibility, sandals of quick reaction[UE], scroll of alarm, scroll of breath of life, scroll of communal resist energy, scroll of death ward, scroll of detect secret doors, scroll of endure elements, scroll of enlarge person, scroll of false life, scroll of grease, scroll of knock, scroll of locate object, scroll of make whole, scroll of obscuring mist, scroll of remove blindness/deafness, scroll of remove curse, scroll of remove disease, scroll of remove paralysis, scroll of restoration - m=100gp, scroll of tongues, wand of cure light wounds (41 charges), wand of magic missile (50 charges), holy water (4);
Other Gear +1 mithral buckler, clear spindle ioun stone, cloak of resistance +3, cracked dusty rose prism ioun stone, cracked scarlet and blue sphere ioun stone, dazing metamagic rod (lesser)[APG], fortifying leeches, handy haversack, headband of vast intelligence +6, wayfinder[ISWG], belt pouch, blanket[APG], chalk (2), silk rope (50 ft.), spell component pouch (2), spellbook (5), waterskin, wrist sheath, spring loaded, wrist sheath, spring loaded,, 6,037 gp

Special Abilities:

Arcane Bond (Ring of invisibility) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Bloat (1d8, 2/day) Add 1d8 Blood Points, 2/day
Bloatmage Initiate (Conjuration) +1 caster level with a specific school of spells. Always considered to have a medium load.
Blood Pool (Reset to: 6, Sickened > 6, Rage > 12) At 1st level, a bloatmage gains a pool of blood points, representing an overload of her system with excess blood to extend her arcane abilities beyond their normal level. A bloatmage's normal pool of blood points is equal to her bloatmage level.
Corpulence (+1) (Ex) Your natural armor bonus increases by +1
Dazing metamagic rod (lesser, 3/day) The wielder can cast up to three spells per day that daze affected creatures as though using the Dazing Spell feat.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Extend metamagic rod (lesser, 3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast.
Foresight Associated School: Divination
Forewarned 2 (Su) Can always act in surprise rounds.
Fortifying leeches (1/day) -4 Diplomacy vs whoever find leeches grotesque. Leeches die if user takes 20 area damage
Hemophilia You bleed more than the rest.
Ioun stone (clear spindle) Sustains bearer without food or water.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Lineage (Aqueous Orb) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Persistent Spell Foes must succeed at 2 saves or suffer the spell's full effects.
Prescience (12/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.
Ring of invisibility By activating this simple silver ring, the wearer can benefit from invisibility, as the spell.
Sandals of quick reaction Can take standard & move action in surprise rd. +10 ft speed if already could do this.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spell Specialization (Black Tentacles) Pick one spell and cast it as if you were higher level
Varisian Tattoo (Conjuration) Spells from chosen school gain +1 caster level.
Wayang Spell Hunter (Aqueous Orb) Reduce spell level increase from metamagic for chosen spell by 1.
Wayfinder (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).

Pathfinder Members Contract:
Before you sits a 3 inch thick contract entitled “Mutual aid and responsibilities among Pathfinder Society Members.” The first page is notarized and signed with seals of the city of Ker Maga as well as the churches Abadar and Asmodeus. As you read through this document you notice that it details, in extremely excessive legal detail, a vast list of responsibilities entrusted to the signees of this document. It appears to be extremely well written, with no loopholes and very little wiggle room for misunderstanding. Upon completion of your reading you feel that this is a fair and mutually beneficial contract that holds Pathfinder Society members to a much higher standing than that which is expected or given by the Venture Captains or the Decemvirate themselves.

Contract “Cliff Notes”
This document, between Angrid Luin, current member of the Pathfinder Society and resident of Ker Maga, and [YOU], a current member of the Pathfinder Society, entails a binding contract. In addition, you are also bound to other entities that are bound by this contract with Angrid Luin.

This list is not inclusive but gives an idea as to what your character is signing.
• Aiding in successfully completing the goals and requirements set forth by the directorship of the Pathfinder Society.
• Providing knowledge, skill, and combat expertise when required.
• Providing an equal share of material support if addition party expenses are required. Examples include payments for additional transportation costs, legal costs, bribes, etc.
• Agreement to be responsible for your personal material support. Common examples include providing your own scrolls / wands / potions for spells you wish to have cast or held in reserve for emergency use.
• Agreement to hold and utilize in the aid of the owner material support that said owner may be unable to optimally utilize.
• Respecting the privacy and property of co-signees.
• Agreement that, while you are physically able to, you are solely responsible for preventing any body parts and fluid from coming into the hands of others. It also recommends that co-signees take precautions to minimize commonly shed body parts. This section details an extensive list of methods for cleaning and making body fluids un-usable by others.
• Agreement to retrieve, to the best of your abilities, the personal property and body of fallen (dead) co-signees. This also requires you, to the best of your ability given the current situation and environment, clean any spilt body fluid from fallen allies or those physically unable to.

This contract also details the methods of adjudication in the city of Ker Maga following a breach of contract by any party. Punishments entailed in the contract scale from the transfer of material wealth to death (with all material property and the deceased body being transferred to the other party in the dispute for disposal as they see fit).

The contract will expire upon complete completion of mission goals and final reporting to the Pathfinder society. The contract can be terminated early if all co-signees unanimously agree to release. Upon early termination of the contract, the signature of the individual will be expunged from the document with fire. If contract expires upon completion, the contract will be ceremoniously burned in front of all co-signees following completion.

If you agree to this contract, please utilize the provided items (ink, small ceremonial dish, and quill) to sign your name to this document and initial when required in the presence of at least one co-signee. You will be given a spell scribed copy of the contract for your own documentation.


Blood Donation Contract:
Before you sits a 1 inch thick contract entitled “On the utilization of donated blood for experimental purposes.” The first page is notarized and signed with seals of the city of Ker Maga as well as the churches Abadar and Asmodeus. As you read through this document you notice that it details, in extremely excessive legal detail, a single clause for the use of your donated blood and a vast list of broad clauses regarding how your blood may not be used. It appears to be extremely well written, with no loopholes and very little wiggle room for misunderstanding. Upon completion of your reading you feel that if you donated blood, it would be used appropriately and if a contract breach occurred that you would be well compensated for your loss and the situation rectified.

Contract “Cliff Notes”
This document, between Angrid Luin, a resident of Ker Maga, and [YOU], entails a binding contract.

This contract entails the utilization of your donated blood for the sole purpose of arcane research and development regarding the acquisition of bloodline powers. Any and all other use is strictly prohibited and includes the use of the blood in binding, divination, as material support for negotiating with outsider. The list is long, extensive, and not inclusive.

This contract entails the means by which your blood will the kept safe and secure. It includes a clause requiring the use to utilize all methods available to them to keep your donated blood from falling into ANY other hands. It also entails the methods by which your blood will be de-identified so that you will not be specifically targeted if a breach occurs. At the completion of studies, any residual blood will be destroyed by fire and made utterly useless for any and all means.

This contract also details the methods of adjudication in the city of Ker Maga following a breach of contract by any party. Punishments entailed in the contract scale from the transfer of material wealth to death (with all material property and the deceased body being transferred to the other party in the dispute for disposal as they see fit) depending on the severity of the breach as adjudicated by third party.

The contract will expire 5 years following the complete utilization and/or destruction of residual blood. At which point Angrid Luin is no longer liable. The contract cannot be terminated early. Upon contract expiration, the contract will be ceremoniously burned. Signee holds the right to be present at destruction of contract.

Attached to the last page of this contract is a donator survey. It entails detailed questions regarding parentage and family lines in order to categorize the source of blood into aberration, chaotic evil outsider, arcane caster, good outsider, able to cast divination, of the dragon type, of the elemental or energy subtype, fey or gnome, lawful evil outsider, or undead but of flesh and blood.

If you agree to this contract, please utilize the provided items (ink, small ceremonial dish, and quill) to sign your name to this document and initial when required in the presence of at least one co-signee. You will be given a spell scribed copy of the contract for your own documentation.