HP 14 | AC 16 T 12 FF 14 | CMD 13 | F+2 R+3 W+3| Perc -1 | Init +2
F N human Wizard II | Init +2
Str 10 | Deх 14 (+2) | Con 12 (+1) | Int 18 (+4) | Wis 8 (-1) | Cha 14 (+2)
AC 16, touch 12, flat-footed 14 (+4 armor +2 dex)
hp 14 (2d6 +2 con +2 class)
Fort +2, Ref +3, Will +3
Base Atk +1 CMB +1, CMD 13
Speed 30 ft.
Melee Mwk Spiked Gauntlet +2 (1d4; 20x2; P) or Grave Touch +1
Ranged Mwk Light Crossbow +5 (1d8+1; 19-20x2; P; 80')
Special Command Undead (DC14 W; 7/day), Grave Touch (1 round; 7/day)
Skills Bluff +3, Diplomacy +8, Knowledge (Arcana, Local, Nobility, Religion) +9, Profession (Cook) +4, Spellcraft +9
Languages Abyssal, Common, Infernal, Necril, Skald, Varisian
+1 DC of necromancy spells
Close 30 ft, Medium 120 ft, Long 480 ft
Cantrips: Detect Magic [O], Read Magic [O]
Level 1 (3+1/day, DC 15 or 16*): Cause Fear [*W], Color Spray [W], Chill Touch [*W; 2 rounds], Endure Elements [24 hours], Mage Armor [2 hours; O], Magic Missile [1d4+1], Shield [2 rounds], Silent Image [W; medium], Ray of Enfeeblement [*F; 1d6+1]
Command Undead: As a standard action, you can use one of your uses of channel negative energy to enslave undead within 30 feet. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Undead that fail their saves fall under your control, obeying your commands to the best of their ability, as if under the effects of control undead. Intelligent undead receive a new saving throw each day to resist your command. You can control any number of undead, so long as their total Hit Dice do not exceed your cleric level. If an undead creature is under the control of another creature, you must make an opposed Charisma check whenever your orders conflict.
Grave Touch (Sp): As a standard action, you can make a melee touch attack that causes a living creature to become shaken for a number of rounds equal to 1/2 your wizard level (minimum 1). If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than your wizard level. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Spellbook | Extra Spell Pouch  - 10 | Wizard Kit - 21
Unholly Symbol of Urgahtoa, Silver with Jewelry - 80
Wayfinder - 250
Coin 1842 gp 6 pp
[x] [ ] [ ] Recruit a named NPC ambassador, aristocrat, noble, or similar figure to cooperate with the faction with a successful Diplomacy or Knowledge (nobility) check (DC = 14 + your character level + 3 for each of this goal’s checked boxes).
[ ] Recover blackmail or incriminating evidence against a named NPC ambassador, aristocrat, noble, or similar figure.
[ ] Dissuade an NPC from working with an organization that directly opposes the Pathfinder Society or the Sovereign Court’s goals during an adventure by presenting the NPC with evidence that doing so is contrary to her interests. This requires a successful Bluff, Intimidate, Knowledge (local), or Sense Motive check with a DC equal to 15 + your character level.
[x] [ ] Fulfill one of the three goals above without revealing your faction affiliation to anyone other than a present member of the faction or a prospective NPC recruit. Checking a box for this goal does not prevent you from checking a box for another goal.
[ ] Have a number of ranks in one of the following skills equal to your character level (minimum 4): Bluff, Diplomacy, Disguise, Knowledge (nobility), or Sense Motive.
[ ] [ ] During the course of an adventure, secure an alliance with a powerful political figure or a governing body.
0 - 150
1 - 1358, 4 PP, 3 XP [Strange Aeons I; GM]
2 - 1214, 2 PP, 1 XP [#6-12: Scions of the Sky Key 1]
3 - 1175, 2 PP, 1 XP [#6-14: Scions of the Sky Key 2]
Tital: 3747, 8 pp, 3 xp
Agent of Evil:
The Pallid Palate: The chefs and gourmands of the Pallid Palate are a secret society that focuses on Urgathoa’s divine portfolio of gluttony. Members of this organization create and indulge in elaborate feasts, putting aside any preconceptions of morality and taboo to indulge the mortal senses. Traditionally, those who indulge in Pallid feasts wear veils throughout the meal to symbolically hide their shameful acts from all other gods, for none but Urgathoa could condone the waste, expense, and wanton cruelty with which the members of the Pallid Palate experiment.
(c) Agents of Evil
- (72) Penniless Heir: Raised among the out-of-touch nobility of a waning kingdom Ustalav, you were born into luxury. But some twist of fortune - your family’s own missteps or the predations of courtly intrigue - destroyed your family’s reputation and fortunes. The final years of your childhood were spent watching your family’s finances slowly vanish and your loved ones lose themselves to alcohol, drugs, or suicide.
- (05) Boarding School: Your guardians gave little reason when they sent you away to be schooled elsewhere. You were educated at a prestigious Ustalav’s University of Lepidstadt. In spite of this seeming honor, you railed against being sent away and harbor a grudge against your parents for their apparent rejection. You saw your new home as a constant torment and your fellow students as enemies, and pushed yourself to succeed so you could leave as quickly as possible.
- (76) Temptation: You had little choice in the person you fell in love with, as it was a damphire, the daughter of a powerful blood-soaked vampire lord. The target of your affections tried hard to curb the dark impulses growing within for your sake, and you likewise compromised your morals for the sake of the relationship. Whose outlook and agenda will eventually win out remains unclear, but neither of you can ignore the deep passion between you.