About Atum Shane
Atum thinks, Kreighton Shane is his grandpa, or grand uncle. Atum does not sure but it occures to him to become a wizard. One of good wizards. As hi respects Aram Zey and see him as a guru. Moreover, Atum is ambitious about secrets, magic and knowledge presevations and almost doesnot care about other parts of life.
But still he is a good Pathfinder.
Atum ( picture ) wears simple but convenient adventurers/explorers clothes and sometimes blindfold so that nothing could distract him from divination. His blond elven hair need a good barber or at least more regular washing.
Atum is following by invisible being - doru Div named Veshtagz, who prefer to be nearby stealthy. Doru is evil, but at the same time loyal to divine master and lore seeker.
Main school Divination
Spells Prepared (CL 7th; concentration +15)
Traits Reactionary: +2 Initiative, Magical Lineage => Grese spell
Skills Acrobatics +3, Apprise +10, Climb -2, Craft (scrolls) +16, Disable Device +6, Fly +7, Knowledge (arcana) +19, Knowledge (dungeoneering, engeneering, geography, nature, nobility, Religion) +10, Knowledge (history) +12, Knowledge (local) +16, Knowledge (planes) +13, Linguistics +16, Perception +11, Ride +3, Spellcraft +16 (+elven and diviners features), Stealth +3, Use Magic Device +7;
Languages Aklo, Celestial, Common, Cyclops, Draconic, Elven, First Speech, Gnoll, Gnome, Sylvan, Osirion, Ancient Osiriani, Ancient Azlanti, Jistkan.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Feather Tokens Whip, Fan, Bird
This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin. The kit does not contain a spellbook because a wizard begins play with a spellbook and does not need to purchase one.
Level 0 => Acid Splash; Arcane Mark; Daze; Detect Magic; Detect Poison; Ghost Sound; Mage Hand; Mending; Message; Open/Close; Prestidigitation; Read Magic; Dancing lights, Flare, Haunted fey aspect,
Level 1 => Animate Rope; Burning Hands; Charm Person; Color Spray; Comprehend Languages; Detect Secret Doors; Disguise Self; Endure Elements; Enlarge Person, Alarm, Expeditious Retreat; Grease; Identify; Mage Armor; Magic Missile; Mount; Obscuring Mist; Shield; Shock Shield; Shocking Grasp; Sleep; Vanish; Corrosive Touch, Gravity Bow, Crafters Fortune, True Strike
Level 2 => Acid Arrow; Create Pit; Eagle's Splendor; Ghoul touch; Glitterdust; Invisibility; Locate Object; Pyrotechnics; See Invisibility; Sonic Scream; Resist energy, Mirror Image, Make Whole, Bulls Strength, Fog Cloud, Summon monster II,
Level 3 => Aqueous Orb; Arcane Sight; Clairaudience/Clairvoyance; Daylight; Dispel Magic; Gaseous Form; Gentle Repose; Haste; Heroism; Protection from Energy; Blood biography, Cloak of Winds,
Sepia Snake Sigil; Sleet Storm; Slow; Stinking Cloud; Vampiric Touch;
Level 4 => Arcane Eye; Dimension Door; Scrying$ Summon Monster IV;
Level 5 => Acidic Spray
Insights of Far-Seeing Taernis (Level 12 Conjurer Spellbook):
These two books are part of a set held together with a leather strap. The covers are of a shimmering and unearthly blue leather, and the spines are built of silver and iron. The books are chilly to the touch, and staring at them induces minor vertigo.
Protection: Sepia snake sigil (Reflex DC 16)
Value 4,555 gp (6,355 gp with the preparation ritual)
(Ex) Bite—injury; save Fort DC 11; frequency 1/round for 6 rounds; effect 1d2 Wis; cure 2 consecutive saves
Space 2-1/2 ft., Reach 0 ft.
Spell-Like Abilities (CL 6th; concentration +8)
Constant—detect good, detect magic
At will—invisibility (self only)
3/day—charm person (DC 13), minor image (DC 14)
1/day—suggestion (DC 15)
1/week—commune (CL 12th, 6 questions)
Str 8, Dex 17, Con 10, Int 10/9, Wis 12, Cha 14
Base Atk +3; CMB +4; CMD 13 (can’t be tripped)
Feats Weapon Finesse, Weapon Focus (bite)
Skills Bluff +8, Fly +15, Knowledge (arcana) +11, Knowledge (dungeoneering, engeneering, geography, nature, nobility, Religion) +2, Knowledge (history) +3, Knowledge (local) +6, Knowledge (planes) +7, Perception +11, Spellcraft +11, Stealth +17
Languages Abyssal, Celestial, Infernal; telepathy 100 ft.