DEFENSE
AC 19, touch 16, flat-footed 16 (+3 Dex, +3 natural, +2 size, +1 deflection) (shield companion)
hp 25 (6d8)
Fort +5, Ref +7 (improved evasion), Will +4
OFFENSE
Speed 10 ft., fly 40 ft. (good)
Melee bite +2 (1d3–2)
Space 2-1/2 ft.; Reach 2 1/2 ft.
Special Attacks sudden swoop
STATISTICS
Str 6, Dex 17, Con 11, Int 8, Wis 14, Cha 11
Base Atk +2; CMB +3; CMD 11
Feats Lightning Reflexes
Skills: Fly +11, Perception +6, Stealth +11, Use master's skill ranks, but familiar's ability modifier.
Sudden Swoop (Ex): If a rhamphorhynchus makes a charge attack while flying, it does not provoke attacks of opportunity when it enters an opponent’s space to make a melee attack. It also gains a +2 bonus on damage rolls with its bite attack when it makes a sudden swoop.
SPECIAL ABILITIES:
Abjuration Prohibited School: A Thassilonian wizard can never prepare a spell that is in one of his prohibited schools—he treats these spells as if they were not on the wizard spell list. If using a spell trigger or spell completion item to cast a spell from one of his prohibited schools, he must use the Use Magic Device skill to do so.
Arcane Bond (Su): You have selected to establish a powerful arcane bond with a creature.
Bolster (Sp): As a standard action, you can touch an undead creature and infuse it with negative energy. It gains a + 1 profane bonus on all attack rolls and saving throws, as well as 1 temporary hit point per Hit Die and a +2 bonus to its turn resistance. These bonuses last for 1 rounds. The bonuses and temporary hit points are immediately dispelled if the creature is within the area of a consecrate spell. You can use this ability 7 times per day.
Bonus Feat: Humans select one extra feat at 1st level.
Cantrips: You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. You can prepare a cantrip from a prohibited school, but it uses up two of your available slots.
Enchantment Prohibited School: A Thassilonian wizard can never prepare a spell that is in one of his prohibited schools—he treats these spells as if they were not on the wizard spell list. If using a spell trigger or spell completion item to cast a spell from one of his prohibited schools, he must use the Use Magic Device skill to do so.
Familiar: A familiar grants special abilities to its master. These special abilities apply only when the master and familiar are within 1 mile of each other.
Necromancy School: You have chosen to specialize in necromancy spells.
Power Over Undead (Command Undead) (Su): You can channel energy 7 times per day to command undead. You can command up to 1 hit dice of undead. The will save DC of your command undead attempts is 12.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Thassilonian Specialist: Benefits: A Thassilonian specialist wizard receives two additional spell slots of each spell level he can cast. These bonus spell slots must both be used to prepare the same spell from the wizard’s school of specialization, allowing the wizard to cast that spell twice (as he has prepared the spell twice). The wizard cannot use these slots to prepare two different spells, even if they are of the school he is specialized in. Restrictions: A Thassilonian specialist does not get to customize his choice for opposition schools—that choice is selected for him when he chooses his specialization. These restrictions are more significant than those most wizards follow, and are known as prohibited schools. A Thassilonian wizard can never prepare a spell that is in one of his prohibited schools—he treats these spells as if they were not on the wizard spell list. If using a spell trigger or spell completion item to cast a spell from one of his prohibited schools, he must use the Use Magic Device skill to do so.
Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a wizard's movements, which can cause her spells with somatic components to fail.
BACKGROUND:
Dusklord is a repentant evil villain. Once upon a time, Dusklord dreamed of controlling vast armies of undead and marching through civilized lands. However, his dreams were cut short by the paladin Ethendril h'Caramore, who thwarted Dusklord's plans when Dusklord commenced a lengthy monologue about his evil plans. Ah, ruined by the cursed monologue...again! In exchange for his life, Dusklord promised to change his wicked ways...and he has.
Dusklord is now Professor Dusklord, a professor of necromatic academia. He is completely reformed...yes he is. He no longer has any desires to raise armies of undead minions who will heed his every command...nope. He is completely content to teach wet-behind-the-ears apprentice wizards who understand nothing of the importance of necromancy...right?
Appearance
Personality
1. Background
a. Conflict
b. Challenges
c. Mystery
d. Passion
e. Birthplace
f. Family
g. Professions and Crafts
h. Significant Past Events
i. Family-related events
ii. Personal events
iii. Notable individuals
i. Mysteries
j. Existing Conflicts
k. What triggered adventuring?
l. Initial possessions
m. Bound duties
n. Quests
2. Primary Motivators - Understanding and Enslavement
3. Emotion and Core Traits
a. Emotional Disposition and Moodiness - Contemptuous, Phlegmatic
b. Core Traits
i. Outlook: Pessimistic
ii. Integrity: Unscrupulous
iii. Impulsiveness: Controlled
iv. Boldness: Cautious
v. Agreeableness: Disagreeable
vi. Interactivity: Reserved
vii. Conformity: Conventional
4. Secondary Personality Traits
a. Sense of Humor: Dry
b. Favorite Topics of Conversation: righteousness, necromancy, learning, obscure literature
c. Group Affiliations
d. Religion and Spirituality
e. Quirks, Habits, and Oddities
f. Hobbies and Enjoyments
g. Mental Disorders
h. Barks
PFS:
Boons and Vanities: Guiding Stars: As a standard action, you can throw the handful of sand into the air, causing the air to sparkle fairly for 1 minute in a 40- foot radius centered on your space. All creatures in the area gain a +2 luck bonus on saving throws against any effects that would give them the confused condition, and any confused creature in the area that would act normally or babble incoherently on its turn receives a new saving throw against the confusion effect; if successful, the creature ends the effect for itself only.
Nemesis of the Aspis: During any scenario in which you encounter the Aspis Consortium, you may, as an immediate action, force an enemy Aspis agent to reroll a single d20 and take the worse result.
Starkissed Sand: Although the gem dust has minimal monetary value, you can use the entire handful when casting a spell as if it were powdered gemstones of any variety worth 250 gp. In addition, you can choose to augment the spell with one of the following metamagic feats without changing the spell slot or the adjusted spell: Enlarge Spell, Extend Spell, Heighten Spell (saving throw DC increases by 1), or Silent Spell.
Impressive Influence: You have nevertheless ingratiated yourself with a number of influential members of the Inner Sea society. Alexander Bedard, Hamaria Blakros, and Rubaani Shafar.
Twin Tomes: You may spend 1 Prestige Point to gain access to either the Celestial Song or the Infernal Incantation while the Pathfinder Society researches their contents. Your time spent prying over the chosen book's pages grants you proficiency in either Celestial or Infernal. Gift of the Ghaele: You may use one of the following as a spell-like ability once, using your character level as your caster level: continual flame, dispel magic, lesser globe of invulnerability, or restitution.
Evenhanded Investigator: You gain a +2 circumstance bonus on Diplomacy checks when dealing with guards and city officials within Absalom.
PFS# 132076-21
XP 16
Prestige/Fame 20/31
Faction Dark Archive
-Faction Card/Rewards [3 goals (Recover a named text (x2), GM an adventure and apply credit to this character)]
SCHOLAR (2+ goals): Once per scenario, you may purchase a single scroll that you could normally purchase with a 20% discount. This scroll may contain a single copy of one spell. Scenarios Completed
*First Steps, Part I [1 XP, 2 PP, 417 gp]
-Bought level 1 scrolls (x11) [-270 gp], MW perception tool [-50 gp], potion of cure light wounds [-50 gp], wand of disguise self [-75 gp], wand of infernal healing [-2 PP]
*The Wounded Wisp [1 XP, 2 PP, 430 gp, 20 gp day job]
-Bought wand of magic missile [-2 PP], scroll of endure elements [-20 gp], alchemist's lab [-200 gp]
*The Confirmation [1 XP, 2 PP, 430 gp, 75 gp day job]
-Bought wand of mage armor [-2 PP]
*Severing Ties [1 XP, 2 PP, 516 gp, 75 day job]
-Bought +1 cloak of resistance [-1000 gp], wand of vanish [-2 PP]
*Tide of Twilight [1 XP, 2 PP, 521 gp, 75 day job]
-Bought scroll of mount [-20 gp]
*Echoes of the Overwatched [1 XP, 2 PP, 502 gp, 20 day job]
*The Midnight Mauler [1 XP, 2 PP (extra from boon), 1278 gp, 20 day job]
*The Blackros Matrimony [1 XP, 1 PP, 1257 gp, 50 day job]
-Bought +2 headband of vast intelligence [-4000 gp]
*Song of the Sea Witch [1 XP, 2 PP, 1,315 gp]
-Spent 1 PP to learn Infernal, bought wand of shield companion [-2 PP], MW use magic device tool [-50 gp]
*The Night March of Kalkamedes [1 XP, 2 PP, 1882 gp, 20 day job]
-Bought metamagic rod (toppling, lesser) [-3000 gp]
*The God's Market Gamble [1 XP, 2 PP, 1875 gp, 50 day job]
-Bought wand of cause light wounds [-2 PP]
*The Goblinblood Dead [1 XP, 2 PP, 1843 gp, 75 day job]
*In Wrath's Shadow [1 XP, 2 PP, 2285 gp, 75 day job]
-Bought +2 belt of mighty constitution [-4000 gp]
*Fortress of the Nail [1 XP, 2 PP, 1550 gp, 50 day job]
*The Green Market [1 XP, 2 PP, 2657 gp, 75 day job]
-Bought wand of grease (10 charges) [-150 gp], bought and copied scroll of vanish, scroll of command undead, scroll of mirror image [-415 gp]
*Rivalry's End [1 XP, 2 PP, 3321 gp, 10 day job[/ooc]
*weapon: dueling
*armor:
*shield: darkwood or mithral buckler, enhancements?
*belt:
*body:
*chest: Unfettered Shirt or Quick Runner's Shirt
*eyes: Eyes of the Eagle
*feet: Boots of Striding and Springing, Spiderclimb Slippers
*hands: Glove of elvenkind
*head:
*headband: *neck: amulet of natural armor,
*ring: Ring of Protection
*ring: Ring of Invisibility, Ring of Freedom of Movement
*shoulders: Cloak of Resistance, Cloak of Displacement, Minor
*wrists: Sleeves of Many Garments, Bone Beads, longarm bracers
*slotless: caster's tattoo, rod of metamagic (persistent, quicken, extend, threnodic, logical), wayfinder, Dusty Rose Prism (Ioun Stone) (+1 Init), Dusty Rose Prism Ioun Stone (+1 AC), Handy Haversack, Cracked Incandescent Blue Sphere (+1 Perc), Cracked Magenta Prism (+2 any skill), Dweomer's Essence, Blessed Book, Ioun stone of +1 CL