Languages Celestial, Common, Draconic, Goblin, Sylvan, Undercommon
SQ +4 bonus on initiative checks, arcane bonds (scorpion, scorpion, greensting), empathic link with familiar, opposition schools (earth), share spells with familiar, specialized schools (air)
Combat Gear Scroll of Infernal Healing, Scroll of Magic Weapon, Scroll of Obscuring Mist, Scroll of Protection from Evil, Scroll of Silent Image, Caltrops
Other Gear Haramaki, Dagger, Artisan's tools (Craft [calligraphy]), Backpack (4 @ 11 lbs), Bedroll, Belt pouch (1 @ 0.32 lbs), Blanket, Copied Spell: Ear-Peircing Scream, Copied Spell: Mage Armor, Flint and steel, Signal whistle, Spell component pouch, Spellbook, 5 GP, 11 SP
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Special Abilities
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+4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Earth Classical opposition school for: Air
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Lightning Flash (1d6) (8/day) (DC 15) (Su) 5' burst deals 1d6+0 Electricity damage and dazzles for 1d4r. Ref halves/negates.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Greensting Scorpion familiar:
N Tiny Magical Beast ((vermin))
Init +3; Senses darkvision 60 ft.; Perception +4
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Defense
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AC 19, touch 15, flat-footed 16 (+3 Dex, +2 size, +4 natural)
hp 5 (1d8)
Fort +2, Ref +3, Will +2
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Offense
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Speed 30 ft.
Melee Sting (Scorpion, Greensting) +5 (1d2-4/x2)
Space 2.5 ft.; Reach 0 ft.
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Statistics
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Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2
Base Atk +0; CMB +1; CMD 7 (15 vs. Trip)
Feats Weapon Finesse
Skills Climb +7, Diplomacy -3, Escape Artist +4, Fly +7, Knowledge (arcana) +1, Knowledge (dungeoneering) +1, Knowledge (local) +1, Knowledge (nature) +1, Knowledge (religion) +1, Perception +4, Spellcraft +1, Stealth +15, Swim +3
Languages SQ improved evasion, poison
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison (Ex) Sting - injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.
Character:
Ianese believes that humanity is a strong force, but has grown out beyond Lorien's original ambition. They are not to rule the world, but to flourish with it. Particularly prickled about Reichland's philosophies, this wizard looks to demonstrate and argue the superiority of magic with faith and science over absolute science or faith. But he's not just a philosophical enthusiast, he's also on the lookout to empower himself. He felt that his talents would not shine in Shaldevar, and so made his way toward Four Winds. Now, in this town, a handful of capable individuals and word of this Sunless Citadel piques his interest.