Seltyiel

Jonovan Wick's page

97 posts. Alias of JeminiZero.


About Jonovan Wick

Notes to the GM
1) I am currently in one other short campaign: Midnight Mirror
2) Never played Ruby Phoenix Tournament before
2) No 3rd party content

Other: Jonovan currently has Paragon Surge (but not Emergency Attunement). If you feel that is too strong, let me know and I'll swap it out for something else.

I have basically spent the even level bonus feats on Diplomacy. But this isn't essential to the character, and if somebody else has a Diplomancer, I'm willing to shift it to some other skill. Exactly which skill will depend on what the other team members can't do. Even level bonus feats have been shifted to Disable Device and Perception.

Background:

Once there was a legendary assassin, whose name was whispered among the underworld in awe and fear: Jonovan Wick, better known as the "Boogeyman". A man who killed both kings and crime lords. A man who decimated demons and dragons. A man of focus, commitment, sheer will. One day, he suddenly went on a killing spree, piling up a literal mountain of corpses, and flooding the streets with blood.

And after that, he vanished without a trace. Nobody knew where he had gone, nor could any magic fathom his whereabouts. Some believed he had won the approval of an assassination Deity, and thus ascended as their divine herald. Others thought he had accepted a contract on some Demon Lord, and was currently slaughtering his way through the Abyss. Most ridiculous of all, were rumors that he had quietly retired to a peaceful civilian life, as if such a thing were even possible.

Regardless of his current status, everybody knew one thing for certain: Jonovan "Boogeyman" Wick left behind a veritable army of enemies: vengeance seekers, bounty hunters, disgraced law enforcers, and many more. Plenty of whom knew his name, but not his face.

Which brings us to Jonovan "Clay-Mage" Wick, a random nobody who happened to have the exact same full name, as the legendary assassin. A humble sorcerer who made an honest living peddling self-crafted magic goods.

After the Boogeyman disappeared, many of his enemies, in their blind zeal, had targeted the sorcerer instead. This was mostly due to poorly worded Divinations searching for Jonovan Wick, without specifying the Boogeyman. As a result, Jonovan "Clay-Mage" Wick found his family murdered, his home burned down, and his business destroyed.

For years, "Clay-Mage" was forced to live the life of a wandering fugitive, earning coin from a mixture of mercenary work and his old trade of magic crafting. All the while defending himself or fleeing from the Boogeyman's enemies. He had run as far as Tian Xia, and yet they continued to hound him.

Finally, he decided that the only way he would be free, was if he became so famous, that people would recognize him for himself. Once everyone knew the difference between Jonovan "Clay-Mage" Wick and Jonovan "Boogeyman" Wick, they would finally stop hunting him... so the thinking went.

The Ruby Phoenix Tournament appeared to be the perfect opportunity for him to firmly establish his reputation.

(Note: I'm leaving his sponsor ambiguous, so if accepted it can be used to insert him into a team. If the team does win, Clay-Mage is not particularly concerned with the prize, and is willing to forgo any claim to the artifact, so long as his team-mates adequately compensate him in coin instead.)

Personality
The Clay-Mage was once a cheerful happy-go-lucky man, living a peaceful life. But that all changed the day the Boogeyman vanished. After countless enemies pretending to be his friend and even more attempts on his life, Clay-Mage is now an extremely cautious man. Some might even call him paranoid, but as Clay-Mage likes to say, "It's not paranoia if they're actually out to get you."

A side effect of this caution is that outside of immediate adventurning matters, he tends to hide what he really thinks and feels. For example, if asked why he wants to achieve fame in the Ruby Phoenix Tournament, rather than stating the truth above, he will give a flippant answer like "groupies".

Q&A-1

GM Polyfrequencies wrote:
Why, perhaps other than distance, did Jonovan decide to come to Tian Xia?

My internal reasoning would be: His hometown was frequented by a couple of Tian traders. And he did good business with them, back when he was peddling magic goods, which is also why he learnt the language. They were alright people, so when his life fell apart, Tian Xia looked like a reasonable enough far away place to flee to. Plus, he was able to call in a few favors with them, to get himself transported there.

Unfortunately, my Golarion lore is pretty poor. I don't even know if Tian Xia traders frequent any place in Avistan. So the reasoning above may be flawed.

GM Polyfrequencies wrote:
Did he ever encounter the Boogeyman, or was it just an unfortunate coincidence in an entirely different locale?

No. The Boogeyman has not resurfaced since marrying Helen mysteriously vanishing. Clay-Mage does not know where his name-sake is, or even what he looks like. "Unfortunate coincidence in an entirely different locale" is right on the mark.

GM Polyfrequencies wrote:
I'm also curious about the dual shadow/imperious heritage, and maybe even a hint of fey in the elven stuff. Is there something there there?

There may well be, but it hasn't been a factor in Clay-Mage's backstory or motivations. He certainly has NOT been approached by some mysterious group claiming loyalty to his Imperious royal bloodline, and seeking to restore him to some distant throne. No sirree.

Q&A-2

GM Polyfrequencies wrote:

If you want Golarion lore, you've come to the right place!

Tian Xia is relatively isolated from Avistan and other continents, but clearly not unknown. The primary land route between Avistan and Tian Xia is the Path of Aganhei in the Crown of the World. Sea routes are more challenging, though not unheard of, requiring sailing around Casmaron and the Embaral Ocean (to the east) or around Arcadia and the Okaiyo Ocean (to the west). One of these happened a little over a hundred years ago in Taldor's Eighth Army of Exploration, in which General Orphyrea Amanandar established a Taldan colony in the heart of Tian Xia. There are other magical means as well, but they are typically only accessible to beings of incredible power.

So it's very reasonable! Part of my reasoning in asking was trying to determine whether that could lead to backstory connections between Jonovan and any other prospective PCs.

That's actually quite easy. Jonovan spent years wandering Tian Xia as a mercenary, so they might have met on the job, where he proved to be a reliable sorcerer. From there, any of the PCs with a sponsor could convince said sponsor to add him to the team.

He also peddled magic items on the side, so maybe they were former customers. (I'm sure Ai Lua would love a custom-made Muleback Cords of Resistance +2).

Friend-Minigo Notoya:

The story of Minigo is a worthy tale of its own. Once the son of a famous weaponsmith, his father was commissioned to forge a mighty sword by a certain nobleman. So expensive was this blade, that the nobleman figured it would be cheaper to hire someone to kill the weaponsmith and steal the sword, rather than to pay for it properly.

This was many years ago, and as fate would have it, the noble hired the Boogeyman, then a young and cheap novice assassin, at the start of his long and bloody career. The deed was done, but the fledgling Boogeyman spared Minigo, who was merely a child at that time.

Since that day, Minigo has devoted himself to vengeance. First, he trained until he became one of the greatest swordsmen of this generation. Next, he tracked down the noble, and killed him. He also wanted to retrieve the Notoya Neverblade, his father's final and greatest work, but by then, the weapon had already been stolen from the noble by someone else.

After that, he tried to hunt down the Boogeyman, but wound up finding Clay-Mage instead. As Minigo has seen the Boogeyman's face before, he knew Clay-Mage spoke the truth, and thus spared the Sorcerer.

The pair formed a mercenary team for a while. Jonovan, because he hoped Minigo would be able to convince other Boogeyman hunters that they had the wrong guy. And Minigo, because... well, there's not a lot of money in revenge.

But eventually, Minigo decided to return to Avistan, to continue his hunt for the Boogeyman and the Notoya Neverblade.

(Note to GM: Although Minigo is described as a wandering swordsman, if it is necessary for the plot, he could have since assumed the mantle of Dread Pirate Rufus, serving as a point of contact between Noro and Jonovan. Otherwise, it is also possible Minigo might have become disheartened about being unable to achieve his objectives, and become a washed up drunk in some tavern.)

The Clay-Mage Nickname:

"Why did I call myself Clay-Mage? The short answer is I did not. That nickname was bestowed upon me by someone else."

"As you may know, I sometimes work as a mercenary. One day, I was hired to exterminate some monsters over in Shokuro, along with 30 or so other sellswords. Amongst our number, was the famous warrior known as Storm Tigress."

"The monster extermination went well enough. However, an absurd rumor spread that me and the Tigress were secretly intimate. Partly because we worked closely together, and were both half-elves... but mostly because we were missing from our tents every night."

"In hindsight, perhaps I should have informed somebody that I was sleeping inside a Rope Trick. And by the way, if you're wondering why she was absent from her tent, I honestly have no idea. Maybe she went into the forest to train or something. It wasn't any of my business, so I didn't investigate."

"Nobody ever saw us sneaking around or anything. But that didn't deter the rumor mongers. By then I knew the Invisibility spell, and was supposedly using it to hide our nightly sessions. Ultimately, the Storm Tigress caught wind of these rumors, and it made her furious. So she decided to lay them to rest in the most brutal manner she could think of."

"She forced me into a duel, with her family name at stake. Now, I had no desire to see her parents disown her, so I tried to surrender at the earliest opportunity. But for some reason, it only made her angrier. She called me an idiot, demanded I put up a serious fight, and hit me even harder. Didn't stop until I was nearly dead!" Jonovan shudders at the memory.

"After the vicious beating was over, she then proceeded to berate me, just to add insult to injury. She rambled on about me being unworthy of her, how one had to endure fire to become stronger, something about her clan's martial traditions... I don't remember this part very well, since I was slowly bleeding to death on the hard ground. Most important of all, she emphasized several times how I was soft and squishy, like Clay."

"And from that day on, everybody else started calling me the Clay-Mage. At least she achieved her goal, since those ridiculous rumors stopped... But she still got angry at me at random times for no apparent reason."

Crunch Summary:

Jonovan 'Clay-Mage' Wick
Half-Elf Bloodline Familiar Imperious Sorcerer 11
NG Medium humanoid
Init: +15; Senses: low light vision; Perception +21 (+3 Cracked Magenta Prism)

DEFENSE
AC 21, touch 14, flat-footed 18 (+4 armor with mage armor, +2 shield, +1 Deflection, +1 Natural)
hp 88 (11d6 +11 +11)
Fort +6, Ref +7, Will +9 (+2 vs Enchantment, +7 vs Charms and Compulsions, both of these stack)
Immune sleep, stinking cloud poison (from cracked gamboge nodule)

OFFENSE
Speed: 30 ft
Melee: Masterwork +1 Adamantine Spiked Gauntlet +6 (1d4+1, x2) or Masterwork Alchemical Silver Heavy Mace +6 (1d8, x2) or Cold Iron Sickle +5 (1d6, x2)
Special Attacks: Imperious Bloodline Arcana, Heroic Echo (Share with Allies 3/day), Bloodline Mutation-Blood Piercing (2/day), Shadowstrike (1d4+4, 10/day)

Sorcerer Spells Known (CL 1st; concentration +3)

5th (5/day)—Wall of Force, Echolocation

4th (7/day)—Threefold Aspect, Black Tentacles, Greater Invisibility, Stone Shape, Enervation, Shadow Conjuration (DC21)

3nd (8/day)—Heroism, Haste, Paragon Surge, Fly, Dispel Magic, Stinking Cloud (DC20), Battering Blast (DC20)

2nd (8/day)—Eagles Splendor, Glitterdust (DC19), Invisibility, Mirror Image, Resist Energy, Minor Image (DC19), Rope Trick, Aram Zey's Focus

1st (8/day)—Moment of Greatness, Mage Armor, Shield, Grease (DC18), Charm Person (DC18), Obscuring Mist, Magic Missile, Sure Casting, Enlarge Person (Page of Spell Knowledge), Featherfall (Page of Spell Knowledge)

0th (at will)—Light, Acid Splash, Detect Magic, Mage Hand, Message, Open/Close, Read Magic, Prestidigitation, Mending, Ray of Frost, Detect Fiendish Presence, Detect Poison

STATISTICS
Str 10, Dex 14/16, Con 12, Int 13, Wis 10, Cha 20/24
Base Atk +5; CMB +5; CMD 18
Base Feats: Skill Focus-Stealth, Eschew Materials, Persistent Spell, Craft Wondrous Item, Versatile Spontaneity, Dampen Presence, Improved Initiative, Eldritch Heritage-Shadow, Improved Eldritch Heritage-Shadow
Bonus Non-Combat Feats: Additional Traits, Cunning, Skill Focus-Perception, Skill Focus-Disable Device, Mocking Dance
Traits: Irrepressible (Faith), Reactionary (Combat), Spark of Creation (Magic), Vagabond Child (Regional)
Skills: Appraise +5, Bluff +15, Disable Device +23 (+2 Masterwork), Fly +10, Knowledge-Arcane +13, Linguistics +9, Perception +21 (+3 Cracked Magenta Prism), Perform-Dance +17, Profession-Merchant +10, Spellcraft +15 (+2 or +4 Masterwork), Stealth +29 (+2 Masterwork), Use Magic Device +16
Languages: Common (Taldane), Common (Tien), Elven, Ignan, Auran, Terran, Aquan, Celestial, Abyssal, Infernal, Draconic
SQ: Shadow Well

Combat Gear: Haramaki +1 of Shadow +5, Mithril Buckler +1, Masterwork Adamantine Spiked Gauntlet +1, Alchemical Silver Heavy Mace, Cold Iron Sickle
Other Gear: Circlet of Persuasion, Headband of Charisma +4, Amulet of Natural Armor +1, Muleback Cords of Resistance +2, Griffon Mane Mnemonic Vestment, Spellguard Bracers, Ring of Deflection +1, Ring of Sustenance, Belt of Dexterity +2, Spring Loaded Wrist Sheath (x2), Wand of Stormstep, Wand of Negate Aroma, Wand of Cure Light Wounds, Lesser Rod of Extend, Lesser Rod of Silent, Rod of Extend, Page of Spell Knowledge-Enlarge Person, Page of Spell Knowledge-Feather Fall, Cracked Gamboge Nodule-Stinking Cloud (x4), Cracked Magenta Prism, Cracked Dusty Rose Prism, Shinobi Shozoku, Signal Whistle, Spell Component Pouch, Threefold Aspect silver crescent worth 5 gp, Create Pit focus miniature shovel worth 10 gp, Belt Pouch, Flint and Steel, Small Steel Mirror, Masterwork Thieves Tools, Chalk (x10), Scent Blocker (x3), Bandolier, Familiar Satchel, Flotation Device, Masterwork Backpack, Arcane Family Workbook, Bedroll, Cold Weather Outfit, Waterskin, Trail Rations (x4), Silk Rope (100ft), Standard Spellbook, Book Lariat
Currency: 1087 gp, 2 sp

(Familiar will be a Protector Archetype Greensting Scorpion hiding in a Familiar Satchel for the Init bonus and Shield Master effect.)

Breakdown:

Ability Scores: (20 PB)
Str 10 (L33 / M66 / H100) with Muleback Cords (L100 / M200 / H300)
Dex 16 (14 Base + 2 Belt of Dexterity)
Con 12
Int 13
Wis 10
Cha 24 (16 Base +2 Half-elf Racial + 2 Level Up + 4 Headband of Charisma)

Hit Points:
Base:
L01-L11: 6 x 11 (max HP at every level)
Con Bonus: +11
FSB: +11
Total: 88

Saves
Fort: 3 Base (Sorcerer 11) + 1 Con +2 Resistance (Cloak) = 6
Refl: 3 Base (Sorcerer 11) + 2 Dex +2 Resistance (Cloak) = 7
Will: 7 Base (Sorcerer 11) + 0 Wis +2 Resistance (Cloak) = 9*

*Elven Immunities: +2 racial bonus against enchantment
*Irrepressible: +7 vs Charms and Compulsions (based on Cha)
*Both of these stack

CMB: BAB (5) + Str Mod (0) + Size Mod (0) = 5

CMD = 10 + BAB (5) + Str Mod (0) + Dex Mod (2) + Size Mod (0) + circumstance, deflection, dodge, insight, luck, morale, profane, and sacred bonuses to AC (1) = 18

Initiative: Dex Mod (3) + Reactionary (2) + Greensting Familiar (4) + Improved Initiative (4) + Cracked Dusty Rose Prism (1) + Heroic Echo (1) = +15

Race: Half-elf - Fey Thoughts:

• +2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

• Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.

• Normal Speed: Half-elves have a base speed of 30 feet.

• Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.

• Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.

• Elf Blood: Half-elves count as both elves and humans for any effect related to race.

• Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.

• Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.

• Multitalented: Half-elves choose two favored classes at 1st level and gain 1 additional hit point or skill point whenever they take a level in either one of those classes.

• Fey Thoughts (1 RP) [Heroes of the Wild pg. 5]: Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. This trait replaces multitalented.

(Jonovan has selected Stealth and Perception as class skills)

• Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Class Features:

L01: Imperious Bloodline Arcana: Whenever you cast a harmful spell, you gain a bonus equal to the spell’s level on Intimidate checks made against any creature adversely affected by that spell until the end of your next turn. Adversely affected typically means damage, but it can also mean debilitating effects or conditions.

L01: Imperious Bloodline Familiar: Those with an inherent connection to magic often attract creatures who feel a similar instinctive pull toward magical forces. At 1st level, a sorcerer, bloodrager, or any other character with one of the following bloodlines can choose to gain a bloodline familiar. The character gains a familiar (as a wizard’s familiar), treating her class level as her wizard level for the purposes of this ability. This familiar has an additional ability listed below based on the master’s bloodline. This replaces the 1st-level bloodline power granted by the character’s bloodline; in addition, the character gains bonus spells from her bloodline one level later than she normally would.

L03: Heroic Echo (Su): At 3rd level, when you receive a morale bonus from any spell, spell-like ability, or magic item, including those you cast on yourself, that bonus increases by +1. At 9th level, this ability also applies to competence bonuses. If you receive a morale effect (or a competence effect at 9th level) that affects an area or multiple targets, as an immediate action you can share your increased bonus with all other recipients. This increase to other participants lasts a number of rounds equal to your Charisma bonus. You can use this ability once per day, plus one time per three levels after 3rd.

L09: Bloodline Mutation-Blood Piercing: When you cast a bloodrager or sorcerer spell that deals damage, creatures affected by the spell reduce their energy resistance and spell resistance against the spell’s effects by an amount equal to your Strength or Charisma modifier, whichever is higher. You can use this ability once per day at 4th level and one additional time per day for every 5 caster levels you have beyond 3rd, up to four times per day at 18th level. This ability replaces the sorcerer’s 9th-level bloodline power or the bloodrager’s 4th-level bloodline power.

Feats & Traits:

Traits
Faith-Irrepressible: Use Cha instead of Wis for Will saving throws against charm and compulsion effects.

Combat-Reactionary: +2 Trait bonus to Initiative

Additional Traits: Regional-Vagabond Child +1 trait to Disable Device

Additional Traits: Magic-Spark of Creation: +1 Trait to craft, cost to create magic items reduced by 5% (for background purposes, no effect on WBL)

Base Feats
Half-elf Bonus: Skill Focus-Stealth
Sorcerer Bonus: Eschew Materials
L01. Persistent Spell

L03. Craft Wondrous Item

L05. Versatile Spontaneity [Req: Int 13, Spontaneous L2 Spells, Pathfinder Society Primer pg 9] Prepare 1 spell from spellbook, in a slot 1 level higher

L07. Dampen Presence [Req: Skill Focus (Stealth), Stealth 5 ranks] May use Stealth to hide from blindsight or blindsense. But not anything else (e.g. tremorsense or scent).

L07-Sorcerer Bonus Feat: Improved Initiative

L09. Eldritch Heritage-Shadow [Req: Cha 13, character level 3rd, Skill Focus-Stealth] [Ultimate Magic] Shadowstrike (Sp) make a melee touch attack, 1d4 points of nonlethal damage + 1 for every two Shadow Sorcerer levels (note Eldritch Heritage is Shadow Sorcerer-2). In addition, a target without low-light vision or darkvision is dazzled for 1 minute no save. Usable 3 + your Cha mod per day.

L11. Improved Eldritch Heritage-Shadow [Req: Cha 15, Eldritch Heritage, character level 11th] [Ultimate Magic] Shadow Well (Sp) Use Stealth within 10 feet of a shadow other than your own, even while being observed and without cover or concealment. When you and a willing ally within 60ft are in an area of dim or darkness, dimension door swap place 1/day. At Shadow Sorcerer 13 (or Character Level 15 for Eldritch Heritage), you can instead swap 2 willing allies who must both be within 60ft of you. At Shadow Sorcerer 17 (or Character Level 19 for Eldritch Heritage), increases to 2/day.

Bonus Non-Combat Feats
L02. Additional Traits (see above)

L04. Cunning: +1 skill point/HD, invested in Diplomacy, with a dip in Bluff and Intimidate

L06. Skill Focus-Perception

L08. Skill Focus-Disable Device

L10. Mocking Dance [Req Acrobatics 4 or Perform-Dance 4]: When making Combat Performance check, can move 5 ft without AoO, or move speed with AoO. If move at least 5 ft, gain +2 to Combat Performance check. Cannot end on square which threatens opponents.

Breakdown-Skills:

Base Languages: Common (Taldane), Elven
Bonus Languages (Int +1): Ignan
Linguistics (8): Common (Tien), Auran, Terran, Aquan, Draconic, Celestial, Abyssal, Infernal

Skills
Skillpoints per level: 2 Sorcerer + 1 Int + 1 FCB + 1 Cunning (+2 Background)
<B>: Invested Background Skills
*: Indicates Trained Only

Acrobatics : - Ranks +3 Dex 0 ACP = 3
Appraise <B> : 1 Ranks +1 Int +3 Class = 5
Bluff : 1 Ranks +7 Cha +3 Class +3+1 Competence = 15
Climb : - Ranks 0 Str 0 ACP = 0
Craft : - Ranks +1 Int = 1
Diplomacy : - Ranks +7 Cha +3+1 Competence = 11
Disable Device* : 10 Ranks +3 Dex 0 ACP +3 Class +6 Skill Focus +1 Trait = 23 (+2 Masterwork)
Disguise : - Ranks +7 Cha +3+1 Competence = 11
Escape Artist : - Ranks +3 Dex 0 ACP = 3
Fly : 1 Ranks +3 Dex 0 ACP +3 Class +2+1 Competence = 10
Handle Animal* : - Ranks +7 Cha +3+1 Competence = -
Heal : - Ranks 0 Wis = 0
Intimidate : - Ranks +7 Cha +3+1 Competence = 11
Knowledge-Arcane* : 9 Ranks +1 Int +3 Class = 13
Knowledge-Dungeon* : - Ranks +1 Int = -
Knowledge-Engineer* : - Ranks +1 Int = -
Knowledge-Geography* : - Ranks +1 Int = -
Knowledge-History* : - Ranks +1 Int = -
Knowledge-Local* : - Ranks +1 Int = -
Knowledge-Nature* : - Ranks +1 Int = -
Knowledge-Nobility* : - Ranks +1 Int = -
Knowledge-Planes* : - Ranks +1 Int = -
Knowledge-Religion* : - Ranks +1 Int = -
Linguistics* <B> : 8 Ranks +1 Int = 9
Perception : 10 Ranks 0 Wis +3 Class +6 Skill Focus +2 Keen Senses +2+1 Competence = 24
Perform-Dance <B> : 6 Ranks +7 Cha +3+1 Competence = 17
Profession-Merchant <B> : 7 Ranks 0 Wis +3 Class = 10
Ride : - Ranks +3 Dex 0 ACP = 3
Sense Motive : - Ranks 0 Wis = 0
Sleight of Hand* : - Ranks +3 Dex 0 ACP = -
Spellcraft* : 11 Ranks +1 Int +3 Class = 15 (+2 or 4 Masterwork)
Stealth : 11 Ranks +3 Dex 0 ACP +3 Class +6 Skill Focus +5+1 Competence = 29 (+2 Masterwork)
Survival : - Ranks 0 Wis = 0
Swim : - Ranks 0 Str 0 ACP = 0 (+1 Masterwork)
Use Magic Device* : 2 Ranks +7 Cha +3 Class +3+1 Competence = 16

Spells Per Day and Spells Known:

Sorcerer Spells Per Day
L0: at will
L1: 6 base + 2 Bonus
L2: 6 base + 2 Bonus
L3: 6 base + 2 Bonus
L4: 6 base + 1 Bonus
L5: 4 base + 1 Bonus

Sorcerer Level 0 (9 known)
0. Light [Evo, V, M (a firefly)]
0. Acid Splash [Con, V, S]
0. Detect Magic [Div, V, S]
0. Mage Hand [Trn, V, S]
0. Message [Trn, V, S, F (a piece of copper wire)]
0. Open/Close [Trn, V, S, F (a brass key)]
0. Read Magic [Div, V, S, F (a clear crystal or mineral prism)]
0. Prestidigitation [Uni, V, S]
0. Mending [Trn, V, S]

FCB 1: Ray of Frost [Evo, V, S]
FCB 2: Detect Fiendish Presence [Div, V, S]
FCB 3: Detect Poison [Div, V, S]

Sorcerer Level 1 (5 known)
Imperious 4: Moment of Greatness [Enc, V, S, M (rabbit fur)]
1. Mage Armor [Con, V, S, F (a piece of cured leather)]
1. Shield [Abj, V, S]
1. Grease [Con, V, S, M (butter)]
1. Charm Person [Enc, V, S]
1. Obscuring Mist [Con, V, S]

FCB 4: Magic Missile [Evo, V, S]
FCB 5: Sure Casting [Div, V, F (a square of cloth and a needle)]

POSK: Enlarge Person [V, S, M (powdered iron)]
POSK: Feather Fall [Trn, V]

Sorcerer Level 2 (5 known)
Imperious 6: Eagles Splendor [Trn, V, S, M/DF (feathers or droppings from an eagle)]
2. Glitterdust [Con, V, S, M (ground mica)]
2. Invisibility [Ill, V, S, M (an eyelash encased in gum arabic)]
2. Mirror Image [Ill, V, S]
2. Resist Energy [Abj, V, S]
2. Minor Image [Ill, V, S, F (a bit of fleece)]

FCB 6: Rope Trick [Trn, V, S, M (powdered corn and a twisted loop of parchment)]
FCB 7: Aram Zey's Focus [Div, V, S, F (masterwork thieves’ tools worth 100 gp)]

Sorcerer Level 3 (4 known)
Imperious 8: Heroism [Enc, V, S]
3. Haste [Trn, V, S, M (a shaving of licorice root)]
3. Paragon Surge [Trn, V, S]
3. Fly [Trn, V, S, F (a wing feather)]
3. Dispel Magic [Abj, V, S]

FCB 8: Stinking Cloud [Con, V, S, M (a rotten egg or cabbage leaves)]
FCB 9: Battering Blast [Evo, V, S]

Sorcerer Level 4 (3 known)
Imperious 10: Threefold Aspect [Trn, S, F (silver crescent worth 5 gp)]
4. Black Tentacles [Con, V, S, M (octopus or squid tentacle)
4. Greater Invisibility [Ill, V, S]
4. Stone Shape [V, S, M/DF (soft clay)]

FCB 10: Enervation [Nec, V, S]
FCB 11: Shadow Conjuration [Ill, V, S]

Sorcerer Level 5 (2 known)
5. Wall of Force [Evo, V, S, M (powdered quartz)]
5. Echolocation [Trn, V]

Spellbook Costs for Reference
Lv0: 5 gp (ink+labor) + 2.5 (spell access) = 7.5
Lv1: 10 gp (ink+labor) + 5 (spell access) = 15
Lv2: 60 gp (ink+labor) + 20 (spell access) = 80
Lv3: 150 gp (ink+labor) + 45 (spell access) = 195
Lv4: 280 gp (ink+labor) + 80 (spell access) = 360
Lv5: 450 gp (ink+labor) + 125 (spell access) = 575
Lv6: 660 gp (ink+labor) + 180 (spell access) = 840

Spells copied to Spellbook (Costs in front)
(15) 1. Keep Watch [Enc, V, S]
(80) 2. Detect Thoughts [Div, V, S, F/DF (a copper piece)]
(80) 2. Create Pit [Con, V, S, F (miniature shovel costing 10 gp)]
(195) 3. Water Breathing [Trn, V, S, M/DF (short reed or piece of straw)]
(195) 3. Suggestion [Enc, V, M (a snake’s tongue and a honeycomb)]
(195) 3. Deeper Darkness [Evo, V, M/DF (bat fur and a piece of coal)]
(360) 4. Charm Monster [Enc, V, S]
(360) 4. Greater Aggressive Thundercloud [Evo, V, S, M (a piece of a tree struck by lightning)]
(575) 5. Teleport [Con, V]
(575) 5. Shapechanger's Gift [Trn, V, S, M (a piece of the creature whose form you plan to assume)]

Items:

Starting Wealth: 82,000 + 20,500 (craft wondrous items) = 102,500 gp

Magic Item Slots
Slot : Item <weight> {cost gp}
Head : Circlet of Persuasion +3 <0 > {4500 }
Headband : Charisma +4 <1 > {16000 }
Eyes : - <- > {- }
Neck : Natural Armor +1 <0 > {2000 }
Cloak : Cloak of Resistance +2 (x1.5) <1 > {4000 }
Muleback Cords (x1.5) <0.25 > {1500 }
Body : Mnemonic Vestment <1 > {5000 }
Griffon Mane (material) < > {50 }
Chest : - <- > {- }
Wrists : Spellguard Bracers <1 > {5000 }
Hands : - <- > {- }
L.Ring : Deflection +1 <0 > {2000 }
R.Ring : Sustenance <0 > {2500 }
Belt : Dexterity +2 <1 > {4000 }
Boots : - <- > {- }

Armor : Haramaki +1 <1 > {1153 }
: Shadow +5 <0 > {3750 }

Shield : Mithril Buckler +1 <2.5 > {2005 }

Weapons and Armor
Slot : Item <weight> {cost gp}
Weapon : Adamantine Spiked Gauntlet +1 <1 > {5002 }
Weapon : Masterwork Alc Silver Heavy Mace <8 > {402 }
Weapon : Cold Iron Sickle <2 > {12 }

Unslotted Items
Slot : Item <weight> {cost gp}
Right Arm : Spring Loaded Wrist Sheath <1 > {5 }
Right Arm : Wand of Stormstep <- > {11250 }
Left Arm : Spring Loaded Wrist Sheath <1 > {5 }
Left Arm : Wand of Cure Negate Aroma <- > {750 }
: Wand of Cure Light Wounds <- > {750 }

Waist : Lesser Rod of Extend <5 > {3000 }
Waist : Lesser Rod of Silent <5 > {3000 }
Waist : Rod of Extend <5 > {11000 }
Pocket : Page of Spell Knowledge-Enlarge Person <- > {1000 }
Pocket : Page of Spell Knowledge-Feather Fall <- > {1000 }
Orbit : Cracked Gamboge Nodule-Stinking Cloud <- > {1500 }
Orbit : Cracked Magenta Prism (set to Perception) <- > {800 }
Orbit : Cracked Dusty Rose Prism <- > {500 }

Body : Shinobi Shozoku <2 > {50 }
Neck : Signal Whistle <- > {0.8 }
Waist : Spell Component Pouch <2 > {5 }
: Threefold Aspect silver crescent worth 5 gp <- > {5 }
: Create Pit focus miniature shovel worth 10 gp <- > {10 }

Waist : Belt Pouch <0.5 > {1 }
Belt Pouch : Flint and Steel <- > {1 }
Belt Pouch : Small Steel Mirror <0.5 > {10 }
Belt Pouch : Masterwork Thieves Tools <2 > {100 }
Belt Pouch : Chalk [0.01 gp, 0 lb ea] x10 <- > {0.1 }
Belt Pouch : Scent Blocker <0.5 > {80 }
Belt Pouch : Scent Blocker <0.5 > {80 }
Belt Pouch : Scent Blocker <0.5 > {80 }

Body : Bandolier <- > {0.5 }
Body : Familiar Satchel <6 > {25 }
Body : Flotation Device <1 > {2 }

Back : Masterwork Backpack <4 > {50 }
: Cracked Gamboge Nodule-Stinking Cloud <- > {1500 }
: Cracked Gamboge Nodule-Stinking Cloud <- > {1500 }
: Cracked Gamboge Nodule-Stinking Cloud <- > {1500 }
: Arcane Family Workbook <3 > {300 }
: Bedroll <5 > {0.1 }
: Cold Weather Outfit <7 > {8 }
: Waterskin [1 gp/4 lb ea] <4 > {1 }
: Trail Rations [0.5 gp/1 lb ea] x4 <4 > {2 }
: Silk Rope (100ft) <10 > {20 }

Spellbook
Slot : Item <weight> {cost gp}
: Standard Spellbook <1 > {15 }
: Book Lariat <0.5 > {0.3 }

(Spell copying costs are listed above in the spells section)

Currency: 1087 gp, 2 sp

Familiar:

Greensting Scorpion with the Protector Archetype.

A Level 11 Sorcerer's Familiar has +6 Natural Armor and 11 Int.

Alertness (Ex): While a familiar is within arm’s reach, the master gains the Alertness feat.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Loyal Bodyguard (Ex) A protector gains Bodyguard and Combat Reflexes as bonus feats. If the familiar is sharing its master’s square, it can use Bodyguard to aid another to improve its master’s AC even if it doesn’t threaten the attacking foe, though it still needs line of effect to its master and the attacker. This replaces alertness and improved evasion.

Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar’s type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, monkeys with other simians, rats with rodents, toads with amphibians, and weasels with ermines and minks. Such communication is limited by the Intelligence of the conversing creatures.

Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Shield Master (Su) At 5th level, whenever a protector or its master takes hit point damage, as long as the protector and its master are touching, its master can split the damage evenly between them as if under the effects of shield other. This replaces deliver touch spells and speak with animals of its kind.

Spell Resistance (Ex): If the master is 11th level or higher, a familiar gains spell resistance equal to the master’s level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar’s spell resistance.

Able Defender (Ex): At 11th level, a protector gains In Harm’s Way as a bonus feat. In addition, the familiar’s hit points are now equal to its master’s total hit points (not including temporary hit points), regardless of its actual Hit Dice. This replaces spell resistance.

Scry on Familiar (Sp): If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day.

Draconic Ally:

Draconic Ally Clarifications

GM Polyfrequencies wrote:

Your illusory draconic ally is tiny, as a pseudodragon. Size is not an ability.

So with a blue pseudodragon, you have:

  • All base stats of the pseudodragon unless overridden by something better listed in the form of the dragon spell.
  • +4 size bonus to Strength
  • +2 size bonus to Constitution
  • +4 natural armor bonus,
  • fly 60 feet (poor) (good),
  • burrow 20 feet,
  • darkvision 60 feet,
  • a breath weapon (60-foot line of electricity, 6d8, reflex for half). Your draconic ally can use its breath weapon once per day,
  • and resistance to one element (electricity 20).
  • You also gain one bite (1d8), two claws (1d6), and two wing attacks (1d4).
  • The draconic ally speaks one language of your choice that you know.