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Kellek Zaderan's page

1,056 posts. Alias of Great Green God.


Full Name

Kellek Zaderan

Race

Wizard (exploiter) 12 | hp 46/62 (max 46)| AC 14 {17}, T 13, FF 12 {15} | CMD 19 | F +6, R +8, W +12 | Spd 30' | Init +2 | KnArc +18, Kn(Dun, His, Loc, Nat, Pla, Rel) +16, Kn(Others) +11, Perc +12, SensM +12, Scrft +20

Classes/Levels

| arc reservoir 9/15 | magic missile wand 26/38 | -1 penalty to Con (2 damage) | ext mage armor, overland flight, hunter's blessing (mnt, giants)

Gender

N Male Human (Keleshite/Ulfen)

Size

Medium

Age

20

Alignment

LN

Deity

Atheist (that is to say that he believes gods exist but considers them all bastards)

Languages

Aklo, Azlanti, Common, Draconic, Dwarven, Elven, Giant, Goblin, Infernal, Kelish, Skald, Sylvan, Terran, Thassilonian, Tien, Varisian

Occupation

Wizard

Strength 10
Dexterity 14
Constitution 10
Intelligence 21
Wisdom 14
Charisma 14

About Kellek Zaderan

GM Aid:
If the DC of the ID or knowledge check is something that the wizard's player feels that the wizard might reasonably understand Kellek takes 10 on the check. On multi-tiered knowledge checks where there are multiple levels of knowledge to be gained depending upon the die result--like identifying an unknown species of outsider with a knowledge (planes) check, or understanding the deeper history of an ancient civilization with knowledge (history)), Kellek will opt for the easy overview if he feels he can score the minimum success with a Take 10, figuring he can deduce the rest later. He only rolls if he doesn't expect his basic knowledge to be enough to even puzzle out the basics of the problem (i.e the player, moi, does not realistically think Taking 10 will be enough to even gain the minimum success condition). Kellek accepts offers of things like guidance (grudgingly), and will rarely if ever ask for it because of his views on religion. Currently, he will only seek research help when he is out of other options.

The product of an unhappy political union between a Taldon-sworn Ulfen war-leader and his hostage Keleshite princess, Kellek has grown up resenting his father (though there are rumors that he might not be Kellek's father...) and elder half-brother whom he views as thugs empowered by the royalty, likewise he has no love for northern peoples some of whom mistreated him as a child based upon his unusual looks (often with his father's tacit approval, in order to 'toughen him up'). Instead, he spent most of his time studying the magical traditions of his mother's family, and when he was done with those the traditions and lore of other peoples across Golarion. Naturally gifted, Kellek wanders the world in search of the magic and power that will one day make him master of his own destiny. To this end he has studied the magic of the ancient Thassilonian civilization, and come to Sandpoint to discover their secrets. He believes that once he attains enough knowledge and power he will be able to right the world's wrongs (as he sees them anyhow).

Kellek favors his mother's appearance being slight of build with delicate features and dusky skin. However his eyes are startlingly cold and blue like his father's. He is pragmatic and driven to achieve his goals.

Kellek Zanderan
N Male human (Keleshite/Ulfen) wizard (exploiter) 12
Init +2; Senses Perception +12
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Defense
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AC 14, touch 13, flat-footed 12 (+1 armor, +1 deflect, +2 Dex)
hp 62 (12d6+12)
Fort +6, Ref +8, Will +12; +2 vs poison & disease
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Offense
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Speed 30 ft.
Melee dagger +6 (1d4/19-20) or
_____ mwk cold iron dagger +7 (1d4/19-20) or
_____ mithral dagger +7 (1d4/19-20) or
_____ unarmed strike +6 (1d3 nonlethal)
Special Attacks arcane reservoir (8/13)
Wizard (Exploiter Wizard) Spells Prepared (CL 12th (13th for evocation); concentration +19 (+20 for evocation))
__ 6th— chain lightning (DC 22), greater dispel magic
__ 5th— cone of cold (DC 21), overland flight, telekinesis (DC 20), teleport
__ 4th—fear (DC 19), greater invisibility, intensified fireball (DC 19), secure shelter
__ 3rd—dispel magic, fireball (DC 19), haste, lightning bolt (DC 19); 1 Brilliant spell prep slot
__ 2nd—create pit (DC 17), glitterdust (DC 17), extended mage armor, mirror image, scorching ray
__ 1st—feather fall, magic missile, obscuring mist, protection from evil, shield, vanish[APG] (DC 16)
__ 0 (at will)—detect magic, ghost sound (DC 15), ray of frost, read magic
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Statistics
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Str 10, Dex 14, Con 10, Int 21, Wis 14, Cha 14
Base Atk +6; CMB +6; CMD 19
Feats Brilliant Spell Preparation, Cosmopolitan[APG], Extend Spell, Fast Learner[ARG], Intensify Spell, Scribe Scroll, Skill Focus (Knowledge [arcana]), Skill Focus (Spellcraft), Spell Focus (evocation), Spell Penetration, Varisian Tattoo (evocation)
Traits focused mind, scholar of the ancients
Skills Appraise +12, Craft (alchemy) +11, Disguise +2 (+12 with hat), Fly +14, Heal +11, Intimidate +3, Knowledge (arcana) +18, Knowledge (dungeoneering) +16, Knowledge (engineering) +11, Knowledge (geography) +11, Knowledge (history) +16, Knowledge (local) +16, Knowledge (nature) +15, Knowledge (nobility) +11, Knowledge (planes) +16, Knowledge (religion) +16, Linguistics +13, Perception +12, Profession (herbalist) +12, Sense Motive +12, Spellcraft +20, Survival +2 (or +4 to avoid becoming lost), Use Magic Device +13
Languages Aklo, Azlanti, Common, Draconic, Dwarven, Elven, Giant, Goblin, Infernal, Kelish, Skald, Sylvan, Thassilonian, Terran, Tien, Varisian

Combat Gear potion of cure light wounds (2), potion of cure moderate wounds (0), potion of cure serious wounds (2), potion of endure elements (2), potion of enlarge person, potion of hide from undead, potion of jump, potion of mage armor, potion of reduce person, magic scrolls (see below), healer's kit; Other Gear haramaki, mwk cold iron dagger, mwk mithril dagger, dagger, bedroll, belt pouch, blotter (0.2 lb), boots of the mire, cloak of resistance +2, coffee pot UE, everburning torch, hat of disguise, headband of vast intellect (Use Magic Device) +2, ink (2), inkpen (2), ioun stone torch (burnt out ioun stone with continual flame cast upon it), journal UE, knife for cutting quills into pens (0.5 lb), masterwork backpack APG, mess kit UE, pen nibs, pigment for making ink (0.2 lb), ring of protection +1, small ruler (0.1 lb), scroll box UE, spell component pouch, spellbook (x3), sunrods (3), trail rations (7), twine (50') APG, vial, waterskin, spring-loaded wrist sheaths (2, loaded with mwk cold iron and mithril daggers), mother's wayfinder, 6,856 gp, 1 sp, 2 cp

Temp Gear

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Tracked Resources
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Arcane Reservoir +2 DC or CL (9/day) (Su) - 9/15
Dagger - 1/1
Dagger, mwk cold iron - 1/1
Dagger, mwk mithril - 1/1
Healer's kit - 4/10
Potion of cure light wounds - 2/2
Potion of cure moderate wounds - 1/1
Potion of cure serious wounds - 1/2
Potion of endure elements - 2/2
Potion of hide from undead - 1/1
Potion of jump - 1/1
Potion of enlarge person - 1/1
Potion of mage armor - 1/1
Potion of reduce person - 1/1
scroll of alarm (CL 4) - 1/1
scroll of comprehend languages - 2/2
scroll of create pit (CL 4) - 0/1
scroll of command undead - 1/1
scroll of detect secret doors (CL 4) - 1/1
scroll of disguise self (CL 2) - 1/1
scroll of fireball (CL 6) - 0/1
scroll of fireball (CL 7) - 0/1
scroll of fly - 0/1
scroll of haste - 0/1
Scroll of hydraulic push - 1/2
scroll of glitterdust (CL 4) - 1/1
scroll of minor image (CL 3)* - 1/1
scroll of minor image (CL 4) - 1/1
scroll of obscuring mist (CL 7) - 1/1
scroll of ray of enfeeblement (CL 4) - 1/1
scroll of see invisibility (CL 3)* - 1/1
scroll of see invisibility (CL 4) - 1/1
scroll of sleep* (CL 1) - 1/1
scroll of stinking cloud - 1/1
scroll of unseen servant - 1/1
scroll of web (CL 3) - 1/1
scroll of whispering wind (CL 3)* - 1/1
Scroll box A slots - 10/10
Scroll box B (Guiness built) slots - 10/10
Trail rations - 7/7
Replica miniature shovels (10 gp) - 1/3
wand of enervation - 10/12
wand of silent image - 3/5
wand of cure light wounds - 49/50
wand of cure light wounds - 50/50

* indicates recovered scroll.
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Special Abilities
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Arcane Reservoir (Su) At 1st level, the exploiter wizard gains the arcanist’s arcane reservoir class feature. The exploiter wizard uses his wizard level as his arcanist level for determining how many arcane reservoir points he gains at each level. This ability replaces arcane bond.
An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist’s arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist’s level. Each day, when preparing spells, the arcanist’s arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.
Points from the arcanist reservoir are used to fuel many of the arcanist’s powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell’s DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.

Brilliant Spell Preparation Prerequisites: Int 13, ability to prepare 3rd-level spells. Select one class for which you prepare spells of 3rd level or higher. Once you select a class, it can’t be changed. When you prepare spells for that class, you can leave one spell slot open as a special slot. The slot must be at least 2 levels lower than the highest-level spell you can cast. You can then prepare a spell in this special open slot as a standard action instead of it taking 15 minutes.
Special: You can take this feat multiple times. Each time you do, you can leave an additional special slot open.
Boots of the Mire First, he is granted the power to walk on water in swampy environments, provided the water is no deeper than 5 feet—this effectively lets him move through swampy terrain and mud at no cost to his speed. He leaves no tracks or other sign of his passage as long as he’s in swampy terrain, and never becomes uncomfortable or wet from rain, fog, or other forms of non-freezing precipitation. Finally, the boots grant him a +2 resistance bonus on all Fortitude saves made against poison and disease.
Bruising Intellect Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.
Dimensional Slide The arcanist can expend 1 point from her arcane reservoir to create a dimensional crack that she can step through to reach another location. This ability is used as part of a move action or withdraw action, allowing her to move up to 10 feet per arcanist level to any location she can see. This counts as 5 feet of movement. She can only use this ability once per round. She does not provoke attacks of opportunity when moving in this way, but any other movement she attempts as part of her move action provokes as normal.
Cosmopolitan (Perception, Sense Motive, Aklo, Terran) Living in large, exotic cities has put you in touch with many diverse civilizations, cultures, and races. You can speak and read two additional languages of your choice. In addition, choose two Intelligence-, Wisdom-, or Charisma-based skills. Those skills always count as class skills for you.
Exploiter Exploit At 1st level and every 4 levels thereafter, the exploiter wizard gains a single arcanist exploit. The exploiter wizard uses his wizard level as his arcanist level for determining the effects and DCs of his arcanist exploits. This ability replaces arcane school.
Fast Learner Prerequisite: human, Int 13 When you gain a level in a favored class, you gain both +1 hit point and +1 skill rank instead of choosing either one or the other benefit or you can choose an alternate class reward.
Focused Mind You gain a +2 trait bonus on concentration checks.
Focused Study All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
Handy (Gyosho Bako) Haversack A backpack of this sort appears to be well made, well used, and quite ordinary. In Kellek's case it takes the form of a gyosho bako or peddler's chest. It looks like small chest of drawers that can be worn as a backpack but contains all of Kellek's magical paraphernalia. It has two smaller sections, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, a tiny, hairy man who seems to live in the chest wordlessly hands the item to them. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.

Kellek's haversack is based on a rare antique Japanese Gyosho Bako (Peddler's Chest) in a three stacking section set made entirely of Kirinoki (Paulownia) wood, crafted in the Late Edo Period (1800-1868) of Japan. In its original finish it features iron and bronze fittings. Through rope holes at the bottom to allow the stacked sections to be securely fitted allowing the peddler to carry the chest like a backpack. When separated, the top of each section has a surrounding wood border allowing a table-like surface to display wares for sale.
Potent Magic Whenever the arcanist expends 1 point from her arcane reservoir to increase the caster level of a spell, the caster level increases by 2 instead of 1. Whenever she expends 1 point from her arcane reservoir to increase the spell’s DC, it increases by 2 instead of 1.
Power-hungry You take a –2 penalty on Will saving throws against charm and compulsion effects if the creature creating the effect promises wealth or power.
Scholar of the Ancients Growing up with your nose in books, you’ve had a great interest in past cultures and ancient history. Furthermore, having grown up in Varisia, you know the monuments dotting the landscape belong to an ancient civilization known as Thassilon. From your life of study and dogged research, you’ve pieced together the language and partial history of this once-great empire. You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to speak and read Thassilonian.
Spell Focus (evocation) Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

Kellek's Spellbook Vol. 1 (100/100 pages; 2,950 gp)
__ 5thcone of cold (DC 21) (Nor'easter),gravity well (DC 20) telekinesis (DC 20)
__ 4thbestow curse (DC 19), greater invisibility, ice storm (DC 20), scrying (DC 19), secure shelter, wall of fire (DC 20)
__ 3rdfireball (DC 19) (Bola de fuego), haste, hydraulic torrent (CMB +12), lightning bolt (DC 19), tongues
__ 2ndcreate pit (DC 17), glitterdust("Konphehte!" DC 17), disguise other, rope trick, scorching ray, web ("Zillee Stri'ng!")
__ 1stalarm, animate rope (Dyslexicon [dyslexic version of what he wants the rope to do]), charm person (DC 16), color spray ("B'Dasle" DC 16), comprehend languages, disguise self, feather fall (DC 15), grease (DC 16), hydraulic push APG (CMB +12), magic missile ("Jarts"), protection from evil, shield, sleep ("DRA-goh" DC 16), vanish
__ 0acid splash, arcane mark, bleed (DC 15), dancing lights, daze (DC 15), detect magic (Spelkrapht Taketten Yadda Yadda Yadda), detect poison, disrupt undead, drench (DC 15), flare (DC 15), ghost sound (DC 15), light , mage hand, mending, message, open/close (DC 15), prestidigitation, ray of frost (Frēän), read magic, resistance, spark (DC 15), touch of fatigue (DC 15)

Kellek's Spellbook Vol. 2 (49/100 pages; 2,965 gp)
__ 6thchain lightning (DC 22), disintegrate (DC 21), greater dispel magic, true seeing
__ 5thbeast shape III, lesser planar binding (DC 21), magic jar (DC 20), overland flight
__ 4thdimension door
__ 3rdaqueous orb (DC 18) (Bola de agua), nondetection, water breathing
__ 2ndalter self, misdirection

Lyrie the Sellspell's Tome (43/100 pgs; 465 gp)
__ 2ndinvisibility, locate object, minor image (DC 17), mirror image, see invisibility, shatter
__ 1stburning hands (DC 17), comprehend languages, detect secret doors, floating disk, grease (DC 16), identify, mage armor, obscuring mist, ray of enfeeblement (DC 16), sleep (DC 16)
__ 0All CORE Cantrips

Caizarlu's Necromantic Research Journal (38/100 pgs; 775 gp)
The inside is filled with not only inscriptions for the preparation of a variety of spells, but also notes and details on the crazed gnome necromancer's research.
__ 3rddisplacement, gentle repose, halt undead, stinking cloud (Pulmɑɪ phingor), vampiric touch (DC 18)
__ 2ndacid arrow, blindness/deafness (DC 17), command undead (DC 17), false life, ghoul touch, mirror image
__ 1stcause fear (DC 16), chill touch (DC 16), identify, mage armor, magic missile, obscuring mist, ray of enfeeblement (DC 16)
__ 0acid splash, arcane mark, bleed (DC 15), dancing lights, detect magic, detect poison, disrupt undead, flare (DC 15), ghost sound (DC 15), light, mage hand, mending, message, open/close (DC 15), prestidigitation, ray of frost, read magic, touch of fatigue (DC 15)

Barl Bonebreaker's Big Book of Necromancy (73/100 pgs; 1,735 gp)
A big tome compiled by a big necromancer.
__ 4thanimate dead, bestow curse, contagion, enervation, fear
__ 3rdfireball, fly, gentle repose, halt undead, ray of exhaustion, vampiric touch (DC 18)
__ 2ndblindness/deafness (DC 17), command undead (DC 17), false life, ghoul touch, scare, spectral hand
__ 1stcause fear (DC 16), chill touch (DC 16), magic missile, ray of enfeeblement (DC 16), ray of sickening[/i] (DC 16)
__ 0acid splash, arcane mark, bleed (DC 15), dancing lights, detect magic, detect poison, disrupt undead, flare (DC 15), ghost sound (DC 15), light, mage hand, mending, message, open/close (DC 15), prestidigitation, ray of frost, read magic, touch of fatigue (DC 15)

Scroll box (x2) (Price 5 gp; Weight 1 lb.) This wooden box easily holds 10 scrolls and has small clips or bookmarks for easier indexing. Retrieving a scroll from a held scroll box is a move action. A scroll box has hardness 5, 5 hit points, a break DC of 20. A scroll box is water-tight.

ID'd stuff:
1x ??? vial of blue liquid labeled 'healing' -> Potion of Cure Moderate Wounds
1x ??? vial of light blue liquid -> Potion of Cure Light Wounds
5x ??? different scrolls in a scroll case -> Scrolls of... comprehend languages, minor image, see invisibility, sleep, and whispering wind.
1x ??? elegant wooden wand -> Wand of Magic Missile (38 charges)
1x ??? cloak -> Cloak of Resistance +1
1x ??? dull gray stone, currently glowing with a pale, heat-less flame -> Dull gray Ioun Stone, enchanted with Continual Flame

The Unbottable Kellek Zaderan:
One thing I kinda hate in PbP RPGs is "botting." I understand that in a table game players are there for a set time and are hopefully engaged in play enough to actually play and that in PbP games that is not always the case. As a GM here on the boards I HATE botting anyone--I have enough things to worry about (all the NPCs, story beats, the environment, etc....) and now I have to come up with something for one silent player's PC?

The problem is that real table-top RPGs (as opposed to computer RPGs) involve so many specific variables that I could write a novel on what any one of my characters could or would do in any given situation and it would still not be enough space to cover everything. That and new gear and abilities will change many of my characters choices every level. The most I can do is give a sort of blanket advice. Even my fighters don't always do the obvious (swing sword at attacker to hit for damage).

Kellek fancies himself the smartest, most-competent person he knows, he might respect or fear others, but he always tries to be the one in control of a situation. Self-reliance is key. And to that end he tries to have the most pragmatic and elegant solution to any given problem. As a wizard this gives him a lot of options from which to choose. He will trade comfort and shortterm losses for bigger wins or long term gains. He always considers the long game, and his ultimate goal of accumulating enough knowledge and magic to rewrite reality into the fair place he thinks it should be.

Kellek does more than the usual blowing stuff up with magic, buffing AC and such. Instead he makes use of knowledge and skills to achieve his goals. Given the chance, he will look at problems from several angles before coming up with the solution that fits the situation best.

math skills:
Adventuring Skills (2 class skill ranks + 3 Int mod + 1 racial bonus + 1 favorite class bonus) 2 levels = 14 Ranks

Background Skills 2 ranks * 2 levels = 4 ranks

Appraise +4 (+0 Rank, +3 Int, +0 ACP, +0 Trained, +1 Misc) BS
Acrobatics +2 (+0 Rank, +2 Dex, +0 Trained, +0 Misc)
Bluff +2 (+0 Rank, +2 Cha, +0 ACP, +0 Trained, +0 Misc)
Climb +0 (+0 Rank, +0 Str, +0 ACP, +0 Trained, +0 Misc)
Craft (alchemy) +8 (+1 Rank, +3 Int, +0 ACP, +3 Trained, +2 Misc)
Diplomacy +2 (+0 Rank, +2 Cha, +0 ACP, +0 Trained, +0 Misc)
Disable Device +2 (+0 Rank, +2 Dex, +0 ACP, +0 Trained, +0 Misc)
Disguise +2 (+0 Rank, +2 Cha, +0 ACP, +0 Trained, +0 Misc)
Escape Artist +2 (+0 Rank, +2 Dex, +0 ACP, +0 Trained, +0 Misc)
Fly +2 (+0 Rank, +2 Dex, +0 ACP, +0 Trained, +0 Misc)
Handle Animal +2 (+0 Rank, +2 Cha, +0 ACP, +0 Trained, +0 Misc)
Heal +5 (+2 Rank, +1 Wis, +0 ACP, +0 Trained, +2 Misc)
Intimidate +7 (+1 Rank, +3 Int*, +0 ACP, +3 Trained, +0 Misc)
Knowledge (arcana) +8 (+1 Rank, +3 Int, +0 ACP, +3 Trained, +1 Misc)
Knowledge (dungeoneering) +7 (+1 Rank, +3 Int, +0 ACP, +3 Trained, +0 Misc)
Knowledge (engineering) +7 (+1 Rank, +3 Int, +0 ACP, +3 Trained, +0 Misc) BS
Knowledge (geography) +7 (+1 Rank, +3 Int, +0 ACP, +3 Trained, +0 Misc) BS
Knowledge (history) +7 (+1 Rank, +3 Int, +0 ACP, +3 Trained, +0 Misc) BS
Knowledge (local) +7 (+1 Rank, +3 Int, +0 ACP, +3 Trained, +0 Misc)
Knowledge (nature) +7 (+1 Rank, +3 Int, +0 ACP, +3 Trained, +0 Misc)
Knowledge (nobility) +3 (+0 Rank, +3 Int, +0 ACP, +0 Trained, +0 Misc) BS
Knowledge (planes) +7 (+1 Rank, +3 Int, +0 ACP, +3 Trained, +0 Misc)
Knowledge (religion) +7 (+1 Rank, +3 Int, +0 ACP, +3 Trained, +0 Misc)
Linguistics +7 (+1 Rank, +3 Int, +0 ACP, +3 Trained, +0 Misc)
Perception +2 (+1 Rank, +1 Wis, +0 ACP, +0 Trained, + Misc)
Profession (herbalist) +5 (+1 Rank, +1 Wis, +0 ACP, +3 Trained, +0 Misc)
Ride +2 (+0 Rank, +2 Dex, +0 ACP, +0 Trained, +0 Misc)
Sense Motive +1 (+0 Rank, +1 Wis, +0 ACP, +0 Trained, +0 Misc)
Sleight of Hands +2 (+0 Rank, +2 Dex, +0 ACP, +0 Trained, +0 Misc)
Spellcraft +11 (+2 Rank, +3 Int, +0 ACP, +3 Trained, +3 Misc)
Stealth +2 (+0 Rank, +2 Dex, +0 ACP, +0 Trained, +0 Misc)
Survival +1 (+0 Rank, +1 Wis, +0 ACP, +0 Trained, +0 Misc)
Swim +0 (+0 Rank, +0 Str, +0 ACP, +0 Trained, +0 Misc)
Use Magic Device +2 (+0 Rank, +2 Cha, +0 ACP, +0 Trained, +0 Misc)