| Male N Medium Human Wizard 5, Envoy of Balance 3
About Kenath Corvilianus
Kenath
Male Human Wizard 5, Envoy of Balance 3
N Medium humanoid (Human)
Init +11; Senses Perception +25
DEFENSE AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
HP 61 (8d6+16+6[retraining])
Fort +8, Ref +8, Will +10
Special Defenses +1 on saves vs fear or confusion
OFFENSE Speed 30 ft.
Melee Dagger +2 (1d3–2)
Special Attacks Wizard Spells Prepared (CL 8th; concentration +17)
4th — Summon Monster IV (2/3), Dimension Door, Emergency Force Sphere
3rd—Haste 2x, Aqueous Orb (DC24), Heroism, Stinking Cloud, Summon Monster III, Dispel Magic
2nd—See Invisibility, Glitterdust 3x (DC 23), Web (DC 23), Summon Monster II
1st —Heightened Awareness (2x), Grease (DC 22), Mage Armor, Magic Missile 2x, Glue Seal
0 (at will)—Read Magic, Detect Magic, Open/Close, Message
STATISTICS Str 7, Dex 14, Con 14, Int 28, Wis 11, Cha 7
Base Atk +4; CMB +2; CMD 14
Feats Acadamae graduate, Spell Focus (Conjuration), Augment Summoning, Improved Initiative, Greater Spell Focus (Conjuration), Expanded Summon Monster, Versatile Summon Monster( Aerial and Fiery)
Skills Acrobatics +2, Appraise +13, Bluff -2 [+9 to lie], Climb -2, Craft: Alchemy +13, Diplomacy +11 [+20 to persuade], Fly +6, Knowledge (Arcana, Dungoneering, Local, Religion, Nature, Planes) +18, Knowledge (Others) +13, Linguistics +17, Perception +25, Sense Motive +15, Spellcraft +20, Stealth +18, Use Magic Device +11
Armor Check Penalty 0
Traits Eyes and Ears of the City, Student of Philosophy, Bonus: Upstanding
Languages Common, Chelish, Infernal, Terran, Draconic, Elven, Goblin, Orc, Thassalonian, Ancient Osirion, Auran, Dark Folk, Dwarven, Undercommon, Aklo, Language, Language
SQ familiar (Greensting Scorpion named Moro), summoners charm, shift, incisive spells, planar parity, Contravening armament
Gear Wand of Cure Light Wounds (3 charges), Wand of Heightened Awareness (50 charges), Wand of Vanish (49 charges), Wand of Cure Light Wounds (50 charges), Wand of Lesser Restoration (6 charges), Scroll of Gust of Wind, Eyes of the Eagle, Headband of Vast Intelligence +4 [Diplomacy, Use Magic Device], Cloak of Resistance +3, Cracked Pale Green Ioun Stone, Cracked Dusty Rose Prism Ioun Stone, Cracked Pink and Green Sphere Ioun Stone (Diplomacy), Cracked Pink and Green Sphere Ioun Stone (Use Magic Device), lesser metamagic rod of extend, skillslot, custom skillchip II perception
SPECIAL ABILITIES Shift As a swift action 12 times a day, Kenath can shift 10’.
Summoner’s Charm Kenath’s summons last an extra 2 rounds
Incisive Spells Kenath’s spells get a +1 bonus to overcome the SR of creatures with aligned subtypes.
Endowment: Planar Pariety Kenath’s summons ignore protection from evil (and similar effects), and neutral summons gain the counterpoised template.
Contravening armament Kenath overcomes DR/alignment with his natural attacks and any weapon he wields. He can transfer this to an ally with a standard action. Once per day as a standard action, he can touch an ally to transfer this ability to him for 1 minute, during which time the envoy of balance can’t benefit from the ability.
Favored Class Bonus:Wizard:
5 HP
Physical Description: A physical unimpressive man from years of grueling schooling in Cheliax, he wears a couriers outfit with exceptionally fine boots.
History: Kenath was the middle child of a minor cheliaxian family. He excelled in schooling and was ambitious enough that he was sent to the Acadamae at the age of 15. He had heard of the horrors and that 2 out of 10 students die in their early years, and he soon found these rumors were true. As much as he hated his early years at the Acadamae, he did learn their trademark magics and eventually graduated. While he was there, he communed with and summoned minor devils, learning the true nature of chelaxian magic to exploit them for their own power. After graduation he sought out adventure, attempting to explore some ancient ruin called the emerald spire himself. He was quickly overwhelmed and captured. Without his magic and his spell book, he had no chance of escape, but was rescued by a team of pathfinders who were also interested in the ruin. He returned to Absolom with his rescuers and vowed to never adventure alone again. There, he trained extensively with Master Zey and was eventually confirmed as a new field agent. While he was there, a new venture captain took him under his wing as a protege and further taught him about how to balance ones summons, with angels in addition to the devils he had been used to summoning.
Chronicle Boons:
Protege: +2 to one stat (earned by 54527-3 applied to 54527-19)
New Recruits: Bonus traits from faction (earned by 54527-17 applied to 54527-19)
Incredible Protege: One skill has max ranks and is a class skill (Sense Motive) (earned by 54527-3 applied to 54527-19)
Confirmed Field Agent (wayfinder for 1 prestige),
Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.
Friend of Janira Gavix: The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.
Goblin Bane: +2 bonus on intimidate checks vs humanoids with goblinoid subtype
Apprentices Returned: Precious shoes worth 50gp, count as jewelry for coutier’s outfit, begin each adventure with 4 trail rations, a courtier’s outfit, potion at 10% discount, pay 50% for lodging, wand of CLW 3 charges
[][][] Storm Rider: Endure Elements (CL=character level) as a standard action cast
Gift of the Ghaele: Cast aid, detect thoughts, lesser restoration, or see invisibility as a spell like ability once
You Rescued the Minotaur Prince: +1 on intelligence and charisma based checks in Absolom
Fighting that which lies between the stars: +1 bonus on saves vs confusion and fear effects
Insight into the dark tapestry: Cross off to get once piece of useful knowledge about an aberration (As if you’d succeeded at a knowledge check)
[] Celestial Lycanthropy: gain resistance 5 to acid, cold, electricity for 1 hour
Monument’s blessing: ritual to gain a benefit
[][][]Worthy Foe: Undead +2AC or +2 bonus on saves against their stuff and add to 1 DC of spells, swift action