Meyanda

Kinna's page

203 posts. Alias of karlprosek.


Full Name

Kinna

Race

Android

Classes/Levels

Arcanist (School Savant - Conjuration/Teleportation) 3 [HP 17/17 | AC:15 | T:13 | FF:12 | CMB: +1 | CMD: 13 | Fort:+3 | Ref:+4 | Will:+3 | Init:+3 | Perc: +0 (Darkvision and LL)| Speed 30]

Gender

Female

Size

M

Age

9

Special Abilities

Arcane Reservoir: 6, Shift 8/day, Immune to fatigue/exhaustion, disease, sleep effects, fear and all emotion-based effects.

Alignment

LN

Deity

Brigh

Location

Torch

Languages

Common, Abyssal, Androffan, Draconic, Giant, Hallit, Orc

Occupation

Teacher, scholar

Strength 10
Dexterity 16
Constitution 14
Intelligence 22
Wisdom 10
Charisma 8

About Kinna

Kinna
F LN Android Arcanist (School Savant - Conjuration/Teleportation), Level 3, Init +3, HP 17/17, Speed 30
AC 15, Touch 13, Flat-footed 12, Energy Resistance 0, CMD 13, Fort +3, Ref +4, Will +3, CMB +1, Base Attack Bonus +1
Morningstar, cold iron +1 (1d8, x2)
Crossbow, light +3 (1d6, x2) Range increment 80, 20 bolts
Abilities Str 10, Dex 16, Con 13, Int 22, Wis 10, Cha 8
Condition

+4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects.

Background:

Kinna only recently integrated her consciousness into the housing in which she currently resides. It was less than a decade ago that she first opened her eyes in the dark. It took her several minutes to realize the former resident of this shell had been buried, and significantly longer to break through the coffin's lid and dig herself up and out of the grave.

She emerged, appropriately enough, into a dark and stormy night, and by chance wandered away from the town where the former owner of her new housing had lived. With no need to eat or sleep, Kinna aimlessly wandered the windswept wastes for several days before stopping to ask herself what it was that she wanted. Where was she going? Why was she walking? What was the point of it all?

The answer was obvious- she had many questions, so she needed answers. She sought answers from the first humanoids she encountered, a tribe of Kellid barbarians. While they weren't cruel to her, their violent lifestyle wasn't to her liking and, truth be told, their shaman had no answers for her questions. He gave her a name, though, so she didn't come away with nothing.

She left the tribe and sought answers from the next group she ran across- a band of orcs. These humanoids were cruel to her, doing a great deal of damage to her housing over a long period of time. Eventually, though, she was able to make her escape late one night after uncovering the use of some of the chassis's built-in abilities. So again, while she didn't have her answers she still came away from the experience with something.

Her flight from the orcs took her far out into the wilds of the Numerian plains. She eventually noticed a bright light- Torch's eponymous fire- and homed in on it. Khonnir Baine was the very first resident of the town who saw her. He was out gathering alchemical reagents and noticed her shambling toward the town.

The wizard realized what she was immediately and whisked her back to his laboratory for repairs. It was there that she realized her housing had some residual affinity for arcane matters, as she recognized apparatuses and spell components without being prompted. Baine let her recuperate in his lab and took her under his wing.

Once she was in good enough shape that she was no longer shocking to look at, Baine let her explore the town. Kinna hasn't left Torch since, now more than 7 years gone. Over the years she met more non-arcanists and developed a fondness for certain people, particularly children.

A few years ago she started reading stories to children on the steps of the Temple of Brigh. They might have run her off but for the fact that she is an android, a created being much like the way Brigh is portrayed, if more human looking. As parents came to know her they started sending their children to her and Kinna's occasional story reading turned into a regular event and she found a place nearby where she could meet with the children regularly and teach them as well as read to them.

Kinna's school is larger now but still small compared to any academy you'd see in a city, though she has a pair of assistants now to help her and books and desks and supplies for all of her students. The fact that she does not need to sleep allows her to teach during the day and study in Baine's laboratory at night. Because while teaching fulfills something in her, a need to connect with people, pursuing the mysteries of the cosmos still drives her. Her head is still full of questions that need answering, and magic, so far, has been the only thing that promises any.

APPEARANCE:

Kinna is a tall, slender female in the model of a human woman. Her chassis, body and face, is sculpted to a high degree of physical attractiveness. Her hair is a shade not found in naturally occuring humans, though, and her eyes look more like bright, shiny gold coins than normal eyes.

The circuit tracery on her skin is too faint to see except in direct light, when the lines flash reflections, or when she is exerting herself, when the circuits light up from within. She has a number of unnerving mannerisms, which in addition to those unnatural elements, put people off. She never blinks or breathes and when she is not actively moving she is perfectly still, like a statue.

Added to the fact that she is perfectly literal- she does not yet understand irony enough to recognize it in conversation, despite years of living among humans- and it is easy to see how she might be repellent to some.

TRAITS/FEATS
Camp. Trait: Local Ties
Trait: Pragmatic Activator
BI: Eschew Materials
1: Technologist
3: Spell Focus (Enchantment)
B3: Craft Wondrous Item
5: Craft Technological Item
7: Craft Technological Arms and Armor

RACIAL TRAITS/CLASS ABILITIES/EXPLOITS
Emotionless (–4 penalty on Sense Motive checks)
Impossible Bloodline Arcana (constructs are susceptible to enchantment (compulsion) spells; constructs are treated as living creatures when determining spell effects)
Quick Study (replace prepared spell as a full-round action for 1 Reservoir point)
Summoner's Charm (1/2 level = +1 rounds to all Conjuration spells)
Shift 8/day (5'/2 levels = 10 ft. Dimension Door effect)

Arcane Reservoir (Su) = 6 pts.:
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.


Constructed:
For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), androids count as both humanoids and constructs.

+4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects.

Immune to fatigue/exhaustion, disease, and sleep effects.

Androids can never gain morale bonuses, and are immune to fear effects and all emotion-based effects.

Consume Spells (Su):
At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir's maximum are lost.

Magitech, replaces Nanite Surge:
Some androids possess circuitry infused with magical energies, which allow them to better channel arcane power. Androids with this trait choose a bloodrager or sorcerer bloodline at 1st level and treat their Charisma score as 2 points higher for all bloodrager and sorcerer class abilities (including spellcasting) if they have that bloodline. Androids with both bloodrager and sorcerer class levels gains this benefit for both bloodlines if they have the same bloodline for each class. Additionally, magitech androids gain a +2 racial bonus on Spellcraft checks. This racial trait replaces nanite surge.

Impossible Bloodline via Magitech:
You can see beyond the mundane, and are capable of visualizing the improbable, and even the impossible. If this expanded perception doesn't drive you mad, you may learn to make the impossible into reality.

Class Skill: Knowledge (engineering).

Bonus Spells: lesser confusion (3rd), make whole (5th), shrink item (7th), confusion (9th), fabricate (11th), animate objects (13th), insanity (15th), polymorph any object (17th), wish (19th).

Bonus Feats: Craft Construct, Craft Magic Arms and Armor, Deft Hands, Exotic Weapon Proficiency, Far Shot, Iron Will, Point-Blank Shot, Skill Focus (Knowledge [engineering]).

Bloodline Arcana

Constructs are susceptible to your enchantment (compulsion) spells as if they were not mind-affecting.

Constructs are treated as living creatures for the purposes of determining which spells affect them.

Bloodline Powers

You see the world differently from others, and can mold it to suit your needs.

Disorienting Touch (Sp): At 1st level, as a melee touch attack, you can cause a creature to doubt its sense of depth and direction. The target is sickened for a number of rounds equal to 1/2 your sorcerer level (minimum 1). Multiple touches do not stack, but they do add to the duration. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Spontaneous Generation: At 3rd level, you gain Craft Wondrous Item as a bonus feat. In addition, when you craft a magic item (except a potion, a spell-trigger item, or a spell-completion item), you may ignore one spell prerequisite without increasing the creation DC. You can ignore an additional spell prerequisite at 9th, 15th, and 20th levels.

Distracting Pattern (Su): At 9th level, you can distort the scenery around you for a number of rounds equal to your sorcerer level. This ability provides a 20% miss chance on ranged attacks made against you and grants you a bonus on Stealth checks equal to 1/2 your sorcerer level. You can use this ability once per day at 9th level, twice per day at 17th level, and three times per day at 20th level.

Relativity (Su): At 15th level, you can traverse vertical surfaces as easily as you walk on the ground. When climbing, you move at your normal land speed and take none of the penalties associated with climbing. The surface must be able to support your weight, and difficult terrain affects your speed as normal. You are also immune to reverse gravity and similar effects.

Living Paradox (Ex): At 20th level, your outward appearance remains the same, but beneath your skin lies not flesh and blood but clockwork gears, miniature galaxies, or something equally uncanny. You gain immunity to disease and poison. You take no additional damage from bleed effects, critical hits, and sneak attacks.

TRAINED SKILLS ((6 +5 Int) x3) +3 FC= 36 +3 Appraise from item
Appraise +12 (3 +6 Int +3 CS)
Craft: Alchemy +12 (3 +6 Int +3 CS)
Craft: Mechanical +12 (3 +6 Int +3 CS)
Craft: Pharmaceuticals +11 (2 +6 Int +3 CS)
Disable Device +12 (3 +3 Dex +1 Trait +2 Item +3 CS)
Know: Arcana +12 (3 +6 Int +3 CS)
Know: Dungeoneering +11 (2 +6 Int +3 CS)
Know: Engineering +12 (3 +6 Int +3 CS)
Know: History +10 (1 +6 Int +3 CS)
Know: Local +11 (2 +6 Int +3 CS)
Know: Nature +10 (1 +6 Int +3 CS)
Know: Planes +12 (3 +6 Int +3 CS)
Know: Religion +11 (2 +6 Int +3 CS)
Linguistics +11 (2 +6 Int +3 CS)
Spellcraft +14 (3 +6 Int +3 CS +2 Racial)
Use Magic Device +12 (3 +6 Int +3 CS)

Languages
Abyssal
Androffan
Auran
Common
Draconic
Giant
Hallit
Ignan

SPELLS KNOWN
Opposing Schools: Divination, Evocation

0: All
1: Color Spray, Crafter's Fortune, Detect Radiation, Disguise Self, Identify, Infernal Healing, Grease, Lesser Confusion, Magic Missile, Mage Armor, Protection from Evil, Silent Image, Sleep, Summon Monster I, Technomancy, Unseen Servant

Enchantment (Compulsion) spells to learn: Hypnotism, Daze Monster, Oppressive Boredom, Touch of Idiocy

SPELLS PREPARED
0 (5+1, no limit on casting), DC 16: Acid Splash, Dancing Lights, Detect Magic', Ghost Sound, Mending, Prestidigitation
1 (3+1, can cast 6 per day), DC 17: Color Spray, Sleep*, Summon Monster I`
* designates an Enchantment spell, +1 DC
` designates a Summoning spell, +2 rounds duration
Can use Quick Study as a full-round action to replace a prepared spell

WEAPONS
Morningstar, cold iron
Crossbow, light

ARMOR
Armored skirt
Haramaki

MAGICAL GEAR
Access Card (White)
E-pick (White)
Handy Haversack
Headband of Vast Intelligence +2 (Appraise)
Nanite Hypogun (5 canisters)
Traveler's Any-tool
Wand of Infernal Healing

Alchemical Items
Acid x5
Alchemist's Fire x5
Alkali Flask x5
Shard Gel x5

SCROLLS
Infernal Healing x6
Mage Armor
Protection from Evil

MUNDANE GEAR
MW Backpack

Belt pouch
-chalk x10
-flint and steel
-ink
-inkpen
Rope, silk 50'
Spell component pouch
Torches x10

MONEY
GP: 268
SP: 12
CP: 2

Old Campaign Stats:
Kinna
F LN Android Arcanist (School Savant - Conjuration/Teleportation), Level 5, Init +3, HP 32/32, Speed 30
AC 17, Touch 13, Flat-footed 14, Energy Resistance 0, CMD 15, Fort +4, Ref +5, Will +5, CMB +2, Base Attack Bonus +2
Quarterstaff of Entwined Serpents +3 (1d6/1d6, x2) OR 3 Magic Missiles (3d4+3 force)
Crossbow, light +3 (1d6, x2) Range increment 80, 20 bolts
Abilities Str 10, Dex 16, Con 13, Int 20, Wis 10, Cha 8
Condition

+4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects.

Background
Kinna only recently integrated her consciousness into the housing in which she currently resides. It was less than a decade ago that she first opened her eyes in the dark. It took her several minutes to realize the former resident of this shell had been buried, and significantly longer to break through the coffin's lid and dig herself up and out of the grave.

She emerged, appropriately enough, into a dark and stormy night, and by chance wandered away from the town where the former owner of her new housing had lived. With no need to eat or sleep, Kinna aimlessly wandered the windswept wastes for several days before stopping to ask herself what it was that she wanted. Where was she going? Why was she walking? What was the point of it all?

The answer was obvious- she had many questions, so she needed answers. She sought answers from the first humanoids she encountered, a tribe of Kellid barbarians. While they weren't cruel to her, their violent lifestyle wasn't to her liking and, truth be told, their shaman had no answers for her questions. He gave her a name, though, so she didn't come away with nothing.

She left the tribe and sought answers from the next group she ran across- a band of orcs. These humanoids were cruel to her, doing a great deal of damage to her housing over a long period of time. Eventually, though, she was able to make her escape late one night after uncovering the use of some of the chassis's built-in abilities. So again, while she didn't have her answers she still came away from the experience with something.

Her flight from the orcs took her far out into the wilds of the Numerian plains. She eventually noticed a bright light- Torch's eponymous fire- and homed in on it. Khonnir Baine was the very first resident of the town who saw her. He was out gathering alchemical reagents and noticed her shambling toward the town.

The wizard realized what she was immediately and whisked her back to his laboratory for repairs. It was there that she realized her housing had some residual affinity for arcane matters, as she recognized apparatuses and spell components without being prompted. Baine let her recuperate in his lab and took her under his wing.

Once she was in good enough shape that she was no longer shocking to look at, Baine let her explore the town. Kinna hasn't left Torch since, now more than 7 years gone. Over the years she met more non-arcanists and developed a fondness for certain people, particularly children.

A few years ago she started reading stories to children on the steps of the Temple of Brigh. They might have run her off but for the fact that she is an android, a created being much like the way Brigh is portrayed, if more human looking. As parents came to know her they started sending their children to her and Kinna's occasional story reading turned into a regular event and she found a place nearby where she could meet with the children regularly and teach them as well as read to them.

Kinna's school is larger now but still small compared to any academy you'd see in a city, though she has a pair of assistants now to help her and books and desks and supplies for all of her students. The fact that she does not need to sleep allows her to teach during the day and study in Baine's laboratory at night. Because while teaching fulfills something in her, a need to connect with people, pursuing the mysteries of the cosmos still drives her. Her head is still full of questions that need answering, and magic, so far, has been the only thing that promises any.

APPEARANCE
Kinna is a tall, slender female in the model of a human woman. Her chassis, body and face, is sculpted to a high degree of physical attractiveness. Her hair is a shade not found in naturally occuring humans, though, and her eyes look more like bright, shiny gold coins than normal eyes.

The circuit tracery on her skin is too faint to see except in direct light, when the lines flash reflections, or when she is exerting herself, when the circuits light up from within. She has a number of unnerving mannerisms, which in addition to those unnatural elements, put people off. She never blinks or breathes and when she is not actively moving she is perfectly still, like a statue.

Added to the fact that she is perfectly literal- she does not yet understand irony enough to recognize it in conversation, despite years of living among humans- and it is easy to see how she might be repellent to some.

TRAITS/FEATS
Camp. Trait: Local Ties
Trait: Pragmatic Activator
BI: Eschew Materials
1: Technologist
3: Spell Focus (Enchantment)
B3: Craft Wondrous Item
5: Craft Technological Item

RACIAL TRAITS/CLASS ABILITIES/EXPLOITS
Emotionless (–4 penalty on Sense Motive checks)
Impossible Bloodline Arcana (constructs are susceptible to enchantment (compulsion) spells; constructs are treated as living creatures when determining spell effects)
Quick Study (replace prepared spell as a full-round action for 1 Reservoir point)
Summoner's Charm (1/2 level = +2 rounds to all Conjuration spells)
Shift 8/day (1/2 level = 10 ft. Dimension Door effect)
Arcane Reservoir (Su) = 8 pts.
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.
Constructed
For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), androids count as both humanoids and constructs.

+4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects.

Immune to fatigue/exhaustion, disease, and sleep effects.

Androids can never gain morale bonuses, and are immune to fear effects and all emotion-based effects.

Consume Spells (Su)
At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir's maximum are lost.

Magitech, replaces Nanite Surge
Some androids possess circuitry infused with magical energies, which allow them to better channel arcane power. Androids with this trait choose a bloodrager or sorcerer bloodline at 1st level and treat their Charisma score as 2 points higher for all bloodrager and sorcerer class abilities (including spellcasting) if they have that bloodline. Androids with both bloodrager and sorcerer class levels gains this benefit for both bloodlines if they have the same bloodline for each class. Additionally, magitech androids gain a +2 racial bonus on Spellcraft checks. This racial trait replaces nanite surge.

Impossible Bloodline via Magitech
You can see beyond the mundane, and are capable of visualizing the improbable, and even the impossible. If this expanded perception doesn't drive you mad, you may learn to make the impossible into reality.

Class Skill: Knowledge (engineering).

Bonus Spells: lesser confusion (3rd), make whole (5th), shrink item (7th), confusion (9th), fabricate (11th), animate objects (13th), insanity (15th), polymorph any object (17th), wish (19th).

Bonus Feats: Craft Construct, Craft Magic Arms and Armor, Deft Hands, Exotic Weapon Proficiency, Far Shot, Iron Will, Point-Blank Shot, Skill Focus (Knowledge [engineering]).

Bloodline Arcana

Constructs are susceptible to your enchantment (compulsion) spells as if they were not mind-affecting.

Constructs are treated as living creatures for the purposes of determining which spells affect them.

Bloodline Powers

You see the world differently from others, and can mold it to suit your needs.

Disorienting Touch (Sp): At 1st level, as a melee touch attack, you can cause a creature to doubt its sense of depth and direction. The target is sickened for a number of rounds equal to 1/2 your sorcerer level (minimum 1). Multiple touches do not stack, but they do add to the duration. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Spontaneous Generation: At 3rd level, you gain Craft Wondrous Item as a bonus feat. In addition, when you craft a magic item (except a potion, a spell-trigger item, or a spell-completion item), you may ignore one spell prerequisite without increasing the creation DC. You can ignore an additional spell prerequisite at 9th, 15th, and 20th levels.

Distracting Pattern (Su): At 9th level, you can distort the scenery around you for a number of rounds equal to your sorcerer level. This ability provides a 20% miss chance on ranged attacks made against you and grants you a bonus on Stealth checks equal to 1/2 your sorcerer level. You can use this ability once per day at 9th level, twice per day at 17th level, and three times per day at 20th level.

Relativity (Su): At 15th level, you can traverse vertical surfaces as easily as you walk on the ground. When climbing, you move at your normal land speed and take none of the penalties associated with climbing. The surface must be able to support your weight, and difficult terrain affects your speed as normal. You are also immune to reverse gravity and similar effects.

Living Paradox (Ex): At 20th level, your outward appearance remains the same, but beneath your skin lies not flesh and blood but clockwork gears, miniature galaxies, or something equally uncanny. You gain immunity to disease and poison. You take no additional damage from bleed effects, critical hits, and sneak attacks.

TRAINED SKILLS (6 +5 Int) x5 = 55 +HD Appraise from item
Appraise +14 (5 ranks +6 Int +3 CS)
Craft (Alchemy) +10 (1 rank +6 Int +3 CS)
Craft (Armor) +12 (1 rank +6 Int +2 item +3 CS)
Craft (Mechanical) +16 (5 ranks +6 Int +2 item +3 CS)
Craft (Weapons) +12 (1 rank +6 Int +2 item +3 CS)
Disable Device +14 (5 +3 Dex +1 Trait +2 item +3 CS)
Know: Arcana +14 (5 ranks +6 Int +3 CS)
Know: Dungeoneering +11 (2 +6 Int +3 CS)
Know: Engineering +14 (5 ranks +6 Int +3 CS)
Know: Geography +11 (2 +6 Int +3 CS)
Know: History +11 (2 +6 Int +3 CS)
Know: Local +11 (2 +6 Int +3 CS)
Know: Nature +10 (1 +6 Int +3 CS)
Know: Nobility +10 (1 +6 Int +3 CS)
Know: Religion +10 (1 +6 Int +3 CS)
Know: Planes +11 (2 +6 Int +3 CS)
Linguistics +12 (3 +6 Int +3 CS)
Perception +7 (5 +0 Wis +2 Racial)
Profession: Educator +4 (1 +0 Wis +3 CS)
Spellcraft +16 (5 ranks +6 Int +3 CS +2 Racial)
Use Magic Device +14 (5 ranks +6 Int +3 CS)

Languages
Abyssal
Androffan
Auran
Common
Draconic
Giant
Hallit
Ignan
Orc
Terran

SPELLS KNOWN
Opposing Schools: Divination, Evocation

0: All
1: Color Spray, Crafter's Fortune, Detect Radiation, Disguise Self, Identify, Grease, Lesser Confusion, Magic Missile, Mage Armor, Obscuring Mist, Protection from Evil, Silent Image, Sleep, Summon Monster I, Technomancy, Unseen Servant
2: Create Pit, Fox's Cunning, Hideous Laughter, Make Whole, Protection from Technology, Summon Monster II

Enchantment (Compulsion) spells to learn: Hypnotism, Daze Monster, Oppressive Boredom, Touch of Idiocy

SPELLS PREPARED
0 (6+1, no limit on casting), DC 16: Acid Splash, Dancing Lights, Detect Magic', Ghost Sound, Mending, Message, Prestidigitation
1 (4+1, can cast 6 per day), DC 17: Color Spray, Grease, Protection from Evil, Sleep*, Summon Monster I`
2 (2+1, can cast 3 5 per day), DC 18: Create Pit, Hideous Laughter*, Summon Monster II`
* designates an Enchantment spell, +1 DC
` designates a Summoning spell, +2 rounds duration
' designates an Opposition school spell, takes 2 prep slots

SCROLLS
Technomancy

MAGICAL GEAR
Cloak of Resistance +1 (crafted) 500 gp
Headband of Vast Intelligence +2, Appraise skill (c) 2k
Handy Haversack (c) 1k
Quarterstaff of Entwined Serpents (c) at CL 5 2825 gp
Ring of Protection +1 (purchased) 2k
Runestone of Power, lvl 1 (c) 1k
Sleeves of Many Garments (c) 100
Traveler's Any-Tool (c) 125
Wand of Mage's Armor (p) 750
Wand of Ray of Enfeeblement, 34 charges (loot)
Wand of Ray of Exhaustion, 18 charges (l)
Wand of Scorching Ray, 16 charges (l)

MUNDANE GEAR
Belt pouch
-chalk x10
-flint and steel
-ink
-inkpen
E-Pick, Brown
Rope, silk 50'
Spell component pouch
Thieves' tools (MW)
Torches x10

MONEY
GP: 9
SP: 9