Blackjack

Leonard Neithan's page

62 posts. Alias of Turumarth.


Race

Passive stats:
HP 63/63 {72/72} | AC 21{25}/T14/FF18{22} | F+10/R+7/W+8 {+2 from heroism}| CMB +6 | CMD 21 | init +4 | Perception +6 {+8} |

Classes/Levels

Active effects/Limited use abilities:
Active effects: Defending Bone 45/45, Heroism 90 minutes Arcane Pool 10/10 | Black Blade Pool 3/3 | Maximize Spell 1/1 | Empowered Spell 1/1 | Reach 1/1

Gender

Spells:
1st Intensified Shocking Grasp x2, Devion's Parry, Blade Lash, True Strike, Magic Missile 2nd Web, Mirror Image x2, Defending Bone (cast), Scorching Ray, 3rd Haste x2, Sleet Storm, Heroism (cast)

Size

Medium

Age

29

Alignment

N

Languages

Common, Varisian, Shoanti, Elvish, Aklo, Giant

Occupation

Murderhobo

Homepage URL

Old profile.

Strength 10
Dexterity 18
Constitution 14
Intelligence 16
Wisdom 10
Charisma 8

About Leonard Neithan

Fluff:
Leonard Giles never knew his parents. He grew up in an orphanage in Lastwall, always the odd child out, his long dark hair and shadowy eyes out of place amongst the other kids. He laughed rarely, and seemed to have an unnatural interest in and propensity for violence. Yet he rarely started fights, and the more the other children isolated and picked on him, the more patient he seemed to become. Most of the other children resented him for one reason or another, although he did have one friend, a boy named David. David was a real troublemaker, which made him somewhat popular with the other kids, but once he threw his lot in with Leonard, they started to shun him too. Leonard never understood exactly why David was so nice to him, and even though he was young he felt a great deal of debt towards him.

The orphanage had a standard practice of letting the paladins come each winter to select one child, with whom they would leave. Leonard and David had grown closer each year, and now they were closer than many siblings. They called one another brother, and did practically everything together. David was a talker, friendly and agreeable, easily putting a smile on the faces of all but the hardest of hearts. Leonard was a bit more shy, a bit taller, and a bit smarter. They would visit the cathedral every week, David because he wanted to look at the priestesses, and Leonard because he liked the stern majesty of the building. Naturally, they both knew about the paladins, and they both knew that time was drawing near when one about their age would be chosen. They both prayed to Iomedae that the other would get picked. And then David was, and was gone before the week was over.
Leonard resolved to become a paladin himself, through his own means. It became his mission, his crusade, his whole life. Still only a boy of fourteen, he began to practice at the local fencing academy, training in longsword and sabre, in broadsword and in rapier. He was, predictably, quite talented, and quite aloof. He would challenge the older kids, and the most talented people he could find, restless to learn everything that he could. And he prayed, every day at morning and evening he prayed to Iomedae to help him become her loyal servant. What had started as a way to reconnect with David became something even greater.

There was a problem. By the time he was sixteen, Leonard still felt normal when he prayed. He had learned to use a sword, but he couldn’t learn true faith. His prayers, which in his younger years had often been for David, or for the sufferings of the poor, were now increasingly for himself. He started to become more demanding. And as this happened, he stopped feeling special when he prayed, the rush of divine power leaving him as he became obsessed with his own perfection. By this time Leonard’s memories of David had mostly left him as well, so that his mission changed. If Iomedae hadn’t answered his prayers, he would answer them himself. No longer did he need to become a paladin, now all Leonard needed was to become perfect. Though he still held himself to a code of honor, and still remained a good man, Leonard stopped praying as regularly. Instead, he began to learn magic. Not divine magic, little more than a gift from the gods, no, he would learn to wield real power.

Leonard began attending classes at the academy. He had left the orphanage when he was fifteen, and was the poorest student in all his classes. He was also the only student employed in a full time job with the guard. This made his life difficult, and he had to get his landlady to wake him each morning, but it also made his life possible. With no family and no job, he would have been yet another orphan turned criminal. Instead, teachers heaped praise on him for his quick learning and magical talent, though they told him he needed to be more dedicated to his studies. That would have been impossible, but Leonard took it to heart. His need to improve himself continued to grow.

And then, one fateful day, Leonard took part in a raid that would change his life forever. He and the other guards entered a house full of cultists, who fought to the death, and left changed men. On an altar, set deep in the lowest cellar of that cursed dwelling, he found a sword which would change his life forever. It called to him, whispering promises of power and glory, and when his hand first grasped the hilt he found it hot to the touch. Its wickedly curved blade quivered in his hand, and named itself Angiliath, iron of the stars. It told him he was ready.

And so, at the tender age of twenty one, Leonard left the city where he had grown up to wander the wilds of Ustlav. He was confident in his skills, and ready to test himself against whatever might be hiding in the dark places of the world. And though he was no paladin, Leonard still did what was right, and still cared for those less powerful than himself. His blade liked that, and they grew close together. It was an unlikely pairing, but a useful one. Leonard had been a lonely teenager, too shy and too devoted to his studies for any real friendships, but with Angiliath at his side he was never really alone. He would wander into town, feet kicking up clouds of dust, talking softly to himself, and solve whatever problems the locals couldn’t deal with themselves. Still feeling the need to prove himself in the world, Leonard acted bravely, and stood his ground against the horrors of the dark.

By the time he was twenty four, Leonard was a seasoned adventurer. He wandered into town, an elaborate and multicolored tattoo down the length of his left forearm giving away his profession faster than the fine and brightly colored clothes or heavily provisioned pack he wore could. They gave up their coin, he gathered the bravest souls among them, and another monster fell. And then, before the dawn rose grey on the horizon, he was gone. He rarely turned away an opportunity for work. Leonard earned scars, he got good people killed, and he wooed women. When they pulled the shirt of his slim frame, they found more tattoos, some working scars in as part of them, one glowing magical and impressive. When he woke up early in the morning beside their sleeping frames, he no longer prayed; now much more cynical.

Leonard accepted a particularly difficult job one day. The locals were being plagued by a particularly violent and dangerous group of bandits, far worse than those their ancestors had dealt with. Leonard set out to kill their leader. He came upon the man while he was drinking from a river, alone and vulnerable. Angiliath ran him through easily, turning crimson for the hundredth time. But as the man lay dying, he called out Leonard’s name, and pulled off his helmet, revealing himself before he died. It was David, Leonard’s childhood companion, once close as a brother, now fallen before him. Somehow, he had gone from a paladin, a champion of all that is holy and good in the world, to a bandit and a murderer. Leonard buried him on the other side of the river in an unmarked grave, tears and confusion on his face. But he was no longer the young boy who joined the guard, or even the brave young man who went adventuring because he found a magical sword. He went back to town, told them the job was done, and moved on. Only Angiliath saw him cry, his heartstrings loosened by the tragedy.

Leonard never found out what had caused David to fall, for later that month a man on a horse changed Leonard’s fate again. He introduced himself as Adam Neithan, Leonard’s uncle, brother to the mother who had abandoned him at birth. Leonard’s parents had been minor nobility, but had left him in Lastwall on account of a prophecy, which stated that if he grew up in that noble house he would bring doom upon it. The seer was well respected, he’d never given a false prophecy, and many had disregarded him to their dismay. Adam had been tracking Leonard for nearly half a year, ever since Leonard’s father had died. He was now the rightful heir to the estate, and Adam had always wished he knew the boy. Leonard was a boy no longer, but went back to the estate nonetheless.

He met his relatives there, the family he had never had. His father was dead, but his mother was still alive, and she sobbed when she saw him. It was hard, at first, sleeping in a soft bed and eating from a silver spoon. Though Leonard never got used to the frilly clothes or the fine eating, he did get used to having a family. Nothing could match the sheer, unconditional bond of blood. In time, he came to understand the respect the seer who had prophesied against him commanded, and came to understand his father’s decision to send him away. Adam proved an eccentric and bookish uncle, who gave Leonard some useful direction in his arcane practice, which he continued to hone. In time, Leonard came to feel for the first time in his life that he truly had a home.
Adam was fascinated by Angiliath, and together he and Leonard began to conduct research on its origins and true nature. And then...and then...what had happened next? Leonard’s memories of the time after this are increasingly spotty. There were images of dark rooms and menacing paintings, of aging old grey haired nobles meeting in the dead of night, and of Angiliath, blade blazing in the dark. And then, one last memory, of the seer, now truly ancient, pointing a bent and knobbled finger at Leonard’s bloodstained chest.

”The prophecy has come true! It has come true!”

Background Summary:
Leonard grew up in an orphanage in Lastwall. He was mostly socially isolated, except for a child named David. They prayed together. David eventually got recruited by paladins.

Leonard started practicing with weapons to become a paladin. Eventually, he stopped wanting to be a paladin, but kept trying to perfect himself. He still wants to help people, sortof like a paladin (strongly LN).

Iomedae stopped answering Leonard’s prayers. He joined the guard to pay for arcane training at the academy, and is becoming increasingly self-centred. (Closer to LN, but still LG).

Leonard finds a magical sword possessed by cultists, which names itself Angiliath and tells him to go wander the world. He listens. (Sudden ethical shift, now CG/CN)

Leonard becomes a professional murderhobo. Like, he literally is a homeless wanderer who kills things for money. He stops praying and becomes more cynical. (CN)

Eventually, Leonard kills a bandit, who reveals himself as David as he dies. It’s a mystery why he isn’t a paladin anymore.

An uncle named Adam Neithan introduces himself, and tells Leonard that he’s a noble child cast from his family on account of a prophecy from a respected seer. Leonard goes back to their estate, now the head of the house since his father has died. He grows to love his family (and also sleeping in a bed is nice). (N, closer to NG then NE, but still N)

Leonard and Adam begin to investigate Angiliath, a name which means “iron of the stars”. It’s a sentient sword found in the cellar of some cultists, just so we’re clear. Leonard’s memories are unclear past this point, except that the seer told him the prophecy had come true, and that he was covered in blood at the time.

What happened to make him do some messed up occult stuff?:
I have an idea which I like a fair amount.

Leonard settles down, falls in love, and gets married. He still investigates Angiliath with Adam, though, which causes some cultists to take an interest in them. Eventually, they murder some members of his family (with whom he’s settled down for the first time in his life) and his new wife. To get revenge, Leonard will do anything in the pursuit of power, and the contacts he gathered while investigating with Adam are the first place he turns.

I like this because it doesn’t mean Leonard or Angiliath are actually evil. They’re not doing occult things just to do occult things, they’re doing them for vengeance, a much more neutral motive. Things just got out of hand. I also like it because it is more tragic than anything else I can think of, which will be harder on Leonard in an interesting way when he finally remembers.

Let me know if you don’t like this.

Stat Block:

N Human Bladebound Hexcrafter Magus 6
Init +4; Perception +6 [8 most of the time]
Defense
AC 21; Touch 15; Flat-Footed 17; (+4 Dex, +5 Armor; +1 Deflection; +1 Natural)
HP 63 (9d8+18) In dreamlands 72 (9d8+27)
Fort +8; Ref +8; Will +7
Offense
Speed 30 ft, Fly spell in six 1 minute increments per day
Space 5 ft; Reach 5 ft
Melee: +3 Angiliath, +13/+8 (1d6+7 18-20), +10/+5 Kukri (1d4 19-20)

Statistics
Str 10, Dex 18, Con 14, Int 16, Wis 10, Cha 8
Base Atk +6/+1; CMB +5; CMD 20
Traits: Magical Lineage (Shocking Grasp), Pugnacious, Auspicious Tattoo
Feats: Weapon Finesse (Scimitar) (Human Bonus), Dervish Dance, Alertness (Black Blade Bonus), Intensified Spell (Magus Bonus), Combat Casting, Extra Arcane Pool, Empowered Magic, Lunge
Magus Arcana: Flamboyant Arcana, Empowered Magic (From feat), Spell Blending (Heroism)
Skills: 48/48
Escape Artist +12 (8 ranks, +4 dex)
Perception +8 (+10) (8 ranks, [+2 alertness near black blade])
Fly +8 (+15) (+1 rank, +3 class, +4 dex, [+3 untyped and +4 maneuverability using flight hex])
Knowledge (Arcana) +13 (+7 ranks, +3 class, +3 int)
Knowledge (The Planes) +12 (+6 ranks, +3 class, +3 int)
Knowledge (Dungeoneering) +11 (+5 ranks, +3 class, +3 int)
Knowledge (Religion) +4 (1 rank, +3 int)
Spellcraft +13 (+7 ranks, +3 class, +3 int)
Ride +8 (+1 rank, +3 class, +4 dex)
Disable Device +5 (+1 rank, +4 dex)
Stealth +5 (1 rank, +4 dex)
Survival +2 (2 ranks)
Background Skills: 12/12
Appraise +4 (1 ranks, +3 int)
Perform (Dance) +7 (3 ranks, +4 dex)
Knowledge (Nobility) +7 (4 ranks, +3 int)
Knowledge (History) +7 (4 ranks, +3 int)
Linguistics +5 (2 ranks, +3 int)

Class Features:

Proficiencies - light and medium armor no failure, martial weapons
Cantrips
Spells
Arcane Pool-10 points/day, swift action enchantment, activate magus arcana
Spell Combat-cast spell and full attack at -2 penalty
Spellstrike-deliver touch spells with weapon
Black Blade Pool-3 points/day, free action damage bonus, or change damage type
Hex Magus-flight hex: feather fall, +4 racial bonus to swim, levitate 1/day, flight spell in 1 minute increments 6 times
Magus Arcana-flamboyant arcana-can spend arana point to parry and riposte, or to get 1d6 bonus on some skills
Magus Arcana-Empower Spell, 1/day empower a spell
Magus Arcana-Spell Blending (Heroism)
Bonus Feat-Intensified Spell

Weapon and Armor Proficiency

A magus is proficient with all simple and martial weapons. A magus is also proficient with light armor. He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells

A magus casts arcane spells drawn from the magus spell list. A magus must choose and prepare his spells ahead of time.
To learn, prepare, or cast a spell, the magus must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magus’s spell is 10 + the spell level + the magus’s Intelligence modifier.

A magus can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Magus. In addition, he receives bonus spells per day if he has a high Intelligence score.

A magus may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the magus decides which spells to prepare.

Cantrips: A magus can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Magus under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spellbooks: A magus must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook except for read magic, which all magi can prepare from memory. A magus begins play with a spellbook containing all 0-level magus spells plus three 1st-level magus spells of his choice. The magus also selects a number of additional 1st-level magus spells equal to his Intelligence modifier to add to his spellbook. At each new magus level, he gains two new magus spells of any spell level or levels that he can cast (based on his new magus level) for his spellbook. At any time, a magus can also add spells found in other spellbooks to his own.

A magus can learn spells from a wizard’s spellbook, just as a wizard can from a magus’s spellbook. The spells learned must be on the magus spell list, as normal. An alchemist can learn formulae from a magus’s spellbook, if the spells are also on the alchemist spell list. A magus cannot learn spells from an alchemist.

Arcane Pool (Su)

At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.

Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.
A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Spell Combat (Ex)

At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Spellstrike (Su)

At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

Black Blade (Ex)

At 3rd level, the bladebound magus’ gains a powerful sentient weapon called a black blade, whose weapon type is chosen by the magus (see sidebar). A magus with this class feature cannot take the familiar magus arcana, and cannot have a familiar of any kind, even from another class.

Instead of the normal arcane pool amount, the bladebound magus’s arcane pool has a number of points equal to 1/3 his level (minimum 1) plus his Intelligence bonus.

This ability changes the Arcane Pool class feature and replaces the magus arcana gained at 3rd level.

Black Blade Basics

A black blade is bonded to a particular magus, much like a familiar, but in more of a partnership than a master-servant relationship.
Intelligence: This is the intelligence score of the black blade. It starts at 10 and increases by 1 for every two levels of the bladebound magus (at 3rd level, 5th level, and so on).

Wisdom and Charisma: As the bladebound magus increases in level, so do the Wisdom and Charisma of the black blade. These abilities start at 6 and increase by 1 for every two levels of magus.

Ego: A black blade starts with an ego of 5, and that ego increases as the blade becomes more powerful, as per Table: Black Blade Progression below. In cases where a wielder and the black blade come into conflict, like any intelligent item, a black blade can attempt to exert its dominance (see Intelligent Items). Due to its flexible and powerful nature, a black blade has a nonstandard ego progression.

Languages and Skills: A black blade starts with Common as a language. As the black blade increases in Intelligence, it manifests knowledge of languages and arcane lore. Upon reaching an Intelligence of 12, it gains a bonus language of the GM’s choice, and gains 1 rank in Knowledge (arcana). Each time the sword gains a bonus to Intelligence, it gains another language and another rank in Knowledge (arcana).
Senses: A black blade is aware of everything around it like a creature that can see and hear. It can be blinded and deafened as if it were a creature. It uses the saving throws of its magus, even if the magus is not currently wielding the black blade.

Black Blade Arcane Pool: A black blade has an arcane pool with a number of points equal to 1 + its Intelligence bonus.

Black Blade Ability Descriptions

A black blade has special abilities (or imparts abilities to its wielder) depending on the wielder’s magus level. The abilities are cumulative. A black blade normally refuses to use any of its abilities when wielded by anyone other than its magus, and acts as a masterwork weapon of its type.

Alertness (Ex): While a magus is wielding his black blade, he gains the Alertness feat.

Black Blade Strike (Sp): As a free action, the magus can spend a point from the black blade’s arcane pool to grant the black blade a +1 bonus on damage rolls for 1 minute. For every four levels beyond 1st, this ability gives the black blade another +1 on damage rolls.

Telepathy (Su): While a magus is wielding or carrying his black blade, he can communicate telepathically with the blade in a language that the magus and the black blade share.

Unbreakable (Ex): As long as it has at least 1 point in its arcane pool, a black blade is immune to the broken condition. If broken, the black blade is unconscious and powerless until repaired. If destroyed, the black blade can be reforged 1 week later through a special ritual that costs 200 gp per magus level. The ritual takes 24 hours to complete.

Energy Attunement (Su): At 5th level, as a free action, a magus can spend a point of his black blade’s arcane pool to have it deal one of the following types of damage instead of weapon damage: cold, electricity, or fire. He can spend 2 points from the black blade’s arcane pool to deal sonic or force damage instead of weapon damage. This effect lasts until the start of the magus’s next turn.

Black Blades

A black blade is a particular form of intelligent weapon gained by a magus with the bladebound archetype. There are several ways a magus might gain this weapon. Sometimes it just appears among the magus’s possessions, and its origin is a mystery. Other times the magus finds a black blade during an adventure or event of some kind. Sometimes a black blade is passed down generation to generation in an ongoing search for a magus who can unlock its true potential.

A black blade is always a one-handed slashing weapon, a rapier, or a sword cane. The magus chooses the blade’s type upon gaining the blade, and once chosen, it can’t be changed. As a bladebound magus increases in level, his black blade gains power.

A black blade is independently conscious but features some personality traits reflecting its wielder. A black blade always has the same alignment as its wielder and even changes its alignment if its wielder does. The blade typically works toward its wielder’s goals, but not always without argument or backlash. Each black blade has a mission, and while sometimes two or more black blades will work in concert, each mission is singular in purpose (the black blade’s mission is usually up to the GM and the needs of the campaign or the adventure, or a GM can determine the weapon’s purpose randomly using Table: Intelligent Item Purpose). Some black blades are very open about their missions, but most are secretive. Certain sages have speculated that an invisible hand or arcane purpose moves these weapons.

Hex Magus (Su)

At 4th level, the hexcrafter magus gains access to a small number of witch’s hexes. The hexcrafter magus picks one hex from the witch’s hex class feature. He gains the benefit of or uses that hex as if he were a witch of a level equal to his magus level.
This feature replaces spell recall.

Hex Arcana

A hexcrafter gains access to the following magus arcana, or may select any witch hex in place of a magus arcana. At 12th level, the hexcrafter may select a hex or major hex in place of a magus arcana. At 18th level, a hexcrafter can select a hex, major hex, or grand hex in place of a magus arcana. He cannot select any hex or arcana more than once.
Accursed Strike (Sp): A hexcrafter magus who can cast bestow curse, major curse, or any spell with the curse descriptor can deliver these prepared spells using the spellstrike ability, even if the spells are not touch attack spells.

Spells

A hexcrafter magus adds the following spells to his magus spell list: bestow curse, major curse, and all other spells of 6th level or lower that have the curse descriptor.

Magus Arcana: The following magus arcana complement the hexcrafter archetype: arcane accuracy, broad study, familiar, and quicken magic.

Magus Arcana

As he gains levels, a magus learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 3rd level, a magus gains one magus arcana. He gains an additional magus arcana for every three levels of magus attained after 3rd level. Unless specifically noted in a magus arcana’s description, a magus cannot select a particular magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the magus spell list unless otherwise noted.

A complete list of magus arcana can be found here: Magus Arcana
Bonus Feats

At 5th level, and every six levels thereafter, a magus gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat, item creation, or metamagic feats. He must meet the prerequisites for these feats as normal.

Magic:

Spells Prepared (CL 6):
0 DC 13-Brand, Detect Magic, Read Magic, Prestidigitation, Open/Close
1st DC 14-Intensified Shocking Grasp x3, Blade Lash, Frostbite
2nd DC 15-Web, Mirror Image x2, Bladed Dash

Spellbook of Harms with preparation ritual.
Spells:
3rd—fireball, lightning bolt
2nd—acid arrow, darkness, ghoul touch, gust of wind
1st—burning hands, color spray, corrosive touch, hydraulic push, hypnotism, magic missile, ray of enfeeblement, shocking grasp
0th-All non divination or transmutation cantrips from the sorcerer/wizard list
No more pages remaining
900 gp
Preparation Ritual
Harmful Surge (Su) You can maximize a spell, but doing so damages you. Spend this boon effect as a free action when you cast a wizard evocation spell. When you do, you can treat that spell as if it were cast with the Maximize Spell metamagic feat, but you take 1d4 points of damage × the level of the spell that you are maximizing. The damage you take cannot be reduced in any way.
Second Spellbook
3rd-Haste, Greater Magic Weapon, Heroism, Displacement
2nd (7)-Web, Blade Dash, Mirror Image, Glitterdust, Frigid Touch, Cat's Grace, Defending Bone-6 free, 1 transcribed
1st (13) -Frostbite, Chill Touch, Blade Lash, Devian's Parry, Blade Tutor's Spirit, True Strike, Long Arm, Vanish, Shield, Grease, Mount, Reduce Person, Snowball-9 free, 4 transcribed
0th (15) -Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Spark, Brand-brand not free
85 gp spent on transcription
42 pages used, 58 remaining

Equipment:

Carrying Capacity
Light 33 lbs
Medium 66 lbs
Heavy 100 lbs
Carrying: 25.5 lbs
Total Gold Spent: 8953.24 gp
Total Gold Remaining: 9055.55
Combat Equipment: 25.5 lbs, 7118 gp
Angiliath, free, 4 lbs
Pearl of Power lvl 2, looted, negligible
Belt of Mighty Constitution +2, looted, 1 lb
+1 Mithral Chain Shirt, 2100 gp, 12.5 lbs
Ring of Protection +1, 2000 gp, negligible
Stagger Proof Boots, 2000 gp, 1 lb
Amulet of Natural Armor +1, looted, negligible
Cloak of Resistance +1, 1000 gp, 1 lb
Pearl of Power, lvl 1, 4, 4000 gp, negligible
Kukri, 8 gp, 2 lbs
Spell Component Pouch, 5 gp, 2 lbs
Spring Loaded Wrist Sheath, 5 gp, 1 lb
Constable's symbol, looted, negligible
Magistrates symbol, looted, negligible
Other Gear: 31 lbs, 1035.24 gp
Bedroll, 1 sp, 5 lbs
Traveler's Outfit, free, 5 lbs
Filled Waterskin, 1 gp, 4 lbs
Blanket, 5 sp, 3 lbs
Spellbook, x gp, 3 lbs
Book of Harms, 900 gp, 3 lbs
Spellbook, 120 gp, 3 lbs
Backpack, 2 gp, 2 lbs
Trail Rations, x2, 2 sp, 2 lbs
Belt pouch, 1 gp, 1/2 lb
String, 1 cp, 1/2 lbs
Ink, 8 gp, negligible
Vials x5, 5 gp, negligible
Rice Paper, 20 sheets, 1 gp, negligible
Flint and Steel, 1 gp, negligible
Fishhook, x3, 3 sp, negligible
Inkpen, 1 sp, negligible
Chalk, x3, 3 cp, negligible
Consumables: 795 gp, negligible
Urea, 10 gp, negligible (4 uses remaining)
Black Powder, 10 gp, negligible (Used)
Scroll of Obscuring Mist, 25 gp, negligible
Wand of Shield, 750 gp, negligible (33 charges remaining)
Currency: 202 pp, 18 gp, 7 sp, 12 cp, 4.78 lbs