Ishani Dhatri

Mahasi Mi Khaing's page

476 posts. Organized Play character for Tangaroa.


Race

Human

Classes/Levels

Sorcerer 9 | HP 59/59 | AC:14/12/12| F:+7 R:+7 W:+9 | Init:+3 | Perception: +10

Alignment

N

About Mahasi Mi Khaing

PFS# 7514-8

Resources:
spells: 8/8/5
arcane bolts:10/10
Focused Spell, Lesser Metamagic Rod: 3/3
Silent Spell, Lesser Metamagic Rod: 3/3
Blazing Robe Fire Burst (2d6, 20', DC 16): 1/1

Spell Effects:
None currently

Mahasi Mi Khaing
Male Human Vudrani sorcerer 9
N Medium humanoid (human)
Init +3, Senses Perception +10
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DEFENSE
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AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 59 (9d6+21)
Fort +7, Ref +7, Will +9; +1 bonus on saves against fear and confusion effects
Resist fire 5
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OFFENSE
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Speed 30 ft.
Melee club +4 (1d6)
Melee dagger +4 (1d4/19-20)
Ranged crossbow +6 (1d8/19-20)
Ranged dagger +6 (1d4/19-20)
Ranged sling +6 (1d4)
Ranged ranged touch attack +6
Ammo 10 bolts, 10 cold iron bolts, 10 silver blanched bolts
Bloodline Spell-Like Abilities (CL 9th; concentration +16)
10/day—arcane bolt (1d4+4 force, 30')
Sorcerer Spells Known (CL 9th; concentration +16)
4th(5/day)-dimensional anchor, dimension door, wall of fire
3rd(8/day)-communal resist energy, dispel magic, fireball(DC 21), haste, lightning bolt(DC 21), stinking cloud (DC 21)
2nd(8/day)-acid arrow, create pit(DC 20), glitterdust(DC 20), invisibility, scorching ray, see invisible, web(DC 20)
1st(8/day)-burning hands (5d4, DC 19), feather fall, grease(DC 19), identify, liberating command (+18), magic missile, protection from evil, snowball (5d6, DC 19)
0th(at will)- acid splash, detect magic, disrupt undead, light, message, prestidigitation, ray of frost, read magic
Bloodline sage (wildblooded arcane)
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STATISTICS
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Str 10, Dex 14, Con 14, Int 24, Wis 12, Cha 8
Base Atk +4; CMB +4; CMD 16
Feats Eschew Materials, Intensified Spell, Point Blank, Persistent Spell, Precise Shot, Spell Focus(conjuration, evocation), Spell Penetration
Skills
Bluff +8 (6 ranks -1 Cha +3 trained)
Fly +6 (1 rank +2 Dex +3 trained)
Intimidate +6 (4 ranks -1 Cha +3 trained)
Knowledge (arcana) +21 (9 ranks +7 Int +3 trained +2 class)
Knowledge (history) +18 (7 ranks +7 Int +3 trained +1 trait)
Knowledge (local) +16 (9 ranks +7 Int)
Knowledge (nature) +8 (1 rank + 7 Int)
Knowledge (nobility) +8 (1 rank +7 Int)
Knowledge (dungeoneering) +16 (9 ranks +7 Int)
Knowledge (planes) +22 (9 ranks +7 Int +3 trained +1 trait +2 boon)
Knowledge (religion) +14 (7 ranks +7 Int)
Linguistics +8 (1 ranks +7 Int)
Perception +10 (9 ranks +1 Wis)
Spellcraft +20 (8 ranks +7 Int +3 trained +2 class)
Use Magic Device +19 (9 ranks +7 Int +3 trained)
Languages Abyssal, Azlanti, Draconic, Kelish, Osiriani, Polyglot, Taldane, Tien, Vudrani
Traits pragmatic activator, scholar of the great beyond
SQ bloodline arcana (use intelligence as casting statistic), metamagic adept (2/day)
Combat Gear
Other Gear backpack, bedroll, belt pouch, clay mug, club, dagger, fishhook (2), flint and steel, scholar's outfit, scroll case, sewing needle, signal whistle, sling with 10 bullets, string (50 ft.), thread (50 ft.), waterskin, whetstone, trail rations (7 days)

Armor +1 griffon mane silken ceremonial armor
Belts
Body blazing robes (fire resistance 5, increases caster level for all spells with fire descriptor by +1. 1/day - 20-foot-radius burst of fire. Creatures other than the wearer take 2d6 fire (Reflex DC 16 half).
Chest
Eyes
Feet
Handsheadband of vast intellect +4 [K(local), K(dungeoneering)]
Head
Headband
Neck
Ring #1
Ring #2
Shield
Shoulders cloak of resistance +2
Wrist

handy haversack
ioun stone, dusty rose prism - cracked
lesser metamagic rod of focused spell (3/day)
lesser metamagic rod of silent spell (3/day)


  1. acid flask
  2. alchemist fire (2)
  3. antitoxin
  4. bottles of stillgut (2)
  5. liquid ice


  1. oil of daylight
  2. potion of feather step
  3. potion of remove blindness
  4. potion of remove fear
  5. potion of remove sickness (3)

wand of infernal healing [x][x][x][x][ ] [ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ]
wand of magic missle (CL 5th, 12 charges) [x][x][x][ ][ ] [ ][ ][ ][ ][ ] [ ][ ]

  1. scroll of comprehend languages
  2. scroll of cure light wounds x2
  3. scroll of enlarge person
  4. scroll of expeditious retreat
  5. scroll of fly x2
  6. scroll of gust of wind
  7. scroll of magic weapon x2
  8. scroll of negate aroma
  9. scroll of protection from evil
  10. scroll of remove fear
  11. scroll of remove paralysis
  12. scroll of resist energy x5
  13. scroll of see invisible
  14. scroll of touch of the sea

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SPECIAL ABILITIES
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Arcane Bolt (Sp) You can unleash a ray of magic force as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is treated as a spell of a level equal to half your sorcerer level, and is a force effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Bloodline Arcana Unlike most sorcerers, whose innate magic is powered by force of personality, you use your intellect to understand and master your mystic powers. You use your Intelligence, rather than your Charisma, to determine all class features and effects relating to your sorcerer class, such as bonus spells per day, the maximum spell level you can cast, the save DCs of your spells, and the number of daily uses of your bloodline powers. You gain a +2 bonus on all Knowledge (arcana) and Spellcraft checks.
Bonus Feat Humans select one extra feat at 1st level.
Cantrips You learn a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.
Eschew Materials
Metamagic Adept (Ex) You can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time.
Pragmatic Activator While some figure out how to use magical devices with stubborn resolve, your approach is more pragmatic. You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.
Sage (Wildblooded Arcane) Bloodline Scholars of the arcane are always creating new means to use magic.
Scholar of the Great Beyond Your great interests as a child did not lie with current events or the mundane- you have always felt out of place, as if you were born in the wrong era. You gain a +1 trait bonus on Knowledge (history) and Knowledge (planes) checks, and one of these skills (your choice) is always a class skill for you. (Knowledge (Planes))
Boons:

#2 Confirmed Field Agent Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).
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.
#3 Prediction of Future Peril Your glance into the Pool of Seeing granted you a vision of another level of the dungeons beneath Thornkeep, giving you a unique insight into a future encounter. When adventuring in Thornkeep, you may use this boon to gain the following bonuses, each applied before the associated die is rolled. You may use this boon once per dungeon level in Thornkeep, crossing the associated bonus off the Chronicle sheet once applied.
• You gain a +5 bonus on a Knowledge check to identify a creature.
• You gain a +2 bonus on any single saving throw.
• You gain a +2 bonus to AC against any single opponent.
#4 Unidentified Unguent You laid claim to one of the few intact flasks of mysterious alchemical origin in the laboratory. As a move action that does not provoke attacks of opportunity, you may apply or consume the substance to gain a random, short-lived mutation for 1d4+3 rounds. All mutations are supernatural abilities. Roll a d6 to determine the effects of the mutagen. On a result of 1 or 2, you rage as per the rage spell, but are sickened for 1 round after the effect ends. On a result of 3 or 4, your natural reach increases by 5 feet but you take 1d2 points of Dexterity damage when the effect ends. On a result of 5 or 6, you gain the ability to, as a standard action, breathe a single 15-foot line of acid dealing 4d6 points of acid damage (Reflex DC 15 for half damage) but dealing 2d6 points of acid damage to you when the effect ends. When you use this mutagen, cross the boon off the Chronicle sheet.
#4 Arcanolembic[i] Aura moderate transmutation; CL 10th; Slot none; Price 2,000 gp; Weight 2 lbs. DESCRIPTION This glass flask looks similar to the alembics used by alchemists to distill various liquids, but this one is framed in a delicate silver brace and the glass is etched with various arcane runes. The arcanolembic can be used to hold one potion. When a creature consumes a potion from the arcanolembic, the potion is treated as if its caster level were 2 higher than the usual minimum for a potion of its level. Placing a potion into the arcanolembic is a full-round action that provokes attacks of opportunity. CONSTRUCTION Requirements Brew Potion, Craft Wondrous Item, 5 ranks in Craft (alchemy); Cost 1,000
#5 [i]Noqual Ore
Among the otherworldly treasures of the Enigma Vaults, you discovered a cache of rare noqual ore. You may purchase equipment made from this rare skymetal.
Noqual looks almost like a pale green crystal to the untrained eye, but can be worked as iron despite its appearance. It is light—half as heavy as iron, yet just as strong. More importantly, noqual is strangely resistant to magic. An object made of noqual gains a +4 bonus on any saving throw made against a magical source. Creating a magic item that incorporates any amount of noqual into it increases the price of creation by 5,000 gp, as costly reagents and alchemical supplies must be used to treat the metal during the process.
Weapons made of noqual weigh half as much as normal, and gain a +1 enhancement bonus on damage rolls against constructs and undead created by feats or spells. Noqual armor weighs half as much as other armors of its type, and is treated as one category lighter than normal for the purposes of movement and other limitations (light armor is still treated as light armor, though). The armor’s maximum Dexterity bonus increases by 2, and armor check penalties are reduced by 3. The armor’s spell failure chance increases by 20% and applies to all magic used while wearing the armor, regardless of the magic’s source or class abilities possessed by the wearer. The wearer of a suit of noqual armor gains a +2 resistance bonus on all saving throws against spells and spell-like abilities.
Noqual has 30 hit points per inch of thickness and hardness 10. A suit of noqual light armor costs +4,000 gp, medium armor +8,000 gp, and heavy armor +12,000 gp. A shield costs +2,000 gp, and a weapon or other item +500 gp.
#6 Sojourner in the Sunless Wastes
#7 Gift of the Ghaele One time, cast (at character level): aid, detect thoughts, lesser restoration, restoration, see invisibility, continual flame, dispel magic, lesser globe of invulnerability or restoration [x]
#8 Friend of the Family +1 diplomacy and K(nobility) in Absalom; spend 20 PP to become a member: gain K(nobility) +1 and use as day job; +2 bluff, diplomacy and intimidate in high society of Absalom
#9 Fighting That Which Lies Between The Stars You have faced the horrors of the Dark Tapestry and are one of the few who have survived the encounter with both mind and body mostly intact. As a result, you have developed greater mental fortitude against such cosmic horrors. You receive a +1 bonus on saves against fear and confusion effects.
#9 Insight Into the Dark Tapestry Your experiences at Carrion Hill have given you a greater insight into the creatures that lie in the darkness between the stars. You may gain one bit of useful information about a single aberration as though you had succeeded at a Knowledge check to identify the creature. When you have used this boon, cross it off the Chronicle sheet. [ ]
#10 Millenial Lore Use to succeed on a faction goal in a mission [ ]
#10 Wealth of the Ages free 375 gp
#11 A friend indeed reduce a follower vanity by 2 prestige points, one-time purchase only [x]
#12 Echoing Paradox for one turn, gain a companion to aid or provide teamwork feats [ ]

Chronicles:

#1
Scenario Master of the Fallen Fortress
Gold Earned 479
Day Job
XP 1
Prestige/Fame 1/1
Access Cloak of resistance +1 (1,000 gp), Potion of cat’s grace (300 gp), Potion of lesser restoration (300 gp), Scroll of shatter (150 gp), Scroll of shield other (150 gp), Wand of summon monster I (CL 3rd, 9 charges) (Limit 1; 135 gp)
Purchases
Misc. Expenses
Sold
Wealth 629
Play Notes
Journal Entry
#2
Scenario The Confirmation
Gold Earned 430
Day Job
XP 2
Prestige/Fame 3/3
Access amulet of natural armor +1 (2,000 gp), bracers of armor +1 (1,000 gp), cloak of resistance +1 (1,000 gp), elixir of swimming (250 gp), pearl of power (1st-level spell; 1,000 gp), potion of barkskin (300 gp), ring of protection +1 (2,000 gp), scroll of gust of wind (150 gp), scroll of mage armor (CL 6th; 150 gp), wand of burning hands (CL 3rd, 4 charges; 180 gp, limit 1), wand of cure light wounds (CL 3rd, 8 charges; 360 gp, limit 1)
Purchases 477 gp: Pathfinder's Kit (12), liquid ice flasks (x2) (80), alchemist fires (x3) (60), scrolls of cure light (x2) (50), potion of feather step (50), scrolls of magic weapon (x2) (50), scroll of negate aura (25), 2 potions of remove sickness (100), scroll of comprehend languages (25), scroll of protection from evil
Misc. Expenses
Sold
Wealth 582
Play Notes Confirmed field agent; Explore, Report, Cooperate; Friend of Janira Gavix
Journal Entry Explored a place holy to the Azlanti in the center of absalom, met an Oracle of Waves.
#3
Scenario Thornkeep: Accursed Halls
Gold Earned 1398
Day Job
XP 5
Prestige/Fame 7/7
Access Potion of Lesser Restoration (300), Scroll of Invisibility (150), Sleep Arrow (132)
Purchases Cloak of Resistance +1 (1000), crossbow, silver, regular and cold iron bolts (10/ea), scroll case, antitoxin
Misc. Expenses
Wealth 370
Play Notes Predictions of Future Peril
Journal Entry The Pathfinders made entry into Thornkeep, fighting shadows, wights, infected giant bugs, and goblins trying to establish the lost goblin kingdom of Zog.
#4
Scenario Thornkeep: The Forgotten Laboratory
Gold Earned 3711
Day Job 10
XP 8
Prestige/Fame 11/11
Access arcanolembic (2,000 gp; may use freely as a consumable while adventuring in Thornkeep), bird feather token (300 gp), pearl of power, 1st level (1,000 gp), potion of cure moderate wounds (300 gp), unguent of timelessness (150 gp), wand of acid arrow (12 charges; 1,080 gp, limit 1)
Purchases
Misc. Expenses
Sold
Wealth 4081
Play Notes Unidentified Unguent
Journal Entry Continued exploration of the former lair of Nhur Athemon, and confrontation with the twisted alchemist Krenar Half-Face.
#5
Scenario Thornkeep: The Enigma Vaults
Gold Earned 4800
Day Job
XP 11
Prestige/Fame 15/15
Access +1 keen three-fingered spiked gauntlet (8,305 gp; imparts a –2 penalty on attack rolls), amulet of natural armor +1 (2,000 gp), bloodstone of Gultariix (200 gp; when this dark crystal is dissolved into a potion, the potion is enhanced as if by the Extend Spell metamagic feat), elemental gem (fire) (2,250 gp), goggles of minute seeing (2,500 gp), Medium spider venom (150 gp, limit 2), scroll of summon monster III (375 gp), scroll of summon monster IV (700 gp), wand of charm monster (10 charges; 4,200), wand of invisibility (15 charges; 1,350 gp, limit 1), wand of sound burst (15 charges; 1,350 gp, limit 1)
Purchases
Misc. Expenses
Sold
Wealth 8881
Play Notes Noqual Ore
Journal Entry Fighting against the "Visitant", a creature from the outer planes.
#6
Scenario The Midnight Mirror
Gold Earned 4800
Day Job
XP 14
Prestige/Fame 13/19
Access bracers of armor +1 (1,000 gp), brooch of shielding (1,500 gp), candle of truth (2,500 gp), chime of opening (6 charges; 1,800 gp), cloak of resistance +1 (1,000 gp), figurine of wondrous power, silver raven (3,800 gp), hand of the mage (900 gp), potion of cure moderate wounds (300 gp), potion of cure serious wounds (750 gp), potion of invisibility (300 gp), potion of remove disease (750 gp), ring of climbing (2,500 gp), ring of protection +1 (2,000 gp), ring of sustenance (2,200 gp), scroll of continual flame (200 gp), scroll of daylight (375 gp), scroll of false life (150 gp), Sojourner in the Sunless Wastes (200 gp; grants a +4 circumstance bonus on Knowledge [planes] checks relating to the Shadow Plane and its inhabitants. Using the book in this manner takes 1 minute), wand of cure light wounds (CL 1st, 50 charges; 750 gp), wand of dominate person (CL 10th, 3 charges;,1,800 gp; limit 1), wand of lesser restoration (CL 3rd, 14 charges; 1,260 gp; limit 1), wand of magic missle (CL 5th, 12 charges; 900 gp; limit 1)
Purchases Headband of Vast Intellect +2 (4000), Cloak of Resistance +1 -> +2 (3000), lesser metamagic rod of focused spell, +1 griffon mane silken ceremonial armor (1380), scroll of see invisible (150), scroll of enlarge person (25), scroll of remove fear(25), scroll of expeditious retreat (25), scroll of touch of the sea (25), scroll of fly (x2) (2 PA), wand of infernal healing (2 PA), scroll of resist energy (5) 2 (PA), handy haversack
Misc. Expenses
Sold
Wealth 51
Play Notes Sojourner in the Sunless Wastes
Journal Entry
#7
Scenario 4-19 The Night March of Kalkamedes
Gold Earned 1882
Day Job
XP 15
Prestige/Fame 15/21
Access wand of ray of enfeeblement (16 charges, 240 gp, limit 1), Gamin the Misforged
Purchases
Misc. Expenses
Sold
Wealth 1933
Play Notes Gift of the Ghaele
Journal Entry Escorted a most peculiar man to ancient Thassilonian ruins with bound outsiders within.
#8
Scenario 6-02 The Silver Mount Collective
Gold Earned 3235
Day Job
XP 16
Prestige/Fame 17/23
Access
Purchases wand of magic missile (CL5th, 900 gp, 12 charges)
Misc. Expenses
Sold
Wealth 4268
Play Notes
Journal Entry Entered the Blakros museum to fight various "robots" and a strange, silvery ooze inhabiting a man.
#9
Scenario Carrion Hill
Gold Earned 6,756
Day Job
XP 19
Prestige/Fame 17/27
Access Pankoptic Manuscripts 500 gp, +4 K(arcana), spellcraft, religion of Old Cults; Wand of Lesser Restoration (8 charges, 720)
Purchases one bottle of antiplague, four bottles of stillgut, two potions of remove sickness, one potion of remove fear, scroll of remove paralysis, scroll of gust of wind. He calls in some favors to secure an oil of daylight and a potion of remove blindness (4 prestige + 700 gp)
Misc. Expenses
Sold
Wealth 10324
Play Notes Fighting That Which Lies Between the Stars, Insight Into the Dark Tapestry
Journal Entry
#10
Scenario Thornkeep: The Dark Menagerie
Gold Earned 8712
Day Job
XP 22
Prestige/Fame 21/31
Access
Purchases upgrade headband to +4 (12000)
Misc. Expenses
Sold
Wealth 7411
Play Notes Millenial Lore, Wealth of the Ages
Journal Entry
#11
Scenario 6-02 The Technic Siege
Gold Earned 3975
Day Job
XP 23
Prestige/Fame 23/33
Access wand of detect secret doors (14 charges), wand of stone shape (5 charges), cureall, hype
Purchases
Misc. Expenses 500 gp for gem
Sold
Wealth 10886
Play Notes A friend indeed (reduce vanity by 2 prestige points), Reading the Threads
Journal Entry
#12
Scenario Thornkeep: Sanctum of a Lost Age
Gold Earned 11787
Day Job
XP 26
Prestige/Fame 25/37
Access
Purchases blazing robes (11000), lesser metamagic rod of silence (14k total), vanity (follower, reduced PP by 2, scholar: K(planes) +2)
Misc. Expenses
Sold
Wealth 8673
Play Notes Echoing Paradox
Journal Entry
#
Scenario
Gold Earned
Day Job
XP
Prestige/Fame
Access
Purchases
Misc. Expenses
Sold
Wealth 5168
Play Notes
Journal Entry

Introduction:
"Greetings friends. You may call me Mahasi Mi Khaing, I am of the atanapratta of Vudra. As an atanapratta, it is my calling to explore the world. You may know me as a man of miracles. It is my gift to wield magic, yet I have no spellbook, and no Jinn or Dragon has tainted my bloodline. I am a servant of Irori, and by discipline of mind alone I have tapped into the ebb and flow of the currents of magic, unlike lesser beings."

possible feats:

spell specialization
penetrating spell
dazing spell
combat casting
quicken spell

suggestions:

1) Silent Image, Enlarge Person, Vanish
2) Gitterdust, Resist Energy, Alter Self, Mirror Image, Flaming Sphere
3) Haste, Dispel Magic, Fireball, Fly, Resist Energy, Communal (replace 2nd Level with Prot. vs. Evil communal or other)
4) Invisibility, Greater (Replase Vansih with Expeditious Retreat), Dimension Door, Minor Creation, Stone Shape, Bestow Curse
5) Major Creation (replace Minor with Globe of Invulnerability, Lesser), Overland Flight (replace Fly with Lightning Bolt), Telekinesis, Dominate Person, Wall of Force
Lvl 1: Enlarge Person, Infernal Healing, Sleep/Colour Spray;
Lvl 2: Eagle's Splendor to Rope Trick, Hideous Laughter;
Lvl 3: Fly, Haste, Suggestion;
Lvl 4: Arcane Eye, Black Tentacles, Confusion, Greater Invisibility, Monster Summoning IV;
Lvl 5: Cloudkill, Dominate Person, Teleport, Telekinesis, Wall of Force;
Lvl 6: Antimagic Field, Disintegrate, Greater Dispel Magic, Mass Suggestion, Summon Monster VI;
Lvl 7: Greater Arcane Sight, Greater Teleport, Limited Wish, Power Word Blind, Plane Shift;
Lvl 8: Maze, Moment of Prescience, Polymorph Any Object, Power Word Stun, Summon Monster VIII;
Lvl 9: Dominate Monster, Mage's Disjunction, Summon Monster IX, Time Stop, Wish;
It mixes powerful battlefield control through Dazing Evocations with potent Enchantments and Transmutations enhanced by metamagic, a smattering of Divinations, additional flexibility with Shadow Conjuration/Evocation as well as full access to Greater Planar Binding tricks. Combined with Moment of Prescience we don't even care about the opposed Charisma check. He even gets to engage in easy 5 minute workday shenanigans with Magnificent Mansion silliness.
A Mnemonic Vestment and some scrolls for niche spells round things out nicely covering stuff like Discern Location. If allowed then I would take Racial Heritage for Paragon Surge and change the list quite significantly.
With Silent and Still spell he is extremely hard to shut down. Reach Spell allows him to engage enemies at almost any distance even with very short range spells. Hitting your target with Dominate Person from 800' away lets you not worry about the 1 round cast time. Similarly Reach Plane Shift is amazingly great at removing dangerous threats from relative safety, especially those which are immune to mind effects.
Finally he is a Sage Sorcerer so has masses of skill points to cover pretty much anything you want.
Sorcerer:
Male Human (Varisian) Sorcerer (Wildblooded) 20
LN Medium Humanoid (human)
Sorcerer (Wildblooded) Spells Known (CL 20):
9: Gate, Wish, Prismatic Sphere (DC 31), Dominate Monster (DC 31), Time Stop
8: Shadow Evocation, Greater (DC 30), Moment of Prescience, Planar Binding, Greater (DC 30), Mind Blank, Polymorph Any Object (DC 30), Power Word Stun
7: Teleport, Greater, Shadow Conjuration, Greater (DC 29), Spell Turning, Plane Shift (DC 29), Limited Wish, Mage's Magnificent Mansion
6: True Seeing, Repulsion (DC 28), Summon Monster VI, Chain Lightning (DC 34), Flesh to Stone (DC 28), Disintegrate (DC 28), Dispel Magic, Greater
5: Elemental Body II, Overland Flight, Planar Adaptation, Contact Other Plane, Dominate Person (DC 27), Wall of Force, Fickle Winds
4:Invisibility, Greater, Dragon's Breath (DC 30), Charm Monster (DC 26), Dimensional Anchor, Dimension Door, Emergency Force Sphere, Enervation, Ball Lightning DC 30)
3: Tongues, Magic Circle against Evil, Clairaudience/Clairvoyance, Fireball (DC29), Haste, Daylight, Suggestion (DC 25)
2: Stone Call, Darkvision, Resist Energy, Mirror Image, Command Undead (DC 24), See Invisibility, Blindness/Deafness (DC 24)
1:Mage Armour, Disguise Self, Infernal Healing, Air Bubble
0 (at will) Acid Splash, Arcane Mark, Message, Daze (DC 22), Light, Mage Hand, Detect Magic, Prestidigitation (DC 22), Detect Poison
Feats: Dazing Spell, Eschew Materials, Expanded Arcana (Sorcerer [Wildblooded]), Elemental Spell (Cold), Greater Spell Focus (Evocation), Greater Spell Penetration, Improved Initiative, Persistent Spell, Quicken Spell, Reach Spell, Silent Spell, Spell Focus (Evocation), Spell Penetration, Spell Perfection (Chain Lightning), Still Spell
Traits: Magical Lineage (Chain Lightning), World Traveler (Diplomacy)
My list is based on all levels of adventuring, obviously color spray and sleep are amazing at low levels, but useless later on so I don't include them. Some of the damage spells at low levels require specific builds to make good use out of, look at the admixture wizard and similar things for making them good. I have it broken down into types of spells too, as imho its good to have a variety of effects ready at each spell level (though your high level slots will likely be filled with metamagic version of your favorite offensive spells and emergency measures spells)
level one:
Single target damage: tossup between snowball and shocking grasp.
AoE: Burning hands
Self Buff: shield (mage armor can be replaced with bracers later on, or wand/potion)
Friendly buff: enlarge person
Control: Grease
Mobility: expeditious retreat or mount
Lvl2:
single target: Hideous laughter (no good damage options, and this is Save or die effectively), or blindness/deafness (targets fort instead of will)
AoE: Gitterdust (not much damage options worth anything IMHO)
Self Buff: Invisibility, mirror image. Two good illusions cause miss chance is better than armor.
Friendly buff: bull's strength and suppress charms and compulsions
Control: Create pit edges out web, barely and by situation.
Mobility: communal mount or spider climb (Amazing situationally, nobody looks up and you create lots out new combat space that doesn't give up cover like flying does)
lvl 3:
Single target: Hold person. Its a save or effectively die. Dispel magic cause sometimes you need to say no.
AoE: Fireball. Learn it love it metamagic the crap out of it.
Self Buff: Displacement. Cause miss chance is better than armor
Friendly buff: Haste. Depending on group this is solid or spectacular.
Control: Stinking cloud. Ends combats, free slightly used lunches. Runner up is Slow, for less collateral effects.
Mobility: Fly. At later levels, phantasmal steed (can fly and lasts loner and movement doesn't eat up your actions)
Lvl4:
Single target: Dimensional anchor, this level is weak at this type of spell IMHO, but this is pretty good for some fights.
AoE: Black tenticles. decent enough damage over time, locks down an aread.
Self Buff: greater invisibility, sure you can give it to others, but its better on you.
Friendly buff: Stone skin. Give this to the meat shield, let him take the attacks while you use G.Invis
Control: SO MANY: the wall spells. Confusion. Solid Fog
Mobility: Dimensional Door. Baby's first teleport
Lvl 5:
Single target: SO MANY: Magic Jar, baleful poly-morph, Feeble-mind, hold Monster, Icy prison, Dismissal.
AoE: Cloud kill, kill all the trash and weaken the big stuff.
Self Buff: Not much I like here, Echolocation gives blind sight...
Friendly buff: Not much I like here, Polymorph and mass stone skin if I must
Control: Walls walls walls, oh a hungry pit I guess.
Mobility: teleport and overland flight. if you have to guess why turn in your wizard guild card.
Lvl6:
Single Target: Disintergrate, when it absolutely must die now and has a weak fort save. Flesh to stone, save them for later.
AoE: Circle of Death, when all of the trash must die.
Self Buff: true seeing, repulsion. See them coming and keep the dumbs ones away
Friendly buff: Greater heroism if morale isn't aready covered.
Control: greater dispel magic, Sirocco (flyer control)
Mobility: Shadow walk, Summon Giant Eagles (you know you want to)
Lvl7:
Single Target: Finger of Death, DIE!, Grasping hand (so much fun!)or power word blind for those no save debuffs
AoE: Waves of Exhaustion. Such a great debuff.
Self Buff: Spell turning (killed a PC with his own disintegrate, so it holds a special place in my heart)
Friendly Buff: Joyful Rapture, yeah, you aren't likely to prepare it but its pretty good for a wizard
Control: Force cage
Mobility: plane shift, its a game changer
Lvl8:
Single target: Power word stun, Save or die without the save part. Maze, time out for the big dumb fighter.
AoE: Sunburst, Vampire be gone
Self buff: Not much I think is worth a slot, Mind blank cause you probably have powerful enemies by this point
Friendly Buff: Screen, almost required high level party protection for camping/stronghold inner sanctum
Control: telekinetic sphere.
Mobility: nothing of note
Lvl 9:
Single target: dominate monster(hmm wonder why), energy drain (ouch even with a save), power word kill (for your no save death dealing)
AoE: Wail of the Banshee. 170 damage min, effectively a mass save or die spell
Self Buff: Time stop
Friendly buff: screw your friends, you are a 9th level spell caster. Oh I guess Wish, but only if they pay for it!
Control: Prismatic sphere: Try getting out of that!
Mobility: Interplanetary teleport, astral projection, Gate.

HP 59| AC:14 | T12 | FF:12| Fort:+7 | Ref:+7| Will:+9| Init:+3 | Perception: +10 | Sorcerer 7