Ercinee

Merlin's Workshop Publishing's page

13 posts. Alias of Antony Walls.


RSS


I am interested. Here is a character I made for S&S. If you like the concept I can make him 2nd level and detail his background more (bullet points at the moment).
Eugeni Banibani


I wanted to apply but honestly I don't see having the time to read the mystic rules and creating a character any time soon. Things are bit hectic at the moment.


I would certainly be interested in trying out the mythic adventure. Deal me in if there is room at the table...... and you don't mind taking my money.


I'd be interested in playing but unfortunately I don't have any higher level PFS characters. Pre-gen would be a great option though.


Hi all, thanks for selecting me! I'll have Petronicus up later today. Anything I should edit (spells, trait.. etc) I have to roll for hp right?
Anything else I need to know?


OK... here is an updated version of Petronicus. Changed his background slightly and removed Thassilonian Specialist. He is still specialized in Transmutation (Enchantment) and has Necromancy and Conjuration as opposition schools. Dropped World Traveler trait for Extremely Fashionable trait (still focused on diplomacy). I also read the description of the AP @ Paizo's site and given that the adventure is a deadly play I swapped Web for Eagle's Splendor.

Character Sheet:

PETRONICUS CRISPIN CR 2
Male Human (Chelaxian) Wizard 3
NG Medium Humanoid (Human)
Init +1; Senses Perception +8
--------------------
DEFENSE
--------------------
Defense 11, flat-footed 10. . (+1 Dex)
Armor DR: 0
Critical Defense: +1. . (+1 Dex)
hp 8 (3d6)
Fort +1, Ref +2, Will +4
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Dagger +1 (1d4/19-20/x2) and
. . Unarmed Strike +1 (1d3/20/x2)
Ranged Crossbow, Light +2 (1d8/19-20/x2)
Wizard Spells Known (CL 3, 1 melee touch, 2 ranged touch):
2nd Lvl (2/day) Bull's Strength (DC 17), Eagle's Splendor (DC 17), Eagle's Splendor (DC 17)
1st Lvl (4/day) Magic Missile, Shield (DC 16), Magic Weapon (DC 16), Enlarge Person (DC 16), Burning Disarm (DC 16)
0 Lvl (at will) Detect Magic, Prestidigitation (DC 15), Light, Jolt
--------------------
STATISTICS
--------------------
Str 10, Dex 11/12, Con 10, Int 20, Wis 12, Cha 10
Base Atk +1; CMB +1; CMD 12
Feats Combat Casting, Eschew Materials, Scribe Scroll, Spell Mastery, Wizard Weapon Proficiencies
Traits Conspiracy Hunter: Perception, Extremely Fashionable: Diplomacy
Skills Appraise +10, Diplomacy +5, Knowledge (Arcana) +11, Knowledge (Dungeoneering) +11, Knowledge (Geography) +9, Knowledge (History) +9, Knowledge (Local) +11, Knowledge (Nature) +11, Knowledge (Nobility) +9, Knowledge (Planes) +9, Perception +8, Profession (Merchant) +5, Spellcraft +11
Languages Abyssal, Azlanti, Common, Draconic, Infernal, Thassilonian
SQ Augment (+2 ability or +1 AC, 1r) (Sp), Bonded Object: Ring (1/day) (Sp), Conjuration, Enhancement, Necromancy, Physical Enhancement +1: Dexterity (Su)
Combat Gear Bolts, Crossbow (20), Crossbow, Light, Dagger; Other Gear Pathfinder's Kit, Ring(Arcane Bond)
--------------------
SPECIAL ABILITIES
--------------------
Augment (+2 ability or +1 AC, 1r) (Sp) Grant either +2 to an ability score or +2 natural armor by touch.
Bonded Object: Ring (1/day) (Sp) DC 20 + spell level to cast spells without the bonded object. Once per day, you can cast any spell in your spellbook for free.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Conjuration You must spend 2 slots to cast spells from the Conjuration school.
Enhancement Associated School: Transmutation
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Physical Enhancement +1: Dexterity (Su) +1 bonus to physical ability, +1 per 5 levels (change per day).
Spell Mastery You can prepare spells without a spellbook. (Need to select 5 spells that can be prepared without spellbook)
--------------------


Background:

Petronicus is the younger of two sons. Born and raised in East Rikkan the family lived by his father's trade business that ran along the Adivian River.

Being an unusually smart child his father quickly realized the value of having his son work in the family business. When he realized that Petronicus was better at numbers he quickly passed on the book keeping responsibilities as well. Although he helped his father and older brother Petronicus knew that a merchant's life was not his fate. Seeing wizards perform magic, be it for his father's business or entertainment for a fair, had ignited a desire in him that would not be extinguished. Finally realizing that his son's talents and passion were being wasted Petronicus was sent to study at the Arcanamirium in Absalom at the age of 17.

It was at the Arcanamirium, in Absalom that Petronicus learned of the deep love he has for magic. So much so that he secretly began to worship Nethys instead of Asmodeous. Although, being a proper Chelaxian, he continues to publicly worship Asmodeous.

After his three years of study Petronicus was able to graduate and come back home a mage. The influence of his father's business had unconsciously led him to pursue the school of transmutation. Changing one thing into another would only benefit his father's business and benefit the family, whereas summoning devils was only a hassle in his mind.

It was on his return home that Petronicus learned of the disappearance of his older brother. Apparently his older brother had been escorting some cargo to Westcrown and never came home. Investigation revealed nothing. Apparently there was no record of the cargo or his brother ever entering Westcrown. Convinced that something happened to his brother Petronicus has moved to Westcrown to investigate himself. More than familiar with the Chelaxian ways, and more importantly the Westcrown ways, he has set himself up as a merchant in Westcrown. He is convinced that something happened to his brother and that it is related to the criminal organizations.

Spellbook:

[b[Wizard 0[/b]
Acid Splash
Arcane Mark
Bleed
Breeze
Dancing Lights
Daze
Detect Magic
Detect Poison
Disrupt Undead
Drench
Flare
Ghost Sound
Haunted Fey Aspect
Jolt
Light
Mage Hand
Mending
Message
Open/Close
Penumbra
Prestidigitation
Ray of Frost
Read Magic
Resistance
Root
Scoop
Scrivener's Chant
Sotto Voce
Spark
Touch of Fatigue

Wizard 1
Burning Disarm
Burning Hands
Enlarge Person
Expeditious Retreat
Feather Fall
Mage Armor
Magic Missile
Magic Weapon
Reduce Person
Shield

Wizard 2
Bull's Strength
Eagle's Splendor

Any questions, please ask as I am flexible on the character details. Just looking to play a mage who is a transmutation specialist.
Thanks again for the opportunity!!


I should have something by tonight. RL didn't allow me time to re-work concept last night.


No worries. I can change him to just an Enhancement (Transmutation) specialist. I'll most likely pick illusion and necromancy as my opposed schools. As for the traveling, I was trying to justify the World Traveler trait so that I could be proficient in diplomacy. What would you say is the minimum amount of time to travel to justify taking that trait?

I am more than happy to re-work things. I should be able to post something later tonight..... if that is ok (not sure when you are closing applications)


Still here. I can finish up my character if need be if you just let me know how much gold I have to spend. I would buy scrolls to copy into spell book. Although not knowing much about the AP/needs of the party it would be a shot in the dark as to what spells I would want to buy.


Here is my submission; Petronicus Crispin. He is a "beef you up" (you or your weapons) type caster who will eventually be able to hold his own when he has access to more spells. If you like the concept I am open to changes that make him mesh with the story/group better.

Petronicus is in Westcrown to find his missing brother (Conspiracy Hunter Trait) He has set up shop as a low level merchant so that he has reason to move around without attracting attention to himself from the city and Hellknights while attracting the attention of those who took/killed his brother (and it is the trade he learned as a kid).

If picked I would just need to finish him up by rolling for HP and spending money (which I plan to use to buy more spells).... oh, and make an alias of course.

Character:

PETRONICUS CRISPIN CR 2
Male Human (Chelaxian) Wizard 3
NG Medium Humanoid (Human)
Hero Points 1
Init +1; Senses Perception +8
--------------------
DEFENSE
--------------------
AC 11, touch 11, flat-footed 10. . (+1 Dex)
hp 6 (3d6)
Fort +1, Ref +2, Will +4
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Dagger +1 (1d4/19-20/x2) and
. . Unarmed Strike +1 (1d3/20/x2)
Ranged Crossbow, Light +2 (1d8/19-20/x2)
Wizard Spells Known (CL 3, 1 melee touch, 2 ranged touch):
2nd Lvl (2/day) Bull's Strength (x2) (DC 17), Web (DC 17), Web (DC 17)
1st Lvl (4/day) Magic Missile, Mage Armor (DC 16), Magic Weapon (x2) (DC 16), Enlarge Person (DC 16), Burning Disarm (DC 16)
0 Lvl (at will) Detect Magic, Prestidigitation (DC 15), Light, Jolt
--------------------
STATISTICS
--------------------
Str 10, Dex 11/12, Con 10, Int 20, Wis 12, Cha 10
Base Atk +1; CMB +1; CMD 12
Feats Combat Casting, Eschew Materials, Scribe Scroll, Spell Mastery, Wizard Weapon Proficiencies
Traits Conspiracy Hunter: Perception, World Traveler: Diplomacy
Skills Appraise +10, Diplomacy +6, Knowledge (Arcana) +11, Knowledge (Dungeoneering) +11, Knowledge (Geography) +9, Knowledge (History) +9, Knowledge (Local) +11, Knowledge (Nature) +11, Knowledge (Nobility) +9, Knowledge (Planes) +9, Perception +8, Profession (Merchant) +5, Spellcraft +11
Languages Abyssal, Azlanti, Common, Draconic, Infernal, Thassilonian
SQ Augment (+2 ability or +1 AC, 1r) (Sp), Bonded Object: Ring (1/day) (Sp), Greed (Enhancement), Hero Points (1), Physical Enhancement +1: Dexterity (Su)
Combat Gear Bolts, Crossbow (20), Crossbow, Light, Dagger; Other Gear Pathfinder's Kit, Ring
--------------------
SPECIAL ABILITIES
--------------------
Augment (+2 ability or +1 AC, 1r) (Sp) Grant either +2 to an ability score or +2 natural armor by touch.
Bonded Object: Ring (1/day) (Sp) DC 20 + spell level to cast spells without the bonded object. Once per day, you can cast any spell in your spellbook for free.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Greed (Enhancement) Associated School: Transmutation; Barred Schools: Enchantment , Illusion
Physical Enhancement +1: Dexterity (Su) +1 bonus to physical ability, +1 per 5 levels (change per day).
Spell Mastery You can prepare spells without a spellbook. (Need to select 5 spells that can be prepared without spellbook)
--------------------

Background:

Petronicus is the younger of two sons. Although Chelaxian by blood Petronicus was born in Absalom, a product of his father's traveling merchant business. Petronicus was lucky enough to travel the world with his family. His father's merchant business took the family from Cheliax to Varisia, Nidal, Sargava, Rahadoum, Thurvia, Osirion, Absalom, Taldor, Andoran and the world. By the time he was 14 his father had tired of constantly forcing the family to travel for the sake of the business. With the decision made to offer his children a more stable life, Petronicus' father settled back in East Rikkan and started a small trade business that ran along the Adivian River.

Being an unusually smart child his father quickly realized the value of having his son work in the family business. When he realized that Petronicus was better at numbers he quickly passed on the book keeping responsibilities as well. Although he helped his father and older brother Petronicus knew that a merchant's life was not his fate. Traveling the worlds had shown him the possibilities that awaited any man. Seeing wizards perform magic, be it for his father or entertainment for a fair, had ignited a desire in him that would not be extinguished. Finally realizing that his son’s talents and passion were being wasted Petronicus was sent to study at the Arcanamirium in Absalom at the age of 17 .

It was at the Arcanamirium that Petronicus learned of the Thassilonian Magic. So intrigued he decided to master the art and soon became a Thassilonian Specialist. His pursuit of Thassilonian knowledge led him to Riddleport and Magnimar in Varisia. Whenever he made one of his trips from Absalom to Varisia Petronicus would always stop in East Rikkan to see his father, mother and older brother.

It was during one of these trips that Petronicus learned of the disappearance of his older brother. Apparently his older brother had been escorting some cargo to Westcrown and never came home. Investigation revealed nothing. Apparently there was no record of the cargo or his brother ever entering Westcrown. Convinced that something happened to his brother Petronicus has moved to Westcrown to investigate himself. More than familiar with the Chelaxian ways, and more importantly the Westcrown ways, he has set himself up as a merchant in Westcrown. He is convinced that something happened to his brother and that it is related to the criminal organizations.

Spellbook:

Wizard 0
Acid Splash
Arcane Mark
Bleed
Breeze
Dancing Lights
Detect Magic
Detect Poison
Disrupt Undead
Drench
Flare
Jolt
Light
Mage Hand
Mending
Message
Open/Close
Penumbra
Prestidigitation
Ray of Frost
Read Magic
Resistance
Root
Scoop
Scrivener's Chant
Sotto Voce
Spark
Touch of Fatigue

Wizard 1
Burning Disarm
Burning Hands
Enlarge Person
Expeditious Retreat
Feather Fall
Mage Armor
Magic Missile
Magic Weapon
Reduce Person
Shield

Wizard 2
Bull's Strength
Web

TarkXT Questions:

1. Why are you in Westcrown?
Petronicus is in Westcrown to find out what happened to his brother and bring those responsible to justice/revenge.

2. Given a chance would you hurl down the ruling houses and take their place? Or create a new form of government?
Not wanting anything to do with running a government Petronicus would want to create a new form of government

3. What will you be able to contribute to the group?
Aside from his abilities as a wizard Petronicus can also add his skills in knowledge. His Transmutation focus allows him to help with a wide variety of spells that can hinder the enemy while helping the party (but I still plan on learning fireball >< ). I also hope to contribute to the fun the group will have while playing the game.

4. How do you expect the character to develop roleplay wise? Mechanically?
Roleplay wise the character’s development will be influence by how the adventures go, party interactions and story advancement. Mechanically I see him moving forward as a wizard unless party dynamics and/or story advancement dictate otherwise.

5. I'm a Hellknight about to lay down some police brutality down on you. What do you say to stop me from breaking off my spiked greaved boot in your butt?
Not much can stop a Hellknight who is ready to lay down some police brutality. The key is to avoid his notice of you in the first place… but that isn’t the question is it. Assuming it is a lone Hellknight then I *might* get lucky with casting Reduce Person, Burning Disarm or Web and then run away (but I'll probably have to deal with the spotlight from the helicopter that tells all the other cops in the area where I am, leading to my eventual capture anyway). I can always try Diplomacy and Knowledge to at least be spared the beating, but still have to go ‘downtown’. “I am beholden to your might and righteousness in this matter. I freely and willingly castrate myself to your execution of law. I do humbly wish to point out that per the dictum of the Paravicar’s amendment of the code, being a mage I am to be brought to him to face judgment in this type of matter. If that is the case then let us be on our way. I present my arms if you wish to shackle me.”


Dotting for interest... should have time to post something by the 8th.


I have a human Thessalonian Specialist (transmutation) that I would like to submit. Adapting him to CoT should be easy enough. If that is something that peaks interest in the group I am happy to post him.


Congrats to everyone selected and have fun!!!


I changed his specialization from Enhancement to Thessalonian Specialist (greed) which is still transmutation school.

Crunch:

VORS CR 1/2
Male Human (Taldan) Wizard 1 (Thassilonian Specialist:Greed)
NG Medium Humanoid (Human)
Init +1; Senses Perception +2
--------------------
DEFENSE
--------------------
AC 11, touch 11, flat-footed 10. . (+1 Dex)
hp 6 (1d6)
Fort +0, Ref +1, Will +3
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Dagger +0 (1d4/19-20/x2) and
. . Unarmed Strike +0 (1d3/20/x2)
Ranged Crossbow, Light +1 (1d8/19-20/x2)
Wizard Spells Known (CL 1, 0 melee touch, 1 ranged touch):
0 (at will) (3/day)
1st lvl (3/day)+(2/day Transmutation)

--------------------
STATISTICS
--------------------
Str 10, Dex 11/12, Con 10, Int 20, Wis 12, Cha 10
Base Atk +0; CMB +0; CMD 11
Feats Combat Casting, Eschew Materials, Scribe Scroll, Wizard Weapon Proficiencies
Traits Theoretical Magician
Skills Appraise +9, Knowledge (Arcana) +9, Knowledge (Dungeoneering) +9, Knowledge (Geography) +9, Knowledge (History) +9, Knowledge (Nature) +9, Perception +2, Profession (Merchant) +5, Spellcraft +11
Languages Aklo, Azlanti, Common, Draconic, Elven, Thassilonian
SQ Augment (+2 ability or +1 AC, 1r) (Sp), Bonded Object: Ring (1/day) (Sp), Greed (Enhancement), Physical Enhancement +1: Dexterity (Su)
Combat Gear Bolts, Crossbow (20), Crossbow, Light, Dagger; Other Gear Pathfinder's Kit, Ring
--------------------
SPECIAL ABILITIES
--------------------
Augment (+2 ability or +1 AC, 1r) (Sp) Grant either +2 to an ability score or +2 natural armor by touch.
Bonded Object: Ring (1/day) (Sp) DC 20 + spell level to cast spells without the bonded object. Once per day, you can cast any spell in your spellbook for free.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Greed (Enhancement) Associated School: Transmutation Prohibited Schools: Enchantment; Illusion
Physical Enhancement +1: Dexterity (Su) +1 bonus to physical ability, +1 per 5 levels (change per day).


Spellbook:

Wizard 0
Acid Splash
Arcane Mark
Bleed
Breeze
Dancing Lights
Detect Magic
Detect Poison
Disrupt Undead
Drench
Flare
Jolt
Light
Mage Hand
Mending
Message
Open/Close
Penumbra
Prestidigitation
Ray of Frost
Read Magic
Resistance
Root
Scoop
Scrivener's Chant
Sotto Voce
Spark
Touch of Fatigue

Wizard 1
Enlarge Person
Expeditious Retreat
Feather Fall
Mage Armor
Magic Missile
Magic Weapon
Reduce Person
Shield


I'd like to submit Vors Kolar - Human(Taldan) Wizard (Enhancement Specialist)

Background:

Originally from Tamran, in Nirmathas, his parents moved to the Varisian city of Korvosa, deciding that the constant invasions from Molthune was no longer tolerable. With there merchant business relocated to Korvosa, Vors grew up with his two sisters and had a normal childhood. The family business was able to provide them with a moderate lifestyle.

Vors' life did not really change until he was 13. Being an unusually smart child his father quickly realized the value of having his son work in the family business. When he realized that Vors was better at numbers he quickly passed on the book keeping responsibilities as well. It was while working in the merchant store that Vors discovered his calling in life, for that was when he first met a wizard named Petronicus. The mage had come to sell a Thassilonian scroll. While Vors found the explanation of the Thassilonian relic fascinating it was the minor magic the Petronicus formed that truly captured his heart. It was a simple spell of mending to fix a leather strap that had broken on one of Petronicus' bags, but that simple act was the spark that led Vors on the path to become a wizard.

As the years followed he began researching all he could on Thassilonian history and magic as well as other great lost cultures in general. It became such an obsession that he began saving to go to a wizard academy. Although an academy was beyond the reach of his purse his perseverance found him an apprenticeship at the age of 16. His apprenticeship lasted 4 years. During that time he learned the spell of mending, and others. He became enthralled with the ability to transform objects with his arcane knowledge, so much so that he dedicated his studies to the arcane arts of transmutation. At the age of 19 his study of Thassilonian history/magics, which he never tired of, led him to discover how he could strengthen his skills in transmutations.

Finally fulfilling his apprenticeship, and deemed a mage by his master, Vors decided to go to Riddleport to see the fabled Cyphergate and pursue his love of magic and Thassilonian research. Unfortunately, soon after arriving he learned that being considered a mage by your master does not mean your are considered a mage by the arcane world in general. Having studied with 'a nobody' meant that other wizards had no regard for him, least of all the Cypher Mages.

Refused admission among the Cypher Mages and unable to pay their exorbitant fees for lodging and use of their library Vors is now faced with finding work were he can in Riddleport.

Goals:

Short Term - Find work so that he can support his stay in Riddleport
- Prove his skill/worth as a mage to himself
Long Term - Prove to the Cypher Mages that he is worthy to be among their ranks.
- Continue his Thassilonian research.

Crunch to follow....


Thanks for taking my character into consideration.

Congrats to Ferrucio and Dario. Have fun!!


I would like to submit (if not too late... was working on him while you had posted) Petronicus Crispin, Wizard (Enhancement Specialized)

Background:

Petronicus grew up in Egorian, but he always felt as the outsider in his family. Rasied in a family that had a rich history of Hellknights and also proudly worshipped Asmodeus Petronicus found it difficult to persue his love of magic., thankfully he was able to convince his father that a family wizard would be an added benefit to the ranks of Hellknights. Unfortunatley no one thaought Petronicus would focus on the school of Transmutaion rather than Conjuration. The last thing he wanted was to summon devils, and that was what was expected of him from his family. Finaly fed up with his family Petronicus took the first chance he got to move to Westcrown.
In Westcrown he was finaly free. Of course he had to follow the social protocols of appearence and revere Asmodeous, like everyone else was expected to. In truth his love of magic naturally led him to Nethys.

In his studies he learned of what Westcroiwn once was. Living on his own also allowed him to see the corrupt and rotting heart of the city. He began to sympathize with the resistance. His sympathies led him to help when he could. Nothing dangerous, just an occasional favor here or there. Look up historical plans, translate a document here or there. That was all until his minor assistance got the attention of Arael.

One night he was approached by Arael to examine a magical scroll. It took some time but he was able to tell the resistance leader everything he needed to know about the scroll.

Character Sheet:

PETRONICUS CRISPIN CR 1/2
Male Human (Chelaxian) Wizard 1
NG Medium Humanoid (Human)
Init +1; Senses Perception +6
--------------------
DEFENSE
--------------------
AC 11, touch 11, flat-footed 10. . (+1 Dex)
hp 6 (1d6)
Fort +0, Ref +1, Will +3
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Dagger +0 (1d4/19-20/x2) and
. . Unarmed Strike +0 (1d3/20/x2)
Ranged Crossbow, Light +1 (1d8/19-20/x2)
Wizard Spells Known (CL 1, 0 melee touch, 1 ranged touch):
1 (3/day) Magic Missile, Magic Missile, Sleep (DC 16), Feather Fall (DC 16)
0 (at will) Detect Magic, Mage Hand, Prestidigitation (DC 15)
--------------------
STATISTICS
--------------------
Str 10, Dex 11/12, Con 10, Int 20, Wis 12, Cha 10
Base Atk +0; CMB +0; CMD 11
Feats Combat Casting, Eschew Materials, Scribe Scroll, Wizard Weapon Proficiencies
Traits Conspiracy Hunter: Perception, Desperate Focus
Skills Appraise +9, Knowledge (Arcana) +9, Knowledge (Dungeoneering) +9, Knowledge (History) +9, Knowledge (Local) +9, Knowledge (Planes) +9, Knowledge (Religion) +9, Perception +6, Spellcraft +9
Languages Aklo, Azlanti, Common, Draconic, Elven, Infernal
SQ Augment (+2 ability or +1 AC, 1r) (Sp), Bonded Object: Ring (1/day) (Sp), Enhancement, Illusion, Necromancy, Physical Enhancement +1: Dexterity (Su)
Combat Gear Bolts, Crossbow (20), Crossbow, Light, Dagger; Other Gear Backpack (empty), Bag, Waterproof (empty), Bedroll, Fishhook (2), Flint and steel, Inkpen, Mug/Tankard, clay, Potion of Cure Light Wounds, Pouch, belt (empty), Powder, Ring, Sewing needle, Shaving Kit (2), Spell component pouch, Spellbook, wizard's (blank), String (50'), Thread (50 ft.), Travelling Spellbook (blank), Vial, ink or potion, Waterskin, Whetstone, Whistle, Signal
--------------------
SPECIAL ABILITIES
--------------------
Augment (+2 ability or +1 AC, 1r) (Sp) Grant either +2 to an ability score or +2 natural armor by touch.
Bonded Object: Ring (1/day) (Sp) DC 20 + spell level to cast spells without the bonded object. Once per day, you can cast any spell in your spellbook for free.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Enhancement Associated School: Transmutation
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Physical Enhancement +1: Dexterity (Su) +1 bonus to physical ability, +1 per 5 levels (change per day).

Spellbook

Wizard 0

Acid Splash
Arcane Mark
Breeze Wizard 0
Dancing Lights
Daze
Detect Magic
Detect Poison
Drench
Flare
Jolt
Light
Mage Hand
Mending
Message
Open/Close
Penumbra
Prestidigitation
Ray of Frost
Read Magic
Resistance
Root
Scoop
Scrivener's Chant
Spark

Wizard 1

Burning Hands
Expedious Retreat
Feather Fall
Mage Armor
Magic Missile
Magic Weapon
Shield
Sleep


I think the intro was just fine.

Looking at the list of gods I settled on going with Korada, one of the Empyreal Lords from Inner Sea World Guide (newer one).

[spoiler=Korada]
Korada [NG] sits within the Dream Lotus of Nirvana,
balancing the spheres of existence in his mind and
communing with enlightened spirits.
[\spoiler]

Jund may have studied at a temple of Irori, and hold his teachings valid, he also identifies with Korada.

Let me know if that doesn't work for you.

As for starting spot in Falcon's Hollow. Once Jund enters the town he will walk around to get a feel of the town. Several hours before sun set he would look to find a place to stay. I imagine he would also look for work (maybe lumberjack) so he can make money for more travel expenses.