About Migsund Schadenfreude.
That's why they've assigned the pre-eminent occupational psychologist in the field of itinerant archaeologists and ne'er-do-wells as your personal therapist for your upcoming journey. Migsund Schadenfreude has spent decades carefully developing techniques to bring into light the important questions and concerns that eat away at adventurers like yourself. You will be helped. Migsund Schadenfreude - PFS# 1761-19
Base Atk +3; CMB +5; CMD 16 (20 vs bull rush or trip) Feats Arcane Strike [included], Deny Death, Endurance, Riving Strike (any enemy struck by Arcane Strike takes -2 vs spells and spell-like for 1 round), Spell Focus (enchantment) Traits fashionable (sense motive), militant merchant (+1 vs surprise, perc class skill) Skills Acrobatics +2 [-4 to jumping], Bluff +1 [16 minimum], Climb +4, Diplomacy +6 [may choose to treat rolls of 1-5 = 5, and 15-20 = 15], Disable Device +2, Intimidate +4, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (history) +8 [+2 vs dwarves/enemies], Knowledge (local) +10, Knowledge (nobility) +5, Knowledge (planes) +8 [+2 vs daemons, demons, & devils], Knowledge (religion) +8, Linguistics +5, Perception +10 [+1 vs surprise], Profession (barrister) +10, Sense Motive +11, Spellcraft +9, Stealth -1 (0r), Survival +7, Swim +4, Use Magic Device +4 Languages Common, Dwarven, aklo, Giant, Gnome, Infernal, Terran SQ arcane pool (6/day, 2 left), charmstrike, conservative diplomacy [can treat rolls of 1-5 as 5, rolls of 15-20 as 15], darkvision, puppet combat (as spell combat, but only enchantment or illusion spells), slow and steady, spell recall, stability +4, the show must go on, well-connected Combat Gear oil of bless weapon (2), scroll of grease, grease, grease, scroll of haste, haste, scroll of implant urge, silent image, wand of cure light wounds (44 charges), wand of dazzling blade (48 charges), wand of glitterdust (3 charges), wand of mage armor (3 charges), wand of magic missile (6 charges), wand of purify food and drink (24 charges), acid, alchemist's fire, antitoxin, caltrops, cold iron (5), healer's kit, holy water, unholy water; Other Gear +1 dwarven chain, +1 mithral buckler, poisoner's buckler, +1 fire-forged steel dwarven double waraxe[ARG], cold iron spiked gauntlet, heavy pick, morningstar, cloak of resistance +1, headband of vast intelligence +2, alchemy crafting kit[APG], book of harms, with ritual (spellbook, level 5 evoker)[UM], courtier's outfit, dwarven trail rations[UE] (7), fashionable accessories, hot weather outfit[APG], magus starting spellbook, masterwork thieves' tools, silk rope (50 ft.), spear urchin venom (injury, dc16, 6 rds, 1d2str+naus, 1 cure) (worth 75 gp), surgeon's tools[UE], trail rations (7), mule, 44 pp, 77 gp, 5 sp
Special Abilities:
-------------------- Special Abilities -------------------- Arcane Pool +2 (6/day) (Su) Use 1 arcane pool to increase DC or CL of enchant/illusion spell. Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction. Charmstrike (1st-level spells) (Su) As a swift action when foe fails save vs. spell, cast an enchantment spell on same foe only. Conservative Diplomacy Choose before rolling Diplomacy to treat rolls of less than 5 as 5, higher than 15 as 15. Darkvision (60 feet) You can see in the dark (black and white only). Deny Death Use ki to stave off death Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue. Fire-Forged Steel Dwarves stumbled across the secret of crafting fire-forged steel in an effort to make forge-friendly tools. It didn’t take them long to adapt its unique properties to arms and armor. Fire-forged steel channels heat in one direction to protect its w Iron Within (1/day) (Su) Gain 1 ki point; swift act, 1 rnd, +2 dodge to AC or +20 ft. speed. Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained. Practiced Diplomat (Ex) When you attempt a check with Bluff, you always receive a final result of at least 16 {10 + # of Sov Ct goals}. Puppet Combat (Ex) Spell combat can only be used with enchant/illusion spells. Riving Strike When dmg creature with Arcane Strike, creature takes -2 saves vs. spells and SLA for 1 rd. Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other. Spell Recall (Su) Spend your Arcane Pool to recall spells you have already cast. The Show Must Go On (1 spell) (Su) While enchantment spell active on foe, link illusion to them so concentrate is free action. Wand Wielder (Su) The magus can activate a wand or staff in place of casting a spell when using spell combat. Well-Connected (Ex) Your network of contacts is vast. Once per adventure, before rolling a skill check that involves concealing evidence of your presence, gathering intelligence, influencing members of high society, or other tasks directly relevant to the Sovereign Court's goals, you can call upon the assistance of a contact to gain a +4 bonus on the check. -------------------- Spellbook:
Level 0: AcidSpl, ArcaMar, DancLig, Daze, DeteMag, DisrUnd, Flare, GhosSou, HaunFey, Light, MageHan, OpenClo, Prestid, RayFro, ReadMag, ScriCha Level 1: Alarm, Aphasia, AudiHal, BeguGif, BladLas, BorrSki, BurnHan, CharFey, CharPer, ChilTou, ColoSpr, ConfLes, CorrTou, CultAda, DejaVu, DeluPri, DisgSel, Erase, Frostbi, Fumblet, Grease, HydrPus, Hypnoti, ImplUrg, InceBuz, IntePsy, LockGaz, MagiAur, MagiMis, MonkFis, RayEnf, ReduPer, ReveSec, ShadTra, Shield, ShocGra, SileIma, Sleep, SummMon, SwalFea, TrueStr, UnnaLus, UnprCom, Vanish Level 2: AcidArr, Blur, Darknes, DazeMon, FlamSph, GhouTou, Glitter, GustWin, Heroism, HoldPer, Invisib, MirrIma, OpprBor, SearSha, Shadowf, ShifSte, Suggest, Web Level 3: AudiHal, Clairau, Firebal, Fly, IlluScr, InviSph, LighBol, SepiSna, StinClo, SummMon Level 4: Level 5: Teleport Harvesting Poisons:
Source Ultimate Wilderness pg. 142 The following section presents rules for harvesting poisons from the wild. Unless a dose of harvested poison is preserved, it remains potent for 24 hours after it is harvested. Harvesting from Dead Creatures: Once a venomous creature is slain, its venom sacs can be removed, allowing 1 or more doses of its venom to be harvested for later use. In order to harvest venom, the creature must have been dead for less than 24 hours. Every hour the source creature has been dead reduces the lifespan of the harvested poison by an hour. Removing venom sacs is a messy and time-consuming process, requiring 10 minutes of work, access to surgical tools, and a container to store the venom in. If proper surgical tools are not available, a dagger or other light slashing weapon can be used, although this imposes a –2 penalty on checks to harvest the venom. The harvester must succeed at a Survival check (DC = 15 + the dead creature’s CR) in order to successfully harvest poison. On a success, the harvester acquires a single dose of the creature’s venom, plus 1 additional dose for every 5 by which the result of this check exceeded the DC (to a maximum number of doses equal to the creature’s Constitution modifier, minimum 1). Failing the check causes all of the venom to be lost. Failure by 5 or more exposes the harvester to 1d3 doses of the creature’s venom unless she has the poison use class feature. Harvesting Poison from Hazards: Some hazards, such as poison oak and spider vines, feature poisons that can be harvested by those who know how to do so. This process requires 1 hour and an alchemist’s lab or alchemy crafting kit. If the harvester succeeds at a Survival check (DC = 15 + the hazard’s CR), she collects 1 dose of poison. Harvesting poison from a hazard in this way requires getting close enough to it to touch it, which may expose the harvester to the hazard’s effects. |