Wizard (Illusionist) 5, HP 36/36, AC 13, Touch 12, Flat 11, Init +2, Perc +11. F+4 R+4 W+7
Gender
Female
About 'N'
'N' CR 4
Female Human (Ashari) Wizard 5
CN Medium Humanoid (Human)
Init +2; Senses Perception +7
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DEFENSE
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AC 13, touch 12, flat-footed 11. . (+1 armor, +2 Dex)
hp 36 (5d6 (6,6,6,3,5)+10)
Fort +4, Ref +4, Will +7
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OFFENSE
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Spd 30 ft.
Melee Club +1 (1d6-1/20/x2) and
. . Unarmed Strike +1 (1d3-1/20/x2)
Ranged Crossbow, Light +2 (1d8/19-20/x2)
Wizard Spells Prepared (CL 5, 1 melee touch, 4 ranged touch):
3 (1/day) [/i]
2 (3/day) [i], Mirror Image,
1 (4/day) Charm Person (DC18), Memory Lapse (DC 18), Sow Thought (DC18),
0 (at will) Detect Magic, Read Magic, Prestidigitation, Ghost Sound (DC 17)
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STATISTICS
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Str 9, Dex 15, Con 14, Int 20/22, Wis 14, Cha 16
Base Atk +2; CMB +1; CMD 13
Feats Fast Study, Heighten Spell, Scribe Scroll, Spell Focus: Enchantment, Spell Focus: Illusion, Spell Penetration, Wizard Weapon Proficiencies
Traits Extremely Fashionable, Masquerader
Skills Bluff +12, Diplomacy +4, Disguise +14, Fly +10, Intimidate +4, Knowledge (Nobility) +14, Knowledge (Local) +14, Linguistics +14, Perception +7, Sense Motive +7, Spellcraft +14, Stealth +7
Languages Abyssal, Aquan, Ashari, Auran, Celestial, Common, Draconic, Dwarven, Elven, Halfling, Sylvan, Terran, Thassilonian,
SQ +3 to Appraise checks, Blinding Ray (9/day) (Sp), Deliver Touch Spells Through Familiar (Su), Empathic Link with Familiar (Su), Evocation, Extended Illusions (+2 rds) (Su), Illusion, Necromancy, Share Spells with Familiar, Speak With Familiar (Ex)
Combat Gear Club, Crossbow, Light, Silken ceremonial armor; Other Gear Cloak of Resistance, +1, Disguise kit (10 uses), Handy Haversack (8 @ 43 lbs), Hat of Disguise, Headband of Vast Intelligence, +2: Knowledge (Local), Jewelery, Loaded Dice, Superior, Marked Cards, Pathfinder's Kit, Scroll: Stone Call, Create Pit, Minor Image, Pyrotechnics, Levitate, Scroll: Summon Monster III, Spell component pouch, Spellbook, wizard's (blank) (4)
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SPECIAL ABILITIES
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+3 to Appraise checks You gain the Alertness feat while your familiar is within arm's reach.
Blinding Ray (9/day) (Sp) 30' ranged touch attack, blinds / dazzles for 1 round.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evocation You must spend 2 slots to cast spells from the Evocation school.
Extended Illusions (+2 rds) (Su) Increase duration of illusion spells by 1/2 level (permanent at 20).
Extremely Fashionable While you look have over 150gp worth of jewelery, you gain a +1 trait bonus to Bluff, Diplomacy and Intimidate
Fast Study Normally, a wizard spends 1 hour preparing all of his spells for the day, or proportionately less if he only prepares some spells, with a minimum of 15 minutes of preparation. Thanks to mental discipline and clever mnemonics, you can prepare all of your spells in 15 minutes, or 1 minute per individual spell.
Heighten Spell Increases spell level to effective level desired.
Illusion Illusionists use magic to weave confounding images, figments, and phantoms to baffle and vex their foes.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Share Spells with Familiar The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus: Enchantment Spells from one school of magic have +1 to their save DC.
Spell Focus: Illusion Spells from one school of magic have +1 to their save DC.
Spell Penetration +2 to caster levels checks to overcome spell resistance.
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Background:
Nobody alive knows the name of the woman that calls herself 'N' aside from the woman herself. Born on the streets, 'N' quickly learned that you had to be with a thieving crew if you wanted to survive. Recruited by a fairly charismatic fellow, 'N' learned that she had the potential to learn magic, which she capitalized on, as one of the crew's other wizards started to teach her the ways of the arcane.
'N' learned the ways of magic rapidly, taking in knowledge that would help her live. As she took more and more information in, her teacher found that she had quite the aptitude for illusion magic. Captializing on this, 'N's thieving crew decided to start her on jobs based around her aptitude. Namely those of impersonating and infiltrating the nobility to make out marks. As she did this, she became quite proficient at her job, and she started to scam the nobility.
Eventually her crew was discovered, but not her. Ambushed in the middle of a bandit raid, 'N's crew was slaughtered to the last man. Though the watch knew that there was a female that worked for the crew, they didn't have a good description of her, nor a name. To this day, there is still an outstanding bounty on the mystery woman.
Nowadays, ;N' still appears at noble parties, masquerading as 'Lady Nobilis' where she makes contacts while she sells out marks to various thieving crews throughout the city. She has made contacts and friendly relations among the nobility, though she still keeps an aura of mystery around her.
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ARCANE FAMILIAR CR 1/5
Male Raven
NN Tiny Magical Beast ((Animal))
Init +2; Senses Low-Light Vision; Perception +13
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DEFENSE
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AC 17, touch 14, flat-footed 15. . (+2 Dex, +2 size, +3 natural)
hp 18 (1d8-1)
Fort +1, Ref +4, Will +6
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OFFENSE
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Spd 10 ft., Flight (40 feet, Average)
Melee Bite (Raven) +6 (1d3-4/20/x2) and
. . Unarmed Strike +6 (1-4/20/x2)
Space 2 ft.; Reach 0 ft.
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STATISTICS
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Str 2, Dex 15, Con 8, Int 8, Wis 15, Cha 7
Base Atk +2; CMB +2; CMD 8
Feats Skill Focus: Perception, Weapon Finesse
Skills Bluff +3, Climb +2, Disguise +3, Fly +14, Linguistics +4, Perception +13, Sense Motive +7, Spellcraft +4, Stealth +18, Swim +2
Languages Common
SQ Improved Evasion (Ex)
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SPECIAL ABILITIES
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Flight (40 feet, Average) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
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Spells Known
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Level 0: All that are not evocation or necromancy
Level 1: Charm Person(DC18), Disguise Self, Enlarge Person (DC 17), Grease (DC 17), Mage Armor (DC17), Memory Lapse (DC 18), Mount, Protection from Law (DC 17), Sow Thought (DC 18), Unseen Servant, Vanish (DC 18)
Level 2: Create Pit (DC 18), Glitterdust (DC 18), Hideous Laughter (DC 19), Invisibility, Levitate, Minor Image (DC 19), Mirror Image, Pyrotechnics (DC 18), Stone Call
Level 3: Invisibility Sphere (DC 20), Suggestion (DC 20), Summon Monster III