Bitter about having her reign as Dungeon Magazine's iconic wizard cut short by whatever gorgonshit edition (her words, not mine) it was that came out between the 3.5 and 5th edition of The World's Most Popular Adventure Role-playing Game, Natula has decided to vent her frustrations on 3.5's successor—the Pathfinder RPG.
Natula is tall, pale and willowy. Her pursuit of knowledge keeps her from going outside much. Usually she just hangs around in the nearest, most-ancient library, laboratory, or dungeon. 'Awfulness' is nearly boring to her as a result.
When she does speak it comes out quite creaky--vocally-fried like Raven from the Teen Titans cartoon, as if she hasn't used her voice much. She approaches a lot of problems like Raven does as well--logically. In fact, she feels that with enough knowledge she can figure anything out. She often feels that way before something frustrates her. Then she reaches for the 'splodey magic. Truth be told, she loves the 'splodey magic. It's great for breaking up any tension she feels, and a lot of furniture to boot.
Completely unlike Raven (who is occasionally possessed by her godlike demonic father, Trigon), Natula is pretty close to being actually evil. She's moody, bullying, callous, and often mean-spirited, and single-minded in her quest for knowledge and ultimate magical power. She suffers fools, nor failure lightly in anyone up to and including herself.
If only she got out more.
"Do Not Bully Other Players" ~Pathfinder Society Guild Guide
"Dammit! I always forget about that rule." ~Natula Icosagon Thako
"Pharasma, snuff me now." ~Natula's favorite curse first used here.
Natula Ikosagon Thako (PFS)
Female human (Ulfen) evoker (admixture) 6 (Pathfinder RPG Advanced Player's Guide 143)
CN Medium humanoid (human)
Init +2; Senses Perception +4 (+6 w Kalas, +6/+8 v haunts)
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 37 (6d6+11)
Fort +5, Ref +6, Will +7; Haunt Survivor
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Offense
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Speed 30 ft.
Melee +1 mithral spiked gauntlet +5 (1d4+1) or
_____ quarterstaff +3 (1d6) or
_____ unarmed strike +3 (1d3 nonlethal)
Ranged ranged touch attack +5 (As Spell)
Special Attacks intense spells (+3 damage)
Spell-Like Abilities (CL 5th; concentration +8)
__ 3/day—dancing lights Evoker Spells Prepared (CL 6th (Evocation 7th); concentration +13 (Evocation +14)
__ 3rd—fireball (CL 7, DC 20), hydraulic torrent (CL 7, CMB +12), lightning bolt (CL 7, DC 20), wind wall (CL 7)
__ 2nd—lingering burning hands (CL 7, DC 18), mirror image, resist energy, scorching ray (x2[, CL 7)/s],
__ 1st—[s]burning hands (CL 7, DC 18), comprehend languages, mage armor, magic missile (CL 7), monkey fish, vanish (DC 16)
__ 0 (at will)—detect magic, open/close (DC 15), ray of frost (CL 7), read magic Opposition Schools Enchantment, Necromancy
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Statistics
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Str 10, Dex 14, Con 13, Int 21, Wis 10, Cha 12
Base Atk +3; CMB +3; CMD 16
Feats Alertness, Greater Spell Focus (evocation), Lingering Spell[APG], Simple Weapon Proficiency - All, Spell Focus (evocation), Spell Specialization (scorching ray)[UM], Varisian Tattoo (evocation)[ISWG]
Traits bruising intellect, focused mind
Skills Acrobatics +8, Appraise +9, Craft (alchemy) +12, Fly +5, Intimidate +11, Knowledge (arcana) +11, Knowledge (dungeoneering) +11, Knowledge (engineering) +10, Knowledge (geography) +10, Knowledge (history) +11, Knowledge (local) +11, Knowledge (nature) +10, Knowledge (nobility) +10, Knowledge (planes) +11, Knowledge (religion) +11, Linguistics +9, Perception +4 (+6 w Kalas, +2 more v haunts), Sense Motive +0 (+2 w Kalas), Spellcraft +14
Languages Abyssal, Aquan, Common, Draconic, Elven, Ignan, Skald, Thassilonian
SQ arcane bond (Kalas, bat), versatile evocation
Combat Gear pearl of power (1st level), potion of cure light wounds (2), scroll of burning hands (CL 2nd), scroll of darkvision, scroll of disguise self, scroll of enlarge person, scroll of mage armor, scroll of mount, scroll of see invisibility, wand of false life (7 charges), wand of magic missile, wand of summon monster i (CL 3rd, 9 charges), wand of unseen servant (8/10 charges), alchemist's fire (2), stormstone; Other Gear +1 mithral spiked gauntlet, quarterstaff, cloak of resistance +2, ring of protection +1, handy haversack, headband of vast intelligence +2, traveler's any-tool[UE], everburning torch, Natula's spellbook, scroll case (x5), spell component pouch, trail rations (6), waterskin, spring loaded wrist sheath, mule, animal harness, pack saddle, 3,629 gp
Mission Gear
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Tracked Resources
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Alchemist's fire - 2/2
Dancing Lights (3/day) - 3/3
Pearl of power (1st level, 1/day) - 1/1
Potion of cure light wounds - 2/2
Potion of cure moderate wounds - 2/2
Scroll of burning hands (2nd level) - 1/1
Scroll of darkvision - 1/1
Scroll of disguise self - 1/1
Scroll of enlarge person - 1/1
Scroll of mage armor - 1/1
Scroll of mount - 1/1
Scroll of obscuring mist - 2/2
Scroll of see invisibility - 1/1
Stormstone - 1/1
Trail rations - 6/6
Versatile Evocation (8/day) (Su) - 8/8
Wand of false life (7 charges) - 6/7
Wand of magic missile - 42/50
Wand of summon monster i (CL 3rd, 9 charges) - 9/9
Wand of unseen servant (10 charges) - 8/10
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Special Abilities
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Admixture Associated School: Evocation Arcane Bond - Familiar (Kalas) Familiar Bonus +3 to Fly checks. Natula gains the Alertness feat while her familiar is within arm's reach.
Alertness (Ex) While a familiar is within arm's reach, the master gains the Alertness feat.
Improved Evasion (Ex) When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells 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).
Empathic Link (Su) The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Deliver Touch Spells (Su) If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Contraband Dividends You ensured that a valuable shipment of contraband antiquities were able to enter Absalom through the sewers. As a result, you receive a single item of no more than 150 gp from among the non-relic bits of the cargo (a stormstone). (Sewer Dragons of Absalom)
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Familiar Bonus +3 to Fly checks You gain the Alertness feat while your familiar is within arm's reach.
Focused Mind +2 to Concentration checks.
Haunt Survivor You gain a +2 bonus on Perception checks to notice haunts. 1/day you can reroll a saving throw to avoid a haunt's negative effects. You may only use this ability before the results of the original saving throw are revealed, and must take the second reult even if it is lower. (Rise of the Rune Lords Anniversary Edition: Chapter 2 The Skinsaw Murders)
Inner Struggle Your exposure to a mindscape has given you a unique way to fight off psychic magic. When you fail a saving throw against a mind-affecting compulsion effect, you can cross this boon off your Chronicle sheet in order to delay the effect and be stunned until the end of your next turn instead as you retreat into your own personal mindscape to fight off this hostile magic. At the end of your turn, you can attempt a new saving throw against the effect to end it. If you succeed, the effect ends. If you fail the save, the original effect overpowers your mental defenses and resumes. (Between the Lines)
Intense Spells (+3 damage) (Su) Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature’s spell resistance and take the better result.
Koboldfriend You negotiated a truce between the Pathfinder Society and Yiddlepode of the Sewer Dragon tribe. As part of the bargain, she gave you a token of kobold. When worn about your neck, the token grants a +2 bonus on all Diplomacy checks with humanoids of the reptilian subtype. (Sewer Dragons of Absalom)
Magic Boon As a standard action, you may recall one spell that you have already prepared and then cast that day. The spell is then prepared again, just as if it had not been cast. You may only use this ability once. On using this ability, check the box and line through this boon. (Year of the Shadow Lodge)
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Specialization (scorching ray)Prerequisites: Int 13, Spell Focus.
Select one spell of a school for which you have taken the Spell Focus feat. Treat your caster level as being two higher for all level-variable effects of the spell.
Every time you gain an even level in the spellcasting class you chose your spell from, you can choose a new spell to replace the spell selected with this feat, and that spell becomes your specialized spell.
You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different spell.
Starkissed Sand Although the gem dust has minimal monetary value, you can use the entire handful when casting as spell as if it were powdered gemstones of any variety worth 250 gp. In addition, you can choose to augment the spell with one of the following metamagic feats without changing the spell slot of the adjusted spell: Enlarge Spell, Extend Spell, Heighten Spell (saving throw DC increases by 1), or Silent Spell. When you use this boon, cross it off your Chronicle sheet.
Versatile Evocation (8/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.
Spellbook:
(75 pgs, 1,075 gp)
__ 3rd—arcane sight, daylight (CL 7), fireball (CL 7, DC 20), hydraulic torrent (CL 7, CMB +12), lightning bolt (CL 7, DC 20), magic circle of protection vs chaos, stinking cloud (DC 18), wind wall
__ 2nd—euphoric cloud (DC 17), mirror image, resist energy, scorching ray (CL 6), see invisibility, shatter (CL 7, DC 19), spider climb, spontaneous immolation (CL 7, DC 19)
__ 1st—burning hands (CL 7, DC 18), color spray (DC 16), comprehend languages, disguise self, disguise weapon, enlarge person, expeditious retreat, feather fall, hydraulic push APG (CL 7, CMB +11), magic weapon, mage armor, magic missile (CL 7), monkey fish, mount, protection from evil, shocking grasp (CL 7, DC 18), true strike, unseen servant, vanish (DC 16)
__ 0—acid splash, arcane mark, dancing lights (CL 6), detect magic, detect poison, disrupt undead†, flare (CL 6, DC 17), ghost sound (DC 15), light (CL 6), mage hand, mending, message, open/close (DC 14), prestidigitation, ray of frost (CL 6), read magic, resistance, spark (CL 6, DC 17)