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 About Nicolae LovariHeight: 5' 10"; Weight: 180lbs.; Hair: Brown; Eyes: Green Appearance:  Wavy brown hair frames a swarthy olive skin toned face as emerald eyes peer out over a hawkish nose. A neatly trimmed VanDyke surrounds a pair of thin pursed lips. His weather beaten skin attests to time spent outside on the road. A medium frame fills out an open long sleeved shirt and leather pants as a pair of dagger hilts protrude from each riding boot top. From a leather thong hangs a carved wooden symbol of the Goddess Desna over a hairless chest. Background:  As a young boy Nicolae would spend hours playing with his families worn Harrow deck shuffling and reshuffling them over and over and making mock readings for his relatives and friends. Over time Nicolae's readings, both good and bad, began to come true. His family and relatives saved up enough money to send him to the Stone of the Seers academy in Magnimar so that he could learn to control and harness his gift. Once in Magnimar Nicolae became entranced with the city and all that it had to offer. Nicolae was particularly interested in all the ancient monuments in and around the city and would spend hours of his free time wandering the districts and examining the monoliths. He would then spend even more time in the school's library studying the history behind these icons from another time. After graduation Nicolae remained in the city rather then returning to his people. Using his knowledge of the city he often hired himself out as a guide to the various places within Magnimar. It was on one of these expeditions that he came to the notice of a pair of newcomers to the city, Sheila and Canayven Heidmarch. Fascinated with his knowledge the Heidmarches invited the young man to their manor house and there they explained about the Pathfinder Society and it's goals and aims. Excited young Nicolae volunteered to join the Society and now waits for further word from the two Venture Captains on his next assignment. Favored Class:  Wizard/1= +1 skill point Faction:  Sczarni Experience: 0
 Initiative: +4 AC:  12;     Touch: 12;        Flat Footed: 10
 Speed: 30' (6 squares) Saves:
 BAB: +0
 Weapons:
 Crossbow, light 
 Quarterstaff
 Skills:  @Acrobatics:  +2
 Racial Traits:  +2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. Medium: Humans are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Humans have a base speed of 30 feet. Bonus Feat: Humans select one extra feat at 1st level. Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). Feats:  Lightning Reflexes: You have faster reflexes than normal. Benefit: You get a +2 bonus on all Reflex saving throws. Toughness:
 Traits:  Harrow Born: You grew up around mysterious fortune-tellers. Benefit You start play with a harrow deck passed down from a relative. Because of your skill with fortune-telling, you gain a +1 trait bonus on initiative checks. Monument Scholar:
 Special abilities:  Arcane Bond (Ex or Sp) (Familiar): At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or abonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while abonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed. Familiar: A familiar is an animal chosen by a spellcaster to aid him in his study of magic. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but is now a magical beast for the purpose of effects that depend on its type. Only a normal, unmodified animal may become a familiar. An animal companion cannot also function as a familiar. A familiar grants special abilities to its master, as given on the table below. These special abilities apply only when the master and familiar are within 1 mile of each other. Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master's level. If a familiar is dismissed, lost, or dies, it can be replaced 1 week later through a specialized ritual that costs 200 gp per wizard level. The ritual takes 8 hours to complete. Use the basic statistics for a creature of the familiar's kind, but with the following changes. Hit Dice: For the purpose of effects related to number of Hit Dice, use the master's character level or the familiar's normal HD total, whichever is higher. Hit Points: The familiar has half the master's total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice. Attacks: Use the master's base attack bonus, as calculated from all his classes. Use the familiar'sDexterity or Strength modifier, whichever is greater, to calculate the familiar's melee attack bonus with natural weapons. Damage equals that of a normal creature of the familiar's kind. Saving Throws: For each saving throw, use either the familiar's base save bonus (Fortitude +2,Reflex +2, Will +0) or the master's (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn't share any of the other bonuses that the master might have on saves. Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master's skill ranks, whichever is better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar's total skill modifiers, some skills may remain beyond the familiar's ability to use. Familiars treat Acrobatics, Climb, Fly,Perception, Stealth, and Swim as class skills. Familiar Ability Descriptions All familiars have special abilities (or impart abilities to their masters) depending on the master's combined level in classes that grant familiars. Small and Vermin Familiars Small-sized familiars threaten the areas around them like Small creatures, and can be used to flankenemies, though both familiars and their masters are often loath to use such tactics, as the result is often a dead familiar. Small-sized familiars are also harder to keep on a master’s person than Tiny or smaller familiars. Often they require some form of magic item, like a bag of holding, for such a feat to work. The process of making a vermin into a familiar grants it an Intelligence score and removes the mindless trait. Vermin familiars communicate with their masters and other vermin of their kind (greensting scorpions with other scorpions, house centipedes with other centipedes, and scarlet spiders with other spiders) by way of a strange combination of behaviors, slight changes in coloration, and even the excretion of scents, subtle and otherwise. As with other types of familiars, other creatures cannot understand this communication without magical aid. Arcane School (Divination:Foresight): 
 Cantrips: 
 Scribe Scroll: 
 Familiar:  Tavi Mongoose N Tiny Magical Beast ((animal)) Init +2; Senses low-light vision, scent; Perception +1 -------------------- Defense -------------------- AC 16, touch 14, flat-footed 14 (+2 Dex, +2 size, +2 natural) hp 5 (1d8) Fort +2, Ref +4, Will +3 -------------------- Offense -------------------- Speed 20 ft., climbing (20 feet) Melee Bite (Mongoose) +4 (1d3-4/x2) Space 2 ft.; Reach 0 ft. -------------------- Statistics -------------------- Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 5 Base Atk +0; CMB +0; CMD 6 (10 vs. Trip) Feats Weapon Finesse Skills Acrobatics +10 (+6 jump), Climb +10, Escape Artist +3, Fly +6, Linguistics -1, Spellcraft -1, Stealth +14; Racial Modifiers +8 Acrobatics, +4 Stealth Languages SQ attach, improved evasion Other Gear You have no money! -------------------- Special Abilities -------------------- Attach (Ex) If you hit with the listed attack, you can latch on to your opponent. Climbing (20 feet) You have a Climb speed. 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. Scent (Ex) Detect opponents within 15+ feet by sense of smell. School & Spells:  Specialty School: Divination (Foresight Sub-school) Forewarned (Su): You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered f lat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20. Prescience (Su): At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. Opposition Schools: Enchantment, Necromancy Spellbook:
 1st level:
 Spells known: 0 level:
 1st level:
 Gear & Money:  Arms & Armor: Crossbow, light -Bolts (10) Dagger x5 Quarterstaff Gear:
 Money:      
 Gems & Jewelry: Magic Items:
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