Ironfang Grenadier

Ozzie Eighteen's page

110 posts. Organized Play character for loganic.


Full Name

Ozzie Aka Eighteen

Race

Conscript//Scholar//Witch(sphere) 11 | HP 132/132 Temp HP 156 minus 79 | AC 27 Tch 26 FF 14 | Fort 17 Ref 17 Will 18 *Best of 2 | Init +9 | Perc +21 | SR 21, ER 30 (A, C, E, F, S), Spell Disruption 50%, Concealment 50%

About Ozzie Eighteen

Description::
Due to his tiny size while in his native goblin form, Ozzie is often in other forms thanks to Greater Hat of Disguise. As a personal quirk, as chooses to keep his the numerical tattoo of his namesake on him in all forms.
Human Form:The human form appears at first glance to be a sharply dressed young man in his mid-20s, manicured nails, freshly slicked-back hair, and a casual sneer. He frequently wears an iridescent gem-color vest over a charcoal wool shirt and matching pants. His shirt sleeves are frequently rolled back to reveal a number of intricate tattoos along his.arms that look vaguely arcane or alchemical. A close inspection reveals a backpack built into the rear lining of the vest, allowing discrete storage.
Goblin Form: The form is.frequently adopted when social niceties are over and it's time to play. It's mottled corrugated skin marks it as unnatural and possibly extraplanar. Despite the nearly endless pockets and hooded cape, there's no indication of armor. Shadows seem to flow inconsistently over the fabric making it occasionally difficult to focus on Ozzie.
Background::
Eighteen was your typical goblin kid, running, stealing stuff, setting things on fire, killing small animals until he became a prisoner of Victor Osborne. His earliest memories are almost non-existent, but he remembers little scraps, like the first time he learned his numbers and discovered what the mark on his arm meant. He remembers being so relieved to be chosen for his magical ability because it meant he could forgo the burning and electrocution that was so commonplace. He remembers the months that his skin itched nonstop, turning different colors from almost translucent alabaster to the violet granite that it currently sported. He remembered the constant lectures on topics who hadn't quite understood, followed by violent demonstrations and the punishments for failing to in some way.

Eighteen’s sense of time and memory finally crystallized his final year at the Institute. By then, he had a clear kinship with Thirteen. While Thirteen saw the more practical (and usually fiery) solutions, Eighteen loved to try each and every combination and variation of magic and alchemy. At some point their abilities and vicious hate started to exceed their master near omnitent hold. They would die here if the good wizard had his way, so they killed him. It turned out that it wasn't much harder than sneaking into the kitchen that first time. The wild festivities and wanton destruction following was an event for the ages. In the aftermath Eighteen discovered a hideous mask that caught his fancy, along with a number of research notes. The goblinoid mask turned out to be an inspiration for some of their master’s experimentation.

The festivities were unfortunately short lived. The outside world turned out to be almost as difficult, if a bit less painful. Being mistaken for demons or monsters typically made the villagers violent. Surprisingly, the most understanding were the people who typically kept out of sight and dealt with less than legal business. It was here that Eighteen finally found his second family, and picked up the name Ozzie. Although no one would be closer than Thirteen and his other goblinoid brothers, Ma Sting was a not too distant second. She helped him put his many talents to use. He was both her eyes and ears on many jobs, as well as the cleaner when it came time to wrap up. His last job turned tits up. He was accused of a theft at a nobles house, for which he was guilty, but there was little evidence. In exchange for letting him go and not making the life of his associates difficult, he was signed up for a new team.

10-minute background::
Write five things about your character’s concept and background, five things that you think are the most essential parts of your character.
1. He was modified by a mad scientist and overall jerk.
2. He was trained to be a magical problem solver and assistant.
3. He loves magic of every kind. It doesn’t get to try it, it’s not worth using
4. Life has punished him too many times for standing out. He’s not going to let that happen again.
5. He has no scruples if it gets him what he wants

Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile.
1. Friendly - Other Experiments. This includes Thirteen, other trainees who were goblinoid by in large, and a few semi sentient arcane constructs.
2. Friendly - Ma Sting and company. Ma Sting is the head of a cartel that focuses on black market distribution and brothels. She's not the biggest or the scariest, but she does have a niche in acquiring magical artifacts. Nothing goes down without her knowing about it in town.
3. Victor Osborne or associates of his. Their resignation of his institute was by no means messy. Who knows the full scope of his connections or perhaps he had a way of returning from death.

List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.
1. Cast a spell from every classlist of every spell level.
2. Consolidate his power to never be helpless or unprepared.

Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.
1. He likes giving gifts to his closest friends. He loves getting gifts too, but he doesn't care about hoarding them.
2. One of Victor's tests involved pitting them against swarms. He managed to use scrolls to wipe a few but ultimately it was his makeshift bombs the left the room in craters and him alive
3. He likes to play with his food/enemies

Custom Race::
Experimental Goblins
Ability Score Racial Traits: Experimental goblins gain +2 Str, +4 Dex, +2 Con, +6 Int, and -2 Wis. [8RP]
Type: Experimental goblins are humanoids with the goblinoid subtype. [0RP]
Size: Experimental goblins are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks. [0RP]
Speed: Experimental goblins have a base speed of 40 feet.They also have a fly speed of 30 feet with clumsy maneuverability. [5RP]
Languages: Experimental goblins begin play speaking Common. [0RP]
Damage Reduction: Experimental goblins have DR10/magic. [6RP]
Defensive Training: Experimental goblins have a +2 dodge bonus to Armor Class. [4RP]
Lucky: Experimental goblins have a +2 racial bonus on all saving throws. [4RP]
See in Darkness: Experimental goblins can see perfectly in darkness of any kind, including that created by spells such as deeper darkness. [4RP]
Focused Study: At 1st, 8th, and 16th level, a experimental goblin gains Skill Focus in a skill of her choice as a bonus feat.
Spell-like abilities: Experimental goblins have the following spell-like abilities:
At-will — alchemical allocation
1/day — Visualizations of the Mind

The caster level for this ability equals the experimental goblin's class level.

Character:

Eighteen
N Tiny Experimental Goblin
Primary Class:Conscript 11
Secondary: Scholar 10
Tertiary: Witch (Sphere) 10
[b[Init[/b] +5+4, Senses See in Darkness, Blindsight 50’ Perception +14
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[/b[Defense[/b]
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AC 27, Touch 26, Flat Footed 14 (10+5[ability]+6[armor/unarmored]+2[enhancement]+3[deflection]+5[natural]+2[dodge/racial]
HP 132(11d10+11+11)
Fort 17 (7[class]+1[ability]+2[racial]+3[resistance]-2[Fool]+1[Emperor]+3[Hanged_man]+2[Heroism]) Reflex 17 (7+5+2+3-2-2+2+2) Will 18 (7+1+2+3-2+1+3+2+1[trait])
Defensive Abilities Improved Evasion, Uncanny Dodge (Elixir, Spirit Rush), Invisible, Blur (50%), Spell Disruption (50%)
DR 10/Magic Energy Resistance 30, fire, cold, electric, acid, sonic SR 20 (limited)
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Offense
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Speed 40’+15 base, Fly 55’ (half base)
Ranged
Longbow +2 26 (11[bab]+5[dex]+2[enhancement]+2[size]+2[morale,Heroism]+2[untyped Swords/Fate]+2[invis])
…0 damage, vs touch, Vial Arrow, Itching Powder, Fort save (DC 24), limited (2)
...4d4 vs touch, Vial Arrow Cherry Bomb
...Deadly Shot, (see text)
...Cone Of Death (see text)
...Chemical Coating (see text)
…Reroll Nat 1 1/turn, Does not auto miss
[b]--------------------

Statistics
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Str 12, Dex 20, Con 12, Int 26+2, Wis 14, Cha 12
BAB +11; CMB +11; CMD 27 (10+11[bab]+6[ability]-2[Size]+2[deflection])
Feats
Traits Pragmatic Activator, Accelerated Drinker, Indomitable Faith Alchemical Adept
FCB (1 scholar imposition, 1 magic talent, 1 combat talent)
Languages: Common, Read Lips, Battle Language (sign), Sylvan, Goblin, Ignan, Elven, Abyssal, Aquan, Terran, Draconic, Infernal, Celestial
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Equipment: Fogcutting Lenses (8K)
Decoy Ring (12k)
Gloves of Shaping (10k)
Ring of Sustenance (1,5k)
Monocle of Flawlessness (8.75k)
Potions (33.45k) (Potion of Barkskin CL 20 (2k)
Potion of Heroism CL 20 (2k)
Potion of Resist Energy x5 CL 20 (5K)
Potion of Penumbral Disguise (3k)
Potion of Life Bubble (3k)
Potion of Remove Curse (3k)
Potion of Crafter’s Fortune (50gp)
Potion of Lesser Restoration (1k)
Potion of Remove Disease (3k)
Potion of Neutralize Poison (3k)
Potion of Delay Poison (1k)
Potion of Remove Fear (1k)
Potion of Water Walk (3k)
Elixir of Spirit Sight (1k)
Elixir, Spirit Rush (2.4k) )
Gloves, Healer’s (2.5k)
4,910 gp Simulacrum of succubus(+2 Int)
Healer's Satchel x4 (6k)
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Summary of abilities:

12/20 Spell points
2 SP BlInd Oracle
5 SP Fate Motifs
1 SP Conjuration
Passive:
-Roll twice on miss chance (best)
-Sneak attack damage: (from stealth): 3d6
…Soul Strike: Target suffers -2 to all saving throws for 1d4+2 rounds
...Force target to move 5’, Does not provoke. Cannot move to dangerous terrain, 1/creature/turn
-Reroll nat 1, once per round. Nat 1 does not count as auto fail for attack rolls
-Can apply a flashbang to an attack action (first attack) deals 1d8 (B, S, P), DC 24 Fort vs blind+deafened 1d4+1 rounds
-SR 21 has 9 (Int) charges. Can be restored with an hour of realignment. As an immediate action, 1 MF, it can be used once w/o a charge.
-Fly speed: Same as base land speed. Hover
-Attacks while flying or swimming cause target creature flying/swimming to drop 30’
-Effects that would block your arrow, must succeed caster level check or cmb checks versus your attack roll.
-Up to 9 creatures are inoculated/immune to the negative effects of your formulae and impositions
... On 0 hp, Healed 3d8+5, shunted 30’ away from source of damage, and gain ethereal 1 round

Motifs: Standard action, 1 SP, gain one of these effects for 10h (All active
...Hanged Man: +3 to two saves, -2 to other save. Can be discharged to take 11 damage, and gain +11 to a check.
...Fool: -2 to all saving throws . Roll each Saving throw Twice, and take the better result. Can be discharged to roll 3 times instead
...Emperor: Reduce penalties to attack rolls, damage rolls, saving throws, skill checks, or ability checks by -2, minimum -1
...Cups: +3 to Intelligence-, Wisdom-, and Charisma-based skill checks. Can be discharged as Immed action. Roll 3d20. For the next minute, you can substitute one of those with your actual roll.
...The World: When you take 10 or 20, you gain +4 insight. Can be discharge to take 15 on a skill check

Illusion(Figment): 1SP standard action, can create a visual/magic illusion up to Gargantuan (20’ cube), Range: Close (50’). Duration: Concentration up to 11min CL 10 DC 24
…+1 SP Lasts 11 min w/concentration
…+2 SP Permanent
…+1 SP to allow targets of your choice to ignore it
….Blur: You can choose for your illusions to cause distortions. Attacks made at targets in the area or crossing the area have a 50% miss chance. (will save still applies)
…---+1 add a 50% spell failure chance to this.

Illusion(Glamer): 1SP standard action, up to Gargantuan, Range: Close (50’). Duration: Concentration up to 10min CL 10
…+1 SP Lasts 11 min w/concentration
…+2 SP Permanent
…+1 SP to allow targets of your choice to ignore it
...Disguise: Make a disguise check, to disguise something including increase its size up to the limit Will DC 24 on interaction
...Blur: (no save) Target gains 50% miss chance vs attacks.
…---+1 SP, also causes target to cause 50% spell failure chance when targeted, or included targeted spell area on cast.
...Suppression (lesser invis): (no save) +11 circumstance to stealth. Not actual invisibility, but counts as such for stacking, or see invisibility. Objects targeted require 10 + size + 10 DC Perception to find. If you are undetected by a creature, you gain total concealment against it, as well as a +2 bonus to attack rolls
…---+1 SP, Gain normal invisibility
...Suppression (Touchless): If you make a melee attack, or touch attack from stea;th, target must make a DC 21 -1 per point of damage to even tell it was attacked. +11 [circumstance] to Sleight of Hand

Illusion(Trick): Standard action, 11/minutes/level
...Minor figment: unconvincing small illusions
...Minor Glamer: Change how something looks, clean, dirty, color, writing, etc
…Blur: 5’ cube, lasts 10 rounds, 50% miss chance for attacks crossing it.. Max 1

Alchemy(formulae): You can craft up to 3 formulae at a time, by spending 15 minutes. You can have up to 10 active unused formulae.
...War Paint: 20h (Black) +7 competence to Stealth, (Blue) +15 base movement
...Cherry Bombs: 8 bombs, 4d4 damage, 4 splash. Counts as one item. Currently prepared w/vial arrows. DC 28 Reflex vs splash (2x sets prepared in vial arrows)
...Imp. Sneezing Powder: DC 30 Fort every round, staggered 1d4+1, or until saves. Prepared as Oil (4x prepared)
...Imp. Itching Powder: DC 30 Fort, -2 penalty on attack rolls, saving throws, skill checks, and ability checks until washed off. Prepared as Oil (2x prepared)
...Instant Foam, target unoccupied squares, 20’ radius. DC 24 reflex save allows creatures to be pushed to the edge of the bubble. A creature may attempt to move through the foam during their turn, requiring a successful break attempt (DC 24 Strength) for every 5 feet they pass through. Each 5’ cube has 30hp, Dissipates after 5 minutes,
...Chemical Coating: Move action to apply oil (1 MF swift instead). Lasts 11 rounds

Alchemy(poison): Move action to make a poison. It can also be applied to a weapon as part of this action. Can be applied towards Constructs, Undead or Monstrous Humanoids. Lasts 1 minute. A creature that successfully saves against the poison must attempt new saving throws against the poison at the beginning of their turn for 9 rounds (Int) or until the creature fails their saving throw.
...DC 24 vs Fatigue 2nd consecutive fail exhausted, 3rd consecutive fail sleep
...DC 24 vs Sickened. 2nd consecutive fail nauseated
...DC 24 vs 10% spell failure. 2nd consecutive fail 20%, 3rd consecutive fail 50%
...DC 24 vs confused

Deadly Shot: Standard action ranged attack. Can apply a [snipe] talent
...Precise: Can apply sneak attack damage or similar effects at any range
…Sniper Shot: Spend a full round action to apply two [snipe] talents
…Pinning Shot [snipe] target becomes grappled, until ammo destroyed (hardness 5, hit points 1, break DC 13 for arrows and bolts) or with an Escape Artist or combat maneuver check made as a move action against your CMD -4 (23).
...Tangling Shot [snipe]: Target becomes entangled. Standard action to end.

Ammonium Nitrate: Standard Action Protection extreme heat for 10 minutes. Also increase Fire resist by 11 (stacks)
Ammonium Nitrate: Standard Action Ranged Touch attack 30’, 2d8 cold damage, DC 24, Frozen Solid for 12 rounds. Encased in ice HP 20

Howling Herbology: As a Standard all creatures within 30’ take 10d4 sonic damage, DC 24 Fort for half. Affects objects and undead

Barrage: Standard action, -2 attack, make two attacks, Spend MF, -4 x3 attacks, -6 x4 attacks.
...Cone of Death: Alternatively, Full Round, make an attack. Apply it to all targets in 50’ cone.

Scout: As a swift action you can make a Perception check at -5 penalty to identify a creature’s weakness. You also gain listed benefits if you identify a creature using a knowledge check.
...Target gains -3 AC vs you for 5 rounds.

Stealth: You are invisible. An invisible creature gains a +2 bonus on attack rolls against sighted opponents, and ignores its opponents’ Dexterity bonuses to AC (if any). +40 to stealth while standing still. +20 otherwise.
...Creatures using unusual forms of sensory perception such as blindsight, greensight, or tremorsense cannot automatically foil your use of Stealth; such creatures must make a Perception check as normal to detect you when you make use of the Stealth skill.
...Lurker foils divination abilities to find you, but does not stop effects like See Invisibility from reducing your bonuses from invisibility.
...So long as you have martial focus, you may use your Stealth skill to hide even when observed.
...Recover 1 MF when using a moving action to hide.

Hexes: Standard action, Range 30’ Limit 1/day. If target makes it’s save, it targeted 1/day again.
…Evil Eye, (no daily limit),(Mind effecting) -4 to AC, ability checks, attack rolls, saving throws, or skill checks (choice) 11 rounds. DC 24 Will, On save reduced to 1 round
...Misfortune: Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. 2 rounds DC 24 Will negates
...Cackle: (move action), Increase all hexes in range duration by 1 round.
...Scar: (touch) Scarred targets can have hexes applied up to 1 mile away DC 24 Will negates
...Contagious Fervor (Totem Of Shared Sight): Target gains the ability to share any senses including with special senses such as blindsense or scent with others under the effect. This can prevent a character from being surprised. If any ally with the effect successfully saves versus an illusion effect, then everyone else automatically succeeds. 1/round target can share the effect with another willing target within 30’ as a free action, 4 rounds. When this ends on the primary, this ends on all secondary targets. Not limited 1/day

Flashbang: You can improve your flashbang by spending an MF to also apply one of the following effects:
...Dispelling Detonations [explosive]: Make a CL check 1d20+11. Dispel a spell equal to or less than this CL check, highest first.
...Glacial Percussion [explosive]: +5d6 cold damage, (DC 24 Fort vs staggered 1d4, if already staggered, paralyzed 1 round)
...Chromatic Flare [explosive]: Creatures and objects who fail, as glitterdust for 3 rounds
...Sonic Shriekers [explosive]: Creatures+objects take 10d6 sonic DC 26 Fort for half

Dowsing rod:The scholar’s studies have taught her how to identify objects that serve as natural dowsing rods capable of leading her towards a person, place, or thing.

Conjuration: 1 SP, to summon one of the contracted outsiders listed. Duration concentration (+1SP 11 min w/o concentration)

Dark(meld): 1 sp Grant a creature darkvision 60’ or improve existing darkvision by 30’, 11h
Dark(Blot): Obscure Passage: 1 SP Make a passage through material up to 16 hardness and 55’. Must be placed in area with at least some shadows, Indistinguishable from natural shadows without magical senses. Concentration (+1 SP for 11minutes)

Divination (divination) Viewing: Choose a spot within 210’. This cannot be blocked by lead. You can see in any direction from that spot. DC 31 Perception to spot your sensor. Can be dispelled. 1 minute cast (1sp standard action instead)

Divination (Sense): Blindfolded Oracle: 1 SP, gain Blindsense up to 50’ range. (+1SP Blindsight instead,

Freedom (word): 1SP Freedom of movement, concentration up to 11 rounds (+1sp to negate concentration). Personal only

Expert Medical Training: Consume Healing kit uses for various effects. Does not provoke
1 use: As swift action or longer, DC 15, heal 3 + 3 hit points per exceed. Can apply 9/day per creature. Exceeding maximum health is translated to temporary hit points for 11 hours.
...Can apply this alchemical items, Allies will be healed who are affected, but items only deal half damage and creatures gain +2 versus it.
1 Use: As a swift action or longer, DC 15 heal 1 + 1 ability damage per 5 exceed
5 Uses: As standard action DC 20 heal 1 +1 of the following conditions per 10 exceed: blindness, deafness, paralysis, or poison.
5 Uses: As standard action DC 20 heal 1 +1 ability drain per 5 exceed.
10 Uses: As standard action DC 25 one of the following: confusion, cursed, or disease (including magical diseases).
10 Uses: As standard action DC 25 heal death, with 9 rounds. Target is restore to 0+1 per point exceeding

Breakdown:
Eighteen
Experimental Goblin
Primary Class: Conscript 11
Secondary: Scholar (Doctor) 11
Tertiary: Witch (Sphere) 11
Init +7, Senses See in Darkness, Blindvision 30’ Perception +14
HP 150 (13d10+20)
Fort, Ref, Will
+7 Base

General 11
14 feats,
1 combat talent
1 magic talent
1 Imposition

Conscript 10
BAB 11
HD 11
11 Combat Talents
6 Bonus talents
5 Specialization or 6 bonus feats
2 Bonus feats. Specialization: Evasion, Indomitable Will, Resolve,

Scholar 11
5 Combat Talents
5 Knacks
4 Material Impositions
Expert medical training
1x Alchemy (formulae) + 1 Scout

Knacks: Animal Training, Small, Animal Training, Large, Cunning Attacker, Trick Arrows, Studied Technique + Bonus (Expert Healing)
Material Impositions: Silver, Howling Herbology, Ammonium Nitrate, Neon
Studied Technique: 3 Combat Talents

Witch (Sphere) 11
13 Magic Talents
CL 11
Spell Pool (18) 10+8
Shadow Patron (6 Illusion talents)
6 Hex: Evil Eye, Misfortune, Cackle, Moldable Talent, Scar, Contagious Fervor (Totem Of Shared Sight)
1 Major Hex: Hag’s eye

Feats: (9/18 , 14 [base] + 2[class] +2[race])
Skill Focus ( Stealth)
Skill Focus ( Heal)
Skill Focus ( Craft, Alchemy)
Forge Charm
Extra Scholar’s Knack (7)
Zodiac Tattoos
Split Hex (10)
Accursed Hex(0)
Exorcist (Champion, Combat)
Extra Blended training)

Magic Talent (15/14)

Conjuration (3)
… Extra Companion

Dark (3-1)
...Obscure Passage (blot)
...Insinuate
...Drawback: Subtle Shade

Divination (3-1)
...Viewing (divination)
...Blindfolded Oracle
...Drawback: Hidden Magic,

Fate (7-3)
...Hanged Man
...Cups
...Fool
...Emperor
...World
...Freedom (word)
...Drawback: Personal Fate, Tongue Of Ages, Neutrality

Illusion (10-6)
...Blur
...Manipulate Aura (sensory, magic)
...Spell Disruption
...Selective Illusion
...Lingering Illusion
...Permanent Illusion
...Suppression
...Advanced Invisibility
...Illusionary Touch

Combat Talent (34/26)
Canny Equipment: Huntsman Training, 2x scout, Sniper

Alchemy (13-2)
,,,War paint (Formulae)
...Cherry Bomb (formulae)
...Improved Sneezing Powder (formulae)
...Improved Itching Powder (formulae)
...Instant Foam (formulae)
...Chemical Coating
...Specialized Venom
...Master Chemist
...Nerve Toxin
...Drowsy Toxin
...Witchbane Toxin
...Mind Venom
...Lingering Poison
...Drawback(Narrow Toxicology[contact])

Athletics (6) (Fly)
...Sparrow’s Path
...Eagles path
...Expanded Training (Climb, Swim)
...Powerful Wings (fly)
...Sinking Blow (fly, swim) [Youxia HB]

Sniper (7-1)
...Sniper Shot
...Perfect Shot
...Pinning Shot (snipe)
...Tangling Shot (snipe)
...Lethal Precision
...Unblockable

Fencing (3-1)
...Read the Foe
...Soul Strike (exploit)
...Pace Setter
...Drawback: Virtuous

Scout (7-3)
...Lurker, Walk Unseen, Vanish
...Hidden Focus
...Great Senses
...Find Gap

Barrage (3)
...Ceaseless Ammo
...Cone Of Death

Equipment (3-1)
...Fast Draw
...Unarmored Training
...Huntsman Training (discipline)

Pets:

Zero
N Large Tiger (Large Cat)
Animal Companion, Familiar (Shadow)
Cat, Big
Starting Statistics
Size Large; Speed 40 ft.; AC +2+6 natural armor; Attack bite (1d8), 2 claws (1d6); Ability Scores Str 24, Dex 20, Con 17, Int 2, Wis 15, Cha 10; Special Attacks grab, pounce, rake (1d6); Special Qualities low-light vision, scent. SR: 16
Init:+3 Sense:low-light vision, scent. Perception +2
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[/b[Defense[/b]
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AC 22, Touch 14, Flat Footed 17
HP 27 (¼ of Ozzie total)
Fort +9 (6[class]+3[ability]) Reflex +11 (6+5) Will +5 (3+2), +4 vs enchantment
Defensive Abilities Evasion, Devotion, Link, Adumbral
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Offense
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Speed 40’ base
Melee 2 claws +12 (1d6+7 plus grab), bite +12 (1d8+7 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +12, 1d6+7)
--------------------
Statistics
--------------------
Str 24, Dex 20, Con 17, Int 11, Wis 15, Cha 10
BAB +6; CMB +14; CMD 30 (10+6[bab]+7+5[ability]+1[size])
Feats Multiattack (bonus), Basic Magic Training (War Sphere), Squadron Commander, Battlefield Tactics (Squadron), Advanced Magic Training, Extra Magic Talent (Protection Sphere)
War Sphere (5-4)
…Totem Of Shared Sight (totem)
…Impose
…Totemic Aura
...Call to Armor
...Drawback: Personal Conflict x2, Commando, Alternate Totem

Protection (2-1)
…Continuous Barrier
...Drawback (Limited Protection(ward))

At 7th level, a shadow familiar can attempt a single Stealth check to covertly merge with another creature’s shadow. When merged, it is completely undetectable by non-magical means and may safely travel through bright conditions beyond 100 feet from its master so long as its target casts a shadow to hide in. The shadow familiar travels with the creature even if they teleport. Effects that eliminate the shadow (such as having their shadow stolen) cause the shadow familiar to reappear in an adjacent space, but effects that only obscure the shadow (such as entering a dark room or flying high above the ground) do not. A shadow familiar can merge with a willing target’s shadow without need of a Stealth check.

The master always knows the location of his shadow familiar, as if using the Dowsing Divination talent without a range limitation.
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Tony
Conjuration Companion (Mage, Magical Companion, Implement Bearer)
Medium Orb
9d6, BAB 4
Fort +3, Ref +6, Will +6
Orb
Size Medium; Speed 5 ft. Hover*, 30 ft. (average); AC +6 natural armor; Str 7, Dex 16, Con 13, Int 10^,Wis 12, Cha 17.
CL 6+3 (implement), Cha based
SP: 12
Feats (5): Extra Magical Talent x5
Warp [5-1]
...Mass Teleport
...Unseeing Teleport
...Distant Teleport
...Instill Teleport
...Drawback:Taxing Teleport
Not automatic
0x liquids (3SP) instilled w/ Warp to a spot it’s familiar with, within (760’) long range, no LOS required
Mass Teleport (3SP) Teleport, Up to 5 creatures touched are teleported within (760’) long range, no LOS required

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Drey
Conjuration Companion (Mage, Magical Companion, Implement Bearer)
Medium Orb
9d6, BAB 4
Fort +3, Ref +6, Will +6
Orb
Size Medium; Speed 5 ft. Hover*, 30 ft. (average); AC +6 natural armor; Str 7, Dex 16, Con 13, Int 10^,Wis 12, Cha 17.
CL 6+3 (implement), Cha based
SP: 12
Feats (5): Extra Magical Talent x5
Nature[3-1]
...Expanded Geomancing
...Manipulate Nature (geomancing)
...Drawback: Limited Nature(Earth)
Creation [3-1]
...Exquisite Detail
...Sustenance
...Drawback: Limited Creation (create),
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Looper
Conjuration Companion (Mage, Magical Companion, Implement Bearer)
Medium Orb
9d6, BAB 4
Fort +3, Ref +6, Will +6
Orb
Size Medium; Speed 5 ft. Hover*, 30 ft. (average); AC +6 natural armor; Str 7, Dex 16, Con 13, Int 10^,Wis 12, Cha 17.
CL 6+3 (implement), Cha based
SP: 12
Feats (5): Extra Magical Talent x5
Time[6-2]
...Rapid Response (time) x3
...Improved Haste
...Instill Time [instill]
...Drawback: Temporal Brew, Altered Time (slow)
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6x liquids (1SP) instilled w/ Rapid Response 90 min, +4 to initiative checks, evasion, uncanny dodge
6x liquids (1SP) instilled w/ Haste, 9 rounds, +20 movement speed, +1 dodge, and either +1 attack during full attack or +2 attacks of opportunity, (as chosen each round)

Artifact:

Shadow Goblin Mask,
You can store and retrieve items from your shadow as a move action. If you have Quick Draw, you may do this as a free action..

Attack Actions:

[dice=Attack Debuff]1d20[/dice]
Barrage, Standard action + move action + Move action + swift
*-3 AC if target recently scouted
*+6 to attack if target scouted
*Vs flat foot (invis) + Sneak attack 3d6, -2 to all saving throws for 1d4+2 rounds
*1x attack may be poisoned as move action
*Swift action/MF to apply oil
Flashbang 1d8 (B, S, P), DC 24 Fort vs blind+deafened 1d4+1 rounds
1MF. Apply flashbang
22:(10[bab]+5[dex]+2[enhancement]+2[size]+2[morale,Heroism]+2[invis]-2(barrage)+1(Fate/Emperor) vs touch
(4d4 Bludgeoning)
22:(10[bab]+5[dex]+2[enhancement]+2[size]+2[morale,Heroism]+2[invis]-2(barrage)+1(Fate/Emperor) vs touch
(4d4)

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Deadly Shot, Full Round
*-3 AC if target recently scouted
*+6 to attack if target scouted
*Vs flat foot (invis) + Sneak attack 3d6, -2 to all saving throws for 1d4+2 rounds
*1x attack may be poisoned as move action
*Swift action/MF to apply oil
Flashbang 1d8 (B, S, P), DC 24 Fort vs blind+deafened 1d4+1 rounds
1MF. Apply flashbang
23:(10[bab]+5[dex]+2[enhancement]+2[size]+2[morale,Heroism]+2[invis] vs touch
(4d4)
Target entangled and grappled (Pinning + Tangling SHot)


Skills:

Craft_Alchemy:51=(11[ranks]+9[Int]+6[Skill_Focus]+5[luck/Crafter’s_Fortune]+5[competence/equipment]+4[insight/World]+2[morale/Heroism]+5(Untyped/VisualizationsoftheMind)+3(untyp ed/Cups)+2[trait]
Heal:53=(11[ranks]+9[Int]+6[Skill_Focus]+5[competence/equipment]+4[insight/World]+2[morale/Heroism]+5(Untyped/VisualizationsoftheMind)+5(untyped/Knack)+4 (circumstance/healersatchel)+3(untyped/Cups)
Skills:

Combat Spheres bonuses:
Craft (Alchemy) 11+ ranks
Craft_Alchemy:54=(11[ranks]+9[Int]+6[Skill_Focus]+5[luck/Crafter’s_Fortune]+5[competence/equipment]+4[insight/World]+2[morale/Heroism]+5(Untyped/VisualizationsoftheMind)+3(untyp ed/Cups)+2[trait]+3(CS)
Fly 11+ ranks 18 (11 ranks + 5 ability +2 heroism)
Climb 11+ ranks 17 (11 ranks + 1 ability +2 heroism +3 CS)
Swim 11+ ranks 17 (11 ranks + 1 ability +2 heroism+3(CS))
Sense Motive 11+ ranks 18 (11 ranks + 2 ability +3 Cups +2 heroism)
Stealth 11+ ranks 26-86 (11 ranks + 5 ability +2 heroism + 20-40 invis+3(CS)+8(size)+20 Penumbral Disguide)
Perception 14+ranks 18 (11 ranks + 2 ability +3 Cups +2 heroism+3(CS))

13x max rank
Appraise 30 (11 ranks + 9 ability + 5 VoM + 2 Heroism +3 cups)
Heal:56=(11[ranks]+9[Int]+6[Skill_Focus]+5[competence/equipment]+4[insight/World]+2[morale/Heroism]+5(Untyped/VisualizationsoftheMind)+5(untyped/Knack)+4 (circumstance/healersatchel)+3(untyped/Cups)+3(CS)
Knowledge x9 (all but religion): +33
Disguise +17
Use Magic Device +30

Movement:

Climb
Keep dex while climbing.
Can move at full speed with only -5

Flying
No need for fly checks due to speed.
Count as one size larger for winds (tiny>small)

Swim
You may perform the charge and withdraw actions while swimming, and can make standard actions and attack actions without decreasing the duration for which you can hold your breath. A successful Swim check means you may move up to your base land speed as a full-round action (as opposed to 1/2 your base land speed) or 1/2 your base land speed as a move action (as opposed to 1/4th your base land speed)