As a student, Pendleton would have been content to go through life as a trade lawyer - one who organises trade agreements and works out the appropriate legal documentation. He was personable enough to be able to negotiate agreements between two disagreeable parties, and though the minutia of his work would generally be considered uninteresting by most, he both enjoyed and excelled at it. However, fate, or someone else had him marked for more. One night, when he had been studying late into the night, he was roused from his writing by a sharp tapping at his window. Opening the shutters, he discovered a thrush, who fluttered in and took up position upon his desk. Staring at it, there was... communication of a sort between them. A small gift of power, and the knowledge that this gift could be nurtured and trained into something greater. Intrigued, Pendleton accepted, and since that night the thrush (named Perkins) has been his companion, although for a time he was content to focus more on his training.
Later, in his final year, he finally had a chance to use his skills on a job. He was working for Kistol, a small fisherman who was just getting big enough to start exporting. Everything seemed to be going well, when one night when Pendleton went to meet him, he found the fisherman murdered - and before he could do anything the guards arrived and he was arrested. Later, he found that Kistol had made an enemy of a man named Gaedren Lamm, but the source of this information - a fellow fisherman who had been badgered into providing false witness - had also been killed before revealing the truth to the authorities. Pendleton was released, but was forced to leave his training. In the months after this - when he had little else to do - that he began working to develop his own magical ability.
Personality and Appearance:
Pendleton is logical and methodical. He is happy when combing through a book, or puzzling out a problem, and while originally was not once to seek out adventure, his changing circumstances have forced him out into the world. He is curious as the source of his power, and why it chose him, but he knows that is a mystery that won't be easily solved.
He is thin and somewhat tall, with dark hair and narrow spectacles. He maintains good grooming, and although his clothes are simple, he tries to keep them clean and neat, as much as he can. Without the backing of his school, he has to take such work as he can and knows that a good first impression can make the difference between getting hired or not.
Race Features Type (CRB 27): You are a humanoid with the human subtype.
Bonus Feat (CRB 27): You gain a bonus feat.*
Skilled (CRB 27): You gain one additional skill rank per level.*
Class Features Weapon Proficiency: You are proficient with all Simple weapons.
Patron (APG 70): You have selected the following patron: Wisdom
Familiar (APG 69): You have gained a familiar (Thrush).
Hexes (APG 66): You have learned a number of magic tricks (DC: 14):
Fortune (Su) (APG 66)
: You can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.
Misfortune (Su) (APG 66)
: You can grant a creature within 30 feet a bit of bad luck for 1 round. Any time the target makes an ability check, attack roll, saving throw, or skill check, it must roll twice taking the worse result. Once a creature has suffered from the misfortune hex, it cannot be affected by it again for 24 hours. A successful Will save negates the effect.
Cackle (Su) (APG 66)
: You can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by you has the duration of that hex extended by 1 round.
TraitsDropout (APCT 15): You gain a +2 bonus on Spellcraft checks.*
Trustworthy (UCa 61): You gain a +1 trait bonus on Bluff checks made to fool someone. You also gain a +1 trait bonus on Diplomacy checks*, and Diplomacy is always a class skill* for you.
FeatsExtra Hex x2 (APG 160): You gain 2 additional hexes.
Alertness (Core 117): You get a +2 bonus on all Perception and Sense Motive skill checks. Increases to +4 if you have 10 or more ranks.*