Sazzat Tamm - 4
Male half-elf unchained rogue 1/illusionist 3 (Pathfinder Unchained 20, Ultimate Wilderness 212)
CG Medium humanoid (elf, human)
Init +3; Senses low-light vision; Perception +8
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 34 (4 HD; 3d6+1d8+8)
Fort +4, Ref +7, Will +2; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 returning cold iron dagger +5 (1d4+2/19-20) or
. . dagger +4 (1d4+1/19-20) or
. . short sword +4 (1d6+1/19-20) or
. . silver dagger +4 (1d4/19-20)
Ranged shortbow +4 (1d6/×3)
Special Attacks sneak attack (unchained) +2d6
Arcane School Spell-Like Abilities (CL 3rd; concentration +7)
. . 7/day—blinding ray
Illusionist Spells Prepared (CL 4th; concentration +8)
. . 2nd—mirror image, mirror image, sense vitals
. . 1st—color spray (DC 15), color spray (DC 15), mage armor, vanish[APG] (DC 15)
. . 0 (at will)—detect magic, mage hand, ray of frost, read magic
. . Opposition Schools Abjuration, Necromancy
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 12, Int 19, Wis 8, Cha 13
Base Atk +1; CMB +2; CMD 15
Feats Accomplished Sneak Attacker, Great Fortitude, Scribe Scroll, Skill Focus (Disable Device), Weapon Finesse
Traits city born - riddleport, magical knack
Skills Acrobatics +8, Appraise +8, Bluff +7, Climb +5, Diplomacy +5, Disable Device +16, Disguise +5, Escape Artist +8, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (planes) +8, Linguistics +8, Perception +8, Sleight of Hand +13, Spellcraft +11, Stealth +10, Swim +5, Use Magic Device +5; Racial Modifiers +2 Perception
Languages Common, Elven, Giant, Goblin, Orc, Thassilonian, Varisian
SQ arcane bond (Bandit, raccoon [pilferer]), elf blood, extended illusions (1 round), trapfinding +1
Other Gear +1 returning cold iron dagger, arrows (20), dagger, short sword, shortbow, silver dagger, backpack, bedroll, belt pouch, chalk, flint and steel, grappling hook, masterwork thieves' tools, mess kit[UE], piton (10), silk rope (50 ft.), soap, spell component pouch, torch (10), trail rations (5), traveling spellbook[APG], wizard starting spellbook
Scroll: Mirror Image
--------------------
Special Abilities
--------------------
Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Blinding Ray (7/day) (Sp) As a standard action, ranged touch vs. foe in 30 ft blinds for 1 rd (dazzles if more HD).
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Extended Illusions (+1 rds) (Su) Increase duration of illusion spells by 1/2 level (permanent at 20).
Familiar Bonus: +3 to Sleight of Hand checks You gain the Alertness feat while your familiar is within arm's reach.
Illusion Illusionists use magic to weave confounding images, figments, and phantoms to baffle and vex their foes.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Sneak Attack (Unchained) +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Wizard Spellbook:
Level 0: Acid Splash, Detect Magic, Light, Mage Hand, Open/Close, Ray of Frost, Read Magic,
Level 1: Color Spray, Disguise Self, Featherfall, Grease, Identify, Mage Armor, Shocking Grasp, Snowball, Vanish
Level 2: Mirror Image. Sense Vitals
--------------------
Bandit CR –
Raccoon (pilferer) (Pathfinder RPG Bestiary 3 113)
N Tiny magical beast (animal)
Init +2; Senses low-light vision, scent; Perception +10
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 15 (+2 Dex, +3 natural, +2 size)
hp 17 (1d8)
Fort +2, Ref +5, Will +6
Defensive Abilities nondetection
--------------------
Offense
--------------------
Speed 20 ft., climb 20 ft.
Melee bite +5 (1d3-1)
Space 2½ ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 8, Dex 15, Con 11, Int 7, Wis 16, Cha 5
Base Atk +1; CMB +1 (+3 steal); CMD 10 (12 vs. steal, 14 vs. trip)
Feats Improved Steal[APG], Weapon Finesse
Skills
Acrobatics +7 (+3 to jump),
Appraise -1,
Bluff -2, Climb +14, Diplomacy -2, Disable Device +7, Disguise -2, Escape Artist +7, Linguistics -1, Perception +10, Sleight of Hand +10, Spellcraft +2, Stealth +18, Swim +6, Use Magic Device -2
SQ empathic link, sneak +1
--------------------
Special Abilities
--------------------
Climb (20 feet) You have a Climb speed.
Empathic Link (Su) You have an empathic link with your master.
Improved Steal You don't provoke attacks of opportunity when stealing.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nondetection (Constant, DC 19) (Su) Under constant nondetection effect.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Sneak +1 (Ex) Gain competence bonus to Sleight of Hand and Stealth checks.
10 Minute Background:
1) 5 important concepts
* Tamm is from a rich family with a magical background in Riddleport.
* Bored with studying he ran away from home and took up with a teenage street gang for several years, leading a life of crime.
* His parents had him grabbed back off the street and forced into wizard apprenticeship under a crusty old wizard named Hermidor Long.
* Tamm isn't very good at magic, he just hasn't gotten it yet. He's much better with his hands and knives than he is with cantrips at this point.
* A week ago Tamm walked in on Hermidor in the middle of summoning ritual just as things went wrong. Hermidor had botched his circles and the demon got lose and killed him. The last thing Tamm saw in there was the demon's eye's staring him down.
* Tamm started running and hasn't looked back. Somewhere on the Coast Road he heard about something called the 'Swallowtail Festival' happening in a town called Sandpoint. He blended in with the crowd on the road and decided to hide out in Sandpoint.
2) 2 Goals
* Become a real wizard and transform from Skeeve to Loki
* Face his demons, literally, and kill one to get over his fears.
3) 2 Secrets
* He doesn't know that he was really adopted and his controlling parents were manipulating him for other purposes.
* Tamm is convinced he somehow screwed up the summoning ritual that got Hermidor killed.
4) 3 People
* Hermidor actually cared about Tamm, even though he was a mean teacher
* Tamm's 'mother' Sazzat Sonya had plans for Tamm and is wondering where he got off to.
* Tamm's girlfriend back in the street gang, Ariana, has grown up to be a successful criminal in the time being.
5) 3 Mannerisms
* Tamm is a smartass, he tries to defuse serious situations using humor
* He likes to carry numerous blades secreted on his person
* Tamm has a phobia about being confined, restricted, or controlled. He has gotten paranoid about it lately.
* The paranoia has led him to keep changing his appearance and disguising himself lately.