Seelah

Sefayll Valerian's page

842 posts. Alias of Pixie Rogue.


Classes/Levels

Enchantress 8/Oracle (flame) 1/Hellknight Signifier 2; AC 24, FF 21, T 15, CMD 19; F 8, R 9, W 14; hp 72/72; Init +4; Perc +6; Irresistible Demand 7/8; Effects: Flying disk, Overland Flight

About Sefayll Valerian

Sefayll Valerian
Female human Hellknight signifer 2/oracle 1/enchanter (controller[APG]) 8 (Pathfinder RPG Advanced Player's Guide 42, 144)
LN Medium humanoid (human)
Init +4; Senses Perception +6
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Daily abilities
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Arcane Bond - cast one spell from spellbook
Vow to Self - +4 morale bonus to action to fulfill a promise
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Defense
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AC 24, touch 15, flat-footed 21 (+8 armor, +2 deflection, +3 Dex, +1 natural)
hp 72 (11 HD; 8d6+3d8+22)
Fort +8, Ref +9, Will +14; +2 competence bonus vs. spells that rely on visual effects
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Offense
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Speed 30 ft.
Ranged light crossbow +8 (1d8/19-20)
Arcane School Spell-Like Abilities (CL 10th; concentration +16)
. . At will—irresistible demand
. . 9/day—dazing touch
Oracle Spells Known (CL 1st; concentration +4)
. . 1st (4/day, 0 used)—burning hands (DC 14), cure light wounds, detect charm, sanctuary (DC 14)
. . 0 (at will)—create water, detect magic, enhanced diplomacy, scrivener's chant
. . Mystery Flame
Enchanter Spells Prepared (CL 10th; concentration +16)
. . 5th—feeblemind (DC 23), hold monster (DC 23), lightning arc[UM] (DC 21), overland flight
. . 4th—charm monster (DC 22), confusion (DC 22), crushing despair (DC 22), enervation, wall of fire
. . 3rd—dispel magic, fireball (x2, DC 19), hold person (DC 21), vampiric touch
. . 2nd—false life, fire breath[APG] (2, DC 18), scorching ray, spectral hand (2), touch of idiocy
. . 1st—charm person (DC 19), charm person (DC 19), floating disk, ray of enfeeblement (x2, DC 17), shield, true strike
. . 0 (at will)—detect magic, disrupt undead, light, message
. . Opposition Schools Conjuration, Illusion
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Statistics
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Str 9, Dex 16, Con 14, Int 22, Wis 14, Cha 16
Base Atk +5; CMB +4; CMD 19
Feats Alignment Channel, Arcane Armor Mastery, Arcane Armor Training, Extend Spell, Greater Spell Focus (enchantment), Heighten Spell, Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (enchantment), Spell Penetration, Warrior Priest[UM]
Skills Appraise +11, Bluff +7, Diplomacy +15, Fly +11, Intimidate +10, Knowledge (arcana) +19, Knowledge (dungeoneering) +13, Knowledge (engineering) +12, Knowledge (geography) +14, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nature) +11, Knowledge (nobility) +10, Knowledge (planes) +15, Knowledge (religion) +14, Linguistics +17, Perception +6, Sense Motive +14, Spellcraft +25
Languages Abyssal, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Giant, Ignan, Infernal, Shoanti, Terran, Undercommon, Varisian
SQ arcane bond (signifer mask), force of will, interaction bonus, oracle's curse (legalistic), Order of the Nail[ISWG], revelation (burning magic), signifer mask, vow to self
Combat Gear enlarge metamagic rod, pearl of power (1st level) (4); Other Gear +2 mithral breastplate, light crossbow, - legendary/dynamic item -[MA], amulet of natural armor +1, belt of incredible dexterity +2, cloak of resistance +3, handy haversack, headband of inspired wisdom +2, helm of telepathy, ring of protection +2, signifer mask, bedroll, belt pouch, flint and steel, ink, inkpen, pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 664 gp
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Special Abilities
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Alignment Channel (Chaos) Channel Energy heals or harms outsiders of the chosen alignment.
Arcane Armor Mastery Swift action: -20% arcane spell failure due to armor.
Arcane Bond (Signifer mask) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Burning Magic (1/spell level, 1d4 rounds) (Su) Whenever a creature fails a saving throw and takes fire damage from one of your spells, it catches on fire. This fire deals 1 point of fire damage per spell level at the beginning of the burning creature’s turn. The fire lasts for 1d4 rounds
Conjuration You must spend 2 slots to cast spells from the Conjuration school.
Controller Associated School: Enchantment
Dazing Touch (9/day) (Sp) As a standard action, touch dazes foe for 1 rd, if HD <= wizard level.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Force of Will (Su) 60' telepathy with those you have charmed or dominated.
Greater Spell Focus (Enchantment) +1 to the Save DC of spells from one school.
Heighten Spell Increases spell level to effective level desired.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Interaction Bonus +3 bonus to one-on-one Diplomacy, Intimidate, and Sense Motive checks.
Irresistible Demand (max 8 HD, 8 rounds/day, DC 20) (Sp) At 8th level, you can force others to do your bidding. As a standard action, you attempt to dominate a creature as though using the dominate monster spell, except that the creature must have a number of Hit Dice equal to or less than your wizard level.
Legalistic The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile. Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your objective.
Signifer Mask (Su) While wearing the mask, +2 to Sense Motive and vs. spells that rely on visual effects.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Vow to Self (1/day) +4 morale bonus to one role to keep a promise.
Warrior Priest +2 on concentration checks when casting defensively or grappling.

REWARDS

Experience Points:

Starting with 61,662 after Black Mark battle in the Maiden
...
400 xp from Barrow's chest trap
960 xp from Stone Giant's charms
???? xp from ettins
???? xp from their commander
1280 xp from yrthak
1440 xp from undead spiders

10880 xp from Mokmurian and his merry band

RESOURCES

Wizard:

Class Skills: Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).
Skill Ranks per Level: 2 + Int modifier.
Class Features
Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield.
Armor interferes with a wizard’s movements, which can cause his spells with somatic components to fail.
Spells: A wizard casts arcane spells drawn from the sorcerer/wizard spell list presented in Chapter 10. A wizard must choose and prepare his spells ahead of time.
To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard’s spell is 10 + the spell level + the wizard’s Intelligence modifier.
A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 3–16. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table 1–3).
A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.
Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.
Arcane Bond (Ex or Sp): 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 a bonded object. A familiar is a magical pet that enhances the wizard’s skills and senses and can aid him in magic, while a bonded 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. Rules for familiars appear on page 82, while rules for bonded items are given below.
Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell’s level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard’s level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard’s opposition schools (see arcane school).
A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Chapter 5). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object’s owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.
Arcane School: A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.
A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.
Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard’s spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.
Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table 3–16 under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from a prohibited school, but it uses up two of his available slots (see below).
Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.
Bonus Feats: At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation feat, or Spell Mastery.
The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing those feats.
Spellbooks: A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory.
A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his prohibited schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook.
At any time, a wizard can also add spells found in other wizards’ spellbooks to his own (see Chapter 9).
Dazing Touch (Sp): You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your wizard level are unaffected. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Force of Will (Su): You can send thoughts and instructions telepathically to any creature within 60 feet that you have charmed or dominated as though you shared a common language. At 11th level, affected creatures can communicate back to you via the telepathic link as well. At 20th level, any creature that succeeds at a saving throw against an enchantment spell you have just cast is still affected for 1 round if the spell has a duration greater than 1 round.
Irresistible Demand (Sp): At 8th level, you can force others to do your bidding. As a standard action, you attempt to dominate a creature as though using the dominate monster spell, except that the creature must have a number of Hit Dice equal to or less than your wizard level. The targeted creature receives a Will saving throw each round to negate the effect. The DC is equal to 10 + 1/2 your wizard level + your Intelligence modifier. You can dominate creatures for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. You must concentrate as a standard action to maintain control over a dominated creature.

Curse:

Legalistic Curse Level 5 = [CL] + [TL - CL]/2
Legalistic curse (1+8/2 or 5th level)

Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligation, whichever comes first. However, once per day, you can make a vow to yourself that grants a +4 morale bonus on any one roll you make while trying to fulfill a promise made to another individual.

At 5th level, you gain a +3 competence bonus on Diplomacy, Intimidate, and Sense Motive checks while talking to an individual one-on-one.

At 10th level, you can make a new saving throw each minute to resist mind-affecting effects as your subconscious searches for loopholes.

At 15th level, any creature that violates its freely given word to you takes a penalty to AC, to spell resistance, and on saving throws against your attacks and abilities equal to your Charisma modifier (minimum 1) for 24 hours.

Hellknight Signifier:

Weapon and Armor Proficiency: Sefayll gains proficiency with heavy armor and the halberd.
Aura of Law (Ex): The power of Sefayll’s aura of law (see the detect law spell) is equal to her total character level.
Catechesis (Ex): Since Sefayll has the Warrior Priest feat, her Hellknight signifer level stacks with other divine spellcasting classes for determining the effects of those classes’ domain powers, inquisitions, and mysteries. This doesn’t grant any new powers or abilities.
In addition, a signifer with the Warrior Priest feat gains Alignment Channel (chaos) as a bonus feat, and treats his Hellknight signifer levels as cleric levels when determining the amount of damage chaotic outsiders are either healed or dealt, and when determining their saving throw DCs to halve this damage.
Order: Sefayll joined the Order of the Nail.
Signifer Mask (Su): Upon initiation, Sefayll received a mask, devoid of eyeholes or other personal features. This mask doesn’t obscure her vision, and while wearing it she gains a +2 competence bonus on Sense Motive checks and on saving throws against spells and abilities that rely on visual effects.
Sefayll has performed a special ritual that converted the signifer’s mask into her new bonded item, taking up the head slot. In this case, Hellknight signifer levels stack with levels from the class that grants the bonded item for determining what additional magical abilities can be added to the bonded item.
Arcane Armor Expertise: At 2nd level, if Sefayll has the Arcane Armor Training feat, she gains Arcane Armor Expertise as a bonus feat. At 5th level, the action required to use this feat changes from a swift action to an immediate action.
Signifer Armor Training: At 3rd level, while Sefayll wears armor, she reduces the armor check penalty by 1 (to a minimum of 0), and reduces the arcane spell failure chance by 5%. At 8th level, she reduces her armor check penalty by an additional 1, and reduces her arcane spell failure by an additional 5%. Additionally, at 8th level, when her speed is reduced by wearing medium or heavy armor, her unique training offsets the speed reduction by 5 feet.
Assiduous Gaze: At 4th and again at 7th level, Sefayll gains an assiduous gaze ability chosen from the list below. She can use each assiduous gaze ability she possesses for a number of rounds per day equal to 1/2 her class level. These rounds need not be consecutive. She can activate an assiduous gaze ability as a swift action to examine a single creature, object, or 5-foot square within 30 feet. She must be wearing her signifer mask to use these abilities, and her caster level while using them is equal to her character level.
Elucidation (Su): Discern each active spell on the target, including the spell’s effect and caster level.
Morality (Sp): Determine whether the target is chaotic, evil, good, or lawful, as well as the strength of its aura as if having studied it for 3 rounds using detect chaos, detect evil, detect good, and detect law.
Scrutiny (Su): Discern whether the target has spell-like abilities and spellcasting abilities, whether the spellcasting ability is arcane or divine, and the strength (see detect magic) of the most powerful spell or spell-like ability the target currently has available.
Veracity (Sp): Observe the target as if using true seeing. A Hellknight signifer must be 7th level to select this ability.
Vigilance (Su): See through up to 5 feet of stone, wood, or similar barriers as if they didn’t exist. This effect cannot penetrate metal of any kind.
Discern Lies (Sp): At 6th level, a Hellknight signifer can use discern lies as a spell-like ability a number of times per day equal to 3 plus her Charisma modifier. These rounds need not be consecutive. Her caster level is equal to her total character level.
Infernal Resilience (Ex): At 9th level, a Hellknight signifer gains DR 5/chaotic and becomes immune to poison.
Diabolic Harbinger (Su): At 10th level, as long as she wears her signifer mask, she gains telepathy with a range of 100 feet, and can see perfectly in both magical and mundane darkness. While wearing her signifer mask, she is immune to blindness and dazzling effects and gains a +2 bonus on all Charisma-based checks when interacting with lawful creatures. This bonus increases to +4 if the creature is also an outsider.

Mystery:

FLAME
Weapon and Armor Proficiency: Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Some oracle revelations grant additional proficiencies.
Spells: An oracle casts divine spells drawn from the cleric spell lists (see pages 226–229 of the Pathfinder RPG Core Rulebook). She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an oracle must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an oracle’s spell is 10 + the spell’s level + the oracle’s Charisma modifier.
Like other spellcasters, an oracle can cast only a certain number of spells per day of each spell level. Her base daily spell allotment is given on Table 2–5. In addition, she receives bonus spells per day if she has a high Charisma score (see Table 1–3 of the Pathfinder RPG Core Rulebook).
Unlike other divine spellcasters, an oracle’s selection of spells is extremely limited. An oracle begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new oracle level, she gains one or more new spells. Unlike spells per day, the number of spells an oracle knows is not affected by her Charisma score.
In addition to the spells gained by oracles as they gain levels, each oracle also adds all of either the cure spells or the inflict spells to her list of spells known (cure spells include all spells with “cure” in the name, inflict spells include all spells with “inflict” in the name). These spells are added as soon as the oracle is capable of casting them.
This choice is made when the oracle gains her first level and cannot be changed.
Upon reaching 4th level, and at every even-numbered oracle level after that (6th, 8th, and so on), an oracle can choose to learn a new spell in place of one she already knows. In effect, the oracle loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. An oracle may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any cure or inflict spells, nor can she swap any spells gained from her mystery.
Unlike a cleric, an oracle need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Oracles do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components.
Mystery: Each oracle draws upon a divine mystery to grant her spells and powers. This mystery also grants additional class skills and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. For example, an oracle with the waves mystery might have been born at sea and found a natural calling to worship the gods of the oceans, rivers, and lakes, be they benign or malevolent. Regardless of its source, the mystery manifests in a number of ways as the oracle gains levels. An oracle must pick one mystery upon taking her first level of oracle.
Once made, this choice cannot be changed.
At 2nd level, and every two levels thereafter, an oracle learns an additional spell derived from her mystery. They cannot be exchanged for different spells at higher levels.
Oracle’s Curse (Ex): Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle’s curse cannot be removed or dispelled without the aid of a deity. An oracle’s curse is based on her oracle level plus one for every two levels or Hit Dice other than oracle. Sefayll is afflicted with the Legalistic curse (see above).
Orisons: Oracles learn a number of orisons, or 0-level spells. These spells are cast like any other spell, but they do not consume any slots and may be used again.
Revelation: At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an oracle uncovers a new secret about her mystery that grants her powers and abilities. The oracle must select a revelation from the list of revelations available to her mystery. If a revelation is chosen at a later level, the oracle gains all of the abilities and bonuses granted by that revelation based on her current level. Unless otherwise noted, activating the power of a revelation is a standard action.

Flame Mystery
Deities: Asmodeus, Sarenrae.
Class Skills: An oracle with the flame mystery adds Acrobatics, Climb, Intimidate, and Perform to her list of class skills.
Bonus Spells: burning hands (2nd), resist energy (4th), fireball (6th), wall of fire (8th), summon monster V (fire elementals only, 10th), fire seeds (12th), fire storm (14th), incendiary cloud (16th), fiery body* (18th).
Revelations: Sefayll has chosen the Burning Magic revelation.
Burning Magic (Su): Whenever a creature fails a saving throw and takes fire damage from one of your spells, it catches on fire. This fire deals 1 point of fire damage per spell level at the beginning of the burning creature’s turn. The fire lasts for 1d4 rounds, but it can be extinguished as a move action if the creature succeeds at a Reflex save (using the spell’s DC). Dousing the creature with water as a standard action grants a +2 bonus on this save, while immersing the creature in water automatically extinguishes the fire. Spells that do not grant a save do not cause a creature to catch on fire.


Warrior Priest feat:
This feat grants +1 bonus on initiative checks and a +2 bonus on concentration checks made to cast a spell or use a spell-like ability when casting defensively or while grappled.

Previous build (11):
Wizard (Enchantress/Controller, favored) 8/Oracle of Flame (Legalistic curse) 1/Hellknight Signifier 2
Lawful Neutral

Description
23 years old
5' 6" tall
128 pounds

Init +3 (+2 [DEX]+1 [feat])
Senses Perception +5
Speed 30 ft

SPOILER=BACKGROUND]
/SPOILER]

SPOILER=APPEARANCE]
/SPOILER]

SPOILER=DAILY ABILITIES]
Dazing Touch (Sp): You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your wizard level are unaffected. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. 0/9 used

Burning Magic (Su): Whenever a creature fails a saving throw and takes fire damage from one of your spells, it catches on fire. This fire deals 1 point of fire damage per spell level at the beginning of the burning creature’s turn. The fire lasts for 1d4 rounds, but it can be extinguished as a move action if the creature succeeds at a Reflex save (using the spell’s DC). Dousing the creature with water as a standard action grants a +2 bonus on this save, while immersing the creature in water automatically extinguishes the fire. Spells that do not grant a save do not cause a creature to catch on fire.

Force of Will (Su): You can send thoughts and instructions telepathically to any creature within 60 feet that you have charmed or dominated as though you shared a common language.

Irresistible Demand (Sp): As a standard action, you attempt to dominate a creature as though using the dominate monster spell, except that the creature must have a number of Hit Dice equal to or less than your wizard level. The targeted creature receives a Will saving throw each round to negate the effect. The DC is equal to 10 + 1/2 your wizard level (4) + your Intelligence modifier (6). You can dominate creatures for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. You must concentrate as a standard action to maintain control over a dominated creature. 4/8 used
/SPOILER]

SPOILER=DEFENSE]
AC 17, touch 13, flat-footed 17 (Mage Armor +4, Dex +2, Deflection +1)
AC 20, touch 13, flat-footed 20 (+1 mithral breastplate +7, Dex +2, Deflection +1)
hp 72 (8d6 [wizard]+1d8 [oracle]+2d8 [signifier]+22 [CON])
Cold Resistance 10

Saves:
Fort +8 (+2 [wizard 8]+0 [oracle 1]+1 [signifier 1]+2 [CON]+3 [magic])
Ref +8 (+2 [wizard 8]+0 [oracle 1]+1 [signifier 1]+2 [DEX]+3 [magic])
Will +13 (+6 [wizard 8]+2 [oracle 1]+1 [signifier 1]+1 [WIS]+3 [magic])
+2 comp vs spells/abilities reliant on visual effects when wearing helm
/SPOILER]

SPOILER=OFFENSE]
Base Atk +5 (+4 [wizard 8]+0 [oracle 1]+1 [signifier 1])
CMB +5 (+5 [BAB]+0 [STR])
CMD 18 (10 [base]+5 [BAB]+0 [STR]+2 [DEX]+1 [deflection])

Melee
+2 halberd +7 (1d10+2, x3)
melee touch +5

Ranged
light crossbow +7 (1d8+0, 19-20)
ranged touch +7
/SPOILER]

SPOILER=FEATS, SKILLS, ABILITIES, LANGUAGES]
Ability Scores: Str 9 (11), Dex 14, Con 14, Int 18 (22), Wis 12, Cha 16

Feats: Scribe Scroll [Bonus, Wizard 1st], Spell Focus (Enchantment) [Bonus, Human], Skill Focus (Spellcraft) [1st], Arcane Armor Training [3rd], Extend Spell [Bonus, Wizard 5th], Warrior Priest [5th], Spell Penetration [7th], Heighten Spell [9th], Greater Spell Focus (Enchantment) [11th]

Skill points: 4 [oracle]+16 [wizard]+4 [signifier]+44 [INT]+11 [racial]+8 [favored]
Class skills: Acrobatics, Appraise, Climb, Craft, Diplomacy, Fly, Heal, Intimidate, Knowledge (any), Linguistics, Perform, Profession, Sense Motive, Spellcraft.

Acrobatics -1 = +0 [rank]+2 [DEX]+0 [class]-3 [ACP - weight]
Appraise +11 = +2 [rank]+6 [INT]+3 [class]
Bluff +7 = +4 [rank]+3 [CHA]
Climb -1 = +0 [rank]+0 [STR]+0 [class]-3 [ACP - weight]
Craft +6 = +0 [rank]+6 [INT]+0 [class]
Diplomacy +20 = +4 [rank]+3 [CHA]+3 [class]+3 [curse]+7 [headband]
Fly +13 = +6 [rank]+2 [DEX]+3 [class]-3 [ACP - weight] +5 [half caster level, fly spell]
Heal +1 = +0 [rank]+1 [WIS]+0 [class]
Intimidate +20 = +4 [rank]+3 [CHA]+3 [class]+3 [curse]+7 [headband]
Knowledge (Arcana) +19 = +10[rank]+6 [INT]+3 [class]
Knowledge (Dungeoneering) +13 = +4 [rank]+6 [INT]+3 [class]
Knowledge (Engineering) +12 = +3 [rank]+6 [INT]+3 [class]
Knowledge (Geography) +14 = +5 [rank]+6 [INT]+3 [class]
Knowledge (History) +10 = +1 [rank]+6 [INT]+3 [class]
Knowledge (Local) +10 = +1 [rank]+6 [INT]+3 [class]
Knowledge (Nature) +11 = +2 [rank]+6 [INT]+3 [class]
Knowledge (Nobility) +10 = +1 [rank]+6 [INT]+3 [class]
Knowledge (Planes) +15 = +6 [rank]+6 [INT]+3 [class]
Knowledge (Religion) +14 = +5 [rank]+6 [INT]+3 [class]
Linquistics +17 = +8 [rank]+6 [INT]+3 [class]
Perception +5 = +4 [rank]+1 [WIS]
Perform +3 = +0 [rank]+3 [CHA]+0 [class]
Profession +1 = +0 [rank]+1 [WIS]+0 [class]
Sense Motive +16 = +7 [rank]+1 [WIS]+3 [class]+3 [curse]+2 [competence - mask]
Spellcraft +25 = +10 [rank]+6 [INT]+3 [class]+6 [feat]

SQ: Favored Class (Wizard - +8 skill points), Bonus Feat, Skilled, Oracle's curse (Legalistic, Mystery (Flame), Revelation (Burning Magic), Cure spells, Orisons, Arcane bond (Signifier Mask), Arcane school (Enchantment/Controller), Opposition schools (Conjuration, Illusion), Cantrips, Scribe Scroll bonus feat, Force of Will, Dazing Touch, Aura of Law (TL), Order of the Nail, Martial Weapon Proficiency (Halberd), Signifier Mask, Irrestible Demand, Arcane Armor Mastery

Languages Common, Shoanti, Abyssal, Aquan, Auran, Celestial, Draconic, Dwarven, Elven, Giant, Ignan, Infernal, Terran, Undercommon, Varisian
/SPOILER]

SPOILER=GEAR]
Combat Gear Scrolls (Shield of Faith, Shield of Faith, Cure Light Wounds, Cure Light Wounds); Wand of Enervation (18 chgs); Wand of Cure Light Wounds (50)
Other Gear MW Halberd, +2 Halberd, Light Crossbow, +1 Mithral Breastplate (+7 AC, Max Dex +5, ACP -1, ASF 15%), Headband of Vast Intelligence +4 (Diplomacy, Intimidate), Cloak of Resistance +3, Signifier Helm (Bonded, Helm of Telepathy), Belt of Giant Strength +2, Ring of Protection +1, 27 crossbow bolts, Stone Giant spellbook, Ring of Cold Resistance 10, 295 gp, 3 sp, 3 cp
Encumbrance 0.0 + coin
Light Load xx
Medium Load xx - xxx
Heavy Load xxx - xxx
/SPOILER]

SPOILER=SPELLS]
Wizard (Enchantress/Controller) 8 + Signifier 2
Concentration +18 = +10 [CL]+6 [INT]+2 [feat]
Close Range 50' = 25' + 5'/2 levels
Medium Range 200' = 100' + 10'/level
Long Range 800' = 400' + 40'/level

Cantrips, 4/day, base save DC 16
Acid Splash
Arcane Mark
Bleed
Dancing Lights
Daze; DC 17
Detect Magic - prepared
Detect Poison
Disrupt Undead - prepared
Flare
Ghost Sound
Light - prepared
Mage Hand
Mending
Message - prepared
Open/Close
Prestidigitation
Ray of Frost
Read Magic
Resistance
Touch of Fatigue

1st-Level, 4/day + 2 + 1 Ench, base save DC 17
Charm Person; Save DC 19 - prepared 2x
Chill Touch
Color Spray
Expeditious Retreat
Hypnotism; Save DC 19
Mage Armor (opp) - prepared (2 slots)/used
Magic Missile
Ray of Enfeeblement; 1d6 + CL/2 STR damage, Fort save halves - prepared 3x
Shield - prepared 2x, cast 1x
Sleep; Save DC 18

2nd-Level, 4/day + 2 + 1 Ench, base save DC 18
Acid Arrow
Blindness/Deafness
Command Undead - prepared
Create Pit
Darkvision
Eagle's Splendor
False Life
Fire Breath - prepared 2x, one used
Ghoul Touch
Glitterdust
Hideous Laughter; Save DC 20
Knock
Scorching Ray - prepared 2x, one used
Spectral Hand - prepared/used
Touch of Idiocy; touch attack - prepared/used

3rd-Level, 3/day + 1 + 1 Ench, base save DC 19
Fireball - prepared 2x, used one
Fly - prepared/used
Haste
Hold Person; Save DC 21 - prepared
Protection from Energy
Ray of Exhaustion
Suggestion; Save DC 21
Vampiric Touch - prepared

4th-Level, 3/day + 1 + 1 Ench, base save DC 20
Animate Undead
Black Tentacles
Charm Monster; Save DC 22 - prepared
Confusion; Save DC 22 - prepared 2x, used one
Fear
Invisibility (Greater) - prepared, used

5th-Level, 2/day + 1 + 1 Ench, base save DC 21
Feeblemind; Save DC 23 - prepared, used
Hold Monster; Save DC 23 - prepared
Lightning Arc - prepared, used

Oracle of Flame 1
Concentration +6 = +1 [CL]+3 [CHA]+2 [feat]
Close Range 25' = 25' + 5'/2 levels
Medium Range 110' = 100' + 10'/level
Long Range 440' = 400' + 40'/level

Orisons
Create Water

1st-Level, 4/day, 4 used, base save DC 14
Cure Light Wounds
Detect Charm
Sanctuary