About Sekter Rayne
Sekter was born and raised in the Fangwood Forest, on an isolated village of elves over the top of the trees. His upbringing was mostly happy and usual for his race, and for decades the elves prospered and guarded the fauna and flora in the name of Calistria. He was still a child for elven standards, however, when the village and surrounding were attacked by Fey. The creatures brought with them the terrible Darkblight, and it didn't take long for entire families to perish.
Sekter was the sole survivor of his family and lost most of his friends. With his path illuminated by a guiding wasp - that used the power of all elements to protect him - the young Elf went even deeper in the forests and barely escaped with his life, ending with a terrible scar on his left arm. The entire ordeal was absurdly traumatic, as expected, and on his effort to flee with the last artifacts of his family, the last of the Raynes saw himself inundated in arcane power and somewhat cursed: from that day on, every time he'd see himself in a conflict, the voice of the Calistrian light would overtake his brain and he'd only be able to speak Celestial until he'd see himself safe again.
While most of the few artifacts he saved had only sentimental value, a handful of the spellbooks from his father and uncles ended up being quite useful. They became the first books the young wizard ever read, and as he matured such books turned him into an accomplished elf wizard. While the lack of proper training on his childhood made him more of a exploiter than a proper scholar, he was still quite talented and able to travel on his own.
When finally Sekter's path crossed with the Ironfang Legion, all he saw was destruction. While he didn't face the armies themselves, the blight of their cursed way was noticeable. Feeling the obligation of doing something - guided by the vindictive ways of the Unquenchable Fire goddess, he started following the army from some distance, taking out scouts and saving the innocent as he could. Finally, after weeks on such path, he identified a small encampment of people who fled the town of Phaendar - and imagined if he could join them on their righteous fight.
Appearance and Behavior:
Sekter is an young adult, for elven standards, with 112 years of age. He's not too tall and is fairly skinny and nimble. His hair is blond but so light that it looks almost white. He has small silver eyes, constantly moving with curiosity, and uses elvish styled scholar clothes. Despite being clearly a wizard, he carries a small buckler and a longsword tied to his belt.
He's shy and socially awkward. The events of his childhood were absolutely traumatic and he nurtures a true hatred towards fey. The Calistrian teachings made him somewhat vindictive and with very little care for the laws of men; yet, he'd still try himself to fit, avoiding conflict if possible. He's loyal to his companions and his heart beats more toward good, for times seeing himself hunting and fighting evil, especially against the innocent.
Male elf wizard (exploiter wizard, pact wizard (hhh)) 2/oracle* (Pathfinder Player Companion: Haunted Heroes Handbook 20, Pathfinder RPG Advanced Class Guide 133)
CN Medium humanoid (elf)
Init +7; Senses darkvision 60 ft., low-light vision; Perception +7
AC 14, touch 13, flat-footed 11 (+3 Dex, +1 shield)
hp 14 (2d6+4)
Fort +1, Ref +3, Will +3; +2 vs. enchantments, +2 trait bonus vs. Poison
Speed 30 ft.
Melee dagger +1 (1d4/19-20) or
. . dagger +1 (1d4/19-20) or
. . mwk longsword +2 (1d8/19-20) or
. . unarmed strike +1 (1d3 nonlethal)
Special Attacks arcane reservoir (1/5)
Wizard (Exploiter Wizard, Pact Wizard (HHH)) Spells Prepared (CL 2nd; concentration +6)
. . 1st—mage armor, magic missile, shield
. . 0 (at will)—detect magic, disrupt undead, jolt[UM], ray of frost
. . Patron Elements
Str 11, Dex 16, Con 12, Int 19, Wis 10, Cha 7
Base Atk +1; CMB +1; CMD 14
Feats Alertness, Wasp Familiar
Traits blight-burned, pragmatic activator
Skills Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +9, Perception +7, Sense Motive +2, Spellcraft +9 (+11 to identify magic item properties), Use Magic Device +6; Racial Modifiers +2 Spellcraft to identify magic item properties
Languages Celestial, Common, Draconic, Elven, Giant, Goblin, Orc, Sylvan, Undercommon
SQ arcane focus[ARG], effortless magic, elven magic, mystery (battle), oracle's curse (tongues [celestial]), patron (elements[APG]), patron spells
Other Gear mwk buckler, dagger, dagger, mwk longsword, bedroll, belt pouch, flint and steel, ink, inkpen, masterwork backpack[APG], mess kit[UE], pot, soap, spell component pouch, trail rations (5), waterskin, weapon cord[APG], wrist sheath, spring loaded, wrist sheath, spring loaded, 7 gp
Arcane Focus +2 to concentration checks to cast arcane spells defensively.
Arcane Reservoir +1 DC or CL (5/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.
Darkvision (60 feet) You can see in the dark (black and white only).
Effortless Magic (Ex) Can prepare all daily spells in 15 min, min prep time is 1 min.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Patron Spells Can expend a memorized spell to spontaneously cast patron spell of equal or lower level.
Quick Study (Ex) Use 1 reservoir as a full rd action, consult spellbook to switch out mem spell (provokes AoO).
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Tongues (Celestial) You can only understand and speak one language in combat.
Zangon the Wasp:
Zangon CR –
Wasp familiar (protector)
CN Tiny magical beast (vermin)
Init +3; Senses darkvision 60 ft.; Perception +9
AC 20, touch 16, flat-footed 16 (+3 Dex, +1 dodge, +4 natural, +2 size)
hp 7 (1d8)
Fort +2, Ref +3, Will +3
Immune mind-affecting effects
Speed 10 ft., fly 40 ft. (average)
Melee unarmed strike +6 (1 nonlethal) or
. . sting +6 (1d2-4 plus poison)
Space 2½ ft.; Reach 0 ft.
Special Attacks poison
Str 3, Dex 16, Con 10, Int 7, Wis 10, Cha 2
Base Atk +1; CMB +2; CMD 9 (21 vs. trip)
Feats Bodyguard[APG], Combat Reflexes, Dodge, Weapon Finesse
[b]Tricks Attack, Attack, Attack Any Target, Cinderbrave, Defend, Down, Guard, Guarding
Skills Acrobatics +7 (-1 to jump), Fly +7, Knowledge (arcana) -1, Knowledge (dungeoneering) -1, Knowledge (geography) -1, Knowledge (history) -1, Knowledge (local) -1, Knowledge (nature) -1, Knowledge (planes) -1, Knowledge (religion) -1, Linguistics +0, Perception +9, Spellcraft +0, Stealth +15, Use Magic Device -2; Racial Modifiers +4 Perception, +4 Stealth
SQ attack any target, cinderbrave, empathic link, guarding, loyal bodyguard
Attack Any Target [Trick] The animal will attack any creature on command.
Bodyguard Use an AoO to use aid another to improve an ally's AC.
Cinderbrave [Trick] The animal will carry or follow its master into an area enshrouded with flames, even if placed at risk.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Empathic Link (Su) You have an empathic link with your master.
Fly (40 feet, Average) You can fly!
Guarding [Trick] The animal has been trained for guard duty.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Loyal Bodyguard (Ex) Can use Bodyguard to protect master, even if not threatening attacker.
Poison: Sting - Injury (DC 10) (Ex) Sting—Injury; save Fort DC 10; freq 1/rd for 6 rds; effect sicken for 1 rd; cure 1 save.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
0 Acid Splash
0 Arcane Mark
0 Dancing Lights
0 Detect Magic
0 Detect Poison
0 Disrupt Undead
0 Ghost Sound
0 Mage Hand
0 Ray of Frost
0 Read Magic
0 Touch of Fatigue
1 Liberating Command
1 Mage Armor
1 Magic Missile
1 Protection from Evil
1 Shocking Grasp
2 Mirror Image
2 Summon Monster II
Spellbook (Purchased Spells):
0 Chameleon Scales
1 Arcane Pocket
1 Bed of Iron
1 Blood Money
1 Burning Hands
1 Celestial Healing
1 Charm Person
1 Chill Touch
1 Color Spray
1 Crafter's Fortune
1 Ear-Piercing Scream
1 Ears of the City
1 Endure Elements
1 Enlarge Person
1 Floating Disk
1 Gravity Bow
1 Hydraulic Push
1 Keep Watch
1 Kreighton's Perusal
1 Moment of Greatness
1 Reduce Person
1 Shield Speech
1 Summon Monster I
1 Touch of Gracelessness
1 Touch of the Sea
1 Windy Escape
2 Create Pit
2 Mount, Communal
2 Web Shelter