ATTRIBUTES STR: 10 DEX: 18 CON: 14 INT: 14 WIS: 8 CHA: 12
BAB: +3 CMB: +2 CMD: 15
Skills: Skills: Acrobatics +11 (+7 to jump), Bluff +8, Climb +6, Disguise +5, Escape Artist +10, Knowledge (arcana) +6, Knowledge (geo) +6, Knowledge (history) +6, Knowledge (nature) +8, Perception +5, Sleight of Hand +10, Spellcraft +9, Stealth +10, Survival +5*, Swim +4, Use Magic Device +8
*+7 on checks to get along in the wild, deal with severe weather, avoid natural hazards such as quicksand, and predict the weather. +9 on checks to avoid becoming lost Feats: Combat Expertise, Weapon Finesse(B), Improved Feint(B), Improved Disarm, Scribe Scroll(B)
Traits: magical knack, militia veteran (survival)
SQ: foresight diviner, barred schools (enchantment, necromancy), explorer alternate racial trait, pyromaniac alternate racial trait, combat trick, thug archetype, frightening, brutal beating
Combat Gear smokestick x4, poltergeist knot x2, elixir of vision, ungent of timelessness, scroll of daze monster (DC 4 check, DC 13), scroll of shield, scroll of summon monster III (DC 6 CL check), scroll of ray of enfeeblement, wand of recharge innate magic (10 charges) Other Gear mwk light mace, mithral buckler, mwk studded leather, bonded masterwork necklace, wayfinder, spell component pouch, travelling spellbook, scroll case, mwk backpack, bedroll, mwk survival kit, fishing kit, cards, twine, signal whistle, small holy text of irori (bēṛī khōlanā, unbinding the fetters), 23gp
Current Load: 26.5lbs
Carrying Capacity: <28.5 light, <57 medium, <86.25 heavy
Spellbook: all 0 level spells sans bleed, daze, disrupt undead and touch of fatigue | 1st | disguise self, feather fall, jump, obscuring mist, protection from evil, shield, shocking grasp, silent image, true strike, vanish, ventriloquism
Poltergeist Knot:
This hopelessly knotted ball of golden twine defies any efforts to untangle it, forming new snarls out of nowhere just when it appears to be nearly unraveled.
On command, the twine unrolls and snakes out through the air toward a target within 50 feet. Unless the target succeeds at a DC 13 Reflex save to avoid the poltergeist knot, at the twine’s touch, the bindings of any containers the target is carrying (packs, pouches, sheaths, quivers, and so on) come undone and all their contents are swept up in a whirlwind, performing a madcap dance around the target’s head.
Anyone can grab an item as it spins by succeeding at a steal combat maneuver (Pathfinder RPG Advanced Player’s Guide 322) against a CMD of 12. In addition, the spinning objects obstruct the target’s sight; other creatures gain concealment against attacks made by the target. The equipment moves with the victim, whirling around her head for 3 rounds before falling to the ground.
A poltergeist knot affects laces and buckles only on exterior containers—bottles in a pouch or a bag of caltrops in a backpack, for example, are swept into the whirlwind but don’t spill their contents. The poltergeist knot works on inanimate objects, but can’t open locks. A creature who isn’t carrying a significant amount of gear may be immune to the poltergeist knot’s effect, at the GM’s discretion. Once used, the knot loses its magic and becomes 50 feet of tangled, mundane twine.