Baron Galdur Vendikon

Sidius Consano's page

141 posts. Alias of Tilnar.

Full Name

Sidius Consano


Human (Chelish) Witch 5 - Codename: Brakisi


(Acro +2; Bluf +8; Diplo +6; Fly: +6; Heal +8; Kn(Arcana) +11; Kn(Hist/Planes) +10; Kn(Nature): +9; Lore(Silver Ravens) +10; Prof(Herbal) +11; SenseMot +1[+3]; Splcrft +13; Stealth +11; UMD +9)


(HP: 37/37; AC: 13[17]/12/11[15]; Perception: +9[+11] (Low-light); Init: +6; Fort: +3; Ref: +3 Will: +4; CMD: 14; CMB: +2; Speed: 30')

About Sidius Consano

Sidius Consano
Male Human (Chelaxian) witch (herb/hedge) 5
CG Medium Humanoid (Human)
Init: +6, Senses: Low-light Vision, Perception +9 [+11 when near familiar]
Languages: Celestial, Common, Giant, Infernal.
Deity: Milani
Age: 20 Birthday: 21 Neth
Sidius is not a large man, standing a whole hand below six feet tall and weighing no more than eleven stone, with a wiry, compact frame. His jet-black hair is cropped short in an almost military style. He wears a short beard, equally trimmed, which emphasizes his strong jaw and high cheekbones, and he wears clothes which were clearly once finery, but have since seen better days, as if he were a courtier who's fallen on ill luck of late. Overall, his appearance is unimpressive, almost forgettable, save for his eyes, which are a deep amber.. the same colour as the tiny dinosaur perched on his shoulders.


Sidius was born on the wrong side of the sheets in Westcrown, his mother, Tarana, was a comely bard and his father, Lucian, was a lesser member of House Thrune, eleventh-cousin thrice-removed of the Empress... or some such thing. Tarana was a commoner, some 10 years older than his father -- and when she approached to tell Lucian that she was pregnant, rather than being given coin, she was taken in.... then cast out when the baby was born and its parentage could be confirmed....

Sidius was not allowed to stay in Westcrown, of course, where he could potentially be the cause of scandal or embarrassment for Lucian - his father was driven, ambitious, and would improve his station by magic or marriage or both... But, the boy looked like he might be useful - his amber eyes marked him as special, possibly a manifestation of the infernal blood of his ancestry - and even without that, he could always be spent as a pawn for a future political marriage or something similar. And so, the decision was made to ship him off to Kintargo, to live with his great-great-aunt, Duruna.

Of course, this wasn't the tale of his birth that Sidius was told. No, instead, he was raised believing that Tarana was a commoner who bedded his father for the coin. His mother, he was told, was seeking to better her station by bearing a son... But, of course, the House was far too clever for such a simple, common ruse. And, of course, he heard constantly how the House was generous, spending its resources to educate, home and feed him, purely out of loyalty... and not at all because of the magic they thought he might possess.

Unfortunately for Sidius, Duruna was well into her fifties when the boy arrived, and the dowager wanted little to do with getting her hands dirty -- and so most of the actual minding of the child, the comforting, the cleaning, the storytelling, the nurturing, fell to the house slaves, especially Alba, a matronly halfling gardener who had just recently managed to have her children smuggled out of Cheliax and to freedom via the Bellflower network. Alba and Siduis each filled an important hole in the other's heart.

Despite access to tutors and extremely sharp mind, Sidius could not seem to learn to harness the potential for magic everyone saw in him. This seemed to annoy his tutors and infuriate his aunt, making her even less patient with him... leading to a cycle where she would hire new tutors who were harsher and more vile than the last. The only real joy in his childhood was his time spent with Alba in the gardens, learning about plants and herbs - away from the constant, drilling pressure to succeed. Still, despite how much he was growing to hate it, Sidius was a dutiful student -- if only to ensure that he could keep training here and not be shipped off to learn from the Hellknights as Duruna kept threatening.

In the meantime, however, Tarana, did not stop trying to locate her son, despite having had the child physically taken from her and being all-but exiled from Westcrown. Fortunately, as a bard, she had little trouble traveling freely about Cheliax, looking for slivers of information and making contacts that could help her... of course, as one might expect in Cheliax, contacts willing to trace the steps of House Thrune, even its offshoots, were usually tied to some sort of resistance. All in all, it took her more than a decade, and probably enough coin to buy a title for herself, but she managed to finally get word that he was in Kintargo.

When Sidius was 12, his mother's contacts via the Bellflower network were finally able to have one of the house slaves deliver a letter to him. Thinking there was little to be gained in looking at the "words of a whore", the boy destroyed the note -- as should a strong and proud scion of his house, rather than allowing some terrible liar to work her way in and extract coin, or other favours. Still, despite his anger and the righteousness of his actions, he never told his great-aunt, if only to make sure that Alba wouldn't get in trouble.... And a few weeks later, the initial anger began to fade, displaced by a curiosity.... And so, when his mother reached out again a year later, Sidius responded, if only to see what lies the woman who birthed him might have. Tarana, receiving the boy's response, decided it was time to take a truly large risk. With some careful, well-placed bribes, and some well-applied make-up, she visited her son, coming in as a tutor.

At first, she said nothing of who she was to her son, disguising the true reason for her visit. Instead, she watched him, feeling a stirring pride at his quick mind and the way he could tear through complex problems and recite things from rote memory. Sidius, in fact, rolled his eyes at this new tutor's testing, finding it simplistic -- but she caught his attention when instead of magical theory or tactics, she began to teach him philosophy -- not as something to be memorized, but as a puzzle -- working through logic and premises to examine the actual, core truths, the ideals, of the world. This new way of thinking... and these avenues of thoughts to be explored... were exciting -- exciting enough that Sidius tried to engage in such a conversation with his aunt over dinner. She halted the conversation quickly, demanding to know where he'd learned these things -- and burning several of his favourite books and scrolls in response. Sidius was in a rage when the new tutor returned, ready to call the guards and have her beaten and exiled for leading him away from "proper" thought and corrupting him. He demanded to know who this tutor thought she was to be leading a scion of the House onto a path of corruption... and was shocked into silence when she answered by telling him who she was... at least, long enough for his mother to tell him the truth of his origins. How she'd wanted to keep him, but was threatened -- and that nobody ever refuses a scion of House Thrune (which, incidentally, also how he came to exist in the first place, even if she never told him that particular detail). There was something about her story, maybe how her voice broke when she spoke of trying to find him for years -- or maybe the realization that she'd done so much -- given so much -- to find him -- more than she could ever hope to get back from the family's vaults -- that made him believe her. Still, Sidius had already told his aunt that it was a tutor who had taught him this way of thinking, and so, they were all being fired (or worse), which meant he wouldn't be able to see his mother again -- though they agreed to pass letters... and Tarana would return to Kintargo once or twice each year, hoping to steal an hour with him on a visit to the market, or other such errand.

He found himself excited to get his mother's letters - in fact, they were what allowed him to endure the studies and lessons that were simply not going well. His mother gave him a window into the world outside his great-aunt's estate, of the real world, where people were actually trying to live under the supposed glory of Cheliax. There was something solid to those stories, something that resonated in the tales of heroism, in the tales of tragedy in loss. He learned more from those missives than he'd ever gotten by memorizing the history of the Ascendancy. He found himself looking for more of such stories, lagging in town after some of his lessons, spending his own coin to hear bards and buy tales of commoners. He especially sought the stories of the Silver Ravens, the Bellflowers, of anyone who would stand up for themselves against the Hellknights, the Infernal Majestrix and her servants.

When he was 16, however, Alba was caught trying to smuggle a halfling family out of the city by the Hellknights. Sidius begged his aunt to take action and intervene, citing the loyalty that she'd always spoke of, but Durana did nothing to help. In fact, she made it clear that she thought that Sidius would be better off without her, that his studies would no doubt improve and his magic would unlock when he was no longer wasting his time playing in the garden... and, to drive the point hioe, she brought Sidius to watch Alba's execution. As the heavy blade fell, something changed in Sidius - it was as if he heard a voice that answered when he screamed in rage and anguish. The voice kept him company on the way back to the estate, leading him back into the gardens... and it was there that he found a small lizard-like creature - one he thought was a salamander, at first... One that promised to teach him magic, real magic - the kind that could undo the damage that the Hellknights, or people like his aunt, inflicted on people like Alba. He agreed, placing the small creature into his pouch.

Having magic, purpose, and not being able to face his aunt, Sidius entered the manor for the last time, collecting his mother's letters and a handful of coins he'd hidden away.. as well as a few pouches filled with Alba's herbs. He'd live amongst the people, at least until the next time that Tarana could return to town -- and, in the meantime, he could seek out more stories and study his new powers.

He'd been living in a flophouse commonroom for about a year, his coin almost depleted, when he met a beautiful half-elven girl named Rossalyn who seemed as interested in stories of Bellflowers and the like as he was... and, for that matter, in long, late-night discussions of philosophy. The two began to spend more and more time together, becoming almost inseparable, right up until the day she kissed him (telling him that she was getting sick of waiting). Sidius was completely smitten... especially the first time he found the simple wooden rose she wore under her shirt, realizing that she was an acolyte of Milani. Honoured by her secret, and in love, he told her his -- using his own magic and introducing her to Caduceus. They made a number of plans that night, lying together under the stars, wrapped up in each other -- how they would increase their abilities and work together, arcane and divine magic in service of the Everbloom, and of the people.

They did what they could to turn their dreams into reality over the next two years, Sidius taking up worship of Milani, even as he learned to fully control his powers, Caduceus now the size of a housecat, riding on his shoulders -- and Rossalyn became a full cleric. Their dreams seemed to be even more real, and attainable, when word of the Glorious Reclamation reached Kintargo... at least, until the new Lord-Mayor was installed and imposed martial law on the city, crushing it underfoot... and Rossalyn went missing -- probably taken in one of the Dottari's sweeps... leaving Sidius looking for other allies and like-minded folk who can help him find out what happened to her, and, if need be, avenge her -- and bring her dream of a free Kintargo -- and a free Cheliax -- to fruition.

AC 13 [17], Touch 12, Flat-footed 11 [15], CMD 14
(+1 shield, +2 dex, [+4 armour])
HP 37/37 (5HD - 8, 6, 6, 6, 6, +5FC)
Fort: +3, Ref: +3, Will: +4
Speed: 30 ft. (6 Squares)


  • Hanbo +2 1d6 [Bludgeoning]
  • Dagger +2 1d4 (19-20/x2) [Slashing/Piercing]


  • Masterwork Light Crossbow +5 1d8(19-20/x2), 80' increment
  • Dagger (thrown) +4 1d4 (19-20/x2), 10' increment

    Base Atk: +2, CMB: +2
    Str 10, Dex 14, Con 14, Int 18 [20], Wis 10, Cha 13
    TRAITS (4 - Additional Traits Feat)
    Blood of Dragons (Race)
    Long ago, your ancestors' blood mixed with that of dragons. Gain low-light vision.

    Focused Mind (Magic)
    Your childhood was either dominated by lessons of some sort (be they musical or academic) or by a horrible home life that encouraged your ability to block out distractions to focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.

    Historian of the Rebellion (Campaign)
    You've long been interested in the legacy of the Silver Ravens-a group of freedom fighters that rose to prominence in Kintargo during the Chelish Civil War. There's frustratingly little information today about the group, and you suspect that most of what was recorded about the Silver Ravens has long since been redacted or destroyed by government agents, but you've managed to pick up a tidbit here and there. Most of your knowledge isn't so much about the Silver Ravens specifically, but more about general histories of rebel groups and freedom fighters who have fought against oppressive governments throughout history, both in Cheliax and beyond. Your familiarity with rebel groups allows you to grant a +2 bonus on an Organization check of your choice once the party reestablishes the Silver Ravens during the first adventure. You can change which check you assign this bonus to once at the start of the rebellion's Upkeep phase. Your time preparing for joining the Silver Ravens has also honed your skill at remaining unseen. You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you.

    Seeker (Social)
    You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

    Armour Proficiencies: None.
    Weapon Proficiencies: Simple.

    Standard Feats: Additional Traits (Human Bonus), Extra Hex (1), Extra Hex (3), Extra Hex (5).
    Bonus Feats: Brew Potion (Cauldron Hex)
    Rebellion Feat: Deceitful (Guardian)
    SKILLS 2+int+skilled [8] + Headband (Diplomacy) [Bonus: +1 -> Fly]
    Trained are marked with *, italics for class skills.

    Adventuring Skills
    Skill Name [Total] = Rank + Stat + Misc (Description)
    Acrobatics [+2] = 0.0 + 2 + 0
    Bluff* [+8] = 5.0 + 1 + 0 +2 (Deceitful)
    Climb [+0] = 0.0 + 0 + 0
    Diplomacy* [+6] = [5.0] + 1 + 0
    Disguise [+3] = 0.0 + 1 + 0 +2 (Deceitful)
    Escape Artist [+2] = 0.0 + 2 + 0
    Fly* [+6] = 1.0 + 2 + 3
    Heal* [+8] = 5.0 + 0 + 3
    Intimidate [+1] = 0.0 + 1 + 0
    Knowledge (Untrained) [+5] = 0.0 + 5 + 0
    Knowledge (Arcana)* [+11] = 3.0 + 5 + 3
    Knowledge (Nature)* [+9] = 1.0 + 5 + 3
    Knowledge (Planes)* [+10] = 2.0 + 5 + 3
    Perception* [+9|+11] = 5.0 + 0 + 3 + 1 trait [+2 alertness due to familiar]
    Ride [+2] = 0.0 + 2 + 0
    Sense Motive [+1|+3] = 1.0 + 0 + 0 [+2 alertness due to familiar]
    Spellcraft* [+13] = 5.0 + 5 + 3
    Stealth* [+11] = 5.0 + 2 + 3 +1 trait
    Use Magic Device* [+9] = 5.0 + 1 + 3

    Background Skills
    Skill Name [Total] = Rank + Stat + Misc (Description)
    Artistry (Philosophy)* [+9] = 1.0 + 5 + 3
    Handle Animal [+1] = 0.0 + 1 + 0
    Profession (Herbalism)* [+11] = 5.0 + 0 + 3 + 2 (herb lore)
    Knowledge (History)* [+10] = 2.0 + 5 + 3
    Lore (Silver Ravens, past)* [+10] = 2.0 + 5 + 3
    Perform (Untrained) [+1] = 0.0 + 1 + 0

    SPELLS (Witch, CL 5) -- Arcane Failure: 5% [0%]

    Spells Known:

    3rd Level: dispel magic, stinking cloud.
    2nd Level: alter self, blindness/deafness, delay posion, false life, glitterdust, ice slick, ironskin, molten orb, pincecone bomb, restoration (lesser), see invisibility, status, stone discus, summon monster ii, touch of idiocy, vomit swarm, web
    1st Level: air bubble, burning sands, charm person, cloak of secrets, comprehend languages, detect secret doors, ear-piercing scream, enlarge person, false face, identify, mage armour, obscuring mist, ray of enfeeblement, reduce person, remove fear, remove sickness, snowball, summon monster i.
    Cantrips:arcane mark, bleed, dancing lights, daze, detect fielding presence, detect magic, detect poison, guidance, light, mending, message, putrefy food and drink, read magic, resistance, spark, stabilize, touch of fatigue.

    Prepared Spells (Concentration: +12) [4 -- 5(3+2)/3(2+1)/2(1+1)/0/0/0/0/0/0]

    Cantrips: (DC 15) Detect Magic, Guidance, Light, Message.
    Level 1: (DC 16) False Face, Mage Armour, Ray of Enfeeblement, Snowball, Summon Monster I. + Pearl of Power
    Level 2: (DC 17) False Life, Glitterdust, Summon Monster II.
    Level 3: (DC 18) Dispel Magic, Stinking Cloud.

    Bonus Feat Humans select one extra feat at 1st level.

    Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

    Low-Light Vision (Blood of Dragons) You see twice as far as a normal human in areas of dim light.
    Deliver Touch Spells (Su)
    Your familiar can deliver touch spells or hexes for you. If you and your familiar are in contact at the time you cast the touch spell, you can designate your familiar as the "toucher". Your familiar can then deliver the touch spell just as you would. As usual, if you cast another spell before the touch is delivered, the touch spell dissipates. If you activate a hex, your familiar can be used to make the touch. You do not have to be in contact with your familiar to use this ability.

    Herb Lore (Ex) (Remedies: ooooo ooo)
    Herb witches are masters of herbalism, and they can use what they gather from garden or grove to duplicate many of the effects of alchemy. An herb witch can attempt Profession (herbalist) checks in place of Craft (alchemy) checks, and she gains a +2 bonus on Profession (herbalist) checks. Herb witches are adept at brewing thick herbal cure-alls called remedies. An herb witch prepares these remedies while communing with her familiar, during which she can prepare 8 remedies. A remedy becomes inert if it leaves the herb witch's possession, reactivating as soon as it returns to her keeping. A witch can never have more than 8 remedies. As a standard action, the herb witch can administer a remedy to herself or a creature within reach which consumes the remedy. The herb witch attempts a Profession (herbalist) check against the save DC of any one disease or poison currently afflicting the consumer. If she is successful, the affliction is suppressed for 1 minute. If the disease or poison doesn't allow saving throws, the remedy is ineffective. An herb witch can also use a remedy to attempt to remove the blinded, deafened, fatigued, nauseated, sickened, and staggered conditions. This requires a Profession (herbalist) check with a DC equal to the spell or effect that caused the condition, or a DC 25 check if the condition was caused by an effect that doesn't allow a saving throw. If the herb witch succeeds, the condition is removed unless the condition is permanent. Only a single condition, disease, or poison can be removed with each application of a remedy, and a creature can only benefit from one herbal remedy each day, whether or not the herb witch succeeds at her skill check.

    Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table 2-10. A witch cannot select an individual hex more than once. Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch's level + the witch's Intelligence modifier. Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is 17.
    - Cauldron (Ex) The witch receives Brew Potion as a bonus feat and a +4 insight bonus on Craft (alchemy) skill checks.
    - Slumber (Su) If the creature fails a will save, it falls into a deep, magical sleep for 5 rounds. This hex can affect a creature of any HD.
    - Evil Eye (Su) The witch can cause doubt in the mind of a foe within 30 feet that you can see. The target takes a -2 penalty on one of the following (witch's choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for 8 rounds. A Will save reduces this to just 1 round. This is a mind-affecting effect.
    - Healing (Su) A witch can soothe the wounds of those she touches. This acts as a cure moderate wounds spell, using the witch's caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours.

    Spontaneous Healing (Su)
    You can channel stored spell energy into healing spells that you did not prepare ahead of time. You can 'lose' any prepared spell that is not an orison in order to cast any cure spell of the same spell level or lower, even if you don't know that cure spell.

    Witch's Familiar (Caduceus the Compsognathus, see spoiler below)
    You form a close bond with a familiar, a creature that teaches you magic and helps to guide you along your path. Your familiar also aids you by granting you skill bonuses, additional spells, and help with some types of magic. These special abilities apply only when you and your familiar are within 1 mile of each other. The familiar stores all the spells that you know.

    Witch Patron (Healing)
    At 1st level, when a witch gains her familiar, she must also select a patron. This patron is a vague and mysterious force, granting the witch power for reasons that she might not entirely understand.

    headband of vast intelligence +2 {Diplomacy}; traveler's outfit; Spell Component Pouch; crossbow bolts (10) (x2); pearl of power (1st); hanbo; dagger; Masterwork Light Crossbow ; darkwood buckler;

    Backpack, Masterwork [ Bedroll; Waterskin; Spell Component Pouch; Trail Ration (x2); Mess Kit; ];

    Belt Pouch [ Flint and Steel; Chalk (x5); ];

    Belt Pouch [ Potion of Shield of Faith (x2); Potion of Invisibility]

    Coinpurse: 11pp, 11gp, 15sp, 15cp. [2 x Jet (10gp)]

    Current load: Light
    Limits: 38 (Light), 76(Medium), 115 (Heavy).


    Male Familiar Compsognathus animal 1
    TN tiny magical beast (augmented animal)
    Init +6; Senses Darkvision (60 ft.), Low-Light Vision, Scent; Perception +7
    Communication Empathic Link
    AC 18, touch 14, flat-footed 16; CMD 11
    hp 18 (1HD)
    Fort +4, Ref +4, Will +4 Defensive Abilities: Improved Evasion
    Speed 40 ft. (8 squares) Swim 20 ft.
    Melee bite +3 (1d3-1) Reach: 0ft
    Base Atk +2; [/b]CMB[/b] +2;
    Special Actions: Deliver Touch Spells, Poison,
    Abilities:[b] Str 8, Dex 15, Con 14, Int 8, Wis 11, Cha 5
    [b]Special Qualities:
    Alertness, Darkvision, Empathic Link, Intelligence Score, Low-Light Vision, Natural Armor Bonus, Scent, Share Spells,
    Feats: Improved Initiative
    Skills: Acrobatics +2, Acrobatics (Jump) +6, Appraise -2, Bluff +4, Climb +2, Craft (Untrained) -2, Diplomacy +2, Disguise -3, Escape Artist +2, Fly +6, Heal +5, Intimidate -3, Knowledge (Arcana) +2; Knowledge (Nature) +0, Knowledge (Planes) +1, Perception +8, Perform (Untrained) -3, Ride +2, Spellcraft +2, Stealth +18, Swim +10, Use Magic Device +3,

    Alertness (Ex) While a familiar is within arm's reach, the master gains the Alertness feat.

    Deliver Touch Spells (Su) If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the "toucher." The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

    Empathic Link (Su) The master has an empathic link with his familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

    Improved Evasion (Ex) When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

    Poison (Ex) Bite - injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save.

    Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility.

    Share Spells (Ex) The witch may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A witch may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

    Speak With Master (Ex): If the master if 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.


    (HP: 37/37; AC: 13[17]/12/11[15]; Perception: +9[+11] (Low-light); Init: +6; Fort: +3; Ref: +3 Will: +4; CMD: 14; CMB: +2; Speed: 30')

    (Acro +2; Bluf +8; Diplo +6; Fly: +6; Heal +8; Kn(Arcana) +11; Kn(Hist/Planes) +10; Kn(Nature): +9; Lore(Silver Ravens) +10; Prof(Herbal) +11; SenseMot +1[+3]; Splcrft +13; Stealth +11; UMD +9)