About Simon Demarkus
Spells and Spell-like abilities:
Spell-Like Abilities (CL 9th; concentration +9)
Sorcerer Spell-Like Abilities (CL 9th; concentration +14)
8/day—heavenly fire (1d4 divine energy)
Sorcerer (Tattooed Sorcerer, Wildblooded) Bloodline Empyreal
Spells Known (CL 9th; concentration +14)
Feats and Traits:
Feats Combat Casting, Combat Reflexes, Disruptive, Extend Spell, Heavenly Radiance[ARG], Improved Unarmed Strike, Varisian Tattoo[ISWG], Weapon Finesse, Weapon Focus (sword cane), Weapon Specialization (sword cane)
Traits magical knack, wayang spell hunter
Racial Modifiers +2 Diplomacy, +2 Perception
Disable Device +17
Escape Artist +10
Fly +10, Heal +7
Knowledge (arcana) +6
Knowledge (history) +6
Knowledge (religion) +8
Sense Motive +9
Sleight of Hand +10
Use Magic Device +4
Languages Celestial, Common, Draconic, Dwarven, Elven
cat burglar's boots
elixir of spirit sight
holy weapon balm (6)
+1 agile glamered sword cane
amulet of natural armor +2
belt of incredible dexterity +4
eyes of the eagle
headband of inspired wisdom +4
page of spell knowledge (rope trick)
ring of protection +2
thieves' tools, masterwork
Cat burglar's boots (1/day) - 0/1
Dancing Lights (3/day) - 0/3
Daylight (1/day) - 0/1
Elixir of spirit sight - 0/1
Heavenly Fire (1d4 divine energy, 8/day) (Sp) - 0/8
Heavenly Radiance (Sunbeam, 1/day) - 0/1
Holy weapon balm (10 uses) - 0/10
SQ bloodline tattoos, devoted guardian, familiar tattoo, hero points
Bloodline Tattoos (Ex) Bloodline spells are cast at +1 caster level.
Cat burglar's boots (1/day) Has pocket to hold thief tools. Reroll a failed Acrobatics/Climb/Stealth check.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Combat Reflexes (7 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 vision only).
Devoted Guardian +0 (Ex) At 1st level, a sohei can always act in a surprise round even if he does not notice his enemies, though he remains flat-footed until he acts. In addition, a sohei gains a bonus on initiative rolls equal to 1/2 his monk level. At 20th level, a sohei's
Disruptive +4 DC to cast defensively for those you threaten.
Elixir of spirit sight This elixir seems to be made of thick vapor rather than liquid, and constantly emits soft whispers when uncorked. For 1 minute, the drinker gains the ability to see invisibility (as the spell), and his weapons and armor are treated as if they had the ghost touch special ability.
Associated Bloodline: Celestial.
Bloodline Arcana: Unlike most sorcerers whose innate magic is powered by force of personality, you use pure willpower to m
Female raven (Pathfinder Player Companion: Animal Archive; Pathfinder RPG Bestiary 133)
N Tiny magical beast (animal)
Init +2; Senses low-light vision; Perception +16
AC 15, touch 14, flat-footed 13 (+2 dexterity, +1 natural, +2 size)
hp 32 (1d8-1)
Fort +5, Ref +6, Will +8
Speed 10 ft., fly 40 ft. (average)
Melee unarmed strike +11/+6 (1-4 nonlethal) or
bite +11 (1d3-4)
Space 2 ft.; Reach 0 ft.
Str 2, Dex 15, Con 8, Int 6, Wis 15, Cha 7
Base Atk +7; CMB +7; CMD 13
Feats Skill Focus (Perception), Weapon Finesse[B]
Skills Acrobatics +6, Appraise -1, Diplomacy -1, Disable Device +8, Escape Artist +3, Fly +10, Linguistics -1, Perception +16, Ride +3, Sense Motive +3, Sleight of Hand +3, Spellcraft -1, Stealth +22, Survival +3, Swim +6, Use Magic Device -1
SQ improved evasion
Flight (40 feet, Average) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
My name is Simon. I’m a killer for hire. I don’t really care who the target is if the price is right, but mages are my specialty. You’d be amazed what people will shell out for a dead mage. Most people think it’s hard, but not as much as you might think. Most of them are arrogant prats who think they’re above the rest of us. Hubris is far more their killer than I. I’m just the one who brings it to their attention. For a moment anyway, just before they go to the Boneyard.
See, the trick is to get close and keep them from getting a spell off in your face. When you look like I do and are as seemingly unarmed as I am that first part is easier than you think. Thanks to my bastard parentage I look goodly and nice. People will take a lot on face value. “You look angelic, so you must be nice.“ Trusting idiots, but it makes my job easier so who am I to complain?
I don’t know who my parents are, but whoever they are doesn’t matter. I was left on the doorstep of a monastery in the Minata islands. The monks raised me and taught me to fight. When I was old enough to ask questions the sensei told me I had blood of angels in me. Well, that’s nice and all, but it’ll only take you so far. I guess I enjoyed it while I was there, but once I got old enough to start understanding how the world really worked I had to go. Plus my magic started manifesting and there may have been an incident with an incinerated initiate. I decided it’d be better for me to leave in the middle of the night. Of course I made the body look like it was me and that the other kid ran off. Wouldn’t want a bunch of monks tailing me my whole life. Anyway, I digress. We were talking about killing mages.
The second part to killing mages is a little trickier, but again not as much as you’d think. Once you get in close and they decide they want to cast a nasty something-or-other in your face you punch them in the throat. It’s crude, but effective. You can also slice across a hand, box their ears, a sharp punch to the gut, break their nose, or that sort of thing. The throat punch is my favorite though. They never see it coming and the look on their face is priceless as their magic fizzles. Then you run them through with your blade a few times and that’s that. Search through their belongings, because mages carry some seriously good s**t on them, and go collect your money.
That brings us to how I ended up in this Gorum’s a**hole of a prison. Well, the details aren’t that important. Lets just say one of the downsides of killing mages is that sometimes they organize. Killing a cabal is much harder than killing one at a time when they’re not expecting it. Long story-short I killed the kin of one of this cabal and they came after me in a big way. The fight ended up leveling part of this city and a bunch of people died. Of course those Jacka**es blamed the whole thing on me. It wasn’t my fireballs that blew up the orphanage, but whatever. They convinced the magistrate that I tricked them into doing it, which is technically true, but I wasn’t the one who threw the fireball. That was actually kinda funny. I got the one mage to fireball his buddy on accident. The fact that it was an orphanage and caught fire was just a bonus. Anyway, as I was saying, they blamed the whole thing on me and called it “crimes against humanity” or some such. I’m not even really human so that shouldn’t even apply. Pansies. They were just afraid that if I were killed I’d get myself resurrected and come after them. So they stuck me in this cesspool instead. Charming, right? So here I am. Sitting in this cell talking to you. You’re not great company, but a man’s gotta keep himself busy somehow.