About Sydney Streegrenet
any time Onora even so much as looks at the Count a scowl forms on her face and he gets the feeling that she has a quiet hatred for the man. Its likely that trying to invoke his name for influence to persuade her would meet with a poor outcome.
Keep watch over Martella’s stooges while we dispatch her Ladyship. They seem useless, but our contract specifies eliminating Lotheed AND anyone she is working with. If they’re particularly noteworthy—say a senator or noble—keep them alive and we’ll interrogate them along with Lotheed. Have Imistos bring any such targets to the Dignified Repository.
—The Fantabulous Killer of the Brotherhood of Silence
Deity: Abadar, Cayden Cailean, Norgorber, or Shelyn (Asmodeus)
Persona Facets: (DC 15+2*new rank to advance)
Spells Prepared: (+1 DC to dispel conj) (conjures +2 rounds duration)
2.1 Summon Monster II
B - Bonus for int, S - bonus for arcane school (conjuration)
Concentration Check: 1d20+18 (+4 Caster Level +4 Int)
1st: (DC 15 / 16 Conj) [3+4/+2]
2nd: (DC 16 / 17 Conj)
Specialist: Conjuration (Teleportation School)
20 pt build :
S 0 10 (+0)
D 0 10 (+0)
C 2 12 (+1)
I 10 +2 18 (+4)
W 5 14 (+2)
Ch 3 13 (+1)
Added +1 Chr at 4th level
Abilities Str 10 (+0), Dex 10 (+0), Con 12 (+1), Int 18 (+4), Wis 14 (+2), Cha 14 (+2)
SKILLS 29 (2 +4 Int +1 Human / +2+4+1 / +2+4+1 / +2+4+1+1 FC )
Background Skills 4 (2/2/2/2)
The wizard's class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).
Belt pouch (2 gp)
Dagger (2 gp)
Spellbook 2 -
Rod of Extend (3000) 3x per day to double duration
Rod of Giant Summoning (3000) 3x per day to add Giant simple template
150 - 99 + 389 + 9010.1 - 1180 (spellwork) - 500 (pearl) -7275
Student of Philosophy (Social) You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat).
Outcast's Intuition (Magic) You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you. In addition, your caster level is treated as 1 level higher for the purposes of any attempts to dispel your magic.
Drawback: Power Hungry You’re addicted to power. Effect: You take a –2 penalty on Will saving throws against charm and compulsion effects if the creature creating the effect promises wealth or power.
+3 Diplomacy and Speaks Taldor/Common
THRUSH CR 1/3
Eagle CR 1/2
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
Speed 10ft., fly 80 ft. (average)
Str 10 , Dex 15, Con 12 , Int 2, Wis 15, Cha 7
Augment Summoning: Items in brackets  represent the spell being cast by a character with the Augment Summoning feat.
Human Racial Traits:
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
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.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
The following are the class features of the wizard.
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 Spell Lists. A wizard must choose and prepare his spells ahead of time.
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 bonded items are given below, while rules for familiars are at the end of this section.
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.
Teleportation (Conjuration) School
Summoner's Charm (Su): Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.
Shift (Su): At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Dimensional Steps (Sp): At 8th level, you can use this ability to teleport up to 30 feet per wizard level per day as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you.
Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard 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 Magic).
Pact Wizard (FF)
This ability alters arcane bond.
Pact Focus (Ex)
This ability alters arcane school.
Pact Summons (Ex)
True Form (Ex)
With the family still having a fair amount of influence and wealth, Sydney was able to attend the university and developed an interest in other planes. As a highly intelligent student, he excelled at his studies with little effort, but as an apprentice wizard, he barely got by. One day, playing with some conjuration spells, he managed to call a thrush of deep black hue which went by the name Iznagitur. This thrush promised to help him with his studies, serving as his familiar, and helped him navigate the early years with both magical help, and with navigating the internal politics of the university. A voice on his shoulder, the raven inspires Sydney to greatness, sometimes with questionable choices.
Human wizard (conjurer) with two archetypes, both called Pact Wizard (which are very different from from different Paizo sources, but just fit the concept so well.
Progression: In truth, the familiar is a devil/imp in thrush/raven form (as part of the Pact) archetype. While Sydney is not evil, the familiar is, and will always be trying to tempt the would be wizard-senator in a master plan to cause more souls to suffer. Sydney's intentions are good, however, although not necessarily for the right reasons. It is a classic case of "making a pact with the devil for the greater good" scenario. As a politician, he believes he is working to make laws for the betterment of Taldor and its citizens, although the need to become powerful to do so is a slippery slope. So much of this character will be about balancing good and evil, while he remains more or less impassioned in the middle. The power really comes in mid-levels to allow faster casting via Sacred Summons, and also allowing summoning of devils which would not otherwise be available. Also note: This gives him an Aura of Lawful-Evil even though his alignment is not. And I want to clarify - at no time will this character become evil - much of the struggle is to keep from crossing the line despite the lure provided by the familiar. Sydney is planned to continue progression as a full utility wizard.
1: Spell Focus: Conjuration, Augment Summoning (+4 str, con)