-=Traits=- City Born - Riddleport (Regional Trait)
You spent your early life in the coastal city of Riddleport, City of Cyphers, a former pirate port and still home to more than its fair share of dangerous criminals.
You gain a +1 trait bonus on Bluff and Bluff is always a class skill for you. In addition, the frantic bustle of the city has honed your reactions—you gain a +1 bonus on Reflex saves.
Well-Informed (Halfling Racial Trait)
You make it a point to know everyone and to be connected to everything around you. You frequent the best taverns, attend all of the right events, and graciously help anyone who needs it. Because of this, you are one of the more knowledgeable people in your home town.
Benefit: You gain a +1 trait bonus to Diplomacy checks and Knowledge (local) checks (when attempting to gather Information). One of these skills (Diplomacy) is always a class skill for you.
-=Class Abilities=-
Favored Class: +1 Hitpoint
Spellcasting: See Spells
Arcane Bond (Ex): At 1st level, wizards form a powerful bond with a creature. This bond takes form of a familiar. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic.
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. Specialized school, Enchantment. Forbidden schools, Abjuration and Necromancy.
(Enchantment [Manipulator]): Enchanting Smile (Su): You gain a +2 enhancement bonus on Bluff, Diplomacy, and Intimidate skill checks. This bonus increases by +1 for every five wizard levels you possess, up to a maximum of +6 at 20th level. At 20th level, whenever you succeed at a saving throw against a spell of the enchantment school, that spell is reflected back at its caster, as per spell turning.
(Enchantment [Manipulator]): Beguiling Touch (Sp): You can charm a living creature by touching it. Creatures with more Hit Dice than your wizard level are unaffected, as are creatures in combat and those with an attitude of hostile toward you. Creatures receive a Will saving throw to negate the effect. The DC of this save 4 is equal to 10 + 1/2 your wizard level + your Intelligence modifier. Creatures that fail their save are affected by charm monster for a number of rounds equal to 1/2 your wizard level (minimum 1). This is a mind-affecting effect. You can use this ability a number of times per day equal to 3 + your Intelligence modif ier.
Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.
DEFENSE
AC 17, touch 15, flat-footed 13 (+3 Dex, +2 size, +2 Natural)
hp 3 (1 HD, Half of Caster)
Fort +1, Ref +5, Will +1
OFFENSE
Speed 20 ft., Climb 20 ft., Swim 20 ft.
Melee bite +5 (1d2–2, poison)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 4, Dex 17, Con 8, Int 6, Wis 13, Cha 2
Base Atk +0; CMB +1; CMD 8 (can't be tripped)
Feats; Weapon Finesse
Skills Climb +11, Perception +9, Stealth +15, Swim +11;
Racial Modifiers +4 Perception, +4 Stealth
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.
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.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
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.
Tarin is a vain figure who thinks that any problem can be solved with careful thought, convincing arguments, elaborate lies, and if all else fails arcane mind control. The halfling fails to see the moral dilemmas behind these actions and this has lead to some confrontations with the law in Riddleport.
Tarin has fair features and is charming towards both men and women carefully striding on androgyny in order to maximize prospective targets. With the coming of the fall the small wizard can be found covered in multiple layers of warm clothing which help to conceal it's gender further. Tousled blonde hair bounces freely in a short boyish cut, while unkept, always seems to fall just right without being messy.
Background:
After messing with the mind of one too many tavern goers Tarin was finally caught. With the help of the trusty Crowely, Tarin's viper familiar, it wasn't long before the scoundrel was on the next boat for out of the city. During the trip the Captain believed Tarin would have the have family who could pay for the voyage at their destination. Upon arriving at Sandpoint the Captain conveniently forgot to ask about the payment. Newly arrived to the small town the halfling is wandering about, checking out the sites to see with barely a gold sovereign in the pocket.