Tink is an old man who has spent many years building a collection of assorted goods, abandoned by the people who once used them.
Male Ratfolk universalist 7
NG Small humanoid (ratfolk)
Init +5, Senses darkvision (60 ft.); Perception +8
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size )
hp 75 ((7d6)+33)
Fort +4, Ref +5, Will +6
Arcane Bond (Su) You have selected to establish a powerful arcane bond with a creature.
Archmage A master of arcane magic, the archmage casts powerful spells with great skill and ease, and shapes reality at whim. The powers of the archmage allow her to alter her spells, penetrate foes' defenses, and master nearly any subject. While many of the archmage's abilities are most valuable to a character with a high Intelligence score, those with high Charisma scores will also find a wide variety of powerful options. The path of the archmage is suitable for arcane spellcasters.
Background Skill (Knowledge (Engineering), Knowledge (Engineering), Knowledge (Engineering), Knowledge (Geography), Knowledge (Geography), Knowledge (Geography), Knowledge (Geography), Knowledge (Geography), Knowledge (Geography), Knowledge (History), Knowledge (History), Knowledge (History), Knowledge (History), Knowledge (History))
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.
Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. You can prepare a cantrip from a prohibited school, but it uses up two of your available slots.
Crafting Mastery (Ex) You can craft any magic item as if you had the necessary item creation feats. If you actually have the item creation feat needed for a magic item you're crafting, whenever you attempt a skill check to create that item, roll twice and use the higher result, and you make twice as much progress on the item for any time spent. This ability does not reduce the item's cost or any other requirements.
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Familiar A familiar grants special abilities to its master. These special abilities apply only when the master and familiar are within 1 mile of each other.
Familiar's Alertness ability inactive (Ex) PC does not have a familiar with the Alertness class feature or is not within arm's reach.
Hand of the Apprentice (Su) You can cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability 10 times per day.
Hard to Kill (Ex) Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.
Legendary Item (Ex) You gain a legendary item. This item grants a number of abilities equal to your tier (maximum 3). At 3rd tier, you can select this ability again, increasing the maximum to six abilities and causing the item to become a lesser artifact. At 6th tier, you can select this ability again, increasing the maximum to 10 abilities; the item then becomes a greater artifact.
Mythic Level 02
Mythic Level Tracker
Mythic Power (Su) Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount. [Currently at 7/day]
Mythic Surge (Su) You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll.
Mythic Tier 01 You have reached Mythic Tier 1
Mythic Tier 02 You have reached Mythic Tier 2
Rodent Empathy Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.
Spark of Creation You have always had a knack for making useful things, and your talent as an artisan was evident even at an early age. You gain a +1 trait bonus on Craft checks, and the cost of creating magic items is reduced by 5%.
Student of Philosophy You were trained in a now� defnct philosophical tradition-such as that of the now� destroyed Gaitan universities or Lirgeni astrologers-and learned to use logic and reason to persuade others. You can use your Intelligence modifer in place of your Charisma modifer on Diplomacy checks to persuade others and on Bluf checks to convince others that a lie is true. (This trait does not afect Diplomacy checks to gather infrmation or Bluf checks to fe int in combat.)
Swarming Ratfolk are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes' detriment. Up to two ratfolk can share the same square at the same time. If two ratfolk in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
Tinker (Ex) Ratfolk gain a +2 racial bonus on Craft (Alchemy), Perception, and Use Magic Device checks.
Universal School You have chosen not to specialize in a single school of spells.
Wild Arcana As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists and must be of a level that you can cast with that arcane spellcasting class. You don't need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can't be greater than that of the highest-level arcane spell you can cast from that spellcasting class.
+1 Bonus Feat GM awarded PC with +1 feat.
+1 Hit Point (5x) GM awarded PC with +1 hit point.
+1 INT Score Bonus (2x) GM awarded PC with +1 INT bonus.
+1 Skill Bonus (Spellcraft, Spellcraft) GM awarded PC with +1 skill bonus.
+1 Skill Rank (Craft (Books), Craft (Gemcutting), Craft (Locks), Craft (Paintings), Craft (Shoes), Craft (Weapons), Profession (Engineer), Profession (Merchant), Profession (Merchant), Profession (Merchant), Profession (Merchant), Spellcraft) GM awarded PC with +1 skill rank (won't exceed max ranks).
Wizard (CL 5th; concentration +9)
2nd-invisibility(DC 18), pilfering hand, silent table
1st-enlarge person(2)(DC 16), mage armor(DC 16), protection from evil(DC 16)
0th-spark(DC 15), detect magic, mage hand, prestidigitation(DC 15)
Combat Gear rations (trail/per day) (small) (9), candles (10) (3), gold dust (25 gp),
Other Gear quarterstaff (small), outfit (artisan's/small), backpack (small), chalk (1 piece) (3), pole (10 ft.), flint and steel, waterskin, waterskin, spell component pouch (2), pouch (belt) (small), dagger (small), spellbook (wizard's/blank), cart, arrows (20) (small) (2), ink (1 oz. vial) (2), inkpen (2), journal, musical instrument (bells) (small), musical instrument (fiddle) (small), musical instrument (flute) (small), outfit (artisan's) (small), pot (iron), rope (hemp/50 ft.), whetstone, 10.6 gp
Button of spell storing lvl 1 Contains Enlarge Person