About Yantur "the Sly"
YANTUR "THE SLY" CR 1/2
Male Halfling Wizard 1 (Abjuration Specialist)
CG Small Humanoid (Halfling)
Init +2; Senses Perception +4
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DEFENSE
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AC 13, touch 13, flat-footed 11. . (+2 Dex, +1 size)
hp 9 (1d6+2)
Fort +4, Ref +4, Will +4
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OFFENSE
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Spd 20 ft.
Melee Dagger +0 (1d3-1/19-20/x2
Ranged Crossbow, Light +3 (1d6/19-20/x2)
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STATISTICS
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Str 8, Dex 14, Con 14, Int 16, Wis 13, Cha 12
Base Atk +0; CMB -2; CMD 10
Feats Eschew Materials, Scribe Scroll, Wizard Weapon Proficiencies
Traits Deft Dodger, Earning Your Freedom: Fortitude Save, Focused Mind
Skills Acrobatics +4, Appraise +3, Bluff +1, Climb +1, Diplomacy +1, Disguise +1, Escape Artist +2, Fly +4, Heal +1, Intimidate +1, Knowledge: Arcana +7, Perception +4, Profession: Gambler +5, Ride +2, Sense Motive +1, Spellcraft +7, Stealth +6, Survival +2, Swim -1
Languages Abyssal, Common, Draconic, Elven, Halfling
SQ Abjuration, Bonded Object: Ring (1/day) (Sp), Fearless, Illusion, Necromancy, Protective Ward (6/day) (Su), Resistance 5: Fire (Ex)
Combat Gear Crossbow, Light, Bolts, Crossbow (40), Dagger; Other Gear Backpack (17 @ 7.5 lbs), Bedroll, Blanket, Case, map or scroll (2 @ 0 lbs), Ink (1 oz. vial, black), Inkpen, Lantern, bullseye, Oil (1-pint flask) (5), Paper (sheet) (2), Pouch, belt (1 @ 1.08 lbs), Rations, trail (per day) (10), Ring, Vial, ink or potion
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SPECIAL ABILITIES
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Abjuration The abjurer uses magic against itself, and masters the art of defensive and warding magics.
Bonded Object: Ring (1/day) (Sp) DC 20 + spell level to cast spells without the bonded object. Once per day, you can cast any spell in your spellbook for free.
Damage Resistance, varies (5) You have the specified Damage Resistance against specific energy attacks picked when spells are prepared.
Eschew Materials Cast without materials, if material cost is <= 1gp.
Fearless +2 morale bonus vs Fear saves.
Focused Mind +2 to Concentration checks
Illusion You must spend 2 slots to cast spells from the Illusion school.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Protective Ward (6/day) (Su) Create 10' radius field granting allies +1 (+1 / 5 levels) AC bonus.
Spellbook
Cantrips: All except Illusion and Necromancy
1st Level: Prot. from Evil*, Shield*, Magic Missle, Gravity Bow, True Strike, Enlarge Person
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Yantur's Backstory
Yantur only has very hazy recollection of his family and life before being a slave. His most concrete memory is that of his father (Harco...or something like that) who liked to refer to himself in the third person usually as "the greatest halfling burglar to ever grace Golarion". Turns out he wasn't. What he did, or got caught doing, Yantur never found out but it was enough to get the rest of the family sold into slavery.
Yantur was bought by the highly eccentric merchant/antiquarian Rabensur Senb-Etef. He was strange man who was often away from his, admittedly vast, compound overlooking various excavations and purchases. When he was home he was often in the company of friends, who seemed to be in the same business, spending a lot of time inhaling funny smelling smoke. He bought Yantur because he said that "halflings are sneaky" and he wanted Yantur to "be sneaky on his behalf."
Most of his earlier years were spent being taught simple warding magics to help protect the lower end valuables on the estate (Yantur was never allowed to see anything more valuable because "halflings are just too sneaky") and being trained to keep an eye on the veritable army of servants in Rabensur's employ; most of the latter was a waste of time. The servants didn't care half a copper about the antiquities that Rabensur was so paranoid about.
This was largely the foundation of Yantur's life for over 20 years. The only other service he occasionally performed was to gamble with Rabensur's friends (Rabensur being a horrid gambler and getting tired of always being the biggest loser). Yantur was the natural choice to performt his task since "all halflings are sneaky". There were no other halflings living in the compound so he wasn't sure why Rabensur was so fond of saying that though, after many years of hearing it, he stopped caring.
When Rabensur was away, there was always someone keeping aneye on Yantur as well. Some were quite kind and talkative but others were cruel and punitive (and Yantur has the scars on his back to remind him of that). Others were fairly indifferent and during those times Yantur would wander the compound, which was like an urban microcosm, chatting it up with the servants and staff. He learned more about the world by doing so than he realises even now.
Unfortunately, depending on how you look at it, Rabensur and his friends died during a get together at the compound one evening. Apparently, inhaling too much funny smelling smoke isn't good for you.
Yantur was brought on board the current expedition, his freedom being promised at the end, due to the recommendation of [ideally, one of the PC's who had previously visited Rabensur otherwise, Garavel].
Yantur is excited about the chance for freedom but is also intimidated by it as well; he spent most of his life in that compound. He's particularly interested in expanding his magical knowledge past what Rabensur had ever allowed. He views his new companions as somewhat exotic but not weird. Dealing with Rabensur and his friends has jaded Yantur about what is considered weird. He'll no doubt see many things he's never encountered before but the trick is to just keep an open mind.