About Yoska AlutherMr. Pitch:
Raven CR 1/6 XP 65 N Tiny animal Init +2; Senses low-light vision; Perception +6 DEFENSE AC 15, touch 15, flat-footed 12 (+2 Dex, +2 size, +1 Natural) hp 7 (1d8–1) Fort +1, Ref +4, Will +2 OFFENSE Speed 10 ft., fly 40 ft. (average) Melee bite +4 (1d3–4) Space 2-1/2 ft.; Reach 0 ft. STATISTICS Str 2, Dex 15, Con 8, Int 6, Wis 15, Cha 7 Base Atk +0; CMB +0; CMD 6 Feats Skill Focus (Perception), Weapon Finesse Skills Fly +6, Perception +6 SPECIAL ABILITIES Familiar The master of a raven familiar gains a +3 bonus on Appraise checks. ------- Familiar Ability Descriptions Natural Armor Adj.: The number noted here is in addition to the familiar’s existing natural armor bonus. Int: The familiar’s Intelligence score. 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 empathically 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.
Initiative: +1 Senses: Perception +2 ------- AC 11 (11 Touch, FF 10)(+1 Dex) Hp 6/6 (1d6(max) -1 Con, +1 Fast Learner) Fort -1, Ref +1, Will +4 ------- Speed 30 ft (30 ft Base) Melee Quarterstaff -1 (1d6/1d6-1, x2), Dagger -1 (1d4-11, 19-20/x2) Ranged Dagger +0 (1d4+1, 19-20/x2, 10 ft.), Light crossbow +1 (1d8, 19-20/x2, 80ft.) ------- Spells Yoska's Spellbook:
0-level spells Resistance, Acid splash, Detect Magic, Detect Poison, Read Magic, Dancing Lights, Flare, Light, Ray of Frost, Spark, Ghost Sound, Bleed, Disrupt Undead, Touch of Fatigue, Arcane Mark, Prestidigitation. 1st-level spells Ray of Enfeeblement, Protection from Evil, Mage Armor, Magic Missile, Vanish, Detect Undead. 0-level spells Prestidigitation, Disrupt Undead, Detect Magic.
SQ:
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. Arcane Bond (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. Arcane School Necromancy. Forbidden schools - Enchantment and Transmutation 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. 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. 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 an opposition 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. Racial Traits +2 to One Ability Score (Str), Medium, Normal Speed, Focused Study (replaces Bonus Feat), Skilled, Languages
Description:
Yoska Aluther (named after his paternal grandfather) is a tall, very thin varisian male of ustalavic descent. Having spent the better part of his life in his homeland,
Yoska speaks with a heavy ustalavic accent, despite his years abroad. The necromancer comes from a rich merchant family and is able to afford supplies of higher quality, in particular Yoska's black wizard robes, which is tailored to properly fit his slender frame. The varisian carries a dagger (for protection, but does not wield it well), a quarterstaff (used mainly for balance), and a light crossbow. Yoska wears his silver holy symbol of Pharasma prominently, often getting comfused with Pharasmin clergy. His backpack is often filled with his spellbook and various notes. Yoska's near constant companion is his raven familair, Mr. Pitch, who can speak varisian. Personality:
Yoska Aluther is a kind, well-spoken man. Yoska's father, a prominent merchant in the town of Cesca, with dreams of entering the nobility, wished his sons to learn courtly manners. Despite his chosen field of study, Yoska is not a dour grim necromancer of legend, but sees himself as a would-be defender of his people from the horrors laid hidden in his homeland. Despite his wish to return to Cesca, Yoska is afraid of how the traditional superstitious townfolk would react to a necromantic defender. Yoska is a fervent believer in the Lady of Graves, as is many in Ustalav. Despite his black robes, Yoska does not openly talk about his chosen arcane focus with others, letting others make their own assumptions. If pressed, Yoska tells people that he is a wizard who openly worships the Lady of Graves. Background:
Yoska Aluther was born to a wealthy wine mmerchant family in Cesca, a prominent town in the county of Varno in Ustalav. The events of Yoska's early life has dominated the rest of his later years. Ishka, Yosek's mother was 8 months pregnant when she and her family was attacked by a roving pack of ghouls that attacked their family estate. With both Pharasmin clerics and The Aluther family, the ghouls were destroyed without little lose of life. But the ordeal induced Ishka's labor, causing Yoska to be born weak and frail.
Throughout his childhood, Yoska struggled with simply things like climbing rock and other normal play. This cause the local children to make fun of the small slender boy, but only when grown up or Yoska's older brother, Yanoush, weren't around. Other townspeople pitied the merchant's son, and were kind to him, yet kept him at a distance, some thinking his physical condition was a sign of inherent corruption. What Yoska lacked in physical vitality, he excelled in his education, spending many hours learn natural history, mathmatics, and Pharsmin philosophy. Around the age of 10, Yoska began to show signs of magical ability. Yoska's father tried to keep his frail son away from local gossipers, for anything unnatural, like magic, was looked down upon. Sadly, Yoska's arcane talents became harder and harder to hide. Yoska's father used his wealthy and privilege to get his son accepted into Korvosa's famous wizarding school, The Acadamae. At the Acadamae, Yoska excelled in arcane theory and scroll creation, earning the strange ustalavic boy high marks. Yoska found other students like him and made many friends, often having large study groups sessions together. One of his favorite teachers was the controversial Benigno Ygresta, one of the masters in The Hall of Whispers in the Acadamae. Ygresta taught that the use of necromancy need not be evil, could be used for the benefit of many. This sparked an interest in necromacy, eventually convincing Yoska to take it as his speciality. Yoska promised himself to never use it to create undead, and would in fact use the dark art to help fight the evils of his homeland someday. Despite Yoska's new arcane focus, the ustalavic male still kept many of his friends, although some did fall away. One who did not was fellow student, Illyria Ornelos, a niece to the headmaster of The Acadamae. Both shared a desire to take Benigno Ygresta's teachings to heart and both necromancers continued to correspond after graduation. Yoska became dishearted to learn of his favorite teacher's death, and attended his funeral. Several months later, Yoska received a letter from his friend Illyria. In the letter, the noblewoman confided in Yoska the true story of Benigno Ygresta's death, and her adventures with her new intented, former venture captain, Varian Jeggare. This news hit Yoska hard, that a man he respected could do such horrid deeds in the pursuit of immortality. |