
GM_DBH |

We've just started book 4 of the Skull & Shackles AP and our Magus has dropped out. So I'm looking for someone to cover the Arcane spellcasting side of things for the party.
Currently we have a Barbarian/Rogue, Skald, Druid and Alchemist/witch making up the party. A hybrid and a cross class, so Arcane isn't covered to a great degree.
25 point buy.
10th level. Max hp for first, average after that, or roll for it in this thread, taking what you get. (Rerolling 1's though)
Standard wealth for 10th level.
A very chaotic campaign.
No Third party stuff.
Two traits, one from S&S.
Background skills are in use.
No VMC.
At least one post a day, sometimes more depending on how fast we're moving.

Amelia Blackheart |

Why I asked, unfortunately, the only other arcane caster I have who's not already spoken for is a Bloodrager, and I don't think that's enough for what you want if a Spiritualist can't cover it.
And I dont' want to make any more aliases/characters. :) Too many as it is. Thanks for the feedback. Good luck with the recruitment!

caster4lyfe |

I've got a ratfolk wizard that would suit quite well, I do believe. I love ratfolk in a maritime setting and he focuses on buffs, utility, and battlefield control. Basically, making the rest of the party look awesome.
One question: You ok with me taking crafting feats? If not, I can swap them out easily enough.
Ooh the gameplay organization looks fun! Nice.

Xunal |

Dot dot
@ GM_DBH: just to narrow things down a bit, which of the following would [u]not[/u] be acceptable?
• Magus Eldritch Scion archetype (ACG); CHA based caster
• Magus Myrmidarch archetype (UC); has diminished spell-casting
• Eldritch Knight (1 Ftr level, 6 or 7 of Sorcerer or Arcanist, the rest as E.Kn.)
• Cross-blooded sorcerer (just because I like `em)
• Dragon Disciple (built on either an arcanist or a sorcerer)
Thanks in advance!

Vrog Skyreaver |

Okay, here is my submission:
Madeline "Maddy" Heberne
CG Human Sorcerer 10
STR 16/18
DEX 14/16
CON 14/16
INT 10
WIS 10
CHA 20/24
HP 96
AC 22 T 16 FF 18 (10 base +3 Dex +4 Armor +2 Natural +2 Deflection +1 Dodge)
BAB 5
Init +4
Fort +11
Ref +9
Will +10
Speed 30'
Longsword: +11 to hit; 1d8+6 damage; 19-20/x2 crit
Skills: Spellcraft r10 +13, Survival r10 +13, UMD r10 +20
Background Skills: Linguistics r10 +13, Profession (Sailor) r10 +13
Feats: Dodge, Extend Spell, Great Fortitude, Martial Weapon Proficiency (Longsword), Spell Focus (Evocation), Toughness, Varisian Tattoo (Evocation)
Traits: Dockside Brawler (+1 trait bonus to damage with brass knuckles and improvised weapons), Arcane Temper (+1 to concentration and initiative checks)
Class Features: Bloodline (Orc), Bloodline Arcana (Gain the Orc subtype, darkvision 60', When I cast a spell that deals damage, deal +1 damage/die), Bloodline Powers (Touch of Rage: +5 morale bonus to attacks, damage rolls, and will saves for 1 round 10/day; Fearless: Immune to Fear and +2 natural armor bonus; Strength of the Beast: +2 Inherent bonus to Strength)
Spells/Day: 8/8/8/6/4 +stat
Spell DC: 17 + Spell Level (+1 for Evocation Spells)
Spells: *=Bloodline Spell
0: Acid Splash, Detect Magic, Disrupt Undead, Mage Hand, Mending, Message, Prestidigitation, Read Magic, Spark
1: *Burning Hands, Endure Elements, Infernal Healing, Mage Armor, Shield, Touch of the Sea
2: Admonishing Ray, *Bull's Strength, Force Sword, Glitterdust, Knock
3: Haste, Heroism, *Rage, Slow
4: Black Tentacles, Dimension Door, *Wall of Fire
5: Overland Flight
Equipment: Belt of Physical Perfection +2, Headband of Alluring Charisma +4, Ring of Protection +2, Cloak of Resistance +3, Necklace of Adaptation, 4,000 gp
Maddy was raised on a pirate ship by her mother, the captain. She learned the basics of every job on the ship, from navigator to Helmsman to cook to rower.
Maddie was 6 when her powers first manifested, nearly causing a fire on the ship when she got upset about something. Seeing that her daughter could be used as a weapon, she secured tutelage with a string of mages, each of which taught her a little bit about magic.
For her part, Maddie just wanted to be a sailor: getting into fights, drinking rum, wenching (no one had the heart to explain what that meant to her), gambling, and so on.
When she came of age, Maddie left her mother's ship, the Ducalion, after the two had a bitter argument. Ultimately, Maddie accused her mom of seeing her as nothing but a living weapon, and her mother's stammered out response did nothing to alleviate that suspicion, so Maddie took to wandering. She hired onto legal ships as a guard, and eventually teamed up with a group of adventurers interested in Ghol-Gan ruins.
Though they managed to escape with some treasure, that proved the end of her association with them, which is something she will still not talk about to this day.
Now Maddie, in her early 20s, is looking for her next adventure.
Maddie is clearly from Varisian descent, and it shows: Dark hair, full lips, and Gray eyes tell the tale of her heritage. Maddie is on the short side, standing at 5'6", but is incredibly strong for someone of her size. She doesn't carry any weapons, but her favorite spell to cast in combat is Force Sword, which summons a sword made of Force that she fights with.
At heart, Maddie is a brawler. She loves mixing it up, and has no problem waiting for her opponents to arm themselves, as long as it makes the fight more interesting.
Outside of fighting, there is not a lot that she really enjoys (except wenching, which someone finally explained to her).

Anduriel Silverthorn |

All done!
46,000 gp to spend
Average hp =8 + (9x5)=53 +9 (+1 con mod) =62 hp
+3 to BAB
+1 pt Int
+1 TO ALL SAVES
+2 feats
spells known
+6 3rd level
+2 4th level
spells per day
+1 4TH
+3 3RD
+1 2ND
+1 Ist
+24 skill points:
+4 Acrobatics
+2 Escape Artist
+4 knowledge Arcana
+2 Knowledge Planes
+2 Knowledge local
+2 perception
+2 profession sailor
+2 stealth
+2 spellcarft
+2 swim
+8 background skill points:
+2 appraise
+2 linguistics
+2 Perform dance
+1 Knowledge Geography
+1 Knowledge History
Knowledge pool
At 7th level, when a magus prepares his magus spells, he can decide to expend 1 or more points from his arcane pool, up to his Intelligence bonus. For each point he expends, he can treat any one spell from the magus spell list as if it were in his spellbook and can prepare that spell as normal that day. If he does not cast spells prepared in this way before the next time he prepares spells, he loses those spells. He can also cast spells added in this way using his spell recall ability, but only until he prepares spells again.
Dance of Avoidance (Su)
At 7th level, while wearing light armor or no armor, a spell dancer gains a +2 insight bonus to Armor Class.
This ability replaces the medium armor class feature.
Improved spell combat
At 8th level, the magus’s ability to cast spells and make melee attacks improves. When using the spell combat ability, the magus receives a +2 circumstance bonus on concentration checks, in addition to any bonus granted by taking an additional penalty on the attack roll.
Magus arcana (Precient Defense)
Benefit: The magus can expend 1 point from his arcane pool as an immediate action after hitting a target with a weapon attack, granting him a premonition of his enemy’s intentions. The magus gains a bonus to his AC and on Reflex saves equal to his Intelligence modifier (minimum 0) against attacks by that opponent until the beginning of his next turn.
Fighter training
Starting at 10th level, a magus counts 1/2 his total magus level as his fighter level for the purpose of qualifying for feats. If he has levels in fighter, these levels stack.
Anduriel
-------------------------------------
Petite for one carrying elven blood and quite attractive, Anduriel blends the elegance of an elf with the kind of curves most often found in lucky human women, her body fuller than that of most elves, her waist still slender enough to facilitate a notable talent for dance. Hours of constant activity have left her with sleek toned muscle to complement her curves.
Almost crystalline blue eyes set in a perfect almond shaped face and framed by shoulder length raven-black hair, draw the attention of those around her, while lightly tanned skin clearly exhibits frequent time outdoors.
Those with the opportunity to see her naked would note the circle of arcane sigils tattooed like a belt around her hips as well as a large depiction of what appears to be an arcane compass on her lower back. Small rings of silver pierce both of her nipples.
Clearly the her preferred color for jewelry, she also wears a sliver ring on each hand, one a thick shimmering band, the other a slender lattice, as well as a few on her toes.
-------------------------------------
Born to an elven cyphermage professor at Valin's legendary magical academy, the result of a tryst with a wandering human Bard, Anduriel grew up steeped in magic, the wonders of the arcane as common to her as milking cows to the average farm child. As intellectual as her mother, the young girl soon displayed some degree of her father’s flair, a legacy of talent and performance, as well as her mother's gift for the arcane, leading her to seek the mysterious blend of magic and movement known as the spelldance.
Brilliant, yet finding herself bored with solely academic pursuits, Andi found herself enamored of tales of the Order, seeking them out when she came of age, not just out of a sense of duty, but for the opportunity to indulge her more adventurous impulses, seeking the kind of excitement most wizards avoid at all costs.

Arielle Windsong |

I just like Pooka in general. Played them in different RPGs, read about them in books. Yes, the pooka would likely found a true neutral a bit boring, but was thinking of the familiar encouraging her to loosen up.
My second choice for her familiar is a small air elemental. It is vaguely humanoid is shape, though it has no definite outlines. The body can only be seen by the constantly shifting bits of fog, seaspray, dust particles and bit of anything else that gets caught up in the swirling winds that comprises its form.
Third option is to go for a bonded item.

Grumbaki |

Race Drow
With voice in the darkness alternate racial. Because weapon familiarity doesn't really do anything for this build.
Str (10) Dex (20) Con (12) Int (10) Wis (10) Cha (18)
Before items, which are TBD.
Traits: Blind Zeal
Source Divine Anthology pg. 19
Category Religion
Requirement(s) Vildeis
You are blind but trained by followers of Vildeis to sense your surroundings by sound and touch. You need not attempt a skill check to move at full speed. You take a –4 penalty from blindness on only Acrobatics, Ride, Sleight of Hand, and Stealth checks. You gain Blind-Fight as a bonus feat. You lose the benefits of this trait whenever you can see, but regain them if you once again become blind.
Campaign Trait TBD
Class Unarmed Fighter (lvls 1-2) Unchained Rogue (3-4) Scaled Fist Unchained Monk of the Mantis (6-10)
Feats
Lvl 1 Trait: Blind Fight
Lvl 1 Fighter: Blinded Blade Style
Lvl 1 Fighter: Improved Unarmed Strike
Lvl 1: Improved Blind Fight
Lvl 2 Class: Greater Blind Fight
Lvl 3: Blinded Master (While you are using Blinded Blade Style and you are blinded or unable to see, your ability to pinpoint creatures’ locations using Blinded Competence improves to function like blindsight rather than blindsense, and the range increases to 30 feet. In addition, you add half your character level to the DCs of Bluff checks to feint you in combat.)
Lvl 5: Drow Nobility
Lvl 7: Improved Drow Nobility
Lvl 9: Greater Drow Nobility (Your detect magic spell-like ability is now constant. You may use your dancing lights, deeper darkness, faerie fire, feather fall, and levitate spell-like abilities at will.)
Equipment: 62k...
Monk Robes
——
Full build to come soon. But a legit blind warrior. Dex to damage, some sneak attack (3d6), lots of SLAs. But mostly about being blind.
HP: 6d10 + 3d8 ⇒ (6, 10, 8, 9, 3, 9) + (2, 2, 2) = 51
Resonant Power: 1d100 ⇒ 7

Whisken de la Monega |

Caster's completed wizard submission here (except for writing out a little math but that's it).
Short version: Ratfolk wizard took up the pirate's life because it suited his curiosity and drive to survive.
Ways I can help the party:
Thanks to some helpful input from a friend, I think I can contribute to the party in the following ways:
UMD a wand of remove fear (lol animate dream)
Force damage (battering blast)
Help out with extra castings of fly
Magic circle against evil
Teleportation over long and short ranges
Flexible and utility arcane spellcasting using fast study and a constantly expanding spellbook
Summons
Divinations
Thanks! I'm open to any input!

Malkaer Illuvinar |

Grumbaki here. Crunch being worked on, fluff by Monday.
UMD, with constant Detect Magic and dancing lights, deeper darkness, faerie fire, feather fall, and levitate spell-like abilities at will.
So...limited arcane spells, but useful. Able to drop deeper darkness and fight like it’s nothing. Can also light up foes with faerie fire, so the party can take them out in said darkness.

GM_DBH |

@Rorek55 & Jereru. No to crafting your stating equipment.
@Vrog, Anduriel, Arielle & Whisken , looks good. Whisken one of the party has the Peg leg trait, it's not a problem if you want to keep it, but I thought you might like to know.
@Grumbaki. In what way do you cover Arcane?
@Javell. I will end the recruitment in a couple more days. Things are moving in game and I don't want to leave the party waiting too long.
After giving it some thought I've realized that the Players guide traits are mostly tied in to the start of the AP and don't really fit a later recruit. So if you prefer you don't need to use a S&S trait and can chose from the standard list.

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I have a few people who could qualify but I need to level them and change a few traits around but I think I have a really good one here.
Human Wizard (Air Elementalist) Scroll Master1st
Medium Humaniod(Human) N
Initiative:+2 Perception:+7
Defense:
AC:12 Touch:12 Flat-Footed:10
HP:10
Fort:+0 Reflex:+2 Will:+5
Speed:30ft
Melee:+0
Quarterstaff: +0 1d6/1d6 x2 Bludgeoning
Dagger:(2gp)+0 1d4 19-20/x2 10ft Piercing
Ranged:+2
Light Crossbow(35gp) +2 1d8 19-20/x2 80ft Piercing
Quarrel (1gp) 10 bolts
Str:10 Dex:14 Con:10 Int:18(16+2)Wis:14 Cha:14
BAB:+0
CMB:+0
CMD:12
Feats:Fast Learner*, Toughness,Scribe Scroll*
Traits:
Storm-Touched: Gain DR1/- against creatures and attacks of the electricity type
Seeker:+1 Perception and Perception is always a class skill for you
Skills:(2+4(int)+2(race)=8 Background:2
Acrobatics:+3[1+2]
Appraise +8[1+4+3]
Perception+7[1+2+3+1]
Fly+8[1+2+3+2]
Knowledge(Arcana)+8[1+4+3]
Spellcraft+8[1+4+3]
Diplomacy+3[1+2]
Sense Motive+3[1+2]
Background:
Linguistics:+8[1+4+3]
Profession(Scribe)+7[1+2+3]
Languages:Common, Condathan,Auran,Draconic,Elven,Aquan
Abilities:
Air Elemental School:
Air Supremacy:You gain a +2 enhancement bonus on Fly skill checks. This bonus increases by +1 for every five wizard levels you possess. In addition, you can cast feather fall on yourself at will. At 5th level, you can cast levitate on yourself at will. At 10th level, you can cast fly on yourself at will. At 20th level, whenever you make a Fly skill check, assume the roll resulted in a natural 20.
-Lighting Flash:1d6 dmg, Dazzle 1d4rnds, Reflex DC 15, 7/day. As a standard action, you can unleash a flash of electricity. This flash deals 1d6 points of electricity damage + 1 point for every two wizard levels you possess to all creatures within 5 feet of you and dazzles them for 1d4 rounds. A successful Reflex save negates the dazzled effect and halves the damage. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Air Elemental Spells-0th—message
1st—alter winds, feather fall, shocking grasp
2nd—elemental speech, elemental touch, glide, gust of wind, levitate, resist energy, summon monster II, whispering wind
3rd—cloak of winds, draconic reservoir, elemental aura, fly, gaseous form, lightning bolt, protection from energy, wind wall
4th—ball lightning, detonate, dragon’s breath, elemental body I, river of wind, shout, summon monster IV
5th—elemental body II, overland flight, planar adaptation, planar binding (lesser), suffocation, summon monster V
6th—chain lightning, elemental body III, planar binding, sirocco, summon monster VI
7th—control weather, elemental body IV, fly (mass), planar adaptation (mass), summon monster VII
8th—planar binding (greater), shout (greater), stormbolts, summon monster VIII
9th—gate, suffocation (mass), winds of vengeance
Scroll Blade:A scrollmaster can wield any paper, parchment, or cloth scroll as if it were a melee weapon. In the hands of the Wizard, the scroll acts as a short sword with an enhancement bonus equal to 1/2 the level of the highest-level Wizard spell on the scroll; a scroll with only a cantrip or 1st-level spell on it counts as a masterwork short sword. The scrollmaster is proficient in this weapon, and feats and abilities that affect short swords (such as Weapon Focus) apply to this weapon. A scrollmaster cannot wield two scrollblades at the same time.
Activating this ability is a free action. A scroll blade only retains its abilities in the hands of the scrollmaster. The scroll blade has hardness 0 and hit points equal to the highest-level Wizard spell on the scroll. Each successful hit by the scroll blade reduces its hit points by 1; this damage cannot be repaired, but does not affect casting from the scroll. When its hit points reach 0, the scroll is destroyed. If a scroll contains a spell with a metamagic feat, this ability uses the original spell level of the spell (a scroll of empowered fireball counts as a 3rd-level spell).
At 3rd level, when using a 4th-level or higher Wizard scroll as a scroll blade, the scrollmaster can choose to reduce its enhancement bonus by 1 (minimum +1 enhancement bonus) to treat it as a reach weapon. For example, he could use a scroll of charm monster (a 4th-level Wizard spell) as either a +2 short sword or a +1 short sword with reach.
At 5th level, when using a 4th-level or higher Wizard scroll as a scroll blade, the scrollmaster can choose to reduce its enhancement bonus (to a minimum of a +1 enhancement bonus) to give any of the following weapon properties: defending, frost, icy burst, keen, ki focus, shock, shocking burst, speed. Adding any of these properties consumes an amount of enhancement bonus equal to the property’s cost. The scrollmaster must know the prerequisite spell or spells to craft the weapon property in question (for example, he must know haste to be able to give his scroll blade the speed property).
This ability replaces the Wizard’s arcane bond
Scroll Shield:A scrollmaster can wield any paper, parchment, or cloth scroll as if it were a light wooden shield. In the hands of the Wizard, the scroll grants a +1 shield bonus with an enhancement bonus equal to 1/2 the level of the highest-level Wizard spell on the scroll; a scroll with only a cantrip or 1st-level spell counts as a masterwork light shield sword. The scroll shield has no armor check penalty, arcane spell failure chance, or maximum Dexterity bonus. The scrollmaster is considered proficient in this shield. A scrollmaster can use a scrollblade in one hand and a scroll shield in the other hand.
Activating this ability is a free action. A scroll shield only retains its abilities in the hands of the scrollmaster. The scroll shield has hardness 0 and hit points equal to the highest-level Wizard spell on the scroll. Each successful attack roll against the Wizard reduces the scroll shield’s hit points by 1; this damage cannot be repaired, but does not affect casting from the scroll. When its hit points reach 0, the scroll is destroyed.
At 5th level, when using a 3rd-level or higher Wizard scroll as a scroll shield, the scrollmaster can choose to reduce its enhancement bonus (to a minimum of a +1 enhancement bonus) to give it any of the following shield properties: ghost touch, light fortification, moderate fortification. Adding any of these properties consumes an amount of bonus equal to the property’s cost (see Table 15–5: Shield Special Abilities in the Core Rulebook). The scrollmaster must know the prerequisite spell or spells to craft the shield property in question (for example, he must know limited wish to be able to give his scroll shield the fortification property).
If a scroll contains a spell with a metamagic feat, this ability uses the original spell level of the spell (a scroll of empowered fireball counts as a 3rd-level spell).
Bonus Languages:Draconic
Spells:
0-3(Detect Magic,Read Magic,Light)
1-3+1(Mage Armor(x2), Magic Missile,Shocking Grasp)
Spellbook:
0-Resistance,Drench, Detect Magic, Detect Poison, Read Magic, Daze, Breeze, Dancing Lights, Flare, Light, Penumbra, Ray of Frost, Scoop, Spark, Ghost Sound, Haunted Fey Aspect, Bleed, Disrupt Undead, Touch of Fatigue, Jolt, Mage Hand, Mending, Message*,Open/Close, Root, Scrivener's’ Chant, Arcane Mark, Prestidigitation
1-Alter Winds*, Feather Fall*, Shocking Grasp*, Magic Missile, Mage Armor,Identify
Items:
Wizards Kit:21 gp,21 lb.This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin. The kit does not contain a spellbook because a wizard begins play with a spellbook and does not need to purchase one.
Explorers’ Outfit (free)

Whisken de la Monega |

Ah ok thanks for the heads up on the peg leg. I'll see if I want to switch it out since we don't necessarily need to have a S&S trait.
Thanks for the clarification on item creation, too. I had crafted starting equipment as well so I'll fix that. It seems like the party might spend about half their days sailing places? Could I be crafting then? Wondering about the viability of leaving a decent amount of starting gold open and catching up by crafting.

Jereru |

Okay, one of my options was a Magus with the Spell Scars arcana. I suppose there's no problem if I pay full price for the 'scrolls'?

GM_DBH |

Okay, one of my options was a Magus with the Spell Scars arcana. I suppose there's no problem if I pay full price for the 'scrolls'?
No problems at all.

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Alaros Vattz, Elven Wizard (evocation, considering the Sin magic specialization) Arcane Bond: Ring(still debating)
Alternate Racial Traits: Arcane Focus,
Traits: Magical Lineage (Magic Missile), Elven Reflexes
Low light vision, Arcane sight (permanency spell)
Str: 08
Dex: 18
Con: 14
Int: 24
Wis: 12
Cha: 10
==========================================================
Defense:
==========================================================
HP: 86 [56+30]
AC: 16[18] FF: 14[15] T:12 (10+4dex+[2]buckler)
Saves:
Fort: +7 [3base+2fort+2]
Ref: +10 [3base+4dex+2]
Will: +10 [7base+1wis+2]
==========================================================
Offense:
==========================================================
Movement: 30ft
Bab: +5
Feats:
1- Scribe Scroll, Spell focus (evocation)
3- Dazing spell
5- Spell Penetration, AD(fast study)
7- Empower Spell
9- Extend Spell
10- Spell Specialization (fireball)
==========================================================
Skill: 2+Int/level 9/level SP: 90
==========================================================
Acrobatics: 3
Appraise: 10(5SP, 5 BSP)
Fly: 7
Diplomacy: 5
Bluff: 10
Know. Arcana: 10
Know. Planes: 10
Know. Nature: 5
Know. Local: 5
Know. Engineering: 7
Know. Religion: 5
Spellcraft: 10
Stealth: 7
Swim: 2
Climb: 2
Linguistics: 3
Background Skills: BSP: 20
Know. Nobility: 5
Profession (sailor): 5
Know. Geography: 5
Sleight of Hand: 5
==========================================================
Spells: 1st: 6+1/day, 2nd: 6+1/day 3rd: 6+1/day 4th: 5+1/day 5th: 3+1/day
Opposition schools: Abjuration, Necromancy
==========================================================
0th:
1st: Magic Missile(dazing)-4, Mage armor-1, Air Bubble-1, Enlarge person,
2nd: Burning Arc-1, Aboleths Lung-1 Infernal Healing (extend)-1, See Invisibility-1 Magic Missile (Empowered, dazing) Openx2
3rd: Haste-1, Fireball-3, Force punch-1, Aqueous orb-1, open
4th: Black Tentacles-1, Fireball(empowered)-1, Fireball(dazing)-1 Dimension Door-1, Greater Invisibility-1, open-1
5th: Overland flight-1, Teleport-1, Firesnake-1, open
Spells Known:
1st: Magic Missile, Enlarge Person, Magic Weapon, Alter Winds, Vanish, Color spray, Silent Image, snowball, Charm person, Mindlink, Unseen servant, Infernal Healing, Air bubble, Expeditious Construction, Mage Armor, comprehend languages, Detect charm, Detect Secret doors, Identify, Clarion Call, Ant haul, Disguise self, crafters fortune, touch of the sea, Protection from energy
2nd: Darkvision, Bears Endurance, Fox’s cunning, Minor Image, Mirror Image, See Invisibility, Track Ship, Reloading Hand, Locate Object, Hideous Laughter, Seducers eyes, Aboleths lung, Eagles Splendor, Steal Breathe, Burning Arc, Glitter dust, Rope trick
3rd: Haste, Fly, Fireball, Force Punch, Arcane Sight, Aqueous Orb, Gloom Bolt, Rage, Seek Thoughts, Lightning Bolt, Major Image, Anthropomorphic Animal, Greater Magic Weapon, Water Breathing,
4th: Black Tentacles, Dimension Door, Scrying, Hallucinatory Terrain, Greater Invisibility, Greater Aggressive Thundercloud, Summon Monster IV, Acid Pit, Phantom Chariot, Ice storm,
5th: Overland Flight, Teleport, Acidic spray, lesser planar binding, Summon Monster V, Unseen Crew, Major Creation, Secret Chest, Dominate Person, Fire snake, Polymorph, Feebleminded,
==========================================================
Equipment: 62k
==========================================================
Magical Items: Headband of Vast Intelligence +4 (16k), Belt of Dexterity +2 (4k), cloak of resistance +2 (4k), Lesser Metamagic Rod of Empower (4.5k), metamagic rod of Focus (11k), lesser Silent Metamagic rod (3k), pearl of power I (1k), +1 Mithral Buckler, lesser bag of holding, Blessed Book(12k)
Spells purchased:
1st: 10
2nd: 12
3rd: 6
4th: 6
5th: 8
I'll have his background up in a few days. but basically, he is from posh elven nobility and comes from a highly respected family of arcane adepts as well. He didn't like the stuffy society and the expected "rules of behavior" that came with it. He also seeks to find an ancient family heirloom that has been lost for centuries. He is true neutral as he doesn't care what he needs to do to accomplish his goals.

Jereru |

This is Farooq, a Half-Elf Magus. Only the fluff is done for now, the crunch here is from an old Magus PC. I need to level him up to 10th and change some other things, so don't pay attention.

Kevin O'Rourke 440 |

I'd be tempted to apply with an arcanist with the occultist archetype and the harrow summoner feats. https://www.d20pfsrd.com/feats/general-feats/harrowed-summoning/
I'd number and list the harrow cards in a spoiler in the character and roll for what card is drawn. On the plus side I've played part of the first book of skull and shackles and have been running Ruins of Azlant so I'm familiar with aquatic combat now.