
Azothath |
Req: PFS legal, 20 pt Abil buy, 5th Lvl 10500gp gear then later 11th Lvl 82000gp gear.
Callidus Synedrus {ltn: cunning councilor}, Monk-Black Asp 2, Wizard-E-Manip-3 & 9
LN sz med human hmnd (m) age:26 ht:5’11” wt:165lb. (BMI 23 nrml)
Home: Magnimar(Vista) Varisia Politic: self-serving Worship: Mephistopheles (LE), Bastet (CN).
Init: +2, Sns: , Prcp: +7
AC: 21(13), tch 13, fftd 19 (+4[frc] armr, +4[frc] shld, +2 Dex, dodg, dflc, +1 monk(WIS)).
HP: 30 (2d8 +3d6) {PFS=8 +5 +3*4 +5*1{FCB}}.
Saves: Fort +6, Rflx +7, Will +8, +1{of 2} rst to scdry sv.
Mov Spd: 30’
Mle: mw temple sword extc 1hnd +3 (1d8 c19+ *2)S, monk, trip.
Mle: kunai(dagger) smpl lgt/thrw +5 ≤30’|+4 (1d4(+1≤30’) c20 2)B|P Rng:10ft, crowbar or piton use [2].
Rng: mw shuriken extc rngd(thrw ammo) +6 ≤30’|+5 (1d2(+1≤30’) plus poi c20 *2)P Rng:10’, monk, [10]
Rng: mw hvy crossbow smpl rngd 2hnd +6 ≤30’|+5 (1d10(+1≤30’) plus poi c19+ *2)P Rng:120’
Ammo: dur cFe & AgWpnBlch [10]. thistle[10] poi [bleed] 1 for 1d6r. Bolt[10].
Rng: Poi Sand tube Rng:-- 15’ cone all in AoE Confabltn Pwdr: inhld 10’ cube for 10 min, Fort 18 freq 1/min for 2 min, inital [stgrd] 1min and highly suggestible, cure 1 sv.
Tattoo SLA daze:E0@6 tgt 1 hmnd crtr <5 HD Will 15 else no actn dur:1 rnd 3/d.
Arcn Spells Prpd (CL 5{E:+1}; DC= 10 +SplLvl +5(Int){E:+1}; Conc +10{E:+1})
2nd(3+1)BO[ ]: Blur:I2, Glttrdust:C2 Will 17, Hids Lghtr:E2 Will 18, Snsry Ovnd:E2 Will 18.
1st(5+1): Coin Shot:T1{3gp or 3pp}, MagArmr:C1, Shld:A1, Shk Grsp:K1.
0th(4@will): Acd Splsh:C0, Danc Lgts:K0, Ghst Snd:I0 Will 15, Mssg:T0.
SchPwr: Ench Smile(Su). Bguil Tch(Sp): std actn tch (HD≤Wiz not in cmbt & not hostile) liv crtr Will 16 else charm mon [mnd-afct] for 1 rnd uses [8]/d.
Poison: Coin[1] Ossivane: injry Fort 18 freq if active 1/r for 6r, 1d3 Dex dmg, cure 2 sv. Coin[2] Shuriken[2] Bolt[2] Red Tears: injry Fort 15 freq 1/r for 10r, (1d6)[bleed]dmg, cure 1 sv. Shuriken [2] Bolt [2] Wndweal: injry Fort 18 freq 1/d until cured, -10 Heal & mag heal CstrLvl Chk 25, cure 2 sv. Shuriken[1] Spidervine: injry Fort 15 freq 1/r for 6r, inital [stgrd] for (1d4)+1 rnd then scndry [stgrd to parlzd] 1d2 Con dmg(Con 2 min), cure 2 consc sv.
Skills(rnk 39): Acroᶜ +8(3), Apprᶜ +9(1), Bluff +5(1){2}, Clmbᶜ, Crftᶜ(alchemy{poi} +10(2)), Diplo +5(1){2}, Dis Dev +5(1){2}, Dsgs +3(1), Esc Artᶜ +6(1), Flyᶜ, Hndl Anml, Heal, Intmdᶜ +10(3){2}, Knowᶜ(arcn +9(1), dngn +9(1), engr, geog, hist +9(1), locl +13(HB/1), natr +9(1), nobl +9(1), plns +9(1), rlgn +9(1)), Lingᶜ +10(2), Prcpᶜ +7(3), Pfrmᶜ(oratory +6(1)), Profᶜ(merchant +4(1)), Rideᶜ +10/8(3){+2}, Sns Mtvᶜ +5(1), SoH +3(1), Splcrftᶜ +12(4), Stlthᶜ +6(1), Survl, Swimᶜ, UMD. Cls Skl(ᶜ), Skl Fcs(ˢ)
Lang: common(chelish), varisian{rgnl}, celestial, infernal, abyssal, sakvroth(undercommon), napsu-sign langᒻ, halflingᒻ, elven{HB}. Ling(ᒻ)
Abil: 5th [10(0), 14(+2), 10(0), 20{18}(+5), 12(+1), 14(+2)], 20pt [10,14,10,16,12,13] & race +2 Int, 4th:+1 Cha, Headband +2 Int.
BAB: +2, CMB:+2 CMD: 14.
Race(human): Age:16-27, HT:55-78”, Wt:95-220. Abil: +2 one abil. Type:humn hmnd. Sz: Med. Spd: 30’. Sns:-. BnsFeat: any feat. Skilled: +1 Skl Rnk/Lvl. Lang:common, {rgnl}, +(any). FCB of +1 HP is preferred.
Wpn & Armr Prfc: brass knuckles, cestus, club, lgt & hvy crossbow, dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear, and temple sword.
Cmbt Gear:
SLWS-L: Wand: Obsc Mist:C{SplLvl=}1@{CstrLvl=}1 [30]chg 450gp. SLWS-R: Vanish:I1@1 [30]chg 450gp. Bndlr[8+8]: Pot: Cure Lgt Wnd:C1@1 50gp. Vial Antitoxin +5 alch Fort [poi] 1hr or end woundweal 25gpᶿ. Vial Antiplague +5 alch Fort [dis] 1hr or two saves 25gpᶿ. Vial Twitch Tonic +2 alch Fort [parlz, stgrd, sleep] 1hr 1/d 22.5gpᶿ. Wismuth Salix +2 alch Fort [naus, sick] 1hr 1/d 15gpᶿ. Lngbrd Lambic ignore [fatg, shkn, stgrd] 1d4 rnd, [exhst or fright] to [fatg or shkn] {same dur}, consume 2nd in 1 min Fort 15 else [naus] 1d4 rnd 2*10gpᶿ. Mellowroot +5 alch [fear] & Will 15 to withdraw from foe thrt area for 1hr 12.5gpᶿ. Flsk alch fire [4] 40gpᶿ. Thunderstone rngd atk Rng:20’ vs AC 5(sqr) then 10’ rad AoE Fort 15 else deaf 1 hr (-4 INIT, (verbal) SplFail 20%) 15gpᶿ. Scr: B Str:T2@3 150gp. Scr: Hgtn Aware:D1@1 [2] 50gp. = 1325gp
Worn Equip:
mw temple sword extc 1hnd wpn +1 (1d8 c19+ *2)S, monk, trip, 3lb 330gp. kunai(dagger) smpl lgt/thrw (1d4 c20 2)B|P Rng:10ft, crowbar or piton use (2)*2lb 2*2gp. mw shuriken extc rngd(thrw ammo) +1 (1d2 c20 *2)P Rng:10’, monk [2*5] (2)*0.5lb 10*6+2*1gp. mw hvy crossbow smpl rngd 2hnd +1 (1d10 c19+ *2)P Rng:120’ 8lb 350gp. Ammo: durable cold iron(cFe) & silver(Ag) WpnBlch [10] 1lb 10*2+5gp. Thistle [10] poi [bleed] 1 for 1d6r 1lb 10*1gp. Bolt[10] 1lb 1gp. Poi Sand tube Rng:-- 15’ cone Fort 12 [dazzl] 1 rnd or (3) poi, repack full-rnd actn, Hrd:5, HP:1, 1lb 1gp. (2) bandolier(Bdlr) [8] 0lb 2*0.5gp. Spring-loaded wrist sheath(SLWS) 0lb 2*5gp. Spl Comp pouch. Advtr outfit 3lb 0gp. Aegis of recovery [neck] +2 rst cont saves, at HP:0 (2d8+3)heal & destroyed 1500gp. Cloak of resistance +1 [shldr] 1000gp. Headband of Int +2 [hdbnd] Knw-locl Lang:elven 4000gp. Wd holy symbol (Bastet). Poisons: Confabulation Powder 3*40gpᶿ, Ossivane 175gpᶿ, Red Tears 6*25gpᶿ, Woundweal 4*50gpᶿ, Spidervine 150gpᶿ{this one is a bit custom}. = 8089gp
Stowed Equip:
BP: {mw} inquisitor kit (mw backpack(BP) +2lb +48gp, bedroll, spell comp pouch{above}, candles[10], (cheap) holy text, flint and steel, iron pot, mw manacles Brk(Str):28 Hrd:10 HP:10 +35gp, mess kit, 50’ silk rope Brk(Str):24 HP:4 Hrd:0 5lb(-5lb) +9gp, soap 0.5lb, spl comp pouch, torches [10], trail rations [5]d, waterskin 4lb, wooden holy symbol{above} 29lb 122gp. Grpl arrw Rng:30’, 0.25lb 1gp. (2) sack stows 60lb 2*0.5lb 1gp. mw thieve tools +2 crcm Dis Dev 2lb 100gp. Ag holy symbol (blood red moon behind 3 brnz ylw peaks, Mephistopheles Know-rlgn 20) 25gp. Scr: Det Sec Doors:D1@1 [2] 50gp. Spellbook 415gp. = 714gp
Brooks adv horse war trained Quadruped (hooves) MIBS[armor, belt (saddle), chest, eyes, feet (horseshoes), head, headband, neck, shoulders] Grsp:No, trick(atk, come, defend, down, guard, heel) 300gp. Bit & bridle 2gp. Military saddle +2 crcm stay in saddle, uncons 75% stay in saddle wt:30lb 20gp. Saddlebags(SB) weatherproof 2*20lb stowage 8lb 4gp. cFe bear trap type:mech, Prcp:15, Tggr:loc, Reset:manl, +10 (2d6+3)dmg mov/2 and none if anchrd, Dis Dev 20, Esc Art 22, Str Chk 26, 2*10lb 2*4gp. Sack: horse feed [6] wt:60lb 0.6gp. = 330.6gp
Cash: 10500 -1325 -8089 -714 -330.6 = 41.4gp {3pp, 11gp, 4sp}
Traits:
• T1: Mag Knack(Mag) choose class (Wizard) gain up to +2(≤ HD) trt to caster level.
• T2: Resilient(Cmbt) +1 trt Fort.
Feats & Levels:
• HumnBF: Point-blank Shot Rng & Thrwn wpns no atk cmbt cover {-4 pnlty}.
• F1: Precise Shot Rng wpns +1(+1) ≤30ft.
• Lvl1: Monk-Black Asp(MBlkAsp) 1. AC Bns(Ex) no armr & lgt load +WIS AC(Reg, Tch, & FltFttd) & CMD. BlkAsp Path(Ex) Poi Use(Ex) cannot accidentally poison self. At 3rd gain Adder Strk(Ex) feat, rplc Stun Fist, Still Mind. Bns Feat Cmbt Rflx(Ex) make up to 1+DEX AoO/r. Flrry Blows(Ex) full atk actn -2 to BAB=Monk (+0)dmg for extra Atk (Uarmd Strk, monk wpn) as if Two-Wpn Fgt. Stun Fist(Ex). Unarmd Strk gain Impvd Unarm Strike(Ex) deal (1d6 +STR)dmg @Monk1-3 lethal or nonlethal(no penalty) & with Grpl.
• Lvl2: MBlkAsp 2: Bns Feat Impvd Grapple(Ex) CM Grpl does not provoke, +2 CMB Grpl, +2 CMD vs Grpl. Evasion(Ex) no/lgt armr if Rflx sv half dmg then save for 0 dmg. Flrry Blows(Ex) at +0/+0.
• F3: Cypher Script splbook spls take up RndUp(half page, half cost) and 10*SplLvl min to scribe (cantrip =0.5).
• Lvl3: Wizard-Diviner(Wiz-E-Manip) 1: Arcane Spells(Int) prep’d splcstr from Rd Mag:D1 & spellbook/penned/scribed spells (incl orisons/cantrips). Spellbook: Gain spellbook with penned(learned/known, scribed) (non-opposed) cantrips, (3 +INT) First SplLvl spells then 2 each Wiz thereafter (see Magic). Spell Preparation: takes 1hr or proportional amount to fill empty slot (see Magic). BondObj(Sp)/Fmlr(Ex): choose[amulet, ring, staff, wand, weapon] and while worn[MIBS]/held cast any one (non-opposed, non-MetaMag) spellbook spl/d, without Conc (20 +SplLvl) to cast. May add magical abilities as if having appropriate magic item crafting feat at half price to mw Bond Obj{item’s material requirements are ignored}. BondObj restores to full HPs with daily spell prep. Replace (item & mw cost +200*Wiz)gp or existing magic item on day 7(if lost/destroyed) taking 8hr. ArcnSchl(opt, else U): at initial level choose school (Enchantment(E)) and opposed schls (Divination(D), Necromancy(N)) gaining school abilities. Opps’d schools req 2 SplSlots and -4 Skl when crafting magic item. Lang opt: draconic. Scribe Scroll or {PFS}SplFcs(tbd) feat. HD:d6, SplRnk:2+INT.
E-Manip: Ench Smile(Su): +(2 +[Wiz/5]) enhc Bluff, Diplo, & Intmdt. @20 if saved E spells turned back on caster (spell turning). Bguil Tch(Sp): std actn tch (HD≤Wiz not in cmbt & not hostile) liv crtr Will (10 +[Wiz/2] +INT) else charm mon [mnd-afct] for ([Wiz/2], min 1) rnd uses [3+INT]/d. Shp Emo(Su)@8: 30’ aura emo ward(ally ≤ 30’ +4 morl sv [mnd-afcn] spls & efcts, ongoing [fear] -1 step (shkn min)) or influence(foe ≤ 30’ -2 sv [mnd-afcn]) uses (Wiz) rnd.
• Lvl3–WizBF: SplFcs(E) +1 DC.
• Abil4: Cha +1 (14).
• Lvl4: Wiz-E-Manip 2.
• F5: Varisian Tattoo(E) +1 CL & SLA daze:E0@Lvl 3/d.
• Lvl5: Wiz-E-Manip 3.
• Spellbook #1 (59/200)pg 0(15)gp, note: free(⁰) from level gains. !D, !N
Scnd(16+2⁰): Prot Arrw:A2. Rst Enrg:A2. Grdn Peril:C2. Glttrdust:C2 10’ rad AoE -40 Stlth & Will else [blnd] until full-rnd save/rnd, dur:CL rnd. Zey Fcs:D2 F:mw ThvTools Rog Trapfind( +[CL/4, min 1] Prcp & Dis Dev vs all traps) else +5 comp Dis Dev(mech), may reroll Dis Dev for 1 min dur. dur:CL min. Compls Liar:E2. Hids Lghtr:E2 tgt 1 crtr IF Int≤2 no afct or diff crtr type (+4 Will) then Will else no actn & [prone] until save/rnd, dur:CL rnd. Snsry Ovnd:E2 tgt 1 crtr Will else no full/std actn {does not negate/end}, dur:CL rnd. Tch Idiot:E2 tch liv crtr -1d6 Int, Wis, & Cha abili min 1, dur:10*CL min. Blur:I2 [concl] 20% miss%, dur:CL min. Invis:I2. TK Strks:K2 +1d4[frc] dmg to IUS/ntrl wpns, dur:CL min. Fls Life:N2 +1d10+CL(max 10) temp HP, dur:CL hr. Air Step:T2 ignore dfclt terr < ht:1’ & do not trgr wt based traps, -10 to be trackd, if Fly(5) then mov ovr liquids, if Fly(1) then move ovr liquids at mov/2 & -4 Acro, Clmb, Ride, else -10’ mov -4 Acro, Clmb, Ride, dur:CL min. Alter Self:T2. B Str:T2. Darkvis:T2. Spdr Clmb:T2.
First(18+10⁰): Obsc Poi:A1. Prot from Evil:A1. Prot from Good:A1. Shld:A1 +4[frc] shld AC neg MagMssl. Infrnl Heal:C1 gain Fast Heal 1 10 rnd. Mag Armr:C1 +4[frc] armr AC. Unsn Srvnt:C1. Comp Lang:D1. Cult Adpt:D1. Sure Cast:D1. Chrm Per:E1. Hypno:E1. Momt Grt:E1. Ear-prc Scrm:K1. Mag Mssl:K1. Shk Grsp:K1 Tch +3 to hit mtl armr/wpn (CstlLvld6. max 5d6)[elec] dmg. Ill Calm:I1. Vansh:I1. Ventrilo:I1. Break:T1. Coin Shot:T1 Rngd Tch within 1st rng incr else smpl thrw (varies c20 *2)B&P Rng:20’: Au: +1 (1d8+3 c29 *2 plus poi). Pt: +1 (1d10+3 c20 *2 plus poi) adamt. Crft Fortn:T1. Exp Rtrt:T1. Grav Bow:T1. Hide Wpn:T1. Lbrtn Cmmd:T1. Long Arm:T1. Rdc Per:T1.
Zero(2+19⁰): Rst:A0. Acd Splsh:C0. Det Mag:D0. Rd Mag:D0. Danc Lgt:K0. Flare:K0. Lgt:K0. R Frst:K0. Spark:K0. Ghst Snd:I0. Hnt Aspct:I0. Vac Vssl:I0. Bleed:N0. Mag Hnd:T0. Mend:T0. Mssg:T0. Opn/Cls:T0. Scrv Chant:T0. Arcn Mrk:U0. Prstdg:U0. = Paid 415gp of 1105.
Background
Callidus had an interesting childhood in Magnimar and that could be said for a lot of the abandoned and orphans. Luckily a seeress of Erecura saw potential in her entrails that day and raised him until he was seven. She then passed(sold) him along to the Kwilling rhynners of Imbrex where the closeted monks put him to task and training. The monks instilled a strong moral code which he embodies and his cleverness got him aspiring opportunities. Due to his excellence with minor weapons, literacy in varisian and infernal, good chelish stock and lawful alignment, the residence of the Nail hired him to serve at sixteen to service visiting signifiers, scholars, and pacify local bureaucrats until the maturity of his indentureship at twenty one. At the citadel he experienced how manipulation could affect stringent hierarchies from within and wisely kept that insight well buried. His masters were amused at his interest in useless soft magics like enchantments and saw no harm in allowing its study. They were somewhat surprised when Callidus left with his spellbook in hand for a mere trading company.
Tactics
Callidus prefers to create an unwitting informant among his targets. Barring that he uses standard spying and observations through beguiled proxies. He knows that without a traitor or decent information he’s not likely to best a martial group in a direct conflict and he seeks advantage rather than slaying. He’s likely to have a Bard/skald (APL-1) with 2 Gunslingers(APL-1) and 3-6 thugs(rogues APL-2) act as his martial cover or distraction as he ambushes from behind in the second round.
• Prepare(major battle) Should the patsies have a good attack with a crossbow, load 2 poisoned bolts into their crossbows. Cast mage armor, coin shot w poison, blur, then Scroll of strength, shield (reducing prep to 2 rnds on site).
• 1: allow patsies to attack & distract. Move into position using stealth.
• 2: enter combat at top of INIT. Glitterdust to debilitate foes trying to keep cover if possible.
• 3: Sensory Overload or Hideous Laughter on non-blinded martial OR Use AoE poison to debilitate foes or throw coin at caster or more pliant fighter, seeking to lower saves, actions, or recovery.
• 4: repeat 3 likely moving to poison coins.
• 5: assess situation. A) repeat #3, B)Vanish and move position (15 w Stlth or 30 ft), C) BO SplLvl 2 (glitterdust, sensory overload, garden of peril) on foes.
Should Callidus be forced into serious combat use vanish to escape. Obscuring Mist is your ranged defense. Callidus will accept a foes honorable defeat and doesn’t seek to kill unless he believes his foes will not offer quarter. At 6HP in a losing situation he will flee combat as he does not wish to use his Aegis (bonded object turns into mw lump, still usable but not pretty).
by Azothath
=== end 5th ===

Azothath |
Req: PFS legal, 20 pt Abil buy 11th Lvl 82000gp gear. It's long...
poisons in PF1 are problematic and not well priced, so I did what I could to be relatively effective, reasonable, and taseful.
Callidus Synedrus, Monk-Black Asp 2, Wizard-E-Manip-9
LN sz med human hmnd (m) age:30 ht:5’11” wt:172lb. (BMI 24 nrml)
Home: Magnimar(Vista) Varisia Politic: self-serving Worship: Mephistopheles (LE), Bastet (CN).
Init: +3, Sns:{darkvis 60', lowslgt, scent}, Prcp: +19
AC: {24}22(14), tch {16}14, fftd {20}19 (+4[frc] armr, +4[frc] shld, +3 DEX, dodg, dflc, +1 WIS monk). {Charau-ka +1 Dex, +1 sz}
HP: 67 (2d8 +9d6 +11) {PFS=8 +5 +8*4 +11 +11*1{FCB}}. {Con 14 for dying, regen 1/hr, immn cont [bleed]}
Saves: Fort +11, Rflx {+13}+12, Will +13, Evasion Rflx sv 0 dmg
Mov Spd: 30’ {Clmb: 20'}
Mle: mw temple sword extc 1hnd std +7 or full flrry {+8,+8}+7,+7 ({1d6}1d8+1 c19+ *2)S, monk, trip CMB +13.
Mle: kunai(dagger) smpl lgt/thrw {+11}+10 ≤30’|+9 (1d4(+2≤30’ else +1) c20 2)B|P Rng:10ft, crowbar or piton use [2].
Mle: IUStrk std +6 or full flrry {+7,+7}+6,+6 ({1d4}1d6+1 c20 *2)BPS Lthl/nonLthl.
Mle: Impvd Grpl(no prvk) {+11}+12 (1d6+1 c20 *2)BPS Lthl/nonLthl OR kunai. Probably best to trip w sword.
Rng: mw shuriken extc rngd(thrw ammo) {+11}+10 ≤30’|+9 (1d2(+2≤30’ else +1) c20 *2 plus poi)P Rng:10’, monk, [10]
Rng: +1 mw hvy crossbow sniping {+11}+10 ≤30’|+9 ({1d8}1d10(+2≤30’ else +1) c19 *2 plus poi)P Rng:120’, snipe +5 Stlth
Ammo: dur cFe & AgWpnBlch [10]. thistle[10] poi [bleed] 1 for 1d6r. Bolt[10].
Rng: Poi Sand tube Rng:-- 15’ cone all in AoE Confbltn Pwdr
Rng: mw coin rngd(thrw ammo) Rngd Tch {+11}+10 ≤20’| Rngd +10 ≤30’|+9
pp: (1d10(+5≤30’ else +4) c20 *2 plus poi)B&P, adamt [3] {it's magic!}
gp: (1d8(+5≤30’ else +4) c20 *2 plus poi)B&P, [3]
Tattoo SLA daze:E0@11 tgt 1 hmnd crtr <5 HD Will 16 else no actn dur:1 rnd 3/d.
Arcn Spells Prpd (CL 11{E:+1}; DC= 10 +SplLvl +6(Int){E:+1}; Conc +17{E:+1} +2 cast DEF & reroll [3]/d)
5th(3+1)BO[ ]: Acd Spry:C5 11d6 Rflx 21 then 5d6, Dom Per:E5 Will 22. Feeblmnd:E5 W:22. Mind Fog:E5 Will 22.
(BO: Dom Per:E5. Bale Poly:T5 Fort 21 then Will 21. or TP:C5.)
4th(3+1): Confusn:E4 Will 21. Drgn Brth:K4 11d6 Rflx 20 OR Grt Invis:I4. Empwr Tch Idiot:E2+2 1.5*(1d6) each
Int, Wis, Cha. Prst Hids Lghtr:E2+2 Will 19.
3rd(4+1): Abltv Barr:C3, Babble:E3 Will 20. Haste:T3. Lgtnbolt:K3 10d6 Rflx 19. Suggestion:E3 Will 20.
2nd(6+1): Blur:I2. Mir Img:I2 (1d4+3)img AC 17. Glttrdust:C2 Will 18, Pilf Hnd:T2 CMB +17. Spctrl Hnd:N2.
Tch Blodltg:N2 W18. Tch Idiot:E2.
1st(7+1)[3]: Coin Shot:T1{3gp or 3pp}. Ill Calm:I1. Mag Armr:C1. (2) Mag Mssl:K1 5d4+5. Rdc Per:T1. Shld:A1.
Tch Grclss:T1 Fort 17.
0th(4@will): Acd Splsh:C0, Danc Lgts:K0, Ghst Snd:I0 Will 16, Mssg:T0.
Sch Pwr: Ench Smile(Su). Bguil Tch(Sp): std actn tch (HD≤Wiz not in cmbt & not hostile) liv crtr Will 20 else charm mon [mnd-afct] for 1 rnd uses [9]/d. Emo(Su)@8: 30’ aura emo ward(ally ≤ 30’ +4 morl sv [mnd-afcn] spls & efcts, ongoing [fear] -1 step (shkn min)) or influence(foe ≤ 30’ -2 sv [mnd-afcn]) uses [9] rnd.
Meta Mag: Reach(+1 to +3), Empwr(+2), Prstnt(+2).
Poison:
Poi Sand Tube [1] Cnfb Pwdr inhld 10’ cube for 10 min, Fort 20 freq 1/min for 2 min, inital [stgrd] 1min
and highly suggestible, cure 1 sv.
Coin [1] Dth Bld injry Fort 22 freq 1/rnd for 6 rnd, 1d3 Con dmg, cure 2 sv. {tgt spellcstr}
Coin [1] Drgn Bile injry Fort 28 freq 1/rnd for 6 rnd, 1d3 Str dmg, cure none. {tgt martial}
Coin [1] Prpl Worm: injry Fort 26 freq 1/rnd for 6 rnd, 1d3 Str dmg, cure 2 sv. {tgt martial}
Shuriken [1] Vssl Btwn injry Fort 22 freq 1/min for 4 min initl [sick] then scndry 1d2 Con & 1d2 Mis dmg, cure 2 sv.
Shuriken [1] Bolt [1] Osvn: injry Fort 20 freq if active 1/r for 6r, 1d3 Dex dmg, cure 2 sv.
Shuriken [1] Bolt [1] Wndwl: injry Fort 20 freq 1/d until cured, -10 Heal & mag heal CstrLvl Chk 27, cure 2 sv.
Skills(rnk 81): Acroᶜ +9(3), Apprᶜ +10(1), Bluff +6(1){3}, Clmbᶜ {+12(0)}, Crftᶜ(alchemy(poi) +19(10)), Diplo +6(1){3}, Dis Dev +6(1){2}, Dsgs +3(1), Esc Artᶜ +7(1), Flyᶜ +12(6), Hndl Anml, Heal, Intmdᶜ +16(9){2}, Knowᶜ(arcn +11(5), dngn +10(1), engr +10(1), geog, hist +10(1), locl +20(HB/1), natr +20(HB/1), nobl +12(3), plns +10(1), rlgn +10(1)), Lingᶜ +12(3), Prcpᶜ +19(10){5}, Pfrmᶜ(oratory +6(1)), Profᶜ(merchant +5(1)), Rideᶜ +12/10(4){+2}, Sns Mtvᶜ +5(1), SoH +4(1), Splcrftᶜ +19(10), Stlthᶜ +{15}9(1){2}{+6 Charau-Ka}, Survl, Swimᶜ, UMD. Cls Skl(ᶜ), Skl Fcs(ˢ)
Lang: common(chelish), varisian{rgnl}, celestial, infernal, abyssal, sakvroth(undercommon), napsu-sign langᒻ, halflingᒻ, kelishᒻ, elven{HB}, sylvan{HB}. Ling(ᒻ)
Abil: 11th [12{10}(+1), 16{14}(+3), 12{10}(+1), 23{19}(+6), 12(+1), 14(+2)], 20pt [10,14,10,16,12,13] & race +2 Int, 4th:+1 Cha, 8th:+1 Int, Belt +2 Str, Dex, Con, Headband +4 Int.
BAB: +5, CMB:+12 CMD: 27. {+INT CM, +WIS CMD, +INT Break/Lift Str Chk}.
Race(human).
Wpn & Armr Prfc: brass knuckles, cestus, club, lgt & hvy crossbow, dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear, and temple sword.
Cmbt Gear:
SLWS-L: Wand: Obsc Mist:C{SplLvl=}1@{CstrLvl=}1 [30]chg 450gp. SLWS-R: Vanish:I1@1 [30]chg 450gp. HH: Pot: Cure Lgt Wnd:C1@1 50gp. Vial acid [2] (F: Acd Splsh:C0, M: Acd Arrw:C2, Acd Spry:C5) 10gpᶿ. Flsk alch fire [2] (F: Scrh R:K2, M: Brn Hnd:K1, Scrh R:K2, Flm Sph:K2, Firball:K3, Rst Enrg:A2, Prot Enrg:A3) 20gpᶿ. Vial Liq Ice [2] (F: R Frst, M: R Frst:K0, Gntl Rps:N2, Cone Cld:K5, Rst Enrg:A2, Prot Enrg:A3) 40gpᶿ. Vial Twitch Tonic +2 alch Fort [parlz, stgrd, sleep] 1hr 1/d 22.5gpᶿ. Wismuth Salix +2 alch Fort [naus, sick] 1hr 1/d 15gpᶿ. Lngbrd Lambic [2] ignore [fatg, shkn, stgrd] 1d4 rnd, [exhst or fright] to [fatg or shkn] {same dur}, consume second in 1 min Fort 15 else [naus] 1d4 rnd 20gpᶿ. Thunderstone [2] rngd atk Rng:20’ vs AC 5(sqr) then 10’ rad AoE Fort 15 else deaf 1 hr (-4 INIT, (verbal) SplFail 20%) 30pᶿ. Scr: Spdr Clmb:T2@3 150gp. Scr: Reloading Hands:C2@3 150gp. Scr: Grav Bow:T1@1 [2] 50gp. Scr: Hgtn Aware:D1@1 [2] 50gp. Scr: Det Sec Doors:D1@1 [2] 50gp. = 1557.5gp
Worn Equip:
mw temple sword extc 1hnd wpn +1 (1d8 c19+ *2)S, monk, trip, 3lb 330gp. kunai(dagger) smpl lgt/thrw (1d4 c20 2)B|P Rng:10ft, crowbar or piton use (2)*2lb 2*2gp. mw shuriken extc rngd(thrw ammo) +1 (1d2 c20 *2)P Rng:10’, monk [2*5] (2)*0.5lb 10*6+2*1gp. +1 mw hvy crossbow sniping smpl rngd 2hnd +1 (1d10 c19+ *2)P Rng:120’ +5 comp Stlth remain hidden after sniping 8lb 4225gp. Ammo: durable cold iron(cFe) & silver(Ag) WpnBlch [10] 1lb 10*2+5gp. Thistle [10] poi [bleed] 1 for 1d6r 1lb 10*1gp. Bolt[10] 1lb 1gp. Poi Sand tube Rng:-- 15’ cone Fort 12 [dazzl] 1 rnd or (3) poi, repack full-rnd actn, Hrd:5, HP:1, 1lb 1gp. Spring-loaded wrist sheath(SLWS) 0lb 2*5gp. Spl Comp pouch. Advtr outfit 3lb 0gp. Wd holy symbol (Bastet). Pt signet ring, diamond 100gp, poi pill cmprt (Magic Jar) 5+20+100gp. = 4793gp.
Belt Phy Pfrctn [belt] +2 enhc Str, Dex, Con 16000gp. [body]. [chst]. Eyes of Eagle [eyes] +5 comp Prcp 2500gp. [feet]. [hnds]. [head]. Headband of Int [hdbnd] +4 enhc Int, Know(locl, natr) Lang:elven, sylvan 16000gp. Amulet of Spell Mastery [neck] prprd +6 SplLvl (5th, 1st) 11000gpᶿ. [ring1]. [ring2]. Cloak of resistance [shldr] +3 rst saves 9000gp. Spellguard Bracers [wrst] +2 cast DEF Conc, reroll cast DEF Conc [3]/d 5000gp. Ioun Ston [none]: Prly Wht Spndl Crkd regen 1/hr 3400gp. Tourm Sph +2 Con for dying 1000gp. Magenta Prsm Crkd +2 comp Skl (Stlth) chng 1/d 800gp. Mulbry Pntcl Crkd +1 comp Bluff & Diplo 400gp. Pearl of Power [none] Frst:3 3000gp. Handy Haversack [none] stow 80+20+20lb rtrv as mov actn does not prvk, 5lb 2000gp. = 70100gp
Poisons: Confabulation Powder (+2DC=20, cost *2) 3*80gpᶿ. Ossivane (+2DC=20) 2*350gpᶿ. Woundweal (+2DC) 2*100gpᶿ. Vessel Between (Inj (*0.8)) (+2DC=22, cost *2) 600gpᶿ. Purple Worm (+2DC=26, cost *2) 700gpᶿ. Dragon Bile (Inj (*0.667)) (+2DC=28, cost *2) 1000gpᶿ. Death Blade (+2DC=22, cost *2) 1800gpᶿ. = 5640gp
Stowed Equip:
HH: {mw} inquisitor kit (mw backpack(BP) +2lb +48gp, bedroll, spell comp pouch{above}, candles[10], (cheap) holy text, flint and steel, iron pot, mw manacles Brk(Str):28 Hrd:10 HP:10 +35gp, mess kit, 50’ silk rope Brk(Str):24 HP:4 Hrd:0 5lb(-5lb) +9gp, soap 0.5lb, spl comp pouch, torches [10], trail rations [5]d, waterskin 4lb, wooden holy symbol{above} 29lb 122gp. Grpl arrw Rng:30’, 0.25lb 1gp. (2) sack stows 60lb 2*0.5lb 1gp. (2) bandolier(Bdlr) [8] 0lb 2*0.5gp. Ag holy symbol (blood red moon behind 3 brnz ylw peaks, Mephistopheles Know-rlgn 20) 25gp. Mir Trsp:T4(2 mirrors) this can be environmental, shops, houses, etc otherwise stash 3 about at 25gp each. Bld Sentnl(F: blk raven $1, korat(grey) cat $1; M: mndrk rt $50) 52gp. Zey Fcs:A2 & Dis Dev mw thieves tools +2 crcm Dis Dev 2lb 100gp. Spellbook 15+3900gp. = 4217gp
Brooks adv horse war trained sz Lrg anml INIT:+4, AC:19 (2d8+10), HP:19, Fort:+8, Rflx:+7, Will:+3, Spd:50ft (Runo Endurance), Mle: bite +5(1d4+5 c20 +2)BPS {primary}, hooves +5,+5 (1d6+5 c20 *2)B {primary}. Quadruped (hooves) MIBS[armor, belt (saddle), chest, eyes, feet (horseshoes), head, headband, neck, shoulders] Grsp:No, trick(atk, come, defend, down, guard, heel) 300gp. Bridle of tricks [neck] trk[atk(anything), throw rdr, rescue] 2lb 900gp. Military saddle +2 crcm stay in saddle, uncons 75% stay in saddle wt:30lb 20gp. Saddlebags(SB) weatherproof 2*20lb stowage 8lb 4gp. cFe bear trap type:mech, Prcp:15, Tggr:loc, Reset:manl, +10 (2d6+3)dmg mov/2 and none if anchrd, Dis Dev 20, Esc Art 22, Str Chk 26, 2*10lb 2*4gp. Sack: horse feed [6] wt:60lb 0.6gp. = 1212.6gp
Cash: 82000 -1557.5 -4798 -70100 (-5640) -4217 -1212.6 = 114.9gp {10pp, 14gp, 9sp} (I have ignored the poison cost but to balance remove the spellguard bracers and bridle of tricks adding 260gp to cash (to buy a 3rd Lvl scroll depending on your needs.))
Traits:
• T1: Mag Knack(Mag) Wizard.
• T2: Resilient(Cmbt) +1 trt Fort.
Feats & Levels: (see 5th Lvl description for details)
• HumnBF: Point-blank Shot.
• F1: Precise Shot.
• Lvl1: Monk-Black Asp(MBlkAsp) 1. AC Bns(Ex). BlkAsp Path(Ex) Poi Use(Ex). Adder Strk(Ex). Bns Feat Cmbt Rflx(Ex). Flrry Blows(Ex). Impvd Unarm Strike(Ex).
• Lvl2: MblkAsp 2: Bns Feat Impvd Grapple(Ex). Evasion(Ex). Flrry Blows(Ex).
• F3: Cypher Script.
• Lvl3: Wizard-Diviner(Wiz-Ench-Manip) 1: Arcane Spells(Int). Spellbook. Spell Preparation. BondObj(Sp) (amulet). ArcnSchl (E-Manip, !D, !N). Lang opt. {PFS}SplFcs(E). E-Manip: Ench Smile(Su): +(2 +[Wiz/5]) enhc Bluff, Diplo, & Intmdt. @20 if saved E spells turned back on caster (spell turning). Bguil Tch(Sp): std actn tch (HD≤Wiz not in cmbt & not hostile) liv crtr Will (10 +[Wiz/2] +INT) else charm mon [mnd-afct] for ([Wiz/2], min 1) rnd uses [3+INT]/d. Shp Emo(Su)@8: 30’ aura emo ward(ally ≤ 30’ +4 morl sv [mnd-afcn] spls & efcts, ongoing [fear] -1 step (shkn min)) or influence(foe ≤ 30’ -2 sv [mnd-afcn]) uses (Wiz) rnd.
• Abil4: Cha +1 (14).
• Lvl4: Wiz-E-Manip 2.
• F5: Varisian Tattoo(E) +1 CL & SLA daze:K0@Lvl 3/d.
• Lvl5: Wiz-E-Manip 3.
• WizBF5: Knowledge is Power(Ex) add INT to CM & Break/Lift Str Chk.
• Lvl6: Wiz-E-Manip 4.
• F7: MetaMag Reach Spl(+1 to +3 per Rng incr increase) Rng[tch, cls, med, long].
• Lvl7: Wiz-E-Manip 5.
• Abil8: Int +1 (19).
• Lvl8: Wiz-E-Manip 6.
• F9: Meta Mag: Persistent Spl(+2) must try two saves to fail.
• Lvl9: Wiz-E-Manip 7.
• Lvl10: Wiz-E-Manip 8. ArcnSchl Emo(Su) {see above}.
• WizBF10: Opposition Research: N no longer opposed.
• F11: MetaMag: Empwr Spll(+2) 150% all variable numeric (dice) efcts and boonuses.
• Lvl11: Wiz-E-Manip 9.
=== (growth suggestions, not added to current build) ===
• Abil12: Int +1 (20).
• Lvl12: Wiz-E-Manip 10.
=== (end suggestions) ===
• Spellbook #1 (102/200)pg 0(15)gp, Spellbook #2 (101/200)pg 15gp note: free(⁰) from level gains. !D,
Fifth(10+2⁰): Acidic Spray:C5(M: vial acid 10gp). Teleport:C5. Wall of Stone:C5. Dominate Person:E5. Feeblemind:E5. Mind Fog:E5. Lightning Arc:K5. Grt Oneric Horror:I5. Magic Jar:N5(F: jem 100+gp). Suffocation:N5. Baleful Polymorph:T5. Elemental Body 2:T5.
Frth(15+4⁰): Lsr Globe of Invulnerability:A4. Remove Curse:A4. Dimension Door:C4. Solid Fog:C4. Locate Creature:D4. Charm Monster:E4. Confusion:E4. Grt Hypnotism:E4. Mindwipe:E4. Seeds of Influence:E4. Dragon Breath:K4. Emergency Force Sphere:K4. Grt Invisibility:I4. Horrific Doubles:I4. Bestow Curse:N4. Enervation:N4. Claim Identity:T4. Elemental Body 1:T4. Mirror Transport:T4(F:2+ med(2.5*3’) mirror 2*25gp).
Thrd(20+4⁰): Clay Skin:A3. Dispel Magic:A3. Magic Circle Against Good:A3. Ablative Barrier:C3. Pellet Blast:C3(pellets: 0, cFe 50, Ag 20, admt 100gp). Phantom Steed:C3. Open Book:D3. Babble:E3. Heroism:E3. Suggestion:E3. Battering Blast:K3. Call the Void:K3. Lightningbolt:K3. Displacement:I3. Oneric Horror:I3. Howling Agony:N3. Ray of Exhaustion:N3. Siphon Might:N3. Blink:T3. Blood Sentinel:T3(statue & mandrk 25gp). Fly:T3. Haste:T3. Grt Magic Weapon:T3. Shrink Item:T3.
Scnd(22+4⁰): Protection from Arrows:A2. Resist Energy:A2. Garden of Peril:C2. Glitterdust:C2 10’ rad AoE -40 Stlth & Will else [blnd] until full-rnd save/rnd, dur:CL rnd. Reloading Hands:C2. Web:C2. Zey Focus:D2 (F: mw Thv Tools) Rog Trapfind( +[CL/4, min 1] Prcp & Dis Dev vs all traps) else +5 comp Dis Dev(mech), may reroll Dis Dev for 1 min dur. dur:CL min. Compulsive Liar:E2. Hideous Laughter:E2 tgt 1 crtr IF Int≤2 no afct or diff crtr type (+4 Will) then Will else no actn & [prone] until save/rnd, dur:CL rnd. Sensory Overload:E2 tgt 1 crtr Will else no full/std actn {does not negate/end}, dur:CL rnd. Touch Idiocy:E2 tch liv crtr -1d6 Int, Wis, & Cha abili min 1, dur:10*CL min. Pilfering Hand:K2. TK Strks:K2 +1d4[frc] dmg to IUS/ntrl wpns, dur:CL min. Blur:I2 [cncl] 20% miss%, dur:CL min. Invisibility:I2. Mirror Image:I2 (1d4+3)img AC 17. False Life:N2 +1d10+CL(max 10) temp HP, dur:CL hr. Spectral Hand:N2 -1d4HP; Rngd tch 210ft SplLvl≤4, hnd incorp AC 28 ImpEvsn. Air Step:T2 ignore dfclt terr < ht:1’ & do not trgr wt based traps, -10 to be trackd, if Fly(5) then mov ovr liquids, if Fly(1) then move ovr liquids at mov/2 & -4 Acro, Clmb, Ride, else -10’ mov -4 Acro, Clmb, Ride, dur:CL min. Alter Self:T2 sz Med +2 Str (Sasquatch, Sewer Troll, Bugbear), Sml +2 Dex +1 atk & AC see Rdc Per (Charau-Ka, Canopy Troll, Goblin). B Str:T2. Darkvis:T2. Glide:T2. Knock:T2. Rope Trick:T2(rope). Spider Climb:T2 hnds free Clmb 20ft w Clmb +12, retain Dex to AC, cannot Run.
First(20+10⁰): Obscure Poison:A1(herbs 10gp). Protection from Evil:A1. Prot G:A1. Shield:A1 +4[frc] shld AC neg MagMssl. Air Bubble:C1. Infernal Healing:C1 gain Fast Heal 1 (det as E) dur:10 rnd. Mage Armor:C1 +4[frc] armr AC. Unseen Servant:C1. Comprehend Languages:D1. Cultural Adaptation:D1. Sure Casting:D1 +5 CL Chk vs SR. Charm Person:E1 tgt hmnd Will else attitude:Friendly {remembers}. Hypnotism:E1 tgt 2d4HD crtr Will else [fascnt] & request with +2 attitude {does not remember}, in cmbt +2 sv, sngl non-cmbt tgt -2 sv. Moment Greatness:E1. Ear-piercing Scream:K1 Fort dmg/2 else ([CL/2], min 1)d6[snc] & [daze]. Magic Missile:K1 tgt crtr(s) ([(CL+1)/2]d4+[(CL+1)/2])[frc]. Shocking Grasp:K1 Tch +3 to hit mtl armr/wpn (CLd6, max 5d6)[elec] dmg. Illusion of Calm:I1 if hit Will dsblf else see caster standing still, no provoke(cast spell, atk thrwn wpn, move out of sqr). Vanish:I1 invisibility CL rnd. Ventrilo:I1 throw verbal sounds Rng:Cls, interact for Will to dsblf. Break:T1 tgt obj Fort else [brkn], if [brkn] then [dstroy]. Coin Shot:T1 Rngd Tch within 1st rng incr else smpl thrw (varies) Rng:20’: Cu: (1d4+[CL/2] c20 *2)BP, Ag: (1d6+[CL/2] c20 *2)BP slvr, Au: +1 (1d8+[CL/2] c20 *2)BP, Pt: +1 (1d10+[CL/2] c20 *2)BP adamt. Crft Fortn:T1 +5 Crft(chosen). Expeditious Retreat:T1 +30ft enhc Spd. Grav Bow:T1 arrw & bolt +1 sz (dmg){aka 1d4→1d6→1d8/2d4→2d6, 1d10→2d8, 1d12→3d6}. Hide Wpn:T1. Liberating Command:T1 immd +CL Esc Art. Long Arm:T1 +5ft Rch. Reduce Person:T1 -1 sz cat: +2 Dex, -2 Str, +1 atk & AC, Spd same, Mle & Rngd (not Thrw) do less dmg.
Zero(2+19⁰): Rst:A0. Acd Splsh:C0. Det Mag:D0. Rd Mag:D0. Danc Lgt:K0. Flare:K0. Lgt:K0. R Frst:K0. Spark:K0. Ghst Snd:I0. Hnt Aspct:I0. Vac Vssl:I0. Bleed:N0. Mag Hnd:T0. Mend:T0. Mssg:T0. Opn/Cls:T0. Scrv Chant:T0. Arcn Mrk:U0. Prstdg:U0. = Paid 15+3900gp of 15+9645.
Background
(see above)
Tactics
Callidus prefers to create an unwitting informant among his targets. Barring that he uses standard spying and observations through beguiled proxies and his Blood Sentinels. He knows that without a traitor or decent information he’s not likely to best a martial group in a direct conflict and he seeks advantage rather than slaying. He’s likely to have a Bard/skald (APL-1) with 2 Gunslingers(APL-1) and/or 3-6 thugs(rogues APL-2 that he’s equipped with poison bolts) to act as his martial cover or distraction as he ambushes from behind in the second round.
• Prepare(major battle) Brief & prepare support crew (likely aspis crew) with 4 poisoned items (see woundweal and ossivane above). Cast Mag Armr dur:11hr, Abltv Barr:C3 dur:11 hr, then Scr:Spdr Clmb:T2 dur:30 min, Spctrl Hnd:N2 dur:11 min, Blur:I2 dur:11 min, Ill Calm: dur:11 min, Coin Shot:T1 dur:10 min (one or two! Using shuriken poisons).
Prep area and prepare for combat. I don’t see you really having time for crossbow action in *this* scenario.
Buffs: Mir Img:I2 dur:11 min (as this is obvious). Alter Self (Charau-Ka) dur:11 min {you don’t want to be identified}.
Short Buffs: Shld:A1 dur:11 rnd. Haste:T3 dur:11 rnd {hopefully on you and support crew}.
Debuffs: Mind Fog:E5 dur:30 min.
Hopefully PCs walk through Mind Fog or are caught by your first action starting combat… the patsies should be seen to provide a distraction to your casting covered by some cover, Stealth, illusion of calm, blur, mirror image, OR going with Grt Invis:I4...
• 1: allow patsies to attack & distract. Move into position using stealth. Haste self & support group within 50ft.
• 2: enter combat at top of INIT. Glitterdust to debilitate foes trying to keep cover if possible.
• 3: Start with the debuffing enchantments OR touches using Spctrl Hnd OR throw poisoned coin.
• 4: repeat #3.
• 5: assess situation. A) repeat #3 or use BO to cast high level debuff Enchantment, B) blast with AoE evoKation then move position (15 w Stlth or 30 ft), throw a poisoned coin and move.
Should Callidus be forced into serious combat he has several means to escape (Spdr Climb, Dim Door, etc). Obscuring Mist is your ranged defense. Callidus will accept a foes honorable defeat and doesn’t seek to kill unless he believes his foes will not offer quarter. At 10HP in a losing situation he will flee combat as he does not wish to go unconscious or be caught. He’ll live to fight another day as there are plenty of ‘friends’ who’ll take his blame.
by Azothath
===== end 11th =====