The Carrion Crown
“I am a scholar of the history of Ustalav, and I am happy to be so, but Ustalav has a bloody violent history, and I enjoy going out into the field to see the marks it has carved in Ustalav with my own eyes.”
Half Elf Wizard
Str 9, Dex 14, Con 12, Int 17, Wis 10, Cha 12
AC 12 Touch AC 13 Flatfoot AC 10
HP 8 (Incl. Fav. Class Bonus) Stability 12
Initiative + 4 Perception + 2 ( + 4 with Familiar) Sense Motive + 0 ( + 2 with Familiar)
Base Atk + 0; CMB – 1; CMD 11
Fort + 1 Ref + 2 Will + 2
+ 2 racial saving throw bonus against enchantment spells and effects.
Carrying Capacity (Adj for Masterwork Pack): 33lbs Light 66lbs Medium 100lbs Heavy
Light Crossbow + 2 (1d8 damage)
Dagger + 2 (1d4 – 1 damage)
Acid Dart + 2 (1d6 + 1 damage)
Languages: Common, Elven, Draconic, Varisian, Celestial
Feats: Additional Traits (2 additional traits – Charming and Focused Mind)
[Scribe Scroll, Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff]
Traits: Teachers Pet ( + 2 Knowledge: History), Elven Reflexes ( + 2 Initiative). Bonus Traits: Charming ( + 1 to bluff or diplomacy dealing with those attracted and + 1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures), Focused Mind ( + 2 trait bonus on concentration checks)
Skills (5): Knowledge 1 (Arcana) + 7, Knowledge 1 (History) + 9, Knowledge 1 (Religion) + 7, Knowledge 1 (Planes) + 7, Spellcraft + 7
Bonus Skill: Profession (Librarian) 1 + 4
- Note: Your Diplomacy score is + 1 normally with an additional + 1 if target is attracted to you. Your Familiar adds + 3 to that.
Half-elves are immune to magic sleep effects and gain a + 2 racial saving throw bonus against enchantment spells and effects.
Half-elves receive Skill Focus as a bonus feat at 1st level (Perception)
Half-elves receive a + 2 racial bonus on Perception checks.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Half-elves occasionally seek tutoring to help them master the magic in their blood. Half-elves with this racial trait have only one favored class, and it must be an arcane spellcasting class. They can use spell trigger and spell completion items (Staffs, wands etc) for their favored class as if one level higher that the item. This racial trait replaces the multitalented racial trait Half-elves normally get.
Arcane Bond: At 1st level, wizards form a powerful bond with a creature – a familiar. A familiar is a magical pet that enhances the wizard’s skills and senses and can aid him in magic. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but is now a magical beast for the purpose of effects that depend on its type.
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. The thrush grants you + 3 Diplomacy.
Alertness ( + 2 Perception and Sense Motive) as long as the Familiar is within arms reach. The Familiar gains improved evasion, share spells, empathic link.
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.
Thrush: + 3 Diplomacy checks.
N Diminutive magical animal
Init + 2; Senses low-light vision; Perception + 5
AC 17, touch 16, flat-footed 16 (+ 2 Dex, + 4 size + 1 Natural AC)
hp 2 (1d8 – 2)
Fort + 1, Ref + 4, Will + 2 (uses own or masters save, which ever is higher)
- Note: Can speak Common
Speed 10 ft., fly 40 ft. (average)
Melee bite – 1 (1d2 – 5)
Space 1 ft.; Reach 0 ft.
Str 1, Dex 15, Con 6, Int 6, Wis 15, Cha 6
Base Atk + 0; CMB – 2; CMD 3
Feats Skill Focus (Perception), Improved Evasion
Skills Fly + 12, Perception + 5
Arcane School Arcane School: Conjuration. Opposition Schools: Necromancy and Enchantment
A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. 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. Specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up from their List of known specialty spells each day.
Conjurers also get a number of other powers from their school.
Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell.
Acid Dart 6 Per Day
As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This attack ignores spell resistance.
Cantrips – All CRB Cantrips
Lvl 1 – Comprehend Languages, Grease, Hypnotism, Mage Armour, Magic Missile, Obscuring Mist,
Spells in bold are School spells and can be selected for your bonus spell slot
Spells in italics are Opposition School spells and take 2 spell slots to memorise
Cantrips – 4, Lvl 1 – 1, + 1 (Int Bonus), +1 Conjuring Spell
1st-command (DC 14): Comprehend Languages, Grease, Mage Armour
0 (at will): Detect Magic, Light, Mage Hand, Prestidigitation
Combat Gear: Dagger (2gp), Light Crossbow (35gp), 10 bolts (1gp)
Price 38 gp; Weight 6lbs.
Non Combat Gear: Kit, Wizard’s (with Masterwork pack upgrade) and scroll case
This kit includes a Masterwork backpack1, 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. A spellbook(Free). When wearing a masterwork backpack, treat your Strength score as +1 higher than normal when calculating your carrying capacity.
Price 70 gp; Weight 27 lbs.
Protection from Evil 25gp
17 Gp Remaining
1 When wearing a masterwork backpack, treat your Strength score as +1 higher than normal when calculating your carrying capacity.
You’ve always been studious and as half elven grandchild to a fairly well to do Ustalav merchant you’ve been accommodated in your bookish ways. You also spent some time with the odd Elven tutor, your human mother desiring that you maintain your roots to your Elvish heritage.
You are attractive, combining the best of human and elvish features but while friendly you still maintain a degree of reserve, cautious of people either wanting to be close to you or reject you on the basis of your heritage rather than who you are. You’ve recently bonded with a thrush, who somehow has been enhanced by your connection with magic and can talk. Your relationship with the creature is helping you relate to others and your social skills seem to improve when it is around.
The study of magic is somewhat taboo in most of Ustalav but in its cultural center of Caliphas, its study is alive and well, if kept away from the general public. It was here you met the Professor. He was an inspiration to you as an academic as well as a spell caster. At first, thrilled by his lectures, you re-approached studying history from a new perspective and you spent hours in research. Later, shyly approaching Professor Lorrimor for assistance – who was only too eager to help and became a mentor and a friend. He even encouraged you to leave the University to do some field work. Your relationship was close and he was there for you when both your Grandfather and Mother passed away within a few months of each other last year.
Now you’ve heard news of his passing and are determined to attend his funeral.
You worship “The Lady of Graves”, Pharasma, (pronounced fah-RAZ-mah), the goddess who shepherds Golarion’s recently-departed souls to their final reward, much like many Ustalavs but you also worship Nethys (pronounced NETH-uhs), the god of magic.
Nethys gained enough power to witness all things, and this both fueled his divinity and shattered his mind. He is a god of magic, torn between destroying the world with one hand and saving it with the other. Nethys holds magic above all things, those unable to do or use magic are held as lesser by the faith, denied the divine majesty of working spells. Creatures with magic abilities or properties are held as sacred to his faith. Nethys appears as a frightening male human emanating with great energy. One side of him is youthful and dominating, almost glowing with power, while his other half is charred and crackling with leaking magics.
Inspired by Greatness
Whether you knew Professor Lorrimor well or only in passing, as a colleague or competitor, his career and lifetime of discovery inspired you to be better at what you do. As you honed your craft, you and the professor corresponded, and he was delighted to hear that he had directly or indirectly motivated you to strive for your full potential. Saddened by the news of his death, you feel that you should honor his memory by fulfilling his final wishes and attending his funeral, and by ever striving to attain greater heights and someday match the influence and impact of your idol.
Benefit: Choose one spell you can cast. From now on, you always cast this spell at +1 caster level.
Elven Reflexes (Half-Elf)
One of your parents was a member of a wild elven tribe, and you’ve inherited a portion of your elven parent’s quick reflexes.
Benefit: You gain a +2 trait bonus on Initiative checks.
Your childhood was either dominated by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand.
Benefit: You gain a +2 trait bonus on concentration checks.
Blessed with good looks, you’ve come to depend on the fact that others find you attractive.
Benefit: You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.