Exp: +800 on 4/23/2014
Yurei Cadivere
Tiefling Wizard (Wood Elementalist) 9th/Druid 1st
Patrons: Yurei was raised to honor Boccob and Obad-Hai, but also finds Wee-Jas fascinating.
Str: 12 (2) +1
Dex: 16 (5+2 race) +3 (19 with flexible enhancement from wood elementalist)
Con: 13 (3) +1 (16 with flexible enhancement)
Int: 20 (5+2 race +2 level+2 magic) +5
Wis: 12 (2) +1
Cha: 11 (3-2 race) (14 with flexible enhancement)
Hp: 60=6+38rolled+10Con+6favored class {1d8+8d6 → [7,5,2,3,4,5,4,3,5] = (38)}
Saves: Fort +6, Reflex +6, Will +8 +2 magic to all
AC: 22, FF17, Touch 15
BAB: +5
CMD: 19 10+5bab+1str+3dex
CMB: +6 (+5bab+1str)
Initiative: +3
Splintered Spear (Su): +11 shortspear 1d6+7 with 2 points per round bleed damage P r'20 max 100' +1 to hit and damage with ranged attacks within 30’
+1 Common Crystalline Scythe +7 (Ignore half of armor bonus) for 2d4+3 (+1d6 if sunder damage) 20/x4 P or S (trip)
[sblock=Racial Tiefling]
•Ability Score Racial Traits: Tieflings are quick in body and mind, but are inherently strange and unnerving. They gain +2 Dexterity, +2 Intelligence, and –2 Charisma.
•Type: Tieflings are outsiders with the native subtype.
•Size: Tieflings are Medium creatures and thus receive no bonuses or penalties due to their size.
•Speed: Tieflings have a base speed of 30 feet.
•Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc. See the Linguistics skill page for more information about these languages.
•Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
•Spell-like ability: Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the Tiefling's class level.
•Darkvision: Tieflings can see perfectly in the dark for up to 60 feet. (see feats as well)
•Vestigial Wings: Some Tieflings possess a pair of undersized, withered, or stunted wings like a mockery of those of their fiendish forbearer. Sometimes these wings are leathery, like those of a bat. Other times they are covered with a scattering of black, red, or violet feathers. Rare manifestations can take even more bizarre forms. These wings do not provide the lift required for actual flight, but do have enough power to aid flight attained by some other method, and grant a +4 racial bonus on Fly skill checks. This racial trait replaces skilled.
•Favored Class Option Wizard: Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard's Intelligence modifier. The Wizard adds +1/2 to the number of uses per day of that arcane school power.
[/sblock]
[sblock=Class Wizard]
•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.
•Spells: A wizard casts arcane spells drawn from the sorcerer/wizard spell list. A Wizard must choose and prepare his spells ahead of time. To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier. A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells). A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.
•Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.
•Arcane Bond (Ex or 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: 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.
•Elemental Arcane Schools: Similar to the four types of elemental wizard schools, some wizards specialize in the schools of magic based on metal or wood. Like a normal arcane school, an elemental school grants a number of school powers and one bonus spell slot of each level the wizard can cast, from 1st on up. This bonus spell slot must be used to prepare a spell from the elemental school’s spell list (see below). Unlike a normal arcane school, each elemental school requires the wizard to select his opposed element as his opposition school—in the case of the five-element system, he must choose the element that overcomes his element as his opposition element (so a metal elementalist must select fire as his opposition school because fire overcomes metal). He does not need to select a second opposition school. He must expend two spell slots to prepare a spell from his opposed elemental school as normal.
•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.
•Bonus Feats: At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The wizard is not limited to the categories of Item Creation Feats, Metamagic Feats, or Spell Mastery when choosing those feats. A wizard may also choose an Arcane Discovery that he qualifies for in place of a bonus feat at these levels.
•Spellbooks: A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory.
•Wood Elementalist Specialty: Wood represents flexibility, warmth, wind, generosity, cooperation, and idealism. Practitioners of this elemental magic often resemble druids in character and in the use of their magic.
•Wood Magic: At 1st level, add the following spells to your Wizard spell list at the listed spell level: 2nd—entangle, 3rd—tree shape, 4th—plant growth, 5th—command plants, 6th—tree stride, 7th—liveoak, 8th—transmute metal to wood, 9th—control plants.
•Flexible Enhancement (Su): A master of the wood element is able to bend like bamboo when stressed and snap back into place. You gain a +1 enhancement bonus to your Dexterity, Constitution, or Wisdom ability score. This bonus increases by +1 for every five Wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two of these ability scores of your choice.
•Splintered Spear (Su): As a standard action, you can create a wooden shortspear appropriate to your size, which hurls itself as a ranged attack against one target within 100 feet (range penalties apply), using your Intelligence modifier as an attack bonus instead of your Strength or Dexterity modifier. The spear deals normal damage according to its size, plus your Intelligence modifier, then breaks into countless splinters; the target takes 1 point of bleed damage each round on its turn. At 6th-level and every 6 levels thereafter, the spear gains a +1 enhancement bonus and the bleed damage increases by +1. You can use this ability a number of times per day equal to 3 + your Intelligence modifier (9=3+5+1[2x favored class bonus]).
•Cooperative Defense (Su): At 8th level, whenever a spell or effect targets you and one or more allies within 30 feet, you can use this ability to allow your allies to use your saving throw against the effect in place of their own. Each ally must make this choice individually before the rolls are made. Using this ability is an immediate action. You can use this ability once per day at 8th level, and one additional time per day for every four wizard levels beyond 8th.
•Wood Elementalist Wizard Spells: 0—light; 1st—alter winds [APG], animate rope, charm person; 2nd—cat’s grace, entangle, protection from arrows, web, whispering wind; 3rd—cloak of winds [APG], tongues, tree shape, wind wall; 4th—charm monster, hallucinatory terrain, minor creation, plant growth, river of wind [APG], secure shelter, sirocco [APG]; 5th—command plants, fabricate, fickle winds [UM], mirage arcana, sending, telepathic bond; 6th—battlemind link [UM], cat’s grace (mass), tree stride; 7th—control weather, liveoak, scouring winds [UM]; 8th—charm monster (mass), euphoric tranquility [APG], transmute metal to wood; 9th—control plants, refuge, winds of vengeance [APG]
Opposition Spells: 0th—mending, 1st—gravity bow, magic weapon, shocking grasp, 2nd—defensive shock, glitterdust, make whole, shatter, silk to steel, 3rd—chill metal, heat metal, lightning bolt, keen edge, greater magic weapon, versatile weapon, 4th—malfunction, shout, stoneskin, 5th—lightning arc, major creation, rapid repair, rusting grasp, soothe construct, unbreakable construct, 6th—chain lightning, disintegrate, wall of iron, 7th—control construct, lightning rod (?), statue, 8th—call construct, iron body, greater shout, stormbolts, 9th—meteor swarm, repel metal or stone, ride the lightning
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[sblock=Class Druid]
•Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape. Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Druids are proficient with shields (except tower shields) but must use only wooden ones.A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
•Spells: A druid casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A druid must choose and prepare her spells in advance. To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid's spell is 10 + the spell level + the druid's Wisdom modifier. A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
•Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature's ally spell of the same level or lower.
•Orisons (Sp): Druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Druid under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
•Bonus Languages: A druid's bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race. A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn't take up a language slot. Druids are forbidden to teach this language to non-druids. Druidic has its own alphabet.
•Nature Bond (Ex): At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. When determining the powers and bonus spells granted by this domain, the druid's effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously.
•Weather Domain Granted Powers: With power over storm and sky, you can call down the wrath of the gods upon the world below.
•Storm Burst (Sp): As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess. In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
•Lightning Lord (Sp): At 8th level, you can call down a number of bolts of lightning per day equal to your cleric level. You can call down as many bolts as you want with a single standard action, but no creature can be the target of more than one bolt and no two targets can be more than 30 feet apart. This ability otherwise functions as call lightning.
•Domain Spells: 1st—obscuring mist, 2nd—fog cloud, 3rd—call lightning, 4th—sleet storm, 5th—ice storm, 6th—control winds, 7th—control weather, 8th—whirlwind, 9th—storm of vengeance.
•Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
•Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
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[sblock=Feats]
•1st Fiend Sight: You gain low-light vision and your darkvision increases to 120 feet
•Wizard bonus feat--Scribe Scroll
•Familiar bonus feat—Alertness +2 to perception and sense motive when with arms reach of familiar.
•3rd Point Blank Shot--+1 to hit and damage with ranged attacks within 30’
•5th Combat Casting--You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.
•5th level wizard bonus feat—Extend Spell: An extended spell lasts twice as long as normal. +1 level increase.
•6th level bonus feat from DM—Additional Traits: You gain two character traits of your choice.
•7th Improved Familiar--Gain a more powerful familiar.
•9th Arcane Armor Training--Reduce your arcane spell failure chance by 10%
•10th level wizard bonus feat (pending)
•11th (pending)
[/sblock]
[sblock=Traits]
•Magical Knack--Pick a class when you gain this trait(Druid)—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t increase your caster level higher than your current Hit Dice.
•Magical Lineage--Pick one spell when you choose this trait (overland flight). When you apply metamagic feats to this spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.
•Death’s Deputy (Tiefling)--You gain a +2 trait bonus on the damage dealt for any attack that would already reduce your target to negative hit points without this trait.
•Focused Mind--You gain a +2 trait bonus on concentration checks.
[/sblock]
[sblock=Skills] 9x2+4+(5INTx10)+1 favored class=73
Acrobatics (Dex) +3Dex
Appraise (Int) 2+3CS+5Int
Bluff (Cha)
Climb (Str) 1+3CS+1Str
Craft (Bookbinding) (Int)1+3CS +5Int
Diplomacy (Cha)
Disguise (Cha) 1+0Cha
Fly (Dex) 10+3CS+3Dex+4Race+2competence (equipment)
Heal (Wis) 2+3CS+1Wis
Knowledge (arcana) (Int) 9+3CS+5Int
Knowledge (dungeoneering) (Int) 1+3CS+1Int
Knowledge (engineering) (Int) 1+3CS+5Int
Knowledge (geography) (Int) 2+3CS+5Int
Knowledge (local) (Int) 1+3CS+5Int
Knowledge (Nature) (Int) 4+3CS+5Int
Knowledge (nobility) (Int) 1+3CS+5Int
Knowledge (Planes) (Int) 4+3CS+5Int
Knowledge (Religion) (Int) 1+3CS+5Int
Linguistics (Int) 7+3CS+5Int (languages—Common, Sylvan, Druidic, Infernal, Abyssal, Draconic, Dwarven, Orcish, Celestial, Elven, Sueloise, Old Oeridian, Flan, Auran, Undercommon Perception (Wis) 3+3CS+1Wis
Perception (Wis) 10+3CS+1Wis
Profession (Scribe) (Wis) 1+3CS+1Wis
Ride (Dex) +3Dex
Sense Motive (Wis) 4+3CS+1Wis
Spellcraft (Int) 10+3CS+5Int
Stealth (Dex) +3Dex
Survival (Wis) 0+1Wis
Swim (Str) 1+1Str
Use Magic Device (Cha)
[/sblock]
[sblock=Spells
![Devious :] :]](http://www.enworld.org/forum/images/smilies/devious.png)
Druid DC12+level Caster Level 3 3, 2+1
Cantrips: Mending, Guidance, Resistance
1st: Obscuring Mist (D), Cure Light Wounds, Produce Flame (Spontaneously cast summon nature’s ally)
Wizard DC15+level Caster Level 9 4+1, 6+1, 5+1, 4+1, 3+1, 2+1
Cantrips: Light (D), Detect Magic, Read magic, Mage Hand, Acid Splash
1st Alter Winds (D), Magic Missile, Ray of Enfeeblement, True Strike, Grease, Hydraulic Push, Ear-piercing Scream
2nd Web (D), Knock, Scorching Ray, Invisibility, Burning Arc, Summon Swarm
3rd Cloak of Winds (D), Dispel Magic, Fireball, Haste, Spiked Pit
4th Sirocco (D), Black Tentacles, Summon Monster IV, Wall of Fire
5th Extended Charm Monster(D), Extended Overland Flight (*see traits), Cone of Cold
Spell book
Resistance, Acid Splash, Drench, Detect Magic, Detect Poison, Read Magic, Daze, Breeze, Dancing Lights, Flare, Light, Penumbra, Ray of Frost, Scoop, Spark, Ghost Sound, Mending, Message, Open/Close, Root, Arcane Mark, Prestidigitation,
Alter Winds, Magic Missile, Ray of Enfeeblement, True Strike, Grease, Hydraulic Push, Ear-Piercing Scream, Identify, Protection from Evil, Comprehend Languages, Burning Hands, Feather Fall,
Web, Knock, Scorching Ray, Invisibility, Burning Arc, Summon Swarm, Acid Arrow, Arcane Lock, Resist Energy, See Invisible, Continual Flame, Blur, Cat’s Grace,
Cloak of Winds, Dispel Magic, Fireball, Haste, Spiked Pit, Deep Slumber, Force Punch, Major Image, Fly, Scrying,
Charm Monster, Sirocco, Black Tentacles, Summon Monster IV, Wall of Fire, Remove Curse, Ice Storm,
Overland Flight, Cone of Cold, Summon Monster V, Teleport,
[/sblock]
[sblock=Gear
![Devious :] :]](http://www.enworld.org/forum/images/smilies/devious.png)
+2 Darkleaf Cloth Hide Shirt 4,770 gp (+5AC, max dex bonus +6, Armor check 0, Spell failure 5%) 9lbs.
+1 Darkwood Buckler (+2 AC, Armor Check 0, Spell Failure 5%) 2.5 lbs. 1207 gp with holy symbol if Obad-Hai
Griffin Mane Tabard (+2 competence bonus on fly checks) 55gp 1lbs
+1 Common Crystalline Scythe 2900 gp (Ignore half of armor bonus; +1d6 sunder damage)
Travelers Outfit enhanced with fine tailoring and materials 50 gp
Wand of Magic Missile Lvl5 3750 gp in wrist sheath
Wand of Burning Hands Lvl 5 3750 gp
Wand of Diamond Spray 11,250 gp
Wand of Cure Light Wounds 750 gp
Headband of Aerial Agility (+2 to INT and +1 caster level when casting spells that grant flight) 4,500 gp
Ring of Protection +2 8000 gp
Snapleaf 750 gp
Pouch, Pathfinder 1000 gp
Bag of Holding type 1 2500 gp
Cloak of Resistance +2 4000 gp
Scrolls Summon Monster V, Teleport (2250 gp) Wall of Fire, Remove Curse, Ice Storm (2100 gp) Dispel Magic, Fireball, Haste, Deep Slumber, Flying, Scrying (2250 gp), Knock, Scorching Ray, Invisibility, Summon Swarm, Arcane Lock, Resist Energy, See Invisible, Continual Flame, Cat’s Grace (1350), Identify, Comprehend Languages (150 gp)
Daggerx3 6 gp bone handle
MW Hickory Club 300 gp
MW Ivory handled dagger 302 in boot
MW Cold Iron Dagger 304 gp in wrist sheath
Silversheen (MW) Sickle 756 gp
MW Artisans’ Tools 50 gp
Standard Spell book x2 15 gp (one free) kept at home as a back up.
Compact Spell Book x2 100 gp (in backpack)
Traveling Spell Book x3 30 gp (kept in Pathfinder pouch)
Arcane Family Workbook 300 gp (+2 to spell craft checks with 1d4 rounds, +4 with 1d4 hours)
Holy Text of Obad-Hai 25 gp
Blank journal 10 gp
Scrivener’s kit with clip board, stand and perch 12 gp
Scroll case x2 2 gp
Pens x2 2 sp
Spell Component Pouch with holly& mistletoe 5 gp
MW Backpack 50 gp
Bedroll and blanket 6sp
50’ silk rope 10 gp
Compass 10 gp
Water Skin 2 gp
Elven trail rations x2 days 4 gp
Wrist sheath spring loaded x2 10 gp
Potions Restoration Lesser 300 gp, Cure Serious Wounds 750 gp, Cure Light Wounds x2 100 gp
Healers kit 10 gp
Tindertwig x3 3 gp
Wooden Holy symbol of Obad-hai 2 gp
Silver Holy symbol of Boccob 50 gp
Silver Signet ring 100 gp
41 gp 11 sp 10 cp 1000 gp in assorted gems
[/sblock]
[sblock=Group Supplies]32 days of standard rations, 32 days of trail rations and 48 wandermeals as well as half a dozen skins each of wine and ale[/sblock]
[sblock=Appearance/Personality]
Yurei is very tall and thin, almost gaunt. He could easily be mistaken for a half-elf or fey of some sort and his choice of armor and clothing enhances that. He has the pale blond almost translucent hair of a Suel or some sort of fey and worn long restrained with a silver circlet etched to appear as if made of feathers. His slightly pointed ears rise from the long hair. His intelligent eyes are a pale cold gray and seem to miss nothing. His skin is fair and smooth. The face is lean and angular with thin almost non-existent lips giving him an almost skull like visage in some light. His thin frame carries small bony wings on his back. He often keeps them covered with a large hooded black cloak that glitters with silver threads giving him a somewhat hunchbacked appearance. He wears an elven style leaf armor shirt over a pale green shirt and charcoal colored pants with loose legs in the Suel style tucked into comfortable soft elven style boots. A dagger with an ivory hilt sticks up from the right boot. Over the armor he wears a tabard of coarse golden brown cloth brushed to softness and trimmed in a rusty red color. He wears a wooden broach symbol of Obad Hai. Under his armor shirt is a symbol of Boccob on a simple chain as well. Strapped to his back is a Scythe with a well-polished ash haft and a blade embedded with crystals of some sort that twinkle in the light. A silver bladed sickle is on his belt along with another dagger and various pouches and cases. Two slim wands of some sort protrude slightly from a pocket on his thigh. He has a fine back strapped with more gear on his back. At the top of the pack is a small perch over the left shoulder upon which a small gray and black song bird of unusual variety with a long tail rides. It occasionally chirps softly his ear and Yurei responds in kind with soft chirps and whistles of his own. A darkwood buckler carved with the symbol of Obad Hai is on his left wrist.
Yurei has mastered Flying magics and prefers to flight to walking when possible. He likes to fly into battle with his wings extended and skull like visage showing from black hood with scythe in hand like some sort of angle of death. While he does carry weapons his preference is to avoid martial endeavors in favor of magic. He will remain out of reach flying or staying behind those who prefer the melee whenever possible.
[/sblock]
[sblock=History/Background] Yurei is descended from a long line of Suel Arcanists. The family has long resided in the Duchy of Urnst along the coast of the Nyr Dyv between Leukish and Nyrstran. Family tradition has it that members of the extended family were related to the Royal family at the time of the founding of the Urnst States. At one time his family members were a people to be feared and respected. Family lore is filled with heroes and villains going back virtually to the Rain of Colorless Fire and the Suel migration. However, the family’s fortunes took a turn for the worse four generations back when the elderly Lucretzia Cadivere, a witch of considerable power, used dark magics involving sacrifice to regain her youth and beauty. By all accounts the magic was successful, but such things are not the province of humans and it is said that the Gods took offense. Whatever or whoever she offended one thing is clear, a Shinigami came for her. Rather than succumb to the creature’s power and accept her death, Lucretzia called upon her most powerful magics and somehow seduced the Outsider. She thought she had cheated death, but nine months later she died giving birth to Yurei’s grandfather, Andras. The child was a strange half-breed, but was raised in the family traditions of magic by his uncle. Andras proved an apt student, but while he was very skilled his magic seemed to always result in unfortunate unintended consequences. Family retainers and even family members died as a result of even the most mundane of spells. Andras eventually fell prey to his own magic in his twenties, but not before producing a daughter. Lizal looked more like her Suel family members than her outsider ancestor, perhaps with a touch of fey blood. She was also skilled in magic, but she too found that sometimes her magic was twisted in ways that led to the death of friends, family and servants. She managed to survive well into middle age, but the loss of those around her led her to be increasingly reclusive. She never married, but she manage to produce one child, Yurei’s father Larrith. The father died before Larrith was born.
Lizal became less and less involved in the world and the family finances suffered. Lands were sold and long held contracts traded to others. Larrith was sent off to boarding school, but soon returned after an unfortunate accident in the magical laboratory burned the place to the ground. Larrith lost his legs in the fire and the family counted his survival such as it was a victory over the curse. Larrith focused more on life magic studying the way of the Wood Elementalist in hopes of avoiding the family curse. He became very adept at flight and levitation magic as well as spells to move objects as a result of his handicap. He married a Druid named, Bethnay and they had three children, a son named Galbred who died young, another victim of the family curse, and a daughter, Athaliss, as well as Yurei. They managed to live well enough using little magic and taking great care when they did use it, but their mother too was lost a magical accident when an unseen servant moving a plant bumped her over a railing on a balcony. Young Yurei was trained in both Wood Elementalism and Druidic magic, though the death of his mother brought his Druidic studies to an end.
After years of fearing his own magic Yurei made a discovery. There is a market for deadly magics. He was sailing to Greyhawk from Leukish to sell a few books and heirlooms to raise cash for the family when the ship was attacked by pirates. A few well-placed spells quickly set fire to the pirate ship and ended the raid. He was paid by the Captain of the ship to protect it for the rest of the voyage. This was the start of a career for young Yurei who by this time was quite bored of hanging around dilapidated old tower where legends of a curse kept away almost all visitors and even servants. Rather than continue hide from his power Yurei has since sold his services as a mercenary.
He respects the power of the family curse and refrains from staying in any one place too long and he has not married well aware that his magic could strike down someone close to him. Back home, his father continues to survive and lives in the family’s ancestral home, now only a decaying tower filled with dusty tomes. Yurei’s sister Athaliss lives there with him. Yurei sometimes calls upon them to research thinks in the family’s collection of old books.
Yurei has worked as a guard and providing firepower to small bands and even armies. He has seen much of the world, but has spent most of his time in and around Greyhawk and the Nyr Dyv fighting one war after another. He has hunted giants, bandits and rampaging monsters for a fee. He doesn’t much care which side he fights for as long as they pay well. He takes little interest in politics preferring to remain neutral. He has learned to embrace his heritage as well. More than once the mere sight of him flying in looking pale and gaunt in a hooded robe with his bony wings extended and a scythe in hand has been enough to rout a foe.
In addition to being Wizardly artillery for hire, Yurei has also taken to treasure seeking. He has heard of items of power that might help him remove the curse. He has taken up with two Rangers, Dior Targarin and Eldran Hawkshand at first hired for firepower and later as a companion. They are currently in Veluna City.[/sblock]
[sblock=Familiar: “Scratch”]
Nosoi Neutral Tiny outsider (extraplanar, psychopomp)
Init +3; Senses darkvision 60 ft., low-light vision, spiritsense; Perception +9
DEFENSE
AC 20, touch 15, flat-footed 17 (+3 Dex, +2 size, +5 natual armor)
hp 30 (10hd)
Fort +7, Ref +6, Will +8
DR 5/adamantine; Immune death effects, disease, poison, Resist cold 10, electricity 10
OFFENSE
Speed 20 ft., fly 50 ft. (good)
Melee bite +10 (1d3–1)
Spell-Like Abilities (CL 3rd, concentration +4)
At will—invisibility (self only)
1/day—hide from undead, sound burst (DC 15)
3/day—speak with dead (6 questions, CL 12th)
STATISTICS
Str 8, Dex 16, Con 12, Int 11, Wis 13, Cha 16
Base Atk +5; CMB +5; CMD 14
Feats Alertness, Weapon Finesse
Skills Fly +17, Knowledge (history) +6, Knowledge (planes) +6, Perception +9, Profession (scribe) +7, Sense Motive +3, Stealth +17
Languages Abyssal, Celestial, Infernal
SQ change shape (raven or songbird [same stats]; beast shape I), haunting melody, scribe
Spirit Touch (Ex)
A psychopomp's natural weapons, as well as any weapon it wields, are treated as though they had the ghost touch weapon special ability.
Spiritsense (Su)
A psychopomp notices, locates, and can distinguish between living and undead creatures within 60 feet, just as if it had the blindsight ability.
SPECIAL ABILITIES
Haunting Melody (Su)
A Nosoi’s song has the power to grip the spirits of those that hear it. All living and undead creatures within a 60-foot spread must make a DC 14 Will saving throw or be fascinated. A creature that successfully saves is not subject to the same Nosoi’s song for 24 hours.
This effect continues for as long as the Nosoi sings and for 1 round thereafter. A Nosoi can sing for a number or rounds per day equal to twice its Hit Dice. This is a sonic mind-affecting charm effect. This ability can affect undead creatures, even though the undead subtype makes such creatures immune to mind-affecting effects (though undead creatures with immunity to mind-affecting effects from a source other than their creature type are still immune). The save DC is Charisma-based.
Nosoi Familiars
Nosois sometimes depart from their service to the bureaucracy of death to act as familiars to spellcasters with a special connection to or interest in death. Most relish the opportunity, and make useful assistants to spellcasters who keep extensive libraries or prefer meticulous records. They can be troublesome, though, given their natural curiosity and tendency to steal small objects. Any neutral caster of 7th level or higher and who has the Improved Familiar feat may summon a Nosoi.
Nosois often use their skill as scribes to aid their mortal masters. Despite their size and apparent lack of hands, they may use medium-sized drawing and writing tools without penalty. They grant their masters a +2 bonus on skill checks made to scribe scrolls. Like all psychopomps, Nosois loathe the undead. They immediately leave the service of any master who creates or permanently becomes such an abomination.
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.
Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, monkeys with other simians, rats with rodents, toads with amphibians, and weasels with ermines and minks. Such communication is limited by the Intelligence of the conversing creatures.
[/sblock]