Pathfinder Society: Rhode Island
Sefu Anzoti, Surgeon and Field Agent of the Silver Crusade
NG Male human (Garundi) wizard (Life necromancer) 3
NG worshipper of Pharasma
Init + 1; Senses Perception + 1
AC 11, touch 11, flat-footed 10 (+ 1 Dex)
hp 28 (3d6 + 14)
Fort + 4, Ref + 2, Will + 4
Speed 30 ft.
club + 1 (1d6) or
dagger + 1 (1d4/19)
Wizard Spells Prepared (CL 3rd; concentration + 6 / + 10 with Combat Casting )
2nd—bear’s endurance, blindness/deafness (DC 16), false life
1st—enlarge person (DC 14), magic missile, ray of enfeeblement (DC 15), shield
0 (at will)—detect magic, disrupt undead, light, read magic
Opposition Schools Conjuration, Illusion
Str 10, Dex 12, Con 16, Int 16, Wis 12, Cha 11
Base Atk + 1; CMB + 1; CMD 12
Feats Combat Casting, Magical Aptitude, Spell Focus (necromancy), Toughness
Traits caretaker, sacred touch
Skills Diplomacy + 1, Heal + 10 (+ 11 circumstance to treat wounds or deadly wounds), Knowledge (arcana) + 9, Knowledge (nature) + 7, Knowledge (nobility) + 7, Knowledge (planes) + 7, Knowledge (religion) + 7, Linguistics + 8, Spellcraft + 11, Use Magic Device + 5
Languages Common, Draconic, Kelish, Osiriani, Osiriani, Ancient, Polyglot, Varisian
SQ arcane bond (ring), healing grace, share essence
Combat Gear oil of invisibility, oil of shillelagh, potion of cure light wounds (13), potion of cure moderate wounds, potion of death knell (x2), potion of invisibility, potion of mage armor (2), scroll of detect thoughts, scroll of endure elements (x3), protection from evil, shield (x2), wand of hideous laughter (10 charges), wand of magic missile (40 charges), shining wayfinder, antitoxin (4), healer’s kit (3), holy water (4)
Other Gear club, dagger, Gold wedding ring (arcane bond ring), backpack, bedroll, belt pouch, candle (10), fishhook (2), flint and steel, hammock, ink, black (2), inkpen (2), medical journal (worth 10 gp, 1 lb), mug/tankard, paper (10), pathfinder’s journal (worth 10 gp, 1 lb), scroll case, sewing needle, signal whistle, spell component pouch, spellbook, string or twine, surgeon’s tools, trail rations (7), travelling spellbook, twine (50’), waterskin, whetstone, 341 gp, 1 sp
Arcane Bond (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it,
Concentration required to cast spells (DC20 + spell level).
Combat Casting + 4 to Concentration checks to cast while on the defensive.
Conjuration & Illusion You must spend 2 slots to cast spells from these schools.
Healing Grace (x1) (Su) Whenever you cast a spell that has targets, affects creatures in an area, or requires an attack roll, you may heal creatures affected by the spell a total of 1 point of damage per level of the spell. This healing may be spread out between the targets
Life Associated School: Necromancy
Sacred Touch As a standard action, you may automatically stabilize a dying creature
Share Essence (1d6 + 1, 6/day) (Sp) Inflict 1d6 + 1 non-lethal damage on yourself to grant that many temporary HP by touch for 1h.
A shining wayfinder is a polished silver compass.
In addition to the usual functions of a wayfinder (including the ability to create light), a shining wayfinder can be used to cast detect evil—when so used, its needle points not to the north but rather to the nearest source of evil within 60 feet. Once per day, a shining wayfinder can be used to cast protection from evil upon the wayfinder’s bearer. A shining wayfinder functions only for a creature that is good-aligned. When held by an evil creature, the shining wayfinder’s needle spins in a frantic circle. When held by any creature that is both non-evil and non-good, the needle simply hangs limply, not pointing to anything at all (not even to true north).
Spell Focus (Necromancy) Spells from one school of magic have + 1 to their save DC.
Temple (1/session) Can use Heal for Day Job rolls. Free cure mod/lesser restoration if activate.
Wand of hideous laughter (10 charges) Add this item to create a wand of a chosen spell.