Archmage Malari Okoye

Build:
Human (Versatile)
Secular Medic
Wizard (20th)

Description:



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Backstory

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AC HP Initiative Arcane Spellcasting Alchemical Bombs
{} () +36* +35 [DC:45] +26
Strength: 12 (+1)
Dexterity: 18 (+4)
Constitution: 18 (+4)
Intelligence: 24 (+7)
Wisdom: 21 (+5)
Charisma: 12 (+1)
Fort Reflex Will Perception
Expert +(31) Expert +(31) Master +(34*) Master +(34)


Proficiencies

Traits:
Type Humanoid
Ancestry Human
Alignment Lawful Neutral
Base Speed (30)ft
Fly Speed (60)ft
Long Jump (90)ft
Size [M]
Reagents (21)
Arcane Bond (10)
Savant Scrolls (4)
Hero Points [3]
Focus Points [2]
Invested (5) /10
Bulk (8)/167
Trained
Light Armour +(22)
Expert
Unarmoured Defence +(24)
Wizard Weapons +(24)
Unarmed +(24)
Trained Expert Master Legendary
Diplomacy +(23) Medicine +(32) Arcana +(37)*
Occultism +(29)* Athletics +(29)
Religion +(27)* Crafting +(35)
Society +(29)* Lore (Warfare) +(35)
Nature +(27)* Lore (Shory Empire) +(35)
Acrobatics +(26)
Survival +(27)
Lore (Anatomy) +(29)
Stealth +(26)
Thievery +(26)

Languages

Common (Taldane) 2 3 4 5 6 7 8 9

Skill Feats

Battle Medicine [>] You can patch up yourself or an adjacent ally, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and provide the corresponding amount of healing. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day. Background Bonus, Secular Medic, 1st
Assurance - [Medicine] - Even in the worst circumstances, you can perform basic tasks. Choose a skill you’re trained in. You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers). Skill, 2nd
Alchemical Crafting - You can use the Craft activity to create alchemical items. When you select this feat, you immediately add the formulas for four common 1st-level alchemical items to your formula book. Dedication Bonus, Alchemist, 2nd
Magical Crafting - You can Craft magic items, though some have other requirements, as listed in Chapter 11. When you select this feat, you gain formulas for four common magic items of 2nd level or lower. Skill, 4th
Quick Jump - You can use High Jump and Long Jump as a single action instead of 2 actions. If you do, you don’t perform the initial Stride (nor do you fail if you don’t Stride 10 feet). Skill, 6th
Assurance - [Athletics] - Even in the worst circumstances, you can perform basic tasks. Choose a skill you’re trained in. You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers). Skill, 8th
Mortal Healing - You grant greater healing when the gods don’t interfere. When you roll a success to Treat Wounds for a creature that hasn’t regained Hit Points from divine magic in the past 24 hours, you get a critical success on your check instead and restore the corresponding amount of Hit Points. Skill, 10th
Wall Jump - You can use your momentum from a jump to propel yourself off a wall. If you’re adjacent to a wall at the end of a jump (whether performing a High Jump, Long Jump, or Leap), you don’t fall as long as your next action is another jump. Furthermore, since your previous jump gives you momentum, you can use High Jump or Long Jump as a single action, but you don’t get to Stride as part of the activity. You can use Wall Jump only once in a turn, unless you’re legendary in Athletics, in which case you can use Wall Jump as many times as you can use consecutive jump actions in that turn. Skill, 12th
Additional Lore - [Shory Empire] - Your knowledge has expanded to encompass a new field. Choose an additional Lore skill subcategory. You become trained in it. At 3rd, 7th, and 15th levels, you gain an additional skill increase you can apply only to the chosen Lore subcategory. Special You can select this feat more than once. Each time you must select a new subcategory of Lore and you gain the additional skill increases to that subcategory for the listed levels. Skill, 14th
Legendary Professional - Your fame has spread throughout the lands (for instance, if you have Warfare Lore, you might be a legendary general or tactician). This works as Legendary Performer, except you gain higher-level jobs when you Earn Income with Lore. Skill, 16th
Additional Lore - [Warfare] - Your knowledge has expanded to encompass a new field. Choose an additional Lore skill subcategory. You become trained in it. At 3rd, 7th, and 15th levels, you gain an additional skill increase you can apply only to the chosen Lore subcategory. Special You can select this feat more than once. Each time you must select a new subcategory of Lore and you gain the additional skill increases to that subcategory for the listed levels. Dedication Bonus, Rogue, 17th
Unified Theory - You’ve started to make a meaningful connection about the common underpinnings of the four traditions of magic and magical essences, allowing you to understand them all through an arcane lens. Whenever you use an action or a skill feat that requires a Nature, Occultism, or Religion check, depending on the magic tradition, you can use Arcana instead. If you would normally take a penalty or have a higher DC for using Arcana on other magic (such as when using Identify Magic), you no longer do so. Skill, 18th
Craft Anything - You can find ways to craft just about anything, despite restrictions. As long as you have the appropriate Crafting skill feat (such as Magical Crafting for magic items) and meet the item’s level and proficiency requirement, you ignore just about any other requirement, such as being of a specific ancestry or providing spells. The only exceptions are requirements that add to the item’s cost, including castings of spells that themselves have a cost, and requirements of special items such as the philosopher’s stone that have exclusive means of access and Crafting. The GM decides whether you can ignore a requirement. Skill, 20th


General Feats

Incredible Initiative - You react more quickly than others can. You gain a +2 circumstance bonus to initiative rolls. Ancestry Bonus, 1st
Canny Acumen - [Perception] - Your avoidance or observation is beyond the ken of most in your profession. Choose Fortitude saves, Reflex saves, Will saves, or Perception. You become an expert in your choice. At 17th level, you become a master in your choice. Ancestry Bonus, 1st
Godless Healing - You recover an additional 5 Hit Points from a successful attempt to Treat your Wounds or use Battle Medicine on you. After you or an ally use Battle Medicine on you, you become temporarily immune to that Battle Medicine for only 1 hour, instead of 1 day. General, 3rd
Inventor - You are a genius at Crafting, easily able to determine how things are made and create new inventions. You can spend downtime to invent a common formula that you don’t know. This works just like the Craft activity: you spend half the Price of the formula up front, attempt a Crafting check, and on a success either finish the formula by paying the difference or work for longer to decrease the Price. The difference is that you spend the additional time in research, design, and development, rather than in creating an item. Once it’s complete, you add the new formula you invented to your formula book. General, 7th
Fleet - You move more quickly on foot. Your Speed increases by 5 feet. General, 11th
Cloud Jump - Your unparalleled athletic skill allows you to jump impossible distances. Triple the distance you Long Jump (so you could jump 60 feet on a successful DC 20 check). When you High Jump, use the calculation for a Long Jump but don’t triple the distance. When you Long Jump or High Jump, you can also increase the number of actions you use (up to the number of actions you have remaining in your turn) to jump even further. For each extra action, add your Speed to the maximum distance you jump. General, 15th
Assurance - [Acrobatics] - Even in the worst circumstances, you can perform basic tasks. Choose a skill you’re trained in. You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers). General, 19th


Ancestry Features

Human Versatile Heritage
Starting Hit Points: Human characters start play with (8) Hit Points
Size: Humans are Medium size
Base Speed: Human base speed is (25)ft per round
Ability Boosts - [Intelligence & Wisdom]: Humans gain Two free ability boosts
Versatile Heritage: Humanity’s versatility and ambition have fueled its ascendance to be the most common ancestry in most nations throughout the world. Select a general feat of your choice for which you meet the prerequisites (as with your ancestry feat, you can select this general feat at any point during character creation).

Ancestry Feats

General Training - Your adaptability manifests in your mastery of a range of useful abilities. You gain a 1st-level general feat. You must meet the feat’s prerequisites, but if you select this feat during character creation, you can select the feat later in the process in order to determine which prerequisites you meet. Ancestry, 1st
Arcane Tattoo - [Abjuration] - You have tattoos on your body corresponding to one of the ancient Thassilonian schools of magic. Choose one of the following schools of magic: abjuration (shield), conjuration (tanglefoot), enchantment (daze), evocation (electric arc), illusion (ghost sound), necromancy (chill touch), or transmutation (sigil). You can cast the associated cantrip (listed in parentheses) as an innate arcane spell at will. Ancestry, 5th
Ornate Tattoo - [Air Bubble] - You expand your tattoos to encompass greater magic. Choose a 1st-level arcane spell from the same school as your Arcane Tattoos, either a common spell or another to which you have access. You can cast that spell once per day as an innate arcane spell. Ancestry, 9th
Virtue-Forged Tattoos - [Nondetection] - Your tattoos are a work of eldritch genius, a masterpiece of art, magic, and skin. Choose a 3rd-level arcane spell from the same school as your Arcane Tattoos, either a common spell or another to which you have access, including a lower-level spell heightened to 3rd level if you wish. You can cast that spell once per day as an innate arcane spell. Ancestry, 13th
Multitalented - [Rogue] - You’ve learned to split your focus between multiple classes with ease. You gain a 2nd-level multiclass dedication feat (for more about multiclass archetypes, see page 219), even if you normally couldn’t take another dedication feat until you take more feats from your current archetype. Ancestry, 17th


Background Features

Secular Medic You’re from Rahadoum, where the Laws of Mortality taught you to reject the gods, yet you’ve seen firsthand how dangerous it can be to go without healing magic. As a result, you’ve thrown yourself into the study of medicine, so you can save lives without saving souls.
Ability Boosts - [Intelligence & Wisdom]: Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost.
Training: You're trained in the Medicine skill and the Anatomy Lore skill.
Background feat: You gain the Battle Medicine skill feat


Class Features

Wizard
Key Ability - {Intelligence}: At 1st level, your class gives you an ability boost to Intelligence.
Hit Points: 6 plus your Constitution modifier - You increase your maximum number of HP by this number at 1st level and every level thereafter.
Initial Proficiencies: At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.
Arcane Bond: You place some of your magical power in a bonded item. Each day when you prepare your spells, you can designate a single item you own as your bonded item. This is typically an item associated with spellcasting, such as a wand, ring, or staff, but you are free to designate a weapon or other item. You gain the Drain Bonded Item free action.
Drain Bonded Item: [F] You expend the power stored in your bonded item. During your turn, you gain the ability to cast one spell you prepared today and already cast, without spending a spell slot. You must still Cast the Spell and meet the spell’s other requirements.
Arcane School: Many arcane spellcasters delve deeply into a single school of magic in an attempt to master its secrets. If you want to be a specialist wizard, choose a school in which to specialize. You gain additional spells and spell slots for spells of your school. If you don’t choose a school, you’re a universalist, a wizard who believes that the path to true knowledge of magic requires a multidisciplinary understanding of all eight schools working together. Though a universalist lacks the focus of a specialist wizard, they have greater flexibility.
Arcane Spellcasting: Through dedicated study and practice, you can harness arcane power to cast spells. You can cast arcane spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells. At 1st level, you can prepare up to two 1st-level spells and five cantrips each morning from the spells in your spellbook (see below), plus one extra cantrip and spell of your chosen school of each level you can cast if you are a specialist wizard. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots. As you increase in level as a wizard, your number of spell slots and the highest level of spells you can cast from spell slots increase. Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Intelligence, your spell attack rolls and spell DCs use your Intelligence modifier.
Heightening Spells: When you get spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells. This increases the spell’s level, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain levels.
Cantrips: A cantrip is a special type of spell that doesn’t use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded up—this is usually equal to the highest level of spell you can cast as a wizard.
Spellbook: Every arcane spell has a written version, usually recorded in a spellbook. You start with a spellbook worth 10 sp or less (as detailed on page 291), which you receive for free and must study to prepare your spells each day. The spellbook contains your choice of 10 arcane cantrips and five 1st-level arcane spells. You choose these from the common spells on the arcane spell list from this book (page 307) or from other arcane spells you gain access to. Your spellbook’s form and name are up to you. It might be a musty, leather-bound tome or an assortment of thin metal disks connected to a brass ring; its name might be esoteric, like The Crimson Libram, or something more academic, like A Field Study in Practical Transmutation. Each time you gain a level, you add two more arcane spells to your spellbook, of any level of spell you can cast. You can also use the Arcana skill to add other spells that you find in your adventures.
Arcane Thesis: During your studies to become a full-fledged wizard, you produced a thesis of unique magical research on one of a variety of topics. You gain a special benefit depending on the topic of your thesis research. The arcane thesis topics presented in this book are below; your specific thesis probably has a much longer and more technical title like “On the Methods of Spell Interpolation and the Genesis of a New Understanding of the Building Blocks of Magic.”
Wizard Feats: At every even-numbered level thereafter, you gain a wizard class feat.
Skill Feats: At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat
General Feats: At 3rd level and every 4 levels thereafter, you gain a general feat.
Skill Increases: At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you’re untrained in, or to increase your proficiency rank in one skill in which you’re already trained to expert. At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you’re already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you’re already a master.
Ability Boosts: At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts out below 18.
Ancestry Feats: In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter. The list of ancestry feats available to you can be found in your ancestry’s entry in Chapter 2.
Lightning Reflexes: Your reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert
Expert Spellcaster: Extended practice of the arcane has improved your capabilities. Your proficiency ranks for arcane spell attack rolls and spell DCs increase to expert.
Magical Fortitude: Magical power has improved your body’s resiliency. Your proficiency rank for Fortitude saves increases to expert.
Wizard Weapon Expertise: Through a combination of magic and training, you’ve learned how to wield wizard weapons more effectively. You gain expert proficiency in the club, crossbow, dagger, heavy crossbow, and staff.
Defensive Robes: The flow of magic and your training combine to help you avoid attacks. Your proficiency rank in unarmored defense increases to expert.
Weapon Specialization: You’ve learned how to inflict greater injuries with the weapons you know best. You deal an additional 2 damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you’re a master, and 4 if you’re legendary.
Master Spellcaster: You command superlative spellcasting ability. Your proficiency ranks for arcane spell attack rolls and spell DCs increase to master.
Resolve: You’ve steeled your mind with resolve. Your proficiency rank for Will saves increases to master. When you roll a success at a Will save, you get a critical success instead.
Archwizard's Spellcraft: You command the most potent arcane magic and can cast a spell of truly incredible power. You gain a single 10th-level spell slot and can prepare a spell in that slot using arcane spellcasting. Unlike with other spell slots, you don’t gain more 10th-level spells as you level up, though you can take the Archwizard’s Might feat to gain a second slot.
Legendary Spellcaster: You are a consummate spellcaster, with a comprehensive understanding of both arcane theory and practical spellcraft. Your proficiency ranks for arcane spell attack rolls and spell DCs increase to legendary.
Arcane School Universalist
Arcane Bond: For each level of spell you can cast, you can use Drain Bonded item once per day to recall a spell of that level (instead of using it only once per day in total)
Wizard Feat: You gain an extra wizard class feat.
Bonus Spell: You add one 1st-level spell of your choice to your spellbook.
Arcane Thesis Improved Familiar Attunement
Improved Familiar Attunement: You gain the Familiar wizard feat as a bonus feat. Your familiar gains an extra ability, and it gains an additional extra ability when you reach 6th, 12th, and 18th levels. Your connection with your familiar alters your arcane bond class feature so that you store your magical energy in your familiar, rather than an item you own; you also gain the Drain Familiar free action instead of Drain Bonded Item. Drain Familiar can be used any time an ability would allow you to use Drain Bonded Item and functions identically, except that you draw magic from your familiar instead of an item
Alchemist Features Multiclass Dedication
Infused Reagents: You infuse reagents with your own alchemical essence, allowing you to create alchemical items at no cost. Each day during your daily preparations, you gain a number of batches of infused reagents equal to [your level]. You can use these reagents for either advanced alchemy or Quick Alchemy, described below. Together, these infused reagents have light Bulk. As soon as you make your next daily preparations, your infused reagents from the previous day’s preparations are instantly destroyed, and nonpermanent effects of your previous day’s infused items immediately end. While infused reagents are physical objects, they can’t be duplicated, preserved, or created in any way other than your daily preparations. Any such artificial reagents lack the infusion and are useless for advanced alchemy or Quick Alchemy.
Advanced Alchemy: During your daily preparations, after producing new infused reagents, you can spend batches of those infused reagents to create infused alchemical items. You don’t need to attempt a Crafting check to do this, and you ignore both the number of days typically required to create the items and any alchemical reagent requirements. Your advanced alchemy level is equal to your level. For each batch of infused reagents you spend, choose an alchemical item of your advanced alchemy level or lower that’s in your formula book, and make a batch of two of that item. These items have the infused trait and remain potent for 24 hours or until your next daily preparations, whichever comes first
Rogue Features Multiclass Dedication
You gain a skill feat and the rogue’s surprise attack class feature. You become trained in light armor. In addition, you become trained in Stealth or Thievery plus one skill of your choice; if you are already trained in both Stealth and Thievery, you become trained in an additional skill of your choice. You become trained in rogue class DC
Surprise Attack: You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are flat-footed to you.

Class Feats

Widen Spell [>] You manipulate the energy of your spell, causing it to spread out and affect a wider area. If the next action you use is to Cast a Spell that has an area of a burst, cone, or line and does not have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line. Wizard, Universalist Bonus, 1st
Familiar - You make a pact with creature that serves you and assists your spellcasting. You gain a familiar Wizard, Thesis Bonus, 1st
Alchemist Dedication - You put your alchemical interest into practice. You become trained in alchemical bombs and Crafting; if you were already trained in Crafting, you instead become trained in a skill of your choice. You become trained in alchemist class DC. You gain the alchemist’s infused reagents class feature, gaining a number of reagents each day equal to your level. You also gain the Alchemical Crafting feat and four additional formulas for 1st-level alchemical items, as well as the ability to create free items during your daily preparations. Your advanced alchemy level is 1 and doesn’t increase on its own. Special: You cannot select another dedication feat until you have gained two other feats from the alchemist archetype Wizard, 2nd
Hand of the Apprentice - You can magically hurl your weapon at your foe. You gain the hand of the apprentice universalist spell. Universalist spells are a type of focus spell, much like school spells. You start with a focus pool of 1 Focus Point. Wizard, 4th
Expert Alchemy - Your advanced alchemy level increases to 3. At 10th level, it increases to 5. Wizard, 6th
Bond Conservation [>] By carefully manipulating the arcane energies stored in your bonded item as you drain it, you can conserve just enough power to cast another, slightly weaker spell. If the next action you use is to Cast a Spell using the energy from Drain Bonded Item, you gain an extra use of Drain Bonded Item. You must use this extra use of Drain Bonded Item before the end of your next turn or you lose it, and you can use this additional use only to cast a spell 2 or more levels lower than the first spell cast with Drain Bonded Item. Wizard, 8th
Scroll Savant - During your daily preparations, you can create two temporary scrolls containing arcane spells from your spellbook. These scrolls follow the normal rules for scrolls (page 564), with some additional restrictions. Each scroll must be of a different spell level, and both spell levels must be 2 or more levels lower than your highest-level spell. Any scrolls you create this way become non-magical the next time you make your daily preparations. A temporary scroll has no value. If you have master proficiency in arcane spell DCs, you can create three temporary scrolls during your daily preparations, and if you have legendary proficiency, you can create four temporary scrolls. Wizard, 10th
Mastery Alchemy - Your advanced alchemy level increases to 7. For every level you gain beyond 12th, your advanced alchemy level increases by 1. Wizard, 12th
Bonded Focus - Your connection to your bonded item increases your focus pool. If you have spent at least 2 Focus Points since the last time you Refocused and your bonded item is in your possession, you recover 2 Focus Points when you Refocus instead of 1. Wizard, 14th
Effortless Concentration [F] You maintain a spell with hardly a thought. You immediately gain the effects of the Sustain a Spell action, allowing you to extend the duration of one of your active class spells. Wizard, 16th
Reprepare Spell - You’ve discovered how to reuse some of your spell slots over and over. You can spend 10 minutes to prepare a spell that you already cast today, regaining access to that spell slot. The spell must be of 4th level or lower and one that does not have a duration. You can reprepare a spell in this way even if you’ve already reprepared that spell previously in the same day. If you have the spell substitution arcane thesis, you can instead prepare a different spell in an expended slot, as long as the new spell doesn’t have a duration. Once you’ve reprepared a spell in that slot even once, you can use your arcane thesis to substitute only spells without durations into that spell slot. Wizard, 18th
Metamagic Mastery - Altering your spells doesn’t take any longer than casting them normally. You can use metamagic single actions as free actions. Wizard, 20th


Spell Casting

Spell Preparation
Cantrips 1st 2nd 3rd 4th 5th
Produce Flames
Electric Arc
Light
Mage Hand - -
Acid Splash - - -
Prestidigitation
6th 7th 8th 9th 10th
-

Focus Spells
Hand of the Apprentice [>] You hurl a held melee weapon with which you are trained at the target, making a spell attack roll. On a success, you deal the weapon's damage as if you had hit with a melee Strike, but adding your spellcasting ability modifier to damage, rather than your Strength modifier. On a critical success, you deal double damage, and you add the weapon's critical specialization effect. Regardless of the outcome, the weapon flies back to you and returns to your hand.

Relic Powers
Spellbook of the Black Heron
Description:
Wind Barrier: Activate: [>] {command}; Effect: An invisible barrier of air deflects ranged attacks, granting you a +2 circumstance bonus to AC against ranged attacks until the beginning of your next turn. At 13th level, this increases to a +3 circumstance bonus to AC against ranged attacks.
Feather Steps: While wearing the relic, you do not trigger traps that use weight or pressure plates as a trigger. Also, whenever you fall, you reduce the falling damage by the level of the relic (17). If this would reduce the falling damage to 0, you land on your feet and are not prone. The relic grants a +1 item bonus to Athletics checks made to Jump, increasing to +2 at 9th level and +3 at 17th level.
Propelling Winds: Activate: [»] {command}; Frequency: once per hour; Effect: The relic casts fly targeting you.
Lightning Storm: Activate: [»] {command}; Effect: The relic surrounds you with a storm of wind, rain, and lightning in a 30-foot emanation. This storm is difficult terrain for creatures other than you. Any creature other than you that enters or starts its turn in the storm takes 1d12 electricity damage, with a basic Reflex save (2d12 damage at 15th level). You can Sustain this Activation up to 1 minute.
Living Storm: The relic grants you a fly Speed equal to your Speed or 60 feet, whichever is greater. In addition, a creature that Strikes you with a melee attack takes 5 electricity damage, and you can cast 5th-level lightning bolt as an innate spell.
Lightning Bolt: Cast: [»]; Area: 120-foot line; Save: Basic Reflex; Effect: A bolt of lightning strikes outward from your hand, dealing 6d12 electricity damage.

Item Spells
Spell Level Source Usage Spell Level Source Usage
Telekinetic Projectile Cantrip War Staff At Will Detect Magic Cantrip Wayfinder At Will
True Strike 1st War Staff Per Charge (1) Read Aura Cantrip Wayfinder At Will
Dispel Magic 2nd War Staff Per Charge (2) Shield Cantrip Arcane Tattoo At Will
Gravity Well 3rd War Staff Per Charge (3) Air Bubble 1st Arcane Tattoo Once Per Day
Weapon Storm 4th War Staff Per Charge (4) Nondection 3rd Arcane Tattoo Once Per Day
Black Tentacles 5th War Staff Per Charge (5) Dimension Door 5th Savant Scroll Once Per Day
Slow 6th War Staff Per Charge (6) Teleport 6th Savant Scroll Once Per Day
Time Beacon 7th War Staff Per Charge (7) Plane Shift 7th Savant Scroll Once Per Day
Horrid Wilting 8th War Staff Per Charge (8) Teleport 8th Savant Scroll Once Per Day
Meteor Swarm 9th War Staff Per Charge (9) Hypercognition 3rd Diadem Once Per Hour
Summon Dragon 10th War Staff Per Charge (10)

Alchemy

Formula Item level Prepared Formula Item level Prepared
Elixir of Life (Major) [15] (22) Stone Body Mutagen (Greater) [15] (2)
Eagle Eye Elixir (Greater) [10] (6) Energy Mutagen (Greater) [11] (4)
Juggernaut Mutagen (Greater) [11] (2) Cognative Mutagen (Greater) [11] (2)
Darkvision Elixir (Greater) [8] (2) Sea Touch Elixir (Greater) [15] (2)

Special Abilities & Actions

Drain Familiar [F] You expend the power stored in your bonded item. During your turn, you gain the ability to cast one spell you prepared today and already cast, without spending a spell slot. You must still Cast the Spell and meet the spell’s other requirements
Archmagi Arcane Counterspell [R] Frequency: once per day; Trigger: You attempt a saving throw against an arcane spell, but you haven’t rolled yet; Effect: You automatically succeed at your save against the triggering arcane spell You can activate the robe when you or an ally within 30 feet attempts a saving throw against an arcane spell, and the robe grants either you or the ally a success on the triggering saving throw; you still can activate it only once per day.
Aeon Stone Counterspell [R] Frequency: once per day; Trigger: A spell targets you; Effect: The stone casts a (8th)-level dispel magic spell in an attempt to counteract the triggering spell, with a counteract modifier of (+31). This can be used only on spells that specifically target you—not area spells that don’t have targets. If it succeeds, it counteracts the spell for all targets if other creatures were targeted in addition to you. Each time you activate this aeon stone, attempt a DC 5 flat check. On a failure, the stone permanently turns into a dull gray aeon stone.
Aeon Stone Deflect [R] Trigger: You are targeted by a mental effect; Effect: You receive a +4 status bonus to your saving throw against the triggering effect. Whether or not your save is successful, the aeon stone attempts a counteract check at +30 to immediately reflect a copy of the effect back at the originator, targeting it using the creature’s own relevant statistics but controlling the effect as if you had cast it. Every time you activate this aeon stone, attempt a DC 5 flat check. On a failure, the stone shatters and loses its magical properties forever.

Familiars & Animal Companions

Samantha Short Haired, Sand-white, Domestic, Desert Cat
AC: {} HP: []; Perception: +(); Acrobatics: +(); Stealth: +()
Speech - [Common]: Your familiar understands and speaks a language you know.
Extra Reagents: Your familiar grows extra infused reagents on or in its body. You gain an additional batch of infused reagents. You must have the infused reagents ability to select this ability.
Cantrip Connection: You can prepare an additional cantrip, or if you have a repertoire, instead designate a cantrip to add to your repertoire every time you select this ability; you can retrain it but can’t otherwise change it. You must be able to prepare cantrips or add them to your repertoire to select this
Spell Battery: You gain one additional spell slot at least 3 levels lower than your highest-level spell slot; you must be able to cast 4th-level spells using spell slots to select this master ability.
Flier: It gains a fly Speed of 25 feet.
Fast Movement: Increase one of the familiar’s Speeds from 25 feet to 40 feet.

Companion Items

Collar of Empathy
Description: This ornate collar of intertwined leather strips of contrasting colors is paired with a bracelet of a similar construction. When you wear and invest the bracelet and your companion wears and invests the collar, you gain a stronger connection to each other. You and your companion can always sense each others’ emotional states and basic physical wants and needs.
Special Action: Activate: [>] {Envision}; Effect: You perceive through your animal companion’s senses instead of your own. You can Sustain the Activation. You are unaware of your own surroundings for as long as you are using your animal companion’s senses. In addition to the obvious use when you are separated from your companion, this ability might allow you to notice sounds, scents, and other stimuli that your companion’s senses register but yours alone don’t


Magical & Invested Items

Okoye's War Staff Staff Daily Charges: [20]
Description
Qualities Damage: (4d4)B, +1d6 electricity, +1d6 sonic ; Bulk: [L]; Traits: Two-Hand (d8); Critical Specialization Effects: Club - You knock the target away from you up to (15)ft (you choose the distance). This is forced movement
Enchantments Darkwood: [High-Grade] Material, Potency: +[3], Striking: [Major], Shocking: [Greater], Thundering: [Greater], Grievous, Shifting
Spells Cantrip: Telekinetic Projectile, 1st: True Strike, 2nd: Dispel Magic, 3rd: Gravity Well, 4th: Weapon Storm,
5th: Black Tentacles, 6th: Slow, 7th: Time Beacon, 8th: Horrid Wilting, 9th: Meteor Swarm, 10th: Summon Dragon
Special Actions Activate: [>] {Interact}; Effect: The weapon takes the shape of another melee weapon that requires the same number of hands to wield. The weapon’s runes and any precious material it’s made of apply to the weapon’s new shape. Any property runes that can’t apply to the new form are suppressed until the item takes a shape to which they can apply

Okoye's Vestments V Modified Robes of the Archmagi (Grey)
Description Embroidered with fine silver thread in ornate arcane patterns, these robes come in one of three colors depending on their attuned alignment. Good robes are white, neutral robes are gray, and evil robes are black. An evil or good robe gains the appropriate trait. The robes benefit only characters who can cast arcane spells and whose alignment on the good-evil axis matches that of the robe. If your alignment does not match that of the robe, or you are not an arcane spellcaster, you are instead stupefied 2 while wearing a robe of the archmagi. This condition can’t be removed in any way until you remove the robe.
Enchantments Potency: +[3], Resilient: [Major],
Qualities
Special Actions: Activate: [R]; Frequency: once per day; Trigger: You attempt a saving throw against an arcane spell, but you haven’t rolled yet; Effect: You automatically succeed at your save against the triggering arcane spell You can activate the robe when you or an ally within 30 feet attempts a saving throw against an arcane spell, and the robe grants either you or the ally a success on the triggering saving throw; you still can activate it only once per day..

Ring of Wizardry V Type (4)
Effects: This ring is made from the purest platinum and is covered in esoteric arcane symbols. It does nothing unless you have a spellcasting class feature with the arcane tradition. While wearing the ring of wizardry, you gain a (+2) item bonus to Arcana checks and have two additional 4th-level arcane spell slots each day and one 3rd-level spell slot. You prepare spells in these slots or cast from them spontaneously, just as you normally cast your spells. If you take off the ring for any reason, you lose the additional spell slots. You can’t gain spell slots from more than one ring of wizardry per day, nor can a single ring of wizardry grant spell slots more than once per day.

Diadem of Intellect V Apex
Description: An elegant, colorful gem cut into a complex geometric pattern is slotted into a narrow metal band that fits around your brow. You gain a +3 item bonus to checks to Recall Knowledge, regardless of the skill. When you invest the diadem, you either increase your Intelligence score by 2 or increase it to 18, whichever would give you a higher score. This gives you additional trained skills and languages, as normal for increasing your Intelligence score. You must select skills and languages the first time you invest the item, and whenever you invest the same diadem of intellect, you get the same skills and languages you chose the first time.
Special Action: Activate: [>] {envision}; Frequency: once per hour; Effect: You gain the effects of hypercognition.
Hypercognition: [>] {Verbal}; You rapidly catalog and collate information relevant to your current situation. You can instantly use up to 6 Recall Knowledge actions as part of Casting this Spell. For these actions, you can't use any special abilities, reactions, or free actions that trigger when you Recall Knowledge.

Bag of Holding Type (4)
Effects: Though it appears to be a cloth sack decorated with panels of richly colored silk or stylish embroidery, a bag of holding opens into an extradimensional space larger than its outside dimensions. The Bulk held inside the bag doesn’t change the Bulk of the bag of holding itself. The amount of Bulk the bag’s extradimensional space can hold depends on its type (150 bulk). You can Interact [>] with the bag of holding to put items in or remove them just like a mundane sack. Though the bag can hold a great amount of material, an object still needs to be able to fit through the opening of the sack to be stored inside. If the bag is overloaded or broken, it ruptures and is ruined, causing the items inside to be lost forever. If it’s turned inside out, the items inside spill out unharmed, but the bag must be put right before it can be used again. A living creature placed inside the bag has enough air for 10 minutes before it begins to suffocate, and it can attempt to Escape against a DC of 13. An item inside the bag provides no benefits unless it’s retrieved first. An item in the bag can’t be detected by magic that detects only things on the same plane.

Bi-Resonant Wayfinder V
Description: A bi-resonant wayfinder is inlaid with intricate platinum wires in a complex array of conduits for magical energy. These conduits control the resonant interference of aeon stones. A bi-resonant wayfinder works just like a regular wayfinder except it has two aeon stone slots, and the aeon stones in both slots grant their resonant powers without interfering with each other. The bi-resonant wayfinder and the two aeon stones count as two items toward your investiture limit.
Aeon Stone - [Lavender and Green Ellipsoid]
Special Action: Activate: [R] {envision}; Frequency: once per day; Trigger: A spell targets you; Effect: The stone casts a (8th)-level dispel magic spell in an attempt to counteract the triggering spell, with a counteract modifier of (+31). This can be used only on spells that specifically target you—not area spells that don’t have targets. If it succeeds, it counteracts the spell for all targets if other creatures were targeted in addition to you. Each time you activate this aeon stone, attempt a DC 5 flat check. On a failure, the stone permanently turns into a dull gray aeon stone.
Resonant Power: The resonant power allows you to cast Detect Magic and Read Aura as arcane innate spells at will.
Aeon Stone - [Black Pearl]
Special Action: Activate: [R] {envision}; Trigger: You are targeted by a mental effect; Effect: You receive a +4 status bonus to your saving throw against the triggering effect. Whether or not your save is successful, the aeon stone attempts a counteract check at +30 to immediately reflect a copy of the effect back at the originator, targeting it using the creature’s own relevant statistics but controlling the effect as if you had cast it. Every time you activate this aeon stone, attempt a DC 5 flat check. On a failure, the stone shatters and loses its magical properties forever.
Resonant Power: This black pearl sparkles with light. The resonant power allows you to cast Sending once per day.

Wands Spell Level
This baton is about a foot long and contains a single spell. The appearance typically relates to the spell within. Activate: Cast a Spell; Frequency: once per day, plus overcharge; Effect: You Cast the Spell at the indicated level. -
Resplendent Mansion 9th
Contingency 9th


Worn Gear

Bandolier Slung Left: Healers Tools
This kit of bandages, herbs, and suturing tools is necessary for Medicine checks to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds. Expanded healer’s tools provide a +1 item bonus to such checks. When you carry the tools from place to place, you keep many of the components handy on your person, in pockets or bandoliers.
A bandolier holds up to eight items of light Bulk within easy reach and is usually used for alchemical items or potions. If you are carrying or stowing a bandolier rather than wearing it around your chest, it has light Bulk instead of negligible. A bandolier can be dedicated to a full set of tools, such as healer’s tools, allowing you to draw the tools as part of the action that requires them.
Bandolier Slung Right: Alchemist's Tools
This mobile collection of vials and chemicals can be used for simple alchemical tasks.
A bandolier holds up to eight items of light Bulk within easy reach and is usually used for alchemical items or potions. If you are carrying or stowing a bandolier rather than wearing it around your chest, it has light Bulk instead of negligible. A bandolier can be dedicated to a full set of tools, such as healer’s tools, allowing you to draw the tools as part of the action that requires them.
Satchel
A satchel can hold up to 2 Bulk worth of items. If you are carrying or stowing a satchel rather than wearing it over your shoulder, it counts as light Bulk instead of negligible.
Belt Pouch Right
A belt pouch holds up to four items of light Bulk.
Spellbook: A spellbook holds the written knowledge necessary to learn and prepare various spells, a necessity for wizards (who typically get one for free) and a useful luxury for other spellcasters looking to learn additional spells. Each spellbook can hold up to 100 spells. The Price listed is for a blank spellbook.
Material Component Pouch: This pouch contains material components for those spells that require them. Though the components are used up over time, you can refill spent components during your daily preparations
Belt Pouch Left
A belt pouch holds up to four items of light Bulk.
Caltrops: These four-pronged metal spikes can cause damage to a creature’s feet. You can scatter caltrops in an empty square adjacent to you with an Interact action. The first creature that moves into that square must succeed at a DC 14 Acrobatics check or take 1d4 piercing damage and 1 persistent bleed damage. A creature taking persistent bleed damage from caltrops takes a –5-foot penalty to its Speed. Spending an Interact action to pluck the caltrops free reduces the DC to stop the bleeding. Once a creature takes damage from caltrops, enough caltrops are ruined that other creatures moving into the square are safe. Deployed caltrops can be salvaged and reused if no creatures took damage from them. Otherwise, enough caltrops are ruined that they can’t be salvaged.
Grappling Hook: You can throw a grappling hook with a rope tied to it to make a climb easier. To anchor a grappling hook, make an attack roll with the secret trait against a DC depending on the target, typically at least DC 20. On a success, your hook has a firm hold, but on a critical failure, the hook seems like it will hold but actually falls when you’re partway up.
Belt Pouch Back
Belt Pouch Front
Backpack
A backpack holds up to 4 Bulk of items. If you’re carrying or stowing the pack rather than wearing it on your back, its bulk is light instead of negligible. The first 2 Bulk of items in your backpack don't count against your Bulk limits

Other Items, Gear & Equipment

Wizards Kit
Material Component Pouch: This pouch contains material components for those spells that require them. Though the components are used up over time, you can refill spent components during your daily preparations.
Writing Set: Using a writing set, you can draft correspondence and scribe scrolls. A set includes stationery, including a variety of paper and parchment, as well as ink, a quill or inkpen, sealing wax, and a simple seal. If you’ve written a large amount, you can refill your kit with extra ink and paper.
Healer's Tools
This kit of bandages, herbs, and suturing tools is necessary for Medicine checks to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds. Expanded healer’s tools provide a +1 item bonus to such checks. When you carry the tools from place to place, you keep many of the components handy on your person, in pockets or bandoliers.
Alchemist's Tools
These beakers and chemicals can be used to set up a mobile alchemical laboratory. Expanded alchemist’s tools give a +1 item bonus to Crafting checks to create alchemical items. When you carry the tools from place to place, you keep many of the components handy on your person, in pockets or bandoliers.
Adventurer's Pack
Contains: Backpack (containing the other goods), bedroll, two belt pouches, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks’ rations, soap, 5 torches, and a waterskin.
Coin Pouch
0gp, 00sp


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