Malari Okoye 20th Level

Human (Versatile)
Secular Medic
Wizard {Alchemist}{Rogue} (20th)

Tall and broad, with a shaved head, neat-trim beard, and darker than average skin for Rahadoumi. Malari's reserved demeanor is often offset with his stern and vaguely grumpy resting face. Speaking with a thick Aziri accent, many not familiar with him assume that is rather rude and curt until they find an area of shared interest, after which they see his eyes come to life.

Malari was born the 3rd of fives sons of the powerful Okoye merchant family, based in the city of Azir, in Rahadoum. As the 3rd son, it was expected that Malari would go into public service - in one of Azir's many hospitals - in order to help maintain the goodwill and prestige of the family, while his older brothers would inherit the business or become great warriors, respectively. When Malari's older brother, Ariki, a captain in the Pure Legion, died, it was decided that Malari would be elevated to 2nd son and become a warrior instead. However, Malari, already nearing adulthood, had spent his life training to become a doctor and scholar, instead of a warrior. In order to make best use of his bookish and academic talents, the Okoye family patriarch, Wilirheem Okoye, hired a private tutor in order to give Malari a grounding in the fundamentals of arcane magic, ahead of sending him to study in Absalom.
It is now, while on the road to Absalom, that Malari enters his adventuring life, after events on the road over take his plans.

AC HP Initiative Arcane Spellcasting Arcane Damage Resistance Alchemical Bombs
{31} (228) +37 Legendary (10) Trained
Strength: 12 (+1)
Dexterity: 18 (+4)
Constitution: 18 (+4)
Intelligence: 24 (+7)
Wisdom: 21 (+5)
Charisma: 12 (+1)
Fort Reflex Will Perception
Expert Expert Master Master
(+31)* (+31)* (+34)* (+35)**


Reagents Arcane Bond Savant Scrolls Hero Points
(21) (11*) (4) (1)

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
Adopted Ancestry - [Goblin] - You’re fully immersed in another ancestry’s culture and traditions, whether born into them, earned through rite of passage, or bonded through a deep friendship or romance. Choose a common ancestry. You can select ancestry feats from the ancestry you chose, in addition to your character’s own ancestry, as long as the ancestry feats don’t require any physiological feature that you lack, as determined by the GM. General, 7th
Ancestral Paragon - Whether through instinct, study, or magic, you feel a deeper connection to your ancestry. You gain a 1st-level ancestry feat. General, 11th
Toughness - You can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. You reduce the DC of recovery checks by 1. General, 15th
Multilingual - You easily pick up new languages. You learn two new languages, chosen from common languages, uncommon languages, and any others you have access to. You learn an additional language if you are or become a master in Society and again if you are or become legendary. General, 19th

Skill Proficiencies

Trained Expert Master Legendary
Acrobatics Medicine
Occultism Lore (Academia)
Religion Crafting*
Society Arcana*
Lore (Anatomy)
Lore (Osiriani)
Lore (Thassilon)


Ancient Azanti Ancient Osiriani Celestial Common (Taldane) Goblin Infernal Jistka Jotun Osiriani Shory Thassilonian

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
Ward Medic - You’ve studied in large medical wards, treating several patients at once and tending to all their needs. When you use Treat Disease or Treat Wounds, you can treat up to two targets. If you’re a master in Medicine, you can treat up to four targets, and if you’re legendary, you can treat up to eight targets. Skill, 6th
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. Skill, 8th
Magical Shorthand - Learning spells comes easily to you. If you’re an expert in a tradition’s associated skill, you take 10 minutes per spell level to learn a spell of that tradition, rather than 1 hour per spell level. If you fail to learn the spell, you can try again after 1 week or after you gain a level, whichever comes first. If you’re a master in the tradition’s associated skill, learning a spell takes 5 minutes per spell level, and if you’re legendary, it takes 1 minute per spell level. You can use downtime to learn and inscribe new spells. This works as if you were using Earn Income with the tradition’s associated skill, but instead of gaining money, you choose a spell available to you to learn and gain a discount on learning it, learning it for free if your earned income equals or exceeds its cost. Dedication Bonus, Rogue, 9th
Additional Lore - 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, 10th
Recognize Spell [R] If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 2nd level or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success). The highest level of spell you automatically identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. If you’re not trained in the skill, you can’t get a result better than failure. Skill, 12th
Quick Recognition - You Recognize Spells swiftly. Once per round, you can Recognize a Spell using a skill in which you’re a master as a free action 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
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

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
Natural Ambition - You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet. Ancestry, 5th
Multitalented - 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. If you’re a half-elf, you don’t need to meet the feat’s ability score prerequisites. Ancestry, 9th
Goblin Scuttle [R] You take advantage of your ally’s movement to adjust your position. You Step. General Bonus, 11th
Skittering Scuttle - You can scuttle farther and faster when maneuvering alongside allies. When you use Goblin Scuttle, you can Stride up to half your Speed instead of Stepping. Ancestry, 13th
Junk Tinker - You can make useful tools out of even twisted or rusted scraps. When using the Crafting skill to Craft, you can make level 0 items, including weapons but not armor, out of junk. This reduces the Price to one-quarter the usual amount but always results in a shoddy item. Shoddy items normally give a penalty, but you don’t take this penalty when using shoddy items you made. You can also incorporate junk to save money while you Craft any item. This grants you a discount on the item as if you had spent 1 additional day working to reduce the cost, but the item is obviously made of junk. At the GM’s discretion, this might affect the item’s resale value depending on the buyer’s tastes. 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

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
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

Reach Spell [>] MM You can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet. 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
Conceal Spell [>] MM Hiding your gestures and incantations within other speech and movement, you attempt to conceal the fact that you are Casting a Spell. If the next action you use is to Cast a Spell, attempt a Stealth check against one or more observers’ Perception DCs; if the spell has verbal components, you must also attempt a Deception check against the observers’ Perception DC. If you succeed at your check (or checks) against an observer’s DC, that observer doesn’t notice you’re casting a spell, even though material, somatic, and verbal components are usually noticeable and spells normally have sensory manifestations that would make spellcasting obvious to those nearby. This ability hides only the spell’s spellcasting actions and manifestations, not its effects, so an observer might still see a ray streak out from you or see you vanish into thin air. Wizard, 4th
Widen Spell [>] MM 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 Ancestry Bonus, Wizard 1st, 5th
Expert Alchemy - Your advanced alchemy level increases to 3. At 10th level, it increases to 5. Wizard, 6th
Bond Conservation [>] MM 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
Rogue Dedication - You gain a skill feat and the rogue’s surprise attack class feature (page 181). 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. Ancestry Bonus, Dedication, 9th
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
Superior Bond - When you draw upon your bonded item, you can leave a bit of energy within it for later use. You can use Drain Bonded Item one additional time per day, but only to cast a spell 2 or more levels lower than your highest-level spell 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
Silent Spell [>] MM You’ve learned how to cast many of your spells without speaking the words of power you would normally need to provide. If the next action you use is Casting a Spell that has a verbal component and at least one other component, you can remove the verbal component. This makes the spell quieter and allows you to cast it in areas where sound can’t carry. However, the spell still has visual manifestations, so this doesn’t make the spell any less obvious to someone who sees you casting it. When you use Silent Spell, you can choose to gain the benefits of Conceal Spell, and you don’t need to attempt a Deception check because the spell has no verbal components 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

Okoye, 20th, Spellbook

Spell Preparation Cantrips 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th
Detect Magic Grease Dispel Magic Haste Resilient Sphere Cloudkill Repulsion Reverse Gravity Earthquake Foresight Wish
Produce Flame Flaming Sphere Blindness Dimension Door Black Tentacles Disintegrate Haste H Horrid Wilting Shapechange
Telekinetic Projectile Wall of Fire Dimension DoorH Slow H Meteor Swarm
Dancing Lights - - Slow Dimension Door
Electric Arc - - - Fly


Okoye, 20th, Formula Book

Advanced Alchemy Level (15)th
Daily Preparations #
Elixir of Life (Major) (16)
Eagle Eye Elixir (Greater) (4)
Energy Mutagen (Greater) (4)
Cognative Mutagen (Greater) (2)
Juggernaut Mutagen (Greater) (2)
Quicksilver Mutagen (Greater) (2)
Serene Mutagen (Greater) (2)
Salamander Elixir (Moderate) (2)
Winter Wolf Elixir (Moderate) (2)
Stone Body Mutagen (Greater) (2)
Sea Touch Elixir (Greater) (2)
Darkvision Elixir (Greater) (2)

Familiars & Animal Companions

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
Flier: Your familiar gains a fly Speed of 25 feet.
Fast Movement - [Flight]: Increase one of the familiar’s Speeds from 25 feet to 40 feet.
Manual Dexterity: Your familiar can use up to two of its limbs as if they were hands to use manipulate actions.

Weapon Proficiencies

Trained Expert Master Legendary
Club & Dagger
Crossbow & Heavy Crossbow

Armour Proficiencies

Trained Expert Master Legendary
Unarmoured Defense



Armour & Worn Items

Third Eye In
When invested, this ornate crown and its incandescent gemstone meld into your head and take the form of a tattoo. This grants you otherworldly sight and allows you to read auras. No one but you can manipulate the third eye while it’s invested by you. Your heightened senses and ability to sense emotional auras grant you a +3 item bonus to Perception checks. You continuously see magic auras, as a 9th-level detect magic spell, except you see the location of all auras within 30 feet, not just the strongest. If you use a Seek action to study a creature you can see, you can perceive an aura that conveys knowledge of that creature’s health, including all conditions and afflictions it has and an approximate percentage of its remaining Hit Points.
[»] Activate Two Actions envision, command; Frequency once per day; Effect You gain the effects of an 8th-level true seeing spell
Diadem of Intellect A:In
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.
[>] Activate Single Action envision; Frequency once per hour; Effect You gain the effects of hypercognition.
Greater Robe of the Archmagi (Grey) In Enhanced
The robes are +3 Major Eesilient explorer’s clothing, and they grant a +1 circumstance bonus to saving throws against arcane spells and resistance 10 to damage from arcane spells.
[R] Activate Reaction command; 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.
AC Bonus +3; Dex Cap +5; Check Penalty —; Speed Penalty —; Strength —; Bulk L; Group —; Traits: Comfort
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
Ring of Wizardry (Type IV) In
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 the ring grants two 4th-level spell slots and one 3rd-level spell slot each day. 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.
Inexplicable Apparatus In
This strange and intricate harness fits snugly to the torso. Once you invest the apparatus, numerous artificial limbs with various tools, clamps, and lenses whirl into action, following your mental commands effortlessly. When using this apparatus, you gain a +3 item bonus to Crafting checks to Craft, Earn Income, and Repair, and you reduce the minimum time required to Craft an item to 1 day. If you succeed at your Crafting check and spend more downtime to continue work on the item after the minimum number of days, each day you spend reduces the remaining raw material cost by an amount based on your level + 1 and your proficiency rank in Crafting; on a critical success, each day reduces the remaining raw material cost by an amount based on your level + 2 and your proficiency rank. If you are 20th level, on a critical success your progress is 50 gp, 100 gp, 200 gp, or 350 gp for trained, expert, master, or legendary proficiency, respectively.
[»] Activate Two Actions command, Interact; Frequency once per day; Effect You command the apparatus to magically jury-rig an item you hold or that’s within 5 feet of you. The item is repaired, as a 3rd-level mending spell. This lasts for 10 minutes, after which the item returns to its previous state of disrepair unless you’ve Repaired it before then.

Items, gear and equipment

Coin Pouch
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Malari Okoye

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