The Sojourner

Human (Versatile)
Magaambya Academic
Wizard {Magaambyan Attendant}{Halcyon Speaker}{Alchemist} (20th)




AC HP Initiative Arcane Spellcasting Primal Spellcasting Alchemical Items
{31} (208) + Legendary Master 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)* +(31)


Reagents Arcane Bond Aeromancy Hero Points
(20) (10) (1) (1)

Skill Proficiencies

Type Humanoid
Ancestry Human (Garundi)
Alignment Neutral Good
Speed (30)ft
Size [M]
Bulk ()/11
Trained Expert Master Legendary
Acrobatics +(26) Medicine +(30) - Arcana +(37)
Athletics +(23) - - Crafting +(35)
Lore (Warfare) +(29) - - Society +(35)
Nature +(28) - - Lore (Shory) +(35)
Occultism +(29) - - Lore (Academia) +(35)
Religion +(28)
Stealth +(26)
Survival +(28)


Auran Azlanti (Ancient) Common (Taldane) Draconic Jotun Mwangi Osiriani (Modern) Shory (Ancient) Thassilonian

Skill Feats

Recognize Spell [R] Trigger: A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting. Effect: 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, Background Bonus, 1st
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. Skill, 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
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, 4th
Assurance -[Arcana] - 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). Special: You can select this feat multiple times. Each time, choose a different skill and gain the benefits for that skill. Skill, 6th
Automatic Knowledge - [Arcana] [F] You know basic facts off the top of your head. Choose a skill you’re an expert in that has the Recall Knowledge action and for which you have the Assurance feat. You can use the Recall Knowledge action with that skill as a free action once per round. If you do, you must use Assurance on the skill check. Special: You can select this feat multiple times, choosing a different skill each time. You can use Automatic Knowledge with any skills you have chosen, but you can still use Automatic Knowledge only once per round Skill, 8th
Quick Recognition [F] 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, 10th
Additional Lore - [Shory] - 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, 12th
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. Skill, 14th
Legendary Codebreaker - Your skill with languages and codes is so great that you can decipher information with little more than a quick read through a text. You can Decipher Writing using Society while reading at normal speed. If you slow down and spend the full amount of time that’s ordinarily required and roll a success, you get a critical success; if you critically succeed while spending the normal amount of time, you gain a nearly word-for-word understanding of the document. Skill, 16th
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, 18th
Legendary Linguist - You’re so skilled with languages you can create a pidgin instantly. You can always talk to any creature that has a language—even a language you don’t know —by creating a new pidgin language that uses simplified terms and conveys basic concepts. To do so, you must first understand at least what medium of communication the creature uses (speech, sign language, and so on). Skill, 20th

General Feats

Incredible Initiative - You react more quickly than others can. You gain a +2 circumstance bonus to initiative rolls. General, Human 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. General, Human Bonus, 1st
Fleet - You move more quickly on foot. Your Speed increases by 5 feet. 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
Arcane Sense - Your study of magic allows you to instinctively sense its presence. You can cast 1st-level detect magic at will as an arcane innate spell. If you’re a master in Arcana, the spell is heightened to 3rd level; if you’re legendary, it is heightened to 4th level. General, 11th
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. General, 15th
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. 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
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
Shory Areomancy - Your ancestors hailed from the flying cities of the Shory, and a few simple tricks have come down through the ages to you. You can cast (4th-level) Fly on yourself as an innate arcane spell once per day. Ancestry, 9th
Shory Aerialist - Unique in Golarion’s history, the Shory people developed fighting styles dedicated to combat in the air. You gain a +2 circumstance bonus to Acrobatics checks to Maneuver in Flight and a +5-foot status bonus to your fly Speed whenever you are flying via magic. Ancestry, 13th
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, 17th

Background Features

Magaambya Academic
Ability Boosts - [Intelligence & Wisdom]: Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost.
Training: You're trained in your choice of either the Arcana or Nature skill, as well as the Academia Lore skill
Background feat: You gain the Recognize Spell 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
Instead of specializing narrowly in an arcane school, you can become a universalist wizard—by studying all the schools equally, you devote yourself to understanding the full breadth of the arcane arts.
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 Metamagical Experimentation
You’ve realized that the practice known as metamagic is a holdover from a time long ago, when wizards had to work out their own spells and variations rather than rely on spells recorded by others and passed down over the years. This allows you efficient access to various metamagic effects. You gain a 1st-level metamagic wizard feat as a bonus feat. Starting at 4th level, during your daily preparations, you can gain a metamagic wizard feat of your choice that has a level requirement of no more than half your level, which you can use until your next daily preparations.

Class Feats

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, Thesis Bonus, Temporary
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, Thesis Bonus, 1st
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. Wizard, School Bonus, Retrained, 1st
Familiar - You make a pact with creature that serves you and assists your spellcasting. You gain a familiar Wizard, Ancestry Bonus, 1st
Magaambyan Attendant Dedication - [Cascade Bearers] - You devote much of your study to halcyon magic. You gain the ability to cast a single arcane or primal cantrip of your choice, (as is normal for cantrips, it is heightened to a spell level equal to half your level, rounded up). If you weren’t already, you become trained in that tradition’s spell DCs and spell attack rolls, with Intelligence as your spellcasting ability if you choose arcane or Wisdom as your spellcasting ability if you choose primal. Regardless of whether you choose an arcane or primal cantrip, you also either become trained in Arcana or Nature, or an expert in one of those skills in which you were already trained. When you gain this feat, choose to affiliate with the Cascade Bearers, Emerald Boughs, Rain Scribes, Tempest-Sun Mages, or Uzunjati. This grants you additional feats available to only that branch. Special: You cannot select another dedication feat other than Halcyon Speaker Dedication until you have gained two other feats from the Magaambyan Attendant or halcyon speaker archetype. Wizard, Dedication, 2nd
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, Dedication, Retrained, 4th
Halcyon Speaker Dedication - You devote much of your study to halcyon magic. You gain access to two common Halcyon cantrips and two common 1st-level halcyon spells (see halcyon spells on page 100). In addition to being able to cast your halcyon spells via your arcane or primal spell slots, you also gain a 1st-level halcyon spell slot. You can use your halcyon spell slots to spontaneously cast your halcyon spells. Special: You cannot select another dedication feat until you have gained two other feats from the halcyon speaker archetype. Wizard, Dedication, 6th
Expert Alchemy - Your advanced alchemy level increases to 3. At 10th level, it increases to 5. Wizard, Retrained, 8th
Halcyon Spellcasting Initiate - Your knowledge of halcyon magic increases. You gain two common 2nd-level halcyon spells and two 3rd-level halcyon spells. You also gain a 2nd-level halcyon spell slot and a 3rd-level halcyon spell slot. These and all future halcyon spell slots work like the 1st-level halcyon spell slot you gained from Halcyon Speaker Dedication. Wizard, 10th
Flexible Halcyon Spellcasting - You broaden your ability to channel your power into halcyon magic. You gain one more common halcyon spell of each level of halcyon spell you can cast other than your highest (you do not gain an additional cantrip). You also gain one additional halcyon spell slot for each level of halcyon spell you can cast, other than the highest. Wizard, 12th
Halcyon Spellcasting Adept - You refine your halcyon magic. You gain two common 4th-level halcyon spells and two 5th-level halcyon spells. You also gain a 4th-level halcyon spell slot and a 5th-level halcyon spell slot. Your proficiency rank in either arcane or primal spell DCs and spell attack rolls advances from trained to expert. Wizard, 14th
Cascade Bearers Spellcasting - Your Cascade Bearer training allows you to broaden the horizons of your halcyon spells further than most Magaambyans, weaving in spiritual magic. You can select halcyon spells from the divine or occult spell lists in additional to the arcane or primal spell lists, though they are still halcyon spells (so you choose when casting if they are arcane or primal spells). You gain a halcyon cantrip and a halcyon 1st-level spell. Wizard, 16th
Mastery Alchemy - Your advanced alchemy level increases to 7. For every level you gain beyond 12th, your advanced alchemy level increases by 1. Wizard, Ancestry Bonus, 17th
Halcyon Spellcasting Sage - Your command over halcyon magic is nearly unmatched. You gain two common 6th-level and 7th-level halcyon spells. You also gain a 6th-level halcyon spell slot and a 7th-level halcyon spell slot. Your proficiency rank in either arcane or primal spell DCs and spell attack rolls advances from expert to master. 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

Arcane Spell Casting

Spell Preparation Cantrips 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th
[Electric Arc] (Gust of Wind) (Flaming Sphere) (Haste) (Resilient Sphere) (Cloudkill) (Slow) H (Reverse Gravity) (Cone of Cold) H (Foresight) (Wish)
[Produce Flame] (Hydraulic Push) (Dispel Magic) (Paralyze) (Solid Fog) (Black Tentacles) (Baleful Polymorph) (Paralyze) H (Antimagic Field) (Weird)
[Telekinetic Projectile] (Sleep) (Obscuring Mist) (Stinking Cloud) (Wall of Fire) (Mind Probe) (Wall of Force) (Collective Transposition) H (Teleport) H (Shapechange)
[Mage Hand] - - (Fireball) (Fly) - - (Heal) H
[Prestidigitation] - - - (Globe of Invulnerability)
[Dancing Lights]

Halcyon Spell Casting

Halcyon Spells Per Day Cantrips 1st 2nd 3rd 4th 5th 6th 7th
(-) (2) (2) (2) (2) (2) (2) (1)
Halcyon Spells Known Cantrips 1st 2nd 3rd 4th 5th 6th 7th
Know Direction Detect Alignment Silence Heroism Spiritual Anamnesis Synaptic Pulse True Seeing Plane Shift
Divine Lance Sanctuary Restoration Bind Undead Freedom of Movement Banishment Teleport Regenerate
- Heal Spiritual Weapon Circle of Protection Talking Corpse Breath of Life Field of Life


Advanced Alchemy Level [15th]
Daily Preparations Level #
Elixir of Life (Major) (14)
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)
Stone Body Mutagen (Greater) (2)
Sea Touch Elixir (Greater) (2)
Darkvision Elixir (Greater) (2)
Salamander Elixir (Moderate) (2)
Winter Wolf Elixir (Moderate) (2)

Special Abilities & Actions

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. -

Familiars & Animal Companions

Samantha Short Haired, Sand-white, Domestic, Desert Cat
AC: {}; HP: [100]; Perception: +(); Acrobatics: +(); Stealth: +()
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.

Weapon Proficiencies

Trained Expert Master Legendary
Club & Dagger
Crossbow & Heavy Crossbow

Armour Proficiencies

Trained Expert Master Legendary
Unarmoured Defense



Leshen Garb Modified Explorer's Clothing
Armor Potency +[3]: Increase the armor’s item bonus to AC by 3, and the armor can be etched with three property runes
Resilient +[3]: The armor grants a +3 item bonus to saving throws.
Antimagic: This intricate rune displaces spell energy, granting you a +1 status bonus to saving throws against magical effects. Activate: [R]; Frequency once per day; Trigger: A spell targets you or includes you in its area; Effect: The armor attempts to counteract the triggering spell with the effect of a 7th-level dispel magic spell and a counteract modifier of +26.
AC Bonus: (+0); Dex Cap: (+5); Check Penalty: (—); Speed Penalty: (—); Strength: (—); Bulk: (L); Group: (—); Traits: Comfort
Adventurers who don’t wear armor travel in durable clothing. Though it’s not armor and uses your unarmored defense proficiency, it still has a Dex Cap and can grant an item bonus to AC if etched with potency runes.

Items, gear and equipment

Diadem of Intellect I 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.
Activation: [>]; Frequency: once per hour; Effect You gain the effects of hypercognition.
Ring of Wizardry (IV) I 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 spell slots and one 3rd-level spell slot arcane spell slots 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. If you can cast arcane spells in a variety of different ways (such as if you are a draconic bloodline sorcerer with the wizard multiclass archetype), you can divide the spell slots as you wish among your various sources of arcane spells.


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, 35sp
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