Ari Thiel
HP 145 L*(1d6 +4con +1fc)
Init 18 class+9,item+1+4,feat+4
Base A. Bonus 9/4
Melee Attack 8
Ranged Attack 9
Maneuvers 8
Armor Class 0
Touch AC 0
Flat-footed 0
Maneuvers 8

ABI trait mod
Str 8 -1
Dex 10 0
Con 18 4
Int 34 12
Wis 10 0
Cha 12 1
Fortitude +16
Reflex +12
Will +17
SKILL Roll Calculating
Appraise +16 int 12 + rank 1 + class 3
Bluff +20 cha 1 + rank 19
Climb +0 str -1 + rank 1
Diplomacy +20 cha 1 + item 19
+1 dex 0 + rank 1
+19 dex 0 + item 19
Fly +22 dex 0 + rank 1
+item 19
+ class 3
Linguistics +23 int 12 + rank 8 + class 3
Perception +24 wis 0 + rank 19 + item 5
Ride +1 dex 0 + rank 1
+19 wis 0 + rank 19
Spellcraft +31 int 12 + rank 16 + class 3
Stealth +16 dex 0 + rank 16
Use Magic
+20 cha 1 + rank 19
Swim +0 str -1 + rank 1
KNOWLEDGE Roll Calculating
Arcane +31 int 10 + rank 16 + class 3
Dungeoneer +25 int 12 + rank 10 + class 3
Engineering +20 int 12 + rank 5 + class 3
Geography +25 int 12 + rank 10 + class 3
History +25 int 12 + rank 10 + class 3
Local +25 int 12 + rank 10 + class 3
Nature +25 int 12 + rank 10 + class 3
Nobility +25 int 12 + rank 10 + class 3
Planes +25 int 12 + rank 10 + class 3
Psionics +25 int 12 + rank 10 + class 3
Religion +25 int 12 + rank 10 + class 3
CRAFT Roll Calculating
Armor +20 int 12 + rank 5 + class 3
+20 int 12 + rank 5 + class 3
Sculpting +20 int 12 + rank 5 + class 3
Weaponry +20 int 12 + rank 5 + class 3

(+2 to Perception and Sense Motive while Mercy is within arm's reach)

Nature: Player Character
Player: Julian Silden LangloJulian Silden Langlo

Race: Human
Origins: Fairhaven, Aundair

Class: Wizard 19
Spell School: Divination
Alignment: Lawful Good
Religion: Devout worshiper of Aureon.


Gender: Male
Age: 20
Hair: White
Eyes: Green
Height: 5' 7"
Weight: 120lb
Body: Slim
Clothing: Light and brand new.


Ari is a young man, with a short brown beard, and a fine silk outfit. He runs an art business in Redstone called Ari's Artisanal Agency.
He lives in his own personal demiplane.

Racial Abilities

Bonus Feat: Gain an extra Feat.
Skilled: Gain 1 additional skill rank for each class level they have.
Languages: Abyssal, Aklo, Argon, Celestial, Common, Daelkyr, Draconic, Elven, Giant, Goblinoid, Infernal, Quor, Riedran & Syranian.

Class Abilities

Proficiencies: Club, dagger, heavy crossbow, light crossbow, & quarterstaff

Arcane Bond: Cassisian Angel Familiar named Mercy.

Specialty School:Divination.
Gets +1 spell slot for each spell level he can cast (≥ 1st),
but these can only be used to prepare Divination spells.

Opposition Schools:Necromancy & ●illusion.
To prepare a spell from an opposition school
requires 2 spell slots of that level, not just 1.


Forewarned (Su): You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.

Diviners Fortune (Sp): When you activate this school power, you can touch any creature as a standard action to give it an insight bonus on all of its attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your wizard level (minimum +1) for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Scrying Adept (Su): You're always aware when you're being observed via magic, as if you had a permanent ''detect scrying''. Also, whenever you scry on a subject, treat the subject as 1 step more familiar to you. ''Very familiar'' subjects get -10 penalty on their save to avoid your scrying attempts


Scribe Scroll: Can create magical scrolls

Magical Epiphany: Once per day, you can prepare a spell in an open spell slot as a full round action.

Devout Arcanist: You can replace a costly material component a spell normally requires with using a divine focus in the casting process instead. This can replace components of gp worth lower than or equal to the divine focus being used, to a max cost of 100 gp. Limit: This feat only works for spells that fit within the Domains & portfolio of influence governed by the faith in question.

Craft Wondrous Items: You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1'000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price.

You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item.

Extraordinary Artisan: When determining the gold piece cost in raw materials you need to craft any item. reduce the base price by 25%. Prereq: Any item creation feat.

Exceptional Artisan: When determining the time you need to craft any item. reduce the base time by 25%. Prereq: Any item creation feat.

Leadership Calculating
Followers 23 pts lvl 19 +cha 1 +backing 1 +lair 2
Cohort 19 pts lvl 19 +cha 1 +backing 1 familiar –2

Craft Rod: You can craft rods.

Leadership: You have followers, Ari's Artisanal Agency.

Improved Initiative: You have a +4 bonus to initiative.

Metamagic, Selective Spell: When casting a selective spell with an area effect and a duration of instantaneous, you can choose a number of targets in the area equal to your Int modifier. These targets are excluded from the effects of your spell. +1

Metamagic, Extend Spell: An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. +1

Metamagic, Quicken Spell: Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened. +4

Metamagic, Persistent Spell: If someone saves against a persistent spell they must save once more. +2

Spell Perfection (Disintegrate): Whenever you cast Disintegrate you may apply any one metamagic feat you have to that spell without affecting its level or casting time, as long as the total modified level of the spell does not use a spell slot above 9th level. In addition, if you have other feats which allow you to apply a set numerical bonus to any aspect of this spell (such as Spell Focus, Spell Penetration, Weapon Focus [ray], and so on), double the bonus granted by that feat when applied to this spell.



Caster Level: Wizard 19 + Item 1 = 20
Spell Slots:

Permanent Spells Effect CL
See Invisibility See invisible creatures 10
Arcane Sight See magic 11
Telepathic Bond w/Lorgnette 14
Contingent Spell Trigger CL
True Seeing An ally claims something is an illusion 20
Level Base Bonus Divination Total
Cantrip 4 - - 4
1st 4 3 1 8
2nd 4 3 1 8
3rd 4 3 1 8
4th 4 3 1 8
5th 4 2 1 7
6th 4 2 1 7
7th 4 2 1 4
8th 3 2 1 6
9th 3 1 1 5
Sum 68




Gold Holy Symbol: Holy Symbol of Aureon, 100 gp.
Ivory Plaque: 50 gp.
Jade Circlet: 2 @ 1500gp.
Acid Flask: +1 dmg to acid splash, 10 gp.
Universal Solvent: 2 @ 50 gp each
Superior Lock: With "Arcane Lock" cast on it. DC 50 Disable Device check to open. 2 @ 150 gp each.
Silver Mirror: A 3"x5" silver mirror, in a slim steel case. 1'200 gp.
Identification Papers: in duplicate, 5 gp each.
Traveling Papers: in duplicate, 2 sp each.
Art: Many paintings, some are portraits, but most just happen to have Ari in the background somewhere. Most are in his shop, but some are in his home. There are also some marble sculptures of him placed at good lookout posts.
Equipment for Followers: Listed here.

Token of the Redcap: Can be used once, which gives the bearer immunity to Bleed damage, as well as 'immunity' from further attacks by the redcap who gave it as well as her band. Both effects last for 24 hours.

Eye ointment: 7 doses worth, 250gp each, for casting True Seeing.
Diamonds: 4 @ 1'500gp.

Wealth: 18'000 gp. (Has earned gp by selling magic items to other players.)

Purchased Magic Items

Ioun Torch: 75 gp
Potion of Cure Light Wounds: 7 @ 50 gp each
Potion of Cure Serious Wounds: 4
Wand of Cure Light Wounds: 750 gp.

Ring of Sustenance: This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind; its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. This allows a spellcaster that requires rest to prepare spells to do so after only 2 hours, but this does not allow a spellcaster to prepare spells more than once per day. The ring must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to reattune it to himself.

Ring of Invisibility: By activating this simple silver ring, this is a standard action, the wearer can benefit from invisibility, as the spell. 20'000gp.

Robe of Stars:This garment is black or dark blue and embroidered with small silver stars. The robe has three magical powers.

  • It enables the wearer to travel physically to the Astral Plane, at will and on command as if using the plane shift spell. Once he has done so, the wearer can also * return to his plane of origin on command, also as per the plane shift spell.
  • This robe also grants its wearer a +1 luck bonus on all saving throws.
  • Finally, the wearer can use up to six of the embroidered stars on the chest portion of the robe as +5 shuriken. The robe grants its wearer proficiency with such weapons. Each shuriken disappears after it is used. The stars are replenished once per month.

Pink and Green Sphere Ioun Stone: This stone grants the wearer a +2 enhancement bonus to Charisma. 8'000gp.
Cracked Pale Green Prism Ioun Stone: This stone grants a +1 competence bonus on saving throws. 4'000 gp.

Aureon's Spellshard: Two identical spellshards, each has a copy of every spell that Ari has. 6'250 gp each.
Metamagic Rod, Lesser: Silent Spell, 3'000 gp.
Metamagic Rod, Lesser: Elemental (Acid) Spell, 3'000 gp.
Metamagic Rod, Lesser: Elemental (Electricity) Spell, 3'000 gp.
Metamagic Rod, Lesser: Intensified, 3'000gp.
Metamagic Rod: Piercing Spell, 11'000 gp.
Metamagic Rod: Silent Spell, 11'000 gp.
Metamagic Rod: Lingering Spell, 11'000 gp.
Metamagic Rod: Maximized Spell, 54'000 gp.
Pearl of Power: 2 1st-level pearls @1'000 gp each.
Infinite Scrollcase: Holds up to 50 scrolls, always unfolds as the one you wanted, 2'800gp.
Efficient Quiver: This appears to be a typical arrow container capable of holding about 20 arrows. It has three distinct portions, each with a nondimensional space allowing it to store far more than would normally be possible. The first and smallest one can contain up to 60 objects of the same general size and shape as an arrow. The second slightly longer compartment holds up to 18 objects of the same general size and shape As a javelin. The third and longest portion of the case contains as many as 6 objects of the same general size and shape as a bow (spears, staffs, or the like). Once the owner has filled it, the quiver can quickly produce any item she wishes that is within the quiver, as if from a regular quiver or scabbard. The efficient quiver weighs the same no matter what's placed inside it.

Polymorphic Pouch: Within is an extradimensional space that can hold 4 cubic feet or 40 pounds worth of items and otherwise functions as a small bag of holding. If the bearer uses a polymorph effect or wild shape to transform into an animal, dragon, elemental, magical beast, plant, or vermin, the pouch never merges with her body. It automatically relocates to an easily-accessible place on her body (such as on a belt or a cord around her neck), allowing her to access the pouch and items within it while she is transformed. 5'000gp.

Mirror of Mental Prowess: This mirror resembles an ordinary looking glass 5 feet tall by 2 feet wide. A creature who knows the proper commands can cause it to perform as follows. 175'000gp.

  • Read the thoughts of any creature reflected therein, as long as the creature controlling the mirror is within 25 feet of the mirror, even if those thoughts are in an unknown language.
  • View other places as if with clairvoyance, and the controller can even view locations on other planes if she is sufficiently familiar with them.
  • Use it as a portal to visit other places. The controller first views the place with the clairvoyance function, then steps through the mirror to the place pictured. Others can follow her through the mirror if they like. An invisible portal remains on the other side where she arrives, and she can return through that portal. Once she returns, the portal closes. The portal closes on its own after 24 hours (trapping the user if she's still in the other place), and the user can also close it with a command word. Creatures with Intelligence scores of 12 or higher might notice the portal just as they might notice a magical sensor from a scrying spell. Any creature who steps through the portal appears in front of the mirror.
  • Once per week the mirror accurately answers one short question regarding a creature whose image is shown on its surface (giving answers similar to those from the legend lore spell).

Crafted by Ari

Handy Haversack: 2'000 gp.
Sleeves of many garments: Outfits: Fancy wizard; medium rich noble; old beggar; pensioned commoner & generic cult member. 200 gp.
Headband of Vast Intelligence: +6 Int, 36'000 gp, skill: Diplomacy, Fly & Escape Artist (gets bonus ranks = HD).
Belt of Mighty Constitution: +6 Con, 36'000 gp.
Cloak of Resistance: +4 Resistance bonus to all saving throws, 16'000 gp.
Eyes of the Eagle: +5 competence bonus to Perception, 2'500 gp.
Mask of a Thousand Tomes: The mask grants its wearer a +10 competence bonus on all Knowledge skill checks, but the wearer is blinded while wearing the mask. The mask must be worn for 10 minutes before the wearer gains its bonus. 10'000 gp.

Ivory Statuette of Ari: Used as a focus for Contingency, 1'500gp.

Cracked Dusty Rose Prism Ioun Stone: +1 competence bonus to Initiative checks, 500 gp.
Orange Prism Ioun Stone: +1 caster level, 30'000gp.
Nacreus Gray Sphere Ioun Stone: Ari doesn't age, 10'000gp.
Lavender and Green Ellipsoid Ioun Stone This stone absorbs spells of 8th level or lower. After absorbing 50 spell levels, the stone burns out and turns dull gray, forever useless. 40'000gp.

Assorted Scrolls: (all at minimal CL) 3 Feather Fall, Grease, Enlarge Person, 2 Repair Light Damage, Clairaudience-Clairvoyance, Silent Image, Light, 2 Invisibility, Prestidigitation, Mending, 2 Message, 2 Dancing Lights, 2 Mage Armor, Whispering Wind, Fly, See Invisibility, Locate Object, Dimensional Anchor, Remove Curse, Lesser Globe of Invulnerability, Dimension Door, Scrying, Stone Shape, Lesser Geas, 2 Teleport, Dismissal, Plane Shift, Greater Teleport, Greater Scrying, Lesser Wish, Trap the Soul, Time Stop & Wish.

Metamagic Rod, Lesser: Reach +1 Spell, 3'000 gp.
Metamagic Rod, Lesser: Extend Spell, 3'000 gp.
Metamagic Rod, Lesser: Quicken Spell, 35'000 gp.
Metamagic Rod: Empower Spell, 32'500 gp.
Immovable Rod: 5'000 gp.

+1 Called Dueling Adamantine Dagger: 1d4 P/S dmg 19-20/x2 crit, 25'000gp

  • If this is drawn & in hand when rolling Initiative, it gives a +4 enhancement bonus on that check.
  • The weapon can be teleported to the wielder’s hand as a Swift action, without provoking AoO, this can be done even if another creature has the weapon. Max range 100 feet. Effects that block teleportation prevent the return of a called weapon. The weapon must be in a creature’s possession for at least 24 hours before this ability can be used.

Commissioned Items



HP 43 1/2 master's HP
Base A. Bonus +2
Melee Attack –1
Ranged Attack +3
Maneuvers –3
Armor Class +10*
Touch AC +1*
Flat-footed +10*
Maneuvers –3
ABILITY trait mod
Strength 3 –4
Dexterity 11 +0
Constitution 12 +1
Intelligence 12 +1
Wisdom 11 +0
Charisma 10 +0
Fortitude +5*
Reflex +4*
Will +10*

(* = add +2 if vs Evil)
SKILL Roll Calculating
Diplomacy +2 cha 0 + rank 2
Fly +10 dex 0 + spd 8 + size 2
Perception +6 wis 0 + rank 3 + class 3
+6 wis 0 + rank 3 + class 3
Stealth +8 dex 0 + rank 1 + class 3
+ size 4
KNOWLEDGE Roll Calculating
Planes +4 int 0 + rank 1 + class 3
Religion +4 int 0 + rank 1 + class 3

(1 unspent skill rank remaining)
(uses its own or master's skill ranks, whichever is better)

Nature: Familiar
Type: Cassissian Angel.
Benefit: Alertness feat when within arm's reach

Speed: Fly 60 ft. (perfect).
Initiative: +0
Senses: Darkvision: 60 ft, Low-light Vision, Detect Evil: 60-ft cone.

Small: ●Gets +1 size bonus to AC & attack rolls
●Adds a +4 size bonus on Stealth checks.
●Adds a +2 size bonus on Fly checks.
●Suffers –1 penalty to Maneuver Checks & Defense

Breath Weapon:
Area: 15-foot. line.
Dmg: 1d6 cold or fire.
Save: Reflex DC 12 half.
Use: Once every 1d4 rounds.

Melee Attack: Slam +2 (1d3-4). This uses master's BaB of +5.

DR: 5/cold iron or evil
Saves: +4 racial bonus vs Poison
Immunities: Acid, Cold, Petrification
Resistances: Electricity & Fire 10
Natural Armor: +8

Feats: Iron Will (+2 on will saves)
Languages: Syranian, Celestial, Draconic, and Infernal (but see "truespeech")
Special Qualities: Improved evasion, share spells, empathic link, deliver touch spells, perfect memory, change shape, lesser protective aura.

Change Shape: Small human-like angel & dove.
Lesser Protective Aura: +2 deflection bonus to AC against evil foes & +2 resistance bonus on saving throws against evil effects or spells cast by evil creatures. This aura extends to a radius of 5 feet, but can only benefit one additional creature other than the cassisian at any one time. This aura is fragile, and as soon as an evil creature successfully strikes Mercy, or as soon as Mercy fails a saving throw against an evil source, it fades away. 1 minute concentration to reactivate.

Spell-Like Abilities: CL = 3, concentration +3.
Constant: detect evil, know direction.
1/day: aid, daylight.
1/week: commune (6 questions, CL 12th).

Carrying Capacity:
Light load: up to 7,5 pounds
Medium load: 8,25 to 15 pounds
Heavy load: 15,75 to 22,5 pounds
Drag: 110 pounds

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