Male Human Wizard 9
LN Medium Humanoid (Human)
Init 4 armor, +1 Dex, +2 deflection)
hp 38 (9d6)
Fort +6, Ref +7, Will +11
Spd 30 ft.
Melee +3 Frost, Keen Adamantine Dagger
Adamantine: Ignore hardness less than 20. Upon comman +7 ( 1d4 +3/ 17-20 /x2)
Wizard Spells Known (CL 9, 4 melee touch, 5 ranged touch):
5 (1/day) Break Enchantment (DC 18)
4 (2/day) Charm Monster (DC 17), Scrying (DC 17), Scrying (DC 17)
3 (4/day) Tongues (DC 16), Tongues (DC 16), Fireball (DC 16), Dispel Magic, Fly (DC 16)
2 (5/day) Misdirection, Mirror Image (DC 15), Detect Thoughts (DC 15), Detect Thoughts (DC 15)
1 (5/day) Magic Missile, Mage Armor (DC 14), Comprehend Languages (DC 14), Endure Elements (DC
14), Charm Person (DC 14), Feather Fall (DC 14)
0 (at will) Mage Hand, Open/Close (DC 13), Read Magic (DC 13), Light
Str 10, Dex 12, Con 10, Int 17, Wis 14, Cha 13
Base Atk +4; CMB +4; CMD 17
Feats Combat Casting, Craft Wand, Improved Initiative, Scholar: Knowledge (Arcana), Knowledge
(Planes), Scribe Scroll, Silent Spell, Skilled Driver: Air, Spell Penetration, Wizard Weapon Proficiencies
Skills Acrobatics +2, Appraise +7, Bluff +2, Climb +1, Craft (Calligraphy) +7, Diplomacy +10, Intimidate +2, Knowledge (Arcana) +17, Knowledge (Geography) +10, Knowledge (History) +11, Knowledge (Local) +11, Knowledge (Nobility) +10, Knowledge (Planes) +10, Knowledge (Religion) +9, Linguistics +7, Perception +7, Sense Motive +7, Spellcraft +15, Stealth +2
Languages Celestial, Common, Draconic, Dwarven, Elven
SQ Bonded Object: +3 Frost, Keen Adamantine Dagger Adamantine: Ignore hardness less than 20.
, Divination, Diviner’s Fortune +4 (6/day) (Sp), Forewarned +4 (Su), Illusion, Necromancy, Scrying Adept (Su)
Combat Gear +3 Frost, Keen Adamantine Dagger Adamantine: Ignore hardness less than 20.
Upon comman; Other Gear Bracers of Armor, +4, Brooch of Shielding, Cloak of Resistance, +3, Eyes of the Eagle, Ring of Protection, +2
Bonded Object: +3 Frost, Keen Adamantine Dagger Adamantine: Ignore hardness less than 20.
DC 20 + spell level to cast spells without the bonded object. Once per day, you can cast any spell in your spellbook for free.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Divination Diviners are masters of remote viewing, prophecies, and using magic to explore the world.
Diviner’s Fortune +4 (6/day) (Sp) Creature touched gains +4 to attackrolls, skill checks, ability checks, and saving throws for 1r.
Forewarned +4 (Su) Always act in surprise round. Initiative bonus. Init = 20 at level 20.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Scholar: Knowledge (Arcana), Knowledge (Planes) +2 bonus on two Knowledge skills
Scrying Adept (Su) At 8th level, you are always aware when you are being observed via magic, as if you had a permanent detect scrying. In addition, whenever you scry on a subject, treat the subject as one step more familiar to you. Very familiar subjects get a -10 pena
Silent Spell Cast a spell with no verbal components. +1 Level.
Skilled Driver: Air Gain +4 bonus on driving checks with made with one vehicle
Spell Penetration +2 to caster levels checks to overcome spell resistance.
Ramas-Teth is a Mulhorandi diviner and worshiper of Thoth. The second son of a powerful trading family, he used his inherited wealth to pay for his magical training, finishing his studies well ahead of schedule. Ramas-Teth is accustomed to dealing with foreigners and people of power, speaks several languages, and keeps an excellent library at his personal estate.
Ramas-Teth is a skilled diplomat and has served many times to smooth tensions between western and eastern lands. He is extremely well respected in Skuld and enjoys making scrolls, especially of westerners spells.