New Sha Caw

Stats

XP: 28,350/15,000
Money: 26
Class: Illisionist 3, Master Specialist 4, Psion 1

Size: M Movement 30 ground
Str: 10 (0) Dex: 14 (+2) Con: 15 (+2)
Int: 20 (+5) Wis: 14 (+2) Cha: 12 (+1)
Save Total Class Bonus Ability Score Bonus
Fortitude: 4 2 +2 0
Reflex: 4 +2 +2 0
Will: 11 +9 +2 0
HP: 48 AC: 16 Init 2
Base Attack Bonus 3 Grapple 3 Ranged 5
Skill Total Rank Ability Misc
Concentration 12 10 2
Decipher Script 15 10 5
Knowledge (arcana) 15 10 5
Knowledge (nature) 15 10 5
Knowledge (Dungeoneering) 15 10 5
Knowledge (Psionics) 15 10 5
Spellcraft 19 10 5 4
Feats/Flaws
Scribe Scroll See Scribe Scroll Wizard 1st Level
Eschew Materials Character level 1st
Improved Counterspell Character Level 3
Skill Focus Spellcraft +4 Spellcraft Master Specialist 2
Spell Focus Illusion +1 DC Flaw
Craft Wondrous Item Character Level 6
Greater Spell Focus: Illusion +1 DC Master Specialist 3
Illusion Focus: Phantasm +5 DC Phantasms (does not stack) Character Level 6
Psionic Meditation Move action to become focused (instead of full round) Psion 1
Cuts Inside the Mind As long as you have a 2nd level or higher Phantasm spell available to cast, you can create nasty wounds on the self image of a target within 60ft. The target gains 3 temporary damage per level of highest level Phantasm spell you have available; a Will save negates. Temporary damage are the inverse of Temporary hp. They are healed first, last for 1 minute and if the target is killed while still possessing temporary damage, they are merely unconscious. They remain this way until the damage time limit elapses and then can be roused based on their hp after the fact. Multiple applications of this feat do not stack, though their durations can overlap. In addition, you gain +1 CL when casting Phantasm spells free
Curious Whenever you encounter something out of the ordinary, you must make a Will Save (DC 10 + 1/2 Character Level) in order to resist approaching the thing and inspecting it. if combat is is likely or enemies are close the will save is negated until after combat, however the item must be inspected immediately afterward, without the need for a D20 check.
Hopeless Collector - Bullet Casings The Character chooses an item such a rocks, daggers, twigs, human skulls, etc. There is no point to this collecting other that they like the item. They will be able to control their desires when they need to, but if they are under no danger or stress, they will go out and gather up all of the desired items that they can. As such, one half of the characters carrying capacity is always full of random items.
Special Qualities
Expanded Spellbook Add 1 spell of chosen school to spellbook Master Specialist 2
Minor School Esoterica Illusion: The save DCs of your illusion spells that have a saving throw entry of “Will disbelief” increase by 2. Master Specialist 4
Abberation Racial
Psionic Discipline: Shaper Racial
Naturally Psionic +2 pp Racial
Special Abilities
Restricted Schools Abjuration, Necromancy
Resistance +4 racial bonus to save, immediate action costs 1 pp
Resilience Reduce damage by 2 per pp spent
Repletion 1 pp = 24 hours without food/water
Attacks
Attack Attack Bonus Damage Crit Range/Notes
Unarmed 2 1d3 20

Proficiencies:
None

Familiar: Crow named Hohn Jall (+3 bonus to Diplomacy)

Magic

Sha-Caw's "Spellbook"
0 Level Spells: All Cantrips (DC 16, 18 Illusion)
1 Level Spells: Magic Missile, Ventriliquism&, Grease, Color Spray*, Horrible Taste, Burning Hands, Ray of Flame, Magic Fang, Reduce Animal, Ray of Enfeeblement, Mage Armor, Shocking Grasp, Animate Rope, Jump (DC 17, 19* Illusion, 21&)
2 Level Spells: Mirror Image*, Tashas Hideous Laughter, Phantasmal Assailants&, Hypnotic pattern*, Awakened Fears&, Scorching Ray, Bull's Strength, Cat's Grace, Repair Moderate Damage, Ray of Ice, Bulls Strength, Invisibility*, Wraithstrike (DC 18, 20* Illusion, 23^ Phantasm, 25&)
3 Level Spells: Dire Shape, Deadly Darkness*, Phantasmal Swarm&, Phantasmal Evocation&, Haste, Lightning Bolt, Fireball, Primal Form, Summon Undead 3, Greater Mage Armor, Blink (DC 19, 21* Illusion 24^ Phantasm, 26&)
4 Level Spells: Phantasmal Killer&, Displacer Form, Animal Growth, Stone Shape, Dragon Breath, Edvard's Black Tentacles, Summon Undead 4, Confusion, Wall of Fire, Greater Invisibility*, Polymorph, Voice of the Dragon (DC 20, 22* Illusion, 25^ Phantasm, 27& )
5 Level Spells: Summon Undead 5, Cloudkill, Teleport, Contact Other Plane, Baleful Polymorph, Animal Growth, Permenancy, Draconic Might, Greater Enlarge Animal, Earth Reaver, Cone of Cold, Passwall

**Prepared **

0 Level 4/4 +1 Acid Splash, Detect Magic, Ghost Sound, Message, Open/Close
1 Level 6/6 +1 Magic Missilex2, Greasex2, Color Spray, Ventriloquism, Reduce Animal
2 Level 5/5 +1 Mirror Image, Scorching Ray, Phantasmal Assailants, Hypnotic Pattern, Awakened Fearx2
3 Level 3/3 +1 Dire Shape, Deadly Darkness, Phantasmal Swarm, Phantasmal Evocation (Scintillating Sphere)
4 Level 2/2 +1 Phantasmal Killerx2, Polymorph

+++Psionics
Power points/day 2+3+2
Powers known:
Astral Construct
Deja Vu
Energy Ray

Deeds

Judge of the Fallen
Prerequisite: Noble Raven or Vulture only.
1st Deed: Battlefield Spectator.
Prerequisite: You must eat the eyes of a fallen humanoid warrior from a battlefield (at least 20 corpses).
Benefit: You can cast deathwatch once per day.
2nd Deed: Cheating The Valkyries.
Prerequisite: You must perform a coup-de-grace on a dying humanoid.
Benefit: You can cast death knell once per day.
3rd Deed: The Dead Have No Secrets.
Prerequisite: You must have been personally involved
in (and at least struck a blow toward) the defeat of at
least 10 Hit Dice worth of undead creatures.
Benefit: You can cast speak with dead once per day.

Dreamtimer
Prerequisite: You must have a Wisdom score of 12 or better.
1st Deed: Active Dreamer.
Prerequisite: You must sleep uninterrupted for an entire night (or day) in a location of mystical importance. This can be a haunted grove, a temple, the tomb of a great hero, a conjunction of ley-lines, or anywhere else the GM feels appropriate. You will not get enough rest to regain any spells if you are a spell-caster.
Benefit: Each night, you dream. The subject matter in these dreams can give you insight and confidence for the coming day. Roll a d10 for each full night’s (or day’s) sleep you get, and reference the table below. You gain a morale bonus of the amount listed to the activity listed for the entire day, until you go to sleep again. If your sleep is interrupted, you simply do not dream usefully that night, and gain no bonus.

Living Echo
Prerequisite: Noble Mina Bird, Parrot or Raven only.
1st Deed: The Gift of Tongues.
Prerequisite: You must have learned at least 4 additional languages over and above the ones your species has as automatic languages.
Benefit: You can learn a language (animal, humanoid, or otherwise) after hearing it only once, by making a Listen roll with a DC of 20. If this roll is failed, you may not attempt to learn this language again for one month.

Languages

High Fauna
Raptor
Songbird
Equine
Herdspeak
Feline
Canine
English
Common
Elven
Woodland
Rodent
Infernal

Orc
Gnome
Draconic
Aquan
Terran

Loot

Blue jay feather : Shocking grasp
Humming Bird Feather: Expeditious retreat
Hammer
Cordless Drill
Pistol (400$)
5 assorted dog toys
Robe of Thunder

Good condition Combat Boots
361 dollars
2500 dollars

2 gold chains *sell
6 barbed devil spikes.

Hat: +2 to int, cannot be removed.
10 ranks in listen
Daze monster 3x/day
Fear 2x/day

1023g
emerald 1000g
large wool tapestry of blue dragon - 250g
spellsink scarab (unidentified)
Scroll of Inflict Serious *

to do
add powers
change languages?