Sha Caw


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

Size: Tiny Movement 10 ground 20 swim 40 fly (average)
Str: 1 (-5) Dex: 18 (+4) Con: 14 (+2)
Int: 22 (+6) Wis: 14 (+2) Cha: 13 (+1)
Save Total Class Bonus Ability Score Bonus
Fortitude: 4 2 +2 0
Reflex: 6 +2 +4 0
Will: 9 +7 +2 0
HP: 42 AC: 16 Init 4
Base Attack Bonus 3 +2 Grapple -8 Ranged 7
Skill Total Rank Ability Misc
Concentration 11 9 2
Decipher Script 15 9 6
Diplomacy 4 0 1 3
Hide 12 0 4 8
Knowledge (arcana) 15 9 6
Knowledge (nature) 15 9 6
Knowledge (humans) 15 9 6
Knowledge (Dungeoneering) 15 9 6
Knowledge (History) 15 9 6
Spellcraft 19 9 6 4
1st Level
Weapon Finesse Racial
Create Juju See Scribe Scroll Wizard 1st Level
Eschew Materials Character level 1st
Gift of Understanding Character Level 3
Skill Focus Spellcraft +4 Spellcraft Master Specialist 2
Spell Focus Illusion +1 DC Flaw
Still Spell +1 Spell Level
Greater Spell Focus: Illusion +1 DC Master Specialist 3
Illusion Focus: Phantasm +5 DC Phantasms (does not stack) Character Level 6
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
Low Light Vision
Special Abilities
Restricted Schools Abjuration, Necromancy
Attack Attack Bonus Damage Crit Range/Notes
Claws 9 1d2 -5 20


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


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 Killer, Displacer Form, Stone Shape


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.

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.

2nd Deed: Lucid Dreamer.
Prerequisite: You must go without sleep for 3 full days.
Benefit: As with Active Dreamer, you dream every night, but now, you may choose which dream you will have each night. Make a Will save versus a DC of 15. If you make the save, choose your dream subject. If the save fails, roll normally. If the save roll was a natural 1, then you are plagued by nightmares (result 1 on the chart, no additional roll required).

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.


High Fauna


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

Good condition Combat Boots
361 dollars
2500 dollars

2 gold chains *sell
6 barbed devil spikes.

Snahfuu the Intelligent Hat

New Sha Caw