The world through the eyes of an enigmist can be a truly mesmerizing place.EnigmistThere’s a side to magic that isn’t about books. It isn’t about dragon blood. It isn’t about fiendish heritage. It is the magic of raw, chaotic energy that flows through the souls of everyone and the things around them. Normally, this energy is only even noticed by those of such natural powers—particularly the most keen and gifted Fey. However, there are ways for those born with no such gifts to control this energy. Through training and reflection, one can learn to tap into this free-flowing chaotic energy in ways that some say took a thousand-year collaboration between
arcanic sylvanni and sprites to develop. Those who learn this practice are called Enigmists. By harnessing these energies, the enigmist can control senses, powers, and thoughts. They mesmerize; they inspire; they perplex; they manipulate; they alter. They dominate the chaos within us all, and their potential is almost limitless.
Adventures: Enigmists oftentimes adventure to expand their insight of the energies. Only through practice and experimenting can they increase their powers.
Of course, an enigmist could have more worldly motivations as well. Enigmists vary much by individuals, and any one of them may be venturing for almost any reason.
Characteristics: Enigmists see the ordinary world as uneventful, dull, empty, and lawful, and believe that the people in it and the energies flowing through it are wild, chaotic, and full of energy. They believe that chaos is what makes things happen, and if one can control energy, one can make anything happen.
Most good enigmists view individuals as unique, interesting pieces of energies and respect them as such, while others see people as unappreciative hosts of the energies inside of them.
Enigmists usually relate strongly with Fey, who share many characteristics with those of enigmists: those who are not Fey themselves (such as arcanic sylvanni) usually live with or near Fey, who tend to understand the world in the same way they do.
Alignment: All enigmists are chaotic. Anything otherwise would be unable to tap into the energies that all enigmists are connected to.
Religion: Some enigmists worship chaotic energies in a personified form, or identify said energies as essences of the god Olidammara. Most, however, aren’t interested in religion, as their interests in the metaphysical are taken by the energies.
Background: To become an enigmist, one must first learn to see the energies. Although this can randomly happen to individuals, it is far more likely that such an individual was connected to the energies through another experienced enigmist. Once one has seen the energies, they must focus on exploring them to become a true enigmist. This can be done through training or personal meditation. However it’s done, the end result is one who can see and understand chaotic energies everywhere.
Race: The most common enigmists are arcanic sylvanni who live in all-Arcanic societies. However, these societies are about as rare as individuals who see the energies randomly. Enigmists are considered exotic almost anywhere, and those who are enigmists tend to be rather unique individuals of a variety of races.
Other Classes: Enigmists fit into parties similarly to sorcerers and warlocks. They tend to have shared respect for Psions, who understand the discipline and insight needed to achieve high power.
Role: Enigmists function well in malevolent lands. They are good at manipulating people and magic they may use. Whereas a fighter or paladin will be straightforward and blunt with their methods, an enigmist is elusive and indirect. Instead of casting a fireball, they will rob the magic out of an incoming fireball and blast the energy back. Enigmists are useful in that they can adapt to many different situations, and most enemies have a hard time figuring out how to combat their obscure methods.
Game Rule InformationEnigmists have the following game statistics.
Abilities: High Wisdom improves an enigmist’s ability to perceive and control the energies; it is her most important ability. Like all classes, high Dexterity and Constitution scores help an enigmist survive in combat, and improves her saving throws.
Alignment: Chaotic any.
Hit Die: d4.
Starting Gold: 3d4 x 10 (75 gp)
Starting Age: As bard.
Class SkillsThe enigma’s class skills are Bluff, Concentration, Craft, Disguise, Intimidate, Knowledge (arcana), Knowledge (the planes), Perform, Profession, Sense Motive, Sleight of Hand, Spellcraft, Spot, and Use Magic Device.
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Base Enigma
Attack Fort Ref Will Energy Energy Spend Enigmas Surges
Level Bonus Save Save Save Special Pool Collect Limit Known Known
1st +0 +0 +0 +2 Energy Sight 2 2/1/0/0 1 1 0
2nd +1 +0 +0 +3 3 3/2/0/0 2 2 1
3rd +1 +1 +1 +3 Bonus Feat 4 4/2/1/0 2 3 1
4th +2 +1 +1 +4 5 4/3/1/0 3 3 1
5th +2 +1 +1 +4 Faerie Glow 6 5/3/2/0 3 4 2
6th +3 +2 +2 +5 7 6/4/2/1 4 5 2
7th +3 +2 +2 +5 8 7/4/2/1 4 6 2
8th +4 +2 +2 +6 Bonus Feat 9 7/5/3/1 5 6 3
9th +4 +3 +3 +6 10 8/5/3/1 5 7 3
10th +5 +3 +3 +7 Share Vision 11 9/6/4/1 6 8 3
11th +5 +3 +3 +7 12 10/6/4/2 6 9 4
12th +6/+1 +4 +4 +8 13 10/7/5/2 7 9 4
13th +6/+1 +4 +4 +8 Bonus Feat 14 11/7/5/2 7 10 4
14th +7/+2 +4 +4 +9 15 12/8/5/2 8 11 5
15th +7/+2 +5 +5 +9 Enigmatic Wings 16 13/8/6/2 8 12 5
16th +8/+3 +5 +5 +10 17 13/9/6/3 9 12 5
17th +8/+3 +5 +5 +10 18 14/9/7/3 9 13 6
18th +9/+4 +6 +6 +11 Bonus Feat 19 15/10/7/3 10 14 6
19th +9/+4 +6 +6 +11 20 16/10/7/3 10 15 6
20th +10/+5 +6 +6 +12 Beacon Form 21 16/11/8/3 11 15 7
Class FeaturesAll of the following are class features of the enigmist.
Weapon and Armor Proficiency: Enigmas are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff; they are proficient with light armor, but no shields.
Energy: Energy is the fundamental aspect of the enigmist. These energies function similarly to power points, but are gained and spent slightly differently.
Energy Pool: Your energy pool is the amount of energy you have available. Its limit is the sum of a level-based amount (see level progression chart) and your Wisdom modifier. Your energy pool is assumed to be full if you are not and haven’t recently been in an encounter.
Energy Collect (Su): You regain energy not by sleeping or prayer, but by collecting it as it flows freely through you, which you can do once on any given turn. You can choose to spend a full-round action, a standard action, a move action, or a swift action collecting energies, and the amount each will give you is based on level (see level progression chart; the amounts are presented in this format: full-round/standard/move/swift).
Enigma Spend Limit: It takes much practice to be able to invest energies and turn them into enigmas. You can only spend a certain amount of energies on any given enigma, and this limit is based on your level (see level progression chart).
Enigmas: Enigmas are fabricated effects that are the main focus of enigmists. They function much like spells, taking into account spell resistance, saving throws, and the like. For the sake of mechanics, including detect magic, spellcraft, spell resistance, and the like, enigmas should be considered spells (though not for prerequisites of feats and classes), and fabricators are considered spellcasters (though not for prerequisites of feats and classes). However, enigmas do not function on a per/day system, and require no preparation time or slots, instead using a quickly-refilling but small-sized pool of points called energies, which are commonly abbreviated as “en.” See “Enigmas” for a description of enigmas and how to use them.
Enigmas Known: Based on your experience level, you will learn more and more enigmas that you can fabricate. Whenever you learn a new enigma, you may choose any from the list, though you may not be able to use it yet if its cost is too high. See “Enigma Descriptions” for the complete collection of enigmas to choose from.
Energy Burn (Ex): Energy burn is the result of overuse of energy, and has an accompanying value. Various things can cause it. Energy burn reduces your Enigma Spend Limit by its value. Energy burn also prevents you from energy collecting as a swift or move action. If you have energy burn and you acquire more energy burn, the numbers add up to a single energy burn value. At the end of any of your turns in which you did not acquire energy burn, your energy burn value goes down by 1 (to a minimum of zero). When this reaches zero, you are no longer under the effects of energy burn. You may not willingly suffer more energy burn than your Enigma Spend Limit.
Overflow (Su): Using overflow lets you to spend more points on an enigma that your normal Enigma Spend Limit allows. You can do this with either Lesser Overflow or Greater Overflow. Using overflow requires no action, and is done while fabricating an enigma. You may only use Overflow on enigmas with base energy costs equal to or less than your Enigma Spend Limit.
Lesser Overflow: Using lesser overflow increases the Enigma Spend Limit for the enigma you are fabricating by 1, but you lose 1 energy before fabricating the enigma. In addition, you suffer energy burn 1 immediately after fabricating the enigma.
Greater Overflow: While using lesser overflow with an energy pool filled at least to the sum of your Enigma Spend Limit and the base energy cost of whatever enigma you want to use plus 1, you may opt to use greater overflow. Greater overflow simply makes lesser overflow more impacting: the Enigma Spend Limit for the enigma you are using increases by 1 more, but instead of just losing 1 energy before fabricating, you lose 1 energy plus the base energy cost of the enigma (include any x values), and immediately after fabrication, your suffered energy burn increases by 1 (stacking with Lesser Overflow to equate to 2). You may not use Greater Overflow if you are suffering energy burn.
Surges (Su): Surges are focuses of internal energy that are used to synchronize yourself with those around you in an encounter. To initiate a surge is to fully appreciate the flow of energies around you and become immersed in it in a particular way. Initiating a surge is a full-round action. Activating a surge removes any other surges you have on. By spend energy equal to your base Enigma Spend Limit, you can initiate one surge as a move action or two surges as a full-round action. By spending an amount of energy equal to your base full-round Energy Collect of energy plus 1 instead of your base Enigma Spend Limit, you can either initiate one surge as a swift action or two surges as a move action or three surges as a full round action. Surges last for the duration of the encounter in which they were initiated. Surges are considered Supernatural abilities.
Surges Known: Enigmists learn their first surge at level 2 and an additional surge every three levels. Surges have no prerequisites. See “Surge List” at the end of this class entry for a list of surges to choose from.
Energy Sight (Su): Enigmists see the world as chaotic energies. You gain the benefits of detect chaos at all times as a supernatural ability. You may use detect magic as a supernatural ability for 1en. You may reduce its activation time to a swift action for an additional 2en.
Bonus Feat: At level 3, you gain a bonus enigmist feat (see Enigmist Feats). You gain another bonus enigmist feat every 5 levels thereafter.
Faerie Glow (Su): Starting at level 5, you may begin glowing as if under the effect of the Faerie Fire spell as a swift action at will. While doing so, you gain a +4 bonus on Cha- based skill checks when interacting with nonlawful fey and anyone with the Chaotic subtype.
Share Vision (Su): Starting at level 10, you may touch a willing creature as a standard action to grant them the chaos-viewing aspect of Energy Sight for 1 minute. This is usually the means through which a trained enigmist first sees the energies.
Enigmatic Wings (Su): At level 15, you acquire transparent faerie-style wings of energy. These do nothing unless you invest 2en into them as a free action, which allows them to be used for 1 round, giving you a fly speed (good) equal to your land movement speed +10 ft.
Beacon Form: At level 20, you become a master enigmist and gain a true understanding of the energies. You acquire the
Beacon template (of Chaos), regardless of your Good/Evil status. Included in the transformation is the acquisition of the Chaotic subtype and the Fey type.
Ex-EnigmistsAn Enigmist who becomes nonchaotic loses his/her connection to the energies, thereby losing all class features of the enigmist, including supernatural and extraordinary abilities granted by the class, surges, and enigmas (and fabricator level)—though not including base attack bonus, saving throws, skills, proficiencies, and hit die—until the ex-enigmist becomes chaotic again. If an enigmist knowingly and willingly becomes lawful and stays lawful for one week or more, this loss in class features becomes permanent and completely irreversible.
Multiclass NoteAn Enigmist can qualify for Prestige Classes that require "caster levels" or "arcane caster levels." Treat your fabricator level as your caster level for the sake of Prestige Class prerequisites; to determine if you qualify for a prestige class that requires that you can "cast spells of a specific level," act like you can cast arcane spells of a level equal to your enigma spend limit minus one; if a prestige class requires that you can cast a specific spell, treat enigmas that emulate specific spells as the spells they emulate (if a Prestige Class requires the ability to cast
dominate person, you can qualify if you qualify
captivate). Any time you would level up in caster level, you instead level up in fabricator level. When you do this, act as if you'd acquired an Enigmist level for the sake of base energy pool, energy collect, enigma spend limit, and enigmas known (but nothing else).
Surge ListAppreciation of Alteration: There is a 50% chance that a use of Lesser Overflow will have no penalties or costs. At the start of any of your turns, you may declare that you will opt to suffer energy burn 1 at the end of this turn in order to increase this surge’s chance by 30% for this turn. Using Greater Overflow gains no reduction from this.
Appreciation of Celerity: There is a 50% chance that you can use 3 enigmas instead of 2 on any given turn. At the start of any of your turns, you may declare that you will opt to suffer energy burn 1 at the end of this turn in order to increase this surge’s chance by 35% for this turn.
Appreciation of Comprehension: Your full round Energy Collect is increased by your base surges known, and your standard action Energy Collect is increased by 1/2 of that (rounded up).
Appreciation of Expansion: Your Max Energies is increased by your base Enigma Spend Limit.
Appreciation of Expeditiousness: On any of your turns, there is a 60% chance that changing the fabrication time of your enigmas will cost 1 less energy. At the start of any of your turns, you may declare that you will opt to suffer energy burn 1 at the end of this turn in order to increase this surge’s chance by 35% for this turn.
Appreciation of Extrapolation: The fabricator level of your enigmas is increased by 2.
Appreciation of Extrema: On any of your turns, there is a 50% chance that your Enigma Spend Limit is increased by 1 energy. At the start of any of your turns, you may declare that you will opt to suffer energy burn 2 at the end of this turn in order to increase this surge’s chance by 25% for this turn.
Appreciation of Mortality: The DC’s of your enigmas is increased by 1.
Appreciation of Persistence: All of your enigmas with durations of at least 2 rounds but not more than 1 minute have their durations increased by 1 round.
Appreciation of Reclamation: There is a 55% chance that you can refabricate enigmas on any given turn (use the same enigmas multiple times). At the start of any of your turns, you may declare that you will opt to suffer energy burn 1 at the end of this turn in order to increase this surge’s chance by 35% for this turn.
Appreciation of Rejuvenation: Whenever you successfully use an enigma on an enemy, you gain hit points equal to the energy spent on that enigma.
Appreciation of Relevance: Whenever you energy collect, you gain that many hit points.
Appreciation of Revulsion: Whenever you use an enigma, you gain 1 energy for each foe adjacent to you, to a maximum of your base move action Energy Collect.
Appreciation of Scope: On any of your turns, there is a 75% chance that the range of your enigmas will cost 1 less energy. At the start of any of your turns, you may declare that you will opt to suffer energy burn 1 at the end of this turn in order to increase this surge’s chance by 20% for this turn.
Appreciation of Swiftness: Your swift Energy Collect is changed to a free action.
A fabricating enigmist taking advantage of her Enigmatic Wings.Playing an EnigmistEnigmists have a unique perspective on the world and the way magic functions. They see the energies as a free flowing, chaotic entity fundamental for magic and life itself. Enigmists dedicate their lives to studying, manipulating, and experiencing these energies throughout the world. Their interest in these mysterious energies tends to lead most enigmists to be curious , observational individuals that are willing to try new things, meet new people, and visit new places.
As an enigmist, you want to witness and understand the energies flowing throughout the world, and you are interested in the extent to which you can manipulate the energies in other people. You're inquisitive and curious while being manipulative and elusive at the same time, taking advantage of the innate magic within yourself and the world around you to explore and change situations to your favor. Your outlook and practices are inspired by chaotic fey, to which you share an arcane connection.
Combat
You avoid direct confrontation with enemies whenever possible, instead preferring to manipulate them while staying out of danger. Your methods are indirect and reactive, functioning more as a supportive battlefield controller than a blaster or utility caster. Though rarely the one to take down enemies, you will find yourself commonly responsible for their eventual downfalls.
Advancement
It's in your favor to continue advancing in enigmist levels instead of multiclassing in most cases. Every level has something that increases your power, and the more you level up, the more versatile your old enigmas become. Although multiclassing in bard or enchanting-heavy sorcerer might seem logical, it is really more redundant than productive.
With skill points, you should try to fill niches that your party needs. You can at least partially take the place of a party spokesperson or arcanist through your charisma-based skills and your proficiency of knowledge (arcana), spellcraft, and use magic device.
Most of your feats will be enigmist feats. A common strategy to avoid low hit points is to take Enigmatic Body and use only enigmist feats, which compensates for your d4 hit die quite nicely. The actual enigmist feats you choose may vary, but in general, many end up taking Extra Enigma a few times in order to make up for their limited list of enigmas. Practiced Enigma and Enigma Focus work well for staple enigmas like Instilled Cognition and Illusionary Image.
Starting PackagesPackage 1: The DeceiverHuman EnigmistAbility Scores: Str 10, Dex 11, Con 10, Int 14, Wis 14, Cha 14.
Skills: Bluff, Concentration, Disguise, Intimidate, Sense Motive, Sleight of Hand, Spellcraft.
Languages: Common, Elven, Orc.
Feats: Persuasive, Skill Focus (Bluff).
Weapons: Dagger (1d4/19-20), light crossbow with 20 bolts (1d8/19-20).
Armor: None (speed 30 ft.).
Other Gear: Standard Adventurer's Kit, 25 gp.
Enigmas Known: [1/4/7/10/13] Divert Attention.Package 2: The TacticianHuman EnigmistAbility Scores: Str 8, Dex 12, Con 12, Int 12, Wis 15, Cha 13.
Skills: Concentration, Intimidate, Knowledge (Arcana), Spellcraft, Spot, Use Magic Device.
Languages: Common, Dwarven, Goblin.
Feats: Extra Enigma (Cognitive Stab), Improved Initiative.
Weapons: 5 acid flasks (1d6).
Armor: Padded (+1 AC) (speed 30 ft.) (spell failure 5%).
Other Gear: Standard Adventurer's Kit, 7 gp.
Enigmas Known: [1/2/4/6/-] Cognitive Stab, [1/4/5/8/-] Flash of Chaos.Package 3: The Anti-MageArcanic Sylvanni EnigmistAbility Scores: Str 8, Dex 10, Con 10, Int 10, Wis 18, Cha 11.
Skills: Concentration, Knowledge (Arcana), Spellcraft, Use Magic Device.
Languages: Common, Sylvan.
Feats: Extra Enigma (Magic Drain).
Weapons: Light crossbow with 20 bolts (1d8-19/20), quarterstaff (1d6).
Armor: None (speed 20 ft.).
Other Gear: Standard Adventurer's Kit, 27 gp.
Enigmas Known: [1/2/4/7/10] Magic Absorption, [1/2/4/7/10] Magic Drain.Enigmists in the World“Why hurt him when I could simply convince him to hurt himself?”—Muerja, a rather honest Enigmist.
Enigmists are masters of manipulation, similar to bards and enchanter sorcerers, but with noticeable differences in flavor and mechanics. Whereas a sorcerer or bard runs out of spells after repeated use, the enigmist can continue to take advantage of its magic all day, every day.
Daily Life
Every day is a new chance for the enigmist to discover new uses of the energies and the people they make up. Because of the nature of their magic, enigmists are always ready to take advantage of encounters and bend the battle in their favor. Many enigmists are social people who study the mannerisms of others, making shrewd politicians and believable swindlers.
Most enigmists enjoy the curiosities of everyday life. Through the eyes of an enigmist using Energy Sight, the world is a dazzling place of light and color. Whereas a normal individual might see something like a bird or magic stone to be plain and straightforward, an enigmist sees them to be mesmerizing, intriguing spectacles of wonder and power. Although enigmists are naturally interested in almost everything, they can seem somewhat distanced in personality, as their view of the world is quite different from the norm.
Many enigmists are arcanic sylvanni who live in arcanic sylvanni societies. These enigmists are usually more open about their powers, and they are commonly raised to believe that their abilities are normal. Other enigmists are more likely to be reluctant to reveal their mysterious, chaotic nature, as some may find it unfavorable or alienating.
Notables
Most of the world's enigmists aren't publicly known or are simply believed to be some other kind of caster, such as bard or sorcerer. Most public figures who are enigmists hide their true nature from others, as most who speak out become isolated from others who fear such unknown power.
One particularly well-known enigmist was the half-elf Thynic Suillan. Suillan used his powers to take over a group of military developers and counties and form a rogue state, which lasted until his death. Of course, Suillan only worsened the situation enigmists had to deal with when revealing themselves.
Organizations
The only prevalent enigmist organizations are arcanic sylvanni societies, which tend to be very secluded. Most arcanic sylvanni societies are community-oriented peoples who are taught enigmist practices through family or community elders. It is very difficult for outside enigmists to find and join these communities, and most enigmists live entire lifetimes without encountering others of their own kind.
NPC Reactions
Most people have never heard of enigmists, let alone know what they do. For those who have heard of them, enigmists are usually generalized as sorcerers or bards. Those who actually know about the powers of enigmists are usually suspicious of them—as obscure, chaotic manipulators, enigmists can be hard to trust.
Enigmist Lore
Characters with ranks in knowledge (arcana) can research enigmists to learn more about them. When a character makes a skill check, read or paraphrase the following, including the information from lower DC's.
DC 10: There are some unique enchanters called enigmists who fuel their magic with a mysterious energy.
DC 15: Enigmists draw from fey-like powers to use highly reactive spells.
DC 20: Enigmists use chaotic energies for a completely unique spell list to cast “enigmas” with no per/day or per/encounter limitations.
Enigmists in the GameEnigmists can work well in almost any setting without having to make changes to the campaign. As extremely rare peoples, there need not be setting-specific events for dealing with enigmists. As party members, enigmists can help both in social situations, where their compulsion magic can be used for NPC manipulation, and in combat, where they can take advantage of the magic of casters and the low will saves of martial characters. When one might play a bard or battlefield-manipulator sorcerer, one could just as easily fill the niche with an enigmist.
Adaptation
Enigmists can be inserted into any campaign as a clever PC or elusive NPC. Enigmists can be born with their energy sight or learn it by allowing another enigmists to share their energy sight, so character backgrounds for enigmists are flexible. As a DM, your primary concern could be the roundedness of your antagonistic NPC's and monsters—if your creature has a noteworthy weakness, the Enigmist will be the first to exploit it. Be weary of this when setting up encounters that you want to be challenging. While large groups of weak enemies will fail most of their will saves and succumb to the mercy of the enigmist, a single boss can easily become completely shut down by the target-relativistic magic of an enigmist. Also, keep in mind that there are a number of creatures that are immune to mind-affecting abilities, which make up a large portion of enigmas, and if you find an enigmist getting too confident about their powers, don't be afraid to throw an undead or construct at them.
Queyla, an enigmist.Sample Encounter
Encounters with enigmists should be somewhat rare, but their significance does not have to be particularly noteworthy. An enigmist can show up with a party of bandits, or be a lone wanderer, or act as a member of an arcane order. Enigmists work optimally when they have teammates, as enigmists are usually best when functioning as support casters. However, lone enigmists aren't uncommon, as their powers can lead to social outcasting.
EL 7: Queyla is a playful arcanic sylvanni enigmist that wanders in the forests looking for creatures and places that interest her. She sometimes groups with other fey before encountering adventurers, but spends most of her time alone. She is eager to explore and learn, but has trouble associating with non-fey. She has a particular fascination with magic items, and is quite willing to do favors in exchange for them. She has developed a dislike for humans and orcs, whom she sees as somewhat destructive, though she would not immediately fight them simply because of that fact.
Queyla, CR 7
Female Arcannic Sylvanni Enigmist 7
CN Small Fey (mortal-blooded: elf & gnome)
Init +1
Senses low-light vision, spot +9, listen +4
Languages Common, Sylvan
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AC 15, touch 12, flat-footed 14 (+1 Dex, +2 armor, +1 natural armor, +1 size)
hp 32 (7 HD)
Immune sleep
Fort +4,
Ref +4,
Will +10 (extra +1 on saves against spells and spell-like effects)
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Speed 20 ft.
Melee Quarterstaff +2 (1d6-2)
Ranged Light crossbow +6 (1d8/19-20)
Base Atk +3;
Grp -3
Atk Options Overflow (lesser or greater), Faerie Glow, Energy Sight, Desperation Resort
Combat Gear 20 crossbow bolts
Energy Pool 14en
Energy Collect 7/4/2/1 (full-round/standard/move/swift)
Spend Limit 4 (5 if Appreciation of Extrema is functioning)
Surges Known Appreciation of Extrema, Appreciation of Mortality
Enigmas Known [1/2/4/6/-] Cognitive Stab, [2/3/5/7/10] Illusionary Image, [2/4/6/10/-] Instilled Cognition, [3/6/7/10/-] Faerball, [3/5/7/11/13] Magic Surging, [3/5/7/11/13] Paining Guilt, [4/6/8/12/-] Captivate.________________________________________
Abilities Str 6, Dex 12, Con 12, Int 10, Wis 18, Cha 11
SQ Detect chaos 1/day (Sp; CL 1; 1 minute duration),
prestidigitation at will (Sp; CL 1; 1 minute duration)
Feats Enigmatic Body, Desperation Resort, Expanding Capacity, Extra Enigma (Faerball)
Skills Bluff +5, Concentration +6, Hide +5, Intimidate +5, Knowledge (arcana) +7, Sense Motive +9, Spellcraft +5, Spot +9, Use Magic Device +7
Possessions Bracers of armor +2, amulet of natural armor +1, cloak of resistance +1, spare 200gp