Elf Wizard 2
NG Medium Humanoid (elf)
Hero Points 1
Init 3 Dex)
hp 14 (2d6+4)
Fort 3, Will 1; CMB 12 to determine the properties of a magic item), Stealth 4 bonus on initiative checks, acid dart (8/day), arcane bonds (arcane familiar, scorpion, greensting), elven magic, empathic link with familiar, hero points, opposition schools (abjuration, divination), share spells with familiar, specialized schools (conjuration), summoner’s charm (4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm’s reach.
Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Acid Dart (8/day) (Sp) 30’ Ranged touch attack deals 1d6+1 Acid damage.
Conjuration The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Divination You must spend 2 slots to cast spells from the Divination school.
Elven Immunities 1 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
N Tiny Magical Beast ((vermin))
Init 3 Dex, 2, Ref 3
Speed 30 ft.
Melee Sting (Scorpion, Greensting) 1; CMB +2; CMD 8 (16 vs. Trip)
Feats Weapon Finesse
Skills Appraise +1, Climb +7, Escape Artist +5, Fly +9, Linguistics +2, Perception +6, Spellcraft +2, Stealth +15, Swim +3
SQ hero points, improved evasion, poison
Other Gear You have no money!
Darkvision (60 feet) You can see in the dark (black and white vision only).
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison (Ex) Sting – injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.