Elf Wizard

Description:

Unnamed Hero
Elf Wizard 2
NG Medium Humanoid (elf)
Hero Points 1
Init 7; Senses low-light vision; Perception +2


Defense

AC 13, touch 13, flat-footed 10 (3 Dex)
hp 14 (2d6+4)
Fort 2, Ref 3, Will 1; +2 vs. enchantments
Immune magic sleep; Resist elven immunities

Offense

Speed 20 ft.
Melee Paueliel Quarterstaff +1 (1d6-1/x2)
Wizard Spells Prepared (CL 2):
1 (4/day) Obscuring Mist

Statistics

Str 8, Dex 16, Con 14, Int 20, Wis 7, Cha 9
Base Atk
1; CMB 0; CMD 13
Feats Improved Initiative, Scribe Scroll
Skills Acrobatics +0 (-4 jump), Appraise +9, Climb -4, Escape Artist +2, Fly +5, Knowledge (arcana) +10, Knowledge (history) +9, Knowledge (planes) +10, Linguistics +10, Perception +2, Ride +0, Spellcraft +10 (
12 to determine the properties of a magic item), Stealth 0, Swim -4
Languages Celestial, Common, Draconic, Dwarven, Elven, Gnome, Goblin, Orc, Sylvan
SQ
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 (1 rds)
Combat Gear Pearl of power (1st level) (1/day); Other Gear Paueliel Quarterstaff, Spellbook, Spellbook, compact, Travelling spellbook, Wizard’s kit, 13 GP

Special Abilities

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 2 save bonus vs Enchantments.
Elven Immunities – Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Share Spells with Familiar Can cast spells with a target of “You” on the familiar with a range of touch.
Summoner’s Charm (
1 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).

Arcane Familiar
Scorpion, Greensting
N Tiny Magical Beast ((vermin))
Init 3; Senses darkvision 60 ft.; Perception +6

Defense

AC 19, touch 15, flat-footed 16 (
3 Dex, 2 size, +4 natural)
hp 5 (1d8)
Fort
2, Ref 3, Will 3

Offense

Speed 30 ft.
Melee Sting (Scorpion, Greensting) 6 (1d2-4/x2)
Space 2.5 ft.; Reach 0 ft.

Statistics

Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2
Base Atk
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
Languages
SQ hero points, improved evasion, poison
Other Gear You have no money!

Special Abilities

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.

Bio:

Elf Wizard

Deus Machina hsojrue