hp 17, move 30', AC 14 (touch 12, ff 12), init +2, BAB +0, grapple +2, align N
cost/base/tot/bonus
Str 5 / 14 / +2
Dex 5 / 14 / +2
Con 0 / 10 / +0
Int 10/ 16 / 18 / +4
Wis 0 / 10 / +0
Cha 0 / 10 / +0
saves: Fort +1, Reflex +2, Will +2
feats: Point Blank Shot, Spell focus (enchantment), Scribe Scroll
bonded item: silver ring (cast 1 spell/day from spells known)
att acid dart +3 ranged touch (1d6+1, crit 20/x2, 30' range) (already includes PBS)
or guisarme +2 (2d4+3, crit 20/x3, 10' reach, can trip + drop it to avoid countertrip)
Class Skills
The wizard’s class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).
Skill Ranks Per Level: 2 + Int modifier + 1 (7)
skills (ranks/tot):
appraise 1/8
spellcraft 1/8
linguistics 1/8
knowledge (arcana) 1/8
knowledge (nobility) 1/8
knowledge (religion) 1/8
knowledge (history) 1/8
perception 0/0
school: conjuration (+2 armor bonus, acid dart)
prohibited schools: evocation, necromancy
Spells prepared (3 0th, 2 1st), DC 14 + spell level (+1 for Enchantment*)
0th: detect magic, daze*, ghost sound
1st: grease, sleep*
(note also bonded item: cast 1 spell/day from spells known)
Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Languages:
Equipment: (70 gp total)
spellbook (wizard starts with)
bonded silver ring (starts with)
scholar's outfit(x2) (starts with 1) 5
spell component pouch 5
guisarme 9
backpack 2
ink, pen, paper(x2) 8.9
waterskin 1
scroll of disguise self 25
raw materials for scroll scribing 12.5
1 gp 6 sp