Okay. Galanorthrim Evanyrdor, Dawn elf, Wizard 5:
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Galanorthrim Evanyrdor
Medium Dawn elf (Humanoid)
Wizard (Life) 5
XP: 10,900
Hit Dice: 5d4+5 (21 hp)
Initiative: +3
Speed: 30 ft.
Armor Class: 15 (+1 Deflection, +3 Dex, +1 Natural), touch 14, flat 12
Base Attack/Grapple: +2/+2
Attack: MW dagger +2 melee (1d4/19-20/x2)
Full Attack: MW dagger +2 melee (1d4/19-20/x2)
Space/Reach: 10 ft./10 ft.
Special Qualities: +1 on attack rolls with longbows and shortbows, +1 bonus to listen, search and spot checks, +2 bonus on saves against enchantment spells and effects, Elfsight, Immune to sleep spells and effects, Immune to magic missile, Low-light vision, Summon familiar, Talent feats (Spell Focus (conjuration), Empower Spell), Talent skills (Spellcraft +3, Knowledge (arcana) +2), Transformation feats (Iron Will)
Saves: Fort +2, Ref +4, Will +7
Abilities: Str 10 (2 points), Dex 16 (4 points, +4 racial), Con 12 (6 points, -2 racial), Int 22 (16 points, +2 racial, +1 level, +1 legendary), Wis 12 (4 points), Cha 12 (4 points)
Skills: Concentration +9(8), Decipher Script +9(3), Knowledge (arcana) +16(8), Knowledge (dungeoneering) +8(2), Knowledge (history) +12(6), Knowledge (local) +10(4), Knowledge (nature) +8(2), Knowledge (the planes) +12(6), Knowledge (religion) +10(4), Listen +2(0), Search +6(0), Spellcraft +17(8), Spot +2(0), Survival +6(0)
Feats: Craft Wondrous Items, Empower Spell, Iron Will, Scribe Scroll, Spell Focus (conjuration), Spell Focus (transmutation), Still Spell
Legendary Points: 1
Legendary Paths: 1st Circle Path of the Learned (Survival)
Alignment: Chaotic Good
Languages: Anderlar, Common, Draconic, Elven, Gnome, Sylvan
Elfsight: Some dawn elves have the ability to see the living auras of all creatures, manifesting itself as a hazy white glow. An elf that selects this racial transformation gains a +4 bonus on Spot checks to detect hidden creatures, and the miss chance due to concealment for creatures affected by invisibility, displacement (but not blink or etherealness), and similar effects is halved.
Spells: 4/5/3/2 per day; save DC 16+spell level (18+spell level for conjuration and transmutation spells). Aspect-life; can use Silent Spell and Still Spell 1/day with no level adjustment for life spells.
Spells known:
0-level: Acid Splash†, Detect Poison, Detect Magic, Mage Hand‡, Mending‡, Message‡, Open/Close‡, Read Magic, Resistance
1st-level: Comprehend Languages, Enlarge Person‡, Feather Fall‡, Grease†, Identify, Mage Armor†, Magic Missile*, Protection from Evil, Shield, True Strike, Unseen Servant†
2nd-level: Bull’s Strength‡, Fox’s Cunning‡, Knock‡, Locate Object, Melf’s Acid Arrow†, Rope Trick‡, Spider Climb‡, Web†
3rd-level: Fly‡, Hold Person*, Magic Circle vs. Evil, Stinking Cloud†, Summon Monster III†
* Non-life spells
† Conjuration
‡ Transmutation
Possessions: MW dagger, Ring of Protection +1, Amulet of Natural Armor +1, Spell Component Pouch, Backpack, Potion of Cure Light Wounds x3, Spellbook, Waterskin x2, Bedroll, Scrollcase x2, Paper x50, Ink (2 oz.), Inkpen, Traveler’s outfit (extra), 425 gp, 8 sp
Notes:
A big chunk of my money went to buying scrolls and scribing them into my book. I bought two 1st level spells, four 2nd level spells, and four 3rd level spells. That accounts for 3775 gp.
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