ABILITY SCORES:
STR 11 [+0]
DEX 17 [+3] = 15 (basic) + 2 (race)
CON 12 [+1] = 14 (basic) - 2 (race)
INT 18 [+4] = 16 (basic) + 2 (race)
WIS 12 [+1]
CHA 6 [-2]
SAVING THROWS:
Fort +1 = +0 wizard +1 con
Ref +3 = +0 wizard + 3 dex
Will +4 = +3 wizard +1 wis
COMBAT STATS:
Hit Points 7 = 6 wizard + 1 con
AC 13 = 10 + 3 dex
BAB +1
CMB +1 = 1 BAB + 0 str
CMD 14 = 10 + 1 BAB + 0 str + 3 dex
Initiative +5 = + 3 dex + 2 trait
RACIAL TRAITS:
Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Elves are Humanoids with the elf subtype.
Base Speed: Elves have a base speed of 30 feet.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
CLASS FEATURES:
Favoured Class (wizard): Whenever a character gains a level in his favored class, he receives either + 1 hit point or + 1 skill rank.
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. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail.
Spells: A wizard casts arcane spells drawn from the sorcerer/wizard spell list. A wizard must choose and prepare his spells ahead of time.
Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.
Arcane Bond: At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed.
Arcane School (conjuration [teleportation], opposition schools: necromancy, enchantment): A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.
Summoner's Charm (Su): Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.
Shift (Su): At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier. [APG]
Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposition school, but it uses up two of his available slots.
Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.
Spellbooks: A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory.
A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook.
SKILLS:
+8 Appraise [Int] = 1 rank + 3 class + 4 int
+8 Craft (alchemy) [Int] = 1 rank + 3 class + 4 int
+9 Knowledge (arcana) [Int] = 2 rank + 3 class + 4 int
+9 Knowledge (dungeoneering) [Int] = 2 rank + 3 class + 4 int
+9 Knowledge (nature) [Int] = 2 rank + 3 class + 4 int
+9 Knowledge (planes) [Int] = 2 rank + 3 class + 4 int
+8 Knowledge (religion) [Int] = 1 rank + 3 class + 4 int
+8 Linguistics [Int] = 1 rank + 3 class + 4 int
+9 Spellcraft [Int] = 2 rank + 3 class + 4 int
Languages: Common, Elven, Draconic, Goblin, Orc, Sylvan
FEATS:
Spell Focus (conjuration): Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
TRAITS:
Warrior of Old (Elf): As a child, you put in long hours in combat drills, and though time has made this training a dim memory, you still have a knack for quickly responding to trouble. You gain a +2 trait bonus on Initiative checks. [APG]
SPELLS:
DC 14 + spell level (15 + spell level for conjuration spells)
Concentation + 5
0-level spells (cantripts):
Abjuration
- Resistance: Subject gains +1 on saving throws.
Conjuration
- Acid Splash: Orb deals 1d3 acid damage.
Divination
- Detect Magic: Detects all spells and magic items within 60 ft.
- Detect Poison: Detects poison in one creature or small object.
- Read Magic: Read scrolls and spellbooks.
Evocation
- Dancing Lights: Creates torches or other lights.
- Flare: Dazzles one creature (–1 on attack rolls).
- Light: Object shines like a torch.
- Ray of Frost: Ray deals 1d3 cold damage.
Illusion
- Ghost Sound: Figment sounds.
Transmutation
- Mage Hand: 5-pound telekinesis.
- Mending: Makes minor repairs on an object.
- Message: Whisper conversation at distance.
- Open/Close: Opens or closes small or light things.
Universal
- Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
- Prestidigitation: Performs minor tricks.
1st-level spells:
Abjuration
- Protection from Evil: +2 to AC and saves, plus additional protection against selected alignment.
Conjuration
- Grease: Makes 10-ft. square or one object slippery.
- Mage Armor: Gives subject +4 armor bonus.
- Summon Monster I: Summons extraplanar creature to fight for you.
Divination
- Identify: Gives +10 bonus to identify magic items.
Evocation
- Ear-Piercing Scream: Deal sonic damage and daze target.
Illusion
- Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
- Silent Image: Creates minor illusion of your design.
Transmutation
- Enlarge Person: Humanoid creature doubles in size.