Blossym
Female elf unchained rogue 1/evoker (admixture[APG]) 1 (Pathfinder Player Companion: Animal Archive, Pathfinder RPG Advanced Player's Guide 143, Pathfinder Unchained 20)
CN Medium humanoid (elf)
Init +5;
Senses low-light vision; Perception +8
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 13 (2 HD; 1d6+1d8+1)
Fort +1,
Ref +5,
Will +3; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Melee rapier +3 (1d6/18-20 plus 1d6 sneak attack)
Special Attacks intense spells (+1 damage), sneak attack (unchained) +1d6
Evoker Spells Prepared (CL 2nd; concentration +6)
. . 1st—grease, snowball[UW], vanish[APG] (DC 15)
. . 0 (at will)—open/close (DC 14), prestidigitation, ray of frost
. .
Opposition Schools Abjuration, Enchantment
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Statistics
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Str 10,
Dex 16,
Con 11,
Int 18,
Wis 12,
Cha 10
Base Atk +0;
CMB +0;
CMD 13
Feats Alertness, Greater Spell Focus (necromancy), Run, Spell Focus (necromancy), Weapon Finesse
Traits forlorn, magical knack
Skills Acrobatics +7 (+11 to jump with a running start), Bluff +4, Diplomacy +4, Disable Device +9, Knowledge (arcana) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (religion) +8, Linguistics +8, Perception +8, Sense Motive +7, Sleight of Hand +7, Spellcraft +9 (+11 to identify magic item properties), Stealth +11, Survival +1 (+3 to avoid becoming lost);
Racial Modifiers +2 Spellcraft to identify magic item properties
Languages Common, Draconic, Elven, Kelish, Tien, Varisian, Vudrani
SQ arcane bond (ring), elven magic, trapfinding +1, versatile evocation
Combat Gear pearl of power (1st level) (2),
wand of cure light wounds,
wand of mage armor (50 charges), acid, alchemist's fire, caltrops, liquid ice[APG], reagent, urea (10);
Other Gear rapier,
arcane bond ring,
wayfinder[ISWG], backpack, bandolier[UE], bedroll, belt pouch, chalk (10), flint and steel, grappling hook, mess kit[UE], pot, silk rope (50 ft.), soap, thieves' tools, waterskin, 273 gp, 1 sp
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Special Abilities
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Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Admixture Associated School: Evocation
Arcane Bond (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
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.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Familiar Bonus: +3 to Stealth checks You gain the Alertness feat while your familiar is within arm's reach.
Greater Spell Focus (Necromancy) +1 to the Save DC of spells from one school.
Intense Spells (+1 damage) (Su) Evocation spells deal listed extra damage.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Versatile Evocation (7/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.
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