KENDRA LORRIMOR CR 2
Male Human (Varisian) Wizard 3
NG Medium Humanoid (Human)
Init +1;
Senses Perception +1
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DEFENSE
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AC 10, touch 10, flat-footed 10
hp 16 (3d6+3)
Fort +2,
Ref +1,
Will +6
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OFFENSE
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Spd 30 ft.
Melee Dagger +0 (1d4-1/19-20/x2) and
. . Unarmed Strike +0 (1d3-1/20/x2)
Ranged Crossbow, Light +1 (1d8/19-20/x2)
Wizard Spells Known (CL 3, 0 melee touch, 1 ranged touch):
2 (2/day)
Darkvision (DC 15), Book Ward, Share Language (DC 15)
1 (3/day)
Magic Missile, Mage Armor (DC 14), Comprehend Languages (DC 14)
0 (at will)
Read Magic (DC 13), Mage Hand, Detect Magic, Prestidigitation (DC 13)
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STATISTICS
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Str 8,
Dex 10,
Con 12,
Int 16,
Wis 13,
Cha 15
Base Atk +1;
CMB +0;
CMD 10
Feats Craft Wondrous Item, Improved Iron Will (1/day), Iron Will, Scribe Scroll, Wizard Weapon Proficiencies
Skills Craft (Alchemy) +9, Diplomacy +5, Knowledge (Arcana) +9, Knowledge (History) +9, Linguistics +9, Spellcraft +9, Use Magic Device +5
Languages Aklo, Azlanti, Celestial, Common, Draconic, Jistka, Osiriani, Ancient, Varisian
SQ Antitoxin (vial), Bonded Object: Amulet (1/day) (Sp), Divination, Diviner's Fortune +1 (6/day) (Sp), Evocation, Forewarned +1 (Su), Illusion, Magnifying glass
Combat Gear Bolts, Crossbow (10), Crossbow, Light, Dagger, Masterwork Cold Iron Bolts, Crossbow (3), Masterwork Silver Bolts, Crossbow (3);
Other Gear Alchemist's Fire Flask (3), Amulet, Antitoxin (vial), Case, map or scroll (empty), Holy Water Flask, Journal, Magnifying glass, Potion of Cure Light Wounds, Scroll: Protection from Evil, Silversheen, Smokestick, Sunrod
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SPECIAL ABILITIES
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Antitoxin (vial) If you drink a vial of antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Bonded Object: Amulet (1/day) (Sp) DC 20 + spell level to cast spells without the bonded object. Once per day, you can cast any spell in your spellbook for free.
Divination Diviners are masters of remote viewing, prophecies, and using magic to explore the world.
Diviner's Fortune +1 (6/day) (Sp) Creature touched gains +1 to attackrolls, skill checks, ability checks, and saving throws for 1r.
Evocation You must spend 2 slots to cast spells from the Evocation school.
Forewarned +1 (Su) Always act in surprise round. Initiative bonus. Init = 20 at level 20.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Improved Iron Will (1/day) 1/day, re-roll a Will save.
Magnifying glass +2 Appraise for small or highly detailed items.