RACE: Human
Favorite Class: Wizard
Level 1 Favorite Class Bonus: +1 hit point (Anton always adds his favored class bonus to his hit points)
Ability Score: Human characters get a +2 bonus to one ability score of their choice (Anton choose INT).
Size: Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
CLASS : Wizard 1
BAB +0 Fort +0; Ref +0; Will +2
1d6 HP
Proficiency: club, dagger, heavy crossbow, light crossbow, and quarterstaff.
Spells: The DC for a saving throw against a wizard's spell is: 10 + spell level + wizard's INT modifier.
A wizard must prepare his spells ahead of time by getting 8 hours of sleep and pending 1 hour studying his spellbook.
Languages: a wizard may substitute Draconic for one of the bonus languages available to the character because of his race.
Arcane Bond: Bonded object.
Wizards begin play with one at no cost. Must be an amulet, ring, staff, wand or weapon. These are always masterwork quality.
If a wizard attempts to cast a spell without his bonded object (worn r in hand) he must make a concentration check or lose the spell . The DC for this check is 20 + spell's level. A bonded object can be used once per day to cast any spell in the wizard's spell book, even if the spell is not prepared.
If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells.
Anton's Bonded Object is his cane (club), and he stores Mage Armor as the usual spell.
Universalist School
Wizards who do not specialize (known as universalists) have the most diversity of all arcane spellcasters.
Hand of the Apprentice (Su): You cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.