Defense
AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
hp 21 (4d6+4+2)
Fort +3, Ref +5*, Will +5; +2 vs. illusions
Defensive Abilities Defensive Training, *Familiar within reach
Statistics
Str 8, Dex 12, Con 12, Int 19, Wis 10, Cha 13
Base Atk +2; CMB 0; CMD 11
Class Abilities
+2 to Reflex saves: You gain the Alertness feat while your familiar is within arm's reach.
Blinding Ray (7/day) (Sp): 30' ranged touch attack, blinds / dazzles for 1 round.
Empathic Link with Familiar (Su): You have an empathic link with your Arcane Familiar.
Evocation You must spend 2 slots to cast spells from the Evocation school.
Extended Illusions (+1 rds) (Su): Increase duration of illusion spells by 1/2 level (permanent at 20).
Illusion: Illusionists use magic to weave confounding images, figments, and phantoms to baffle and vex their foes.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Racial Abilities
Dancing Lights (1/day) (Sp): With Charisma 11+, cast Dancing Lights once per day.
Defensive Training +4: Gain a dodge bonus to AC vs monsters of the Giant subtype.
Ghost Sound (1/day) (Sp): With Charisma 11+, cast Ghost Sound once per day.
Hatred: +1 Gain a bonus to attack vs goblinoid/reptilian humanoids.
Illusion Resistance: +2 racial bonus to saves against illusions.
Low-Light Vision: See twice as far as a human in low light, distinguishing color and detail.
Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
Speak with Animals (1/day) (Sp) Speak with Animals 1/day.
Feats
Combat Casting: +4 to Concentration Checks
Scribe Scroll
Spell Focus (Illusion): Spells from one school of magic have +1 to their save DC.
Misc and Equipment
Languages Celestial, Common, Draconic, Elven, Giant, Gnome, Goblin, Sylvan, Infernal
SQ +2 to Reflex saves, Blinding Ray (7/day), Empathic Link with Familiar, Evocation, Extended Illusions (+2 rds), Hatred +1, Illusion, Illusion Resistance, Necromancy, Share Spells with Familiar
Combat Gear: Dagger, Light Crossbow, Bolts (20), Alchemist Fire (4)
Other Gear: Backpack, Belt pouch (1 @ 0 lbs), Scroll case, Spell component pouch, Waterskin, Rations (6), Pearl of Power (1st) (x2), Cloak of Resistance (+1), Cold Weather Outfit
Scrolls: Comprehend Languages, Mage armor, Identify, Protection from Evil, Magic Weapon, Shield, Expeditious Retreat, Enlarge Person, See Invisibility, Slow, Stinking Cloud
Coin: 349.3gp
Background:
Bizzlemont Blacktop of the Moorwenth Blacktops is a charming, but studious and, typically for a gnome, obsessive little man. At the young age of 37, he left his home set on a singular purpose: Making glass. He wanted to learn the secrets of glassmaking and to become an expert in glass of all types. He was fascinated with the transformation of the materials and how it could be molded and shaped into both useful and decorative objects. During his travels, he has picked up quite a bit of other skills. One of them is wizardry, of which he quite fancies the ability to make illusions. Like glass, it seems to appeal to him because it can be made to do almost anything and can fit exactly what you need for a given occasion. Over the years, Bizzlemont has spent time with both glassmakers and mages, trying to perfect his crafts. While a passable mage, he has already made a name for himself in glasswork turning out some beautiful pieces of blown glass as well as working on the stained glass for a couple churches. Rather than settle down, however, he has decided to continue his journeys to find new and exciting ingredients and glassmaking techniques. Practicing his illusions can’t hurt either. He has recently shown interest in shoemaking as well...
Appearance/Personality:
Bizzlemont, or Bizzle or Biz as he is known, stands 3 foot 4 inches and weighs in at just under 40 pounds. He wears spectacles at times, though just as often they are sitting on his head, making people wonder if he actually needs them at all. He has a dusky complexion and bright red hair which he wears in a tail hanging just below his shoulders. He is usually seen wearing his workman’s overalls, which can change color nearly daily. Biz is usually bright and happy fellow, though he can become fixated on a single task with the exclusion of all else. He can be absent-minded, but he usually comes back around to things eventually.