About Boz Pyro
BOZ PYRO
CR 1
XP 400
Male human (chelaxian) evoker 2
CN Medium humanoid (human)
Init +7; Senses Perception +4
DEFENSE
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 14 (2d6+4)
Fort +2, Ref +3, Will +3
OFFENSE
Speed 30 ft.
Ranged crossbow, light +4 (1d8/19-20)
Ranged alchemist's fire (flask) +4 (1d6)
Melee dagger +1 (1d4/19-20)
Ranged dagger (thrown) +4 (1d4/19-20)
Space 5 ft.; Reach 5 ft.
Special Attacks intense spells
STATISTICS
Str 10, Dex 16, Con 12, Int 18, Wis 10, Cha 8
Base Atk +1; CMB +1; CMD 14
Feats Alertness, Greater Spell Focus (Evocation), Spell Focus (Evocation), Spell Specialization (Evocation) (Burning Hands)
Skills Acrobatics +4 , Craft (Books) +9 , Fly +7 , Knowledge (Arcana) +8 , Knowledge (Dungeoneering) +8 , Knowledge (Local) +8 , Knowledge (Planes) +8 , Perception +4 , Sense Motive +3 , Spellcraft +9 , Stealth +4
Languages Common, Draconic, Goblin, Ignan, Infernal
SQ arcane bond, arcane school, bonus feat, cantrips, enchantment opposition school, evocation school, familiar, familiar's alertness ability active, skilled, versatile evocation, wood opposition school
Combat Gear scroll (mage armor) (2), scroll (magic missile), wandermeal (per day) (5), alchemist's fire (flask); Other Gear crossbow, light, alchemist's fire (flask), dagger, outfit (peasant's), backpack, common, belt pouch, spell component pouch, waterskin (filled), bolts, crossbow (10) (2), flint and steel, spellbook (wizard's/blank)
Spellbook (Wizard's/Blank)
0th arcane mark , bleed (DC 14) , dancing lights , detect magic , detect poison , disrupt undead , flare (DC 15) , ghost sound (DC 14) , haunted fey aspect (DC ) , light , mage hand , mending (DC 14) , message , open/close (DC 14) , prestidigitation (DC 14) , ray of frost , read magic (DC ) , resistance (DC 14) , scrivener's chant (DC 14) , spark (DC 15) , touch of fatigue (DC 14)
1st burning hands (DC 17) , color spray (DC 15) , ear-piercing scream (DC 17) , grease (DC 15) , infernal healing (DC 15) , mage armor (DC 15) , magic missile , protection from evil (DC 15) , shield (DC ) , *shocking grasp , snowball (DC 17)
SPECIAL ABILITIES
Admixture School
Arcane Bond (Su) You have selected to establish a powerful arcane bond with a creature.
Arcane School
Bonus Feat Humans select one extra feat at 1st level.
Cantrips You 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. You can prepare a cantrip from a prohibited school, but it uses up two of your available slots.
Enchantment Opposition School You have chosen enchantment spells as an opposition school. Preparing an enchantment spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an enchantment spell as a prerequisite.
Evocation School You have chosen to specialize in evocation spells.
Familiar A familiar grants special abilities to its master. These special abilities apply only when the master and familiar are within 1 mile of each other.
Familiar's Alertness ability active (Ex) PC has a familiar that has the Alertness (Ex) ability and it is within arms' reach, the master gains the Alertness feat.
Intense Spells (Su) Whenever you cast an evocation spell that deals hit point damage, add +1 to the damage. This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell.
Magical Lineage (Burning Hands) One of your parents was a gifted spellcaster who not only used metamagic often, but developed many magical items and perhaps even a new spell or two--and you have inherited a fragment of this greatness. When you apply metamagic feats to Burning Hands, treat its actual level as 1 lower for determining the spell's final adjusted level.
No Racial Subtype You have chosen no racial subtype.
Resilient Growing up in a violent neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You gain a +1 trait bonus on Fortitude saves.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Versatile Evocation (Su) When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability 7 times per day.
Wood Opposition School You have chosen wood spells as an opposition school. Preparing a wood spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has a wood spell as a prerequisite.