AC 16, touch 13, flat-footed 13 (+2 armor, +3 Dex, +1 natural)
hp 35
Fort +3, Ref +5, Will +4; +2 vs. enchantments, +1 resistance bonus vs enchantment spells
Immune sleep; Resist electricity 10
Offense:
Speed 30 ft.
Special Attacks intense spells (+2 damage)
Arcane School Spell-Like Abilities (CL 7th; concentration +13)
9/day—force missile (1d4+3)
Evoker Spells Prepared:
(CL 7th; concentration +13)
Melee Touch +4 Ranged Touch +6
4th-fire shield x 2, fire wall x 2
3rd—fly, force punch[UM] (DC 20) x 2, haste x 2
2nd—aggressive thundercloud[ACG] (DC 19), flurry of snowballs (DC 19), scorching ray x 2, spectral hand x 2, touch of idiocy
1st—shocking grasp x 5, vanish[APG] (DC 17) x 3
0 (at will)—daze (DC 16), light, detect magic, touch of fatigue (DC 16)
Potion of Cure Serious Wounds
Arcane bond staff
amulet of natural armor +1
bracers of armor +2
wizard starting spellbook
wayfinder
Headband of Vast Intellect +2 (Spellcraft)
Ring of Minor Electricity Resistance (10)
Wand of Magic Missile (50 charges)
Wand of Lightning Bolt (6 charges)
Whispering Coin (Once per day, when the bearer flips the whispering coin and asks a question in Thassilonian while the coin is in the air, the coin provides an answer to the question as it lands, either “yes” (the rune) or “no” (the broken column); the word “yes” or “no” is also whispered into the user’s ear as the answer is determined. A whispering coin’s knowledge is limited to events that have a significant chance to affect the coin’s carrier in the immediate future (no further out than a few minutes), and is further limited to facts, not conjecture. If the coin can’t answer, it spins on its edge upon landing for several seconds before flopping over to a random side and does not whisper a “yes” or “no” into the user’s ear. The coin’s one use for the day is still consumed.)
3775.9 gp
Tracked Resources:
Arcane Bond (Staff) (1/day) (Sp) - 0/1
Force Missile (1d4+3, 8/day) (Sp) - 0/9
Special Abilities:
Arcane Bond (Staff) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Force Missile (1d4+3, 9/day) (Sp) As a standard action, magic missile strikes a foe.
Intense Spells (+2 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.
Wrath (Evocation) Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.
Orphaned as child in Magnimar, Calvon was raised in
an orphanage. He desired more than most other
orphans achieved though and through study was able to
gain apprenticeship to a wizard in the Golemworks. The
appearance of the Runelord of Wrath led to him gaining
a fascination with Thassilonian magic and specializing in
conjuration, the school associated with Wrath. He joined
the Pathfinder Society to further his obssession.