Traits:
1. Riftwarden Orphan (archmage) +2 on Concentration checks
2. Avid Reader: Can always take 10 on Know Planes checks.
Feats
R. Point Blank Shot
1. Precise Shot
Arcane School & Bonded Item:
Elemental Arcane School Wood:
Flexible Enhancement (Su)
+1 Enhancement bonus (per 5 levels) to Wis, Con, or Dex, decided when spells are prepared.
Splintered Spear (Su)
As a standard action, you can create a wooden shortspear appropriate to your size, which hurls itself as a ranged attack against one target within 100 feet (range penalties apply), using your Intelligence modifier as an attack bonus instead of your Strength or Dexterity modifier. The spear deals normal damage according to its size, plus your Intelligence modifier, then breaks into countless splinters; the target takes 1 point of bleed damage each round on its turn. At 6th-level and every 6 levels thereafter, the spear gains a +1 enhancement bonus and the bleed damage increases by +1. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
To hit: 1d20+1+5
Damage: 1d6+5(+1 bleed) (+1 to hit and damage within 30 feet)
Crit: 20, ×2
Range: 20 Feet
Bonded Item Wand
+1 to HP and Hardness of wand per level
Hidden Bond (Sp)
A bonded wizard can change the appearance and magical aura of her bonded item at will, as if using disguise self and magic aura, but affecting only the item; for the purpose of disguise self, the item’s item type (such as weapon or ring) is its creature type.
Spells Known/Prepared:
*# for remaining number prepared today
$ school spell prepared
0th(currently prepared)(Known)
Prestidigitation
Mage Hand
Dancing Lights
Ghost Sound
1st(4 per day)
Charm Person $1
Shield *1
Magic Missile *1
Mage Armor *1
Identify
Color Spray
Summon Monster I
Enlarge Person
True Strike
Snowball *1
Other spell book contains:
1st: Alarm
2nd: Resist Energy, Arcane Lock
3rd: Dispel Magic, Magic Circle Against Chaos
Scroll of Arcane Lock
School and Opposed Spells:
1 free spell per level per day of:
0—light
1st—alter winds, animate rope, charm person
2nd—cat’s grace, entangle, protection from arrows, web, whispering wind
3rd—cloak of winds, tongues, tree shape, wind wall
4th—charm monster, hallucinatory terrain, minor creation, plant growth, river of wind, secure shelter, sirocco
5th—command plants, fabricate, fickle winds, mirage arcana, sending, telepathic bond
6th—battlemind link, cat’s grace (mass), tree stride
7th—control weather, liveoak, scouring winds
8th—charm monster (mass), euphoric tranquility, transmute metal to wood
9th—control plants, refuge, winds of vengeance
2 spell slots to prepare
0th—mending
1st—gravity bow, magic weapon, shocking grasp
2nd—defensive shock, glitterdust, make whole, shatter, silk to steel
3rd—chill metal, heat metal, lightning bolt, keen edge, magic weapon (greater), versatile weapon
4th—malfunction, shout, stoneskin
5th—lightning arc, major creation, rapid repair, rusting grasp, soothe construct, unbreakable construct
6th—chain lightning, disintegrate, wall of iron
7th—control construct, lightning rod (?), statue
8th—call construct, iron body, shout (greater), stormbolts
9th—meteor swarm, repel metal or stone, ride the lightning
Equipment:
30 GP
Cold Iron Dagger
Wood crafting tool
Wizard's Kit
Personal Information, Backstory, Appearance, Etc:
Whitaker was born to a pair of magically inclined crusaders from Kenabres. He never really knew his parents, as they died in a bad expedition into the Worldwound soon after his birth, instead being raised by his godfather, a wizard and wand maker in the northern area of New Kenabres. With as many crusaders stocking up on magical supplies as there are in the walled city, a wand maker is never short on money, meaning Carson had a decent enough childhood, despite the loss of the parents he never knew. His godfather never tried to soften or hide the truth, telling Carson exactly why they didn't share a last name, and why he bore that triangular spiral mark on the inside of his left forearm. For the same reason, Carson acceled in practical magic, deciphering texts with ease, and building up a repetoire of spells for all occasions. His natural aptitude and curiosity drive him to not only questioning every crusader to enter the shop, but also spend long hours in the library, learning everything he could about the natural and supernatural worlds. Growing up in a wandmaker's shop, he picked up a few tricks, and uses a well carved stick of royal palm wood as a focus for his magic. He prides himself on the accuracy of both his knowledge and his wand work, taking advice from both scholars and crusaders alike. As he starts to get closer to true adulthood, he feels the itch to put the skills and knowledge he's been developing all his life to the test, and possibly even find the information that has eluded him so far: the fate of his parents and their murderer.
Carson Whitaker, who after some protest resigned to being called Wit by those familiar with him and his bookish temperament, stands at a thoroughly unimpressive 5 feet and 6 inches, 136 pounds. He has the same slight tan from walking the streets of Kenabres that most folks save for the most secluded of alchemists bear. His bright, blue-green eyes are constantly looking around, assessing and taking things in as though the whole world was a museum, equal parts art and education to him. His hair is a spiked mop of dark brown at all time, resisting any attempt to comb it one way or another, definitely on the way to being a mad scientist look when he starts to go grey. That is, if he makes it that long. In addition to his long, blue and gold hooded shirt, he wears some basic black pants with new belts and pouches in the style of young adventurers, matching the obviously recently bought pack of supplies on his back. A small and very organized book about the size of a journal holds all his spells and information in contrast to the stuffed and gnarled tome expected of most wizards; he keeps the book near and accessible, belted into the side of his pack. His left hand smartly turns a pale shaft of palm wood through his fingers, 11 inches long and carved to a soft point on one end and a noble wolf's head on the other with two very small emeralds set in the eyes.
Stats:
Hp 15 total
AC 10+2=12
FF 10=10
TC 10+2=12
Fort +0+1
Ref +0+2
Will +3+0
Bab +1
Cmb +0
Cmd 10+2-1=11
Init +2