CLASS:
Wizard (
Diviner –
Foresight School) 6
*Opposed Schools: Illusion + Necromancy
Str 8: -1
Dex 16: +3
Con 12: +1
Int 23: +6 (21 + 2 from Headband)
Wis 12: +1
Cha 8: -1
SENSES Perception +12, Low-Light Vision
DEFENSE
AC 13/17* Touch 13 FF 10/14* (+3 Dex, *+4 Mage Armor) (Can add +4 for Shield)
CMD 15 (10 +3 BAB -1 STR +3 DEX)
HP: 40
SAVES
Fort: +4
Ref: +6
Will: +7
Elven Immunities: Immune to Sleep, +2 vs. Enchantments
Forewarned (Su)
You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.
OFFENSE
Init: +10 (+3 Dex, +3 Forewarned, +4 Improved Init)
Speed: 30'
Melee
Dagger +6 (1d4-1, 19-20/x2) P or S
Ranged
Thrown Dagger +6 (1d4-1, 19-20/x2) P or S, Range 10’
BAB: +3 CMB: +2
Prescience (Su): At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. (9/Day)