Djehuti of El-Shelad
M LN Elf Wizard (Diviner/Foresight), Level 4, Init +9, HP 31/31, Speed 30
AC 15, Touch 13, Flat-footed 12, CMD 14, Fort +3, Ref +4, Will +4, CMB +1, Base Attack Bonus 2
Shortbow (Arrows) +5 (1d6, x3)
Daggers x5 +1 melee/+5 thrown (1d4, 19-20/x2)
Quarterstaff +1 +2 (1d6+1, x2)
Leather armor (+2 Armor, +3 Dex)
Abilities Str 9, Dex 16, Con 12, Int 20, Wis 10, Cha 8
Condition None
SPECIAL ABILITIES:
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.
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.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
DEFENSE
AC 20, touch 16, flat-footed 16 (+3 Dex, +5 natural, +2 size)
hp 15 (4d8)
Fort +2, Ref +5, Will +4
Immune mind-affecting effects
OFFENSE
Speed 30 ft.
Melee sting +6 (1d2–4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks Poison
STATISTICS
Str 3, Dex 16, Con 10, Int 7, Wis 10, Cha 2
Base Atk +2; CMB +3; CMD 9 (21 vs. trip)
Feats Weapon Finesse
Skills Climb +7, Perception +4, Stealth +15
Familiar Skills
Craft: Alchemy +2
Craft: Drawing +0
Knowledge: Arcana +2
Knowledge: Dungeoneering +0
Knowledge: Engineering +0
Knowledge: Geography +0
Knowledge: History +1
Knowledge: Local +0
Knowledge: Nature +0
Knowledge: Nobility +0
Knowledge: Planes +0
Knowledge: Religion +1
Linguistics +0
Spellcraft +2
SPECIAL ABILITIES
Poison (Ex): Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based.
Familiar: A greensting scorpion familiar grants a +4 bonus on Initiative checks so long as the familiar is within 1 mile of the spellcaster. A greensting scorpion familiar loses the mindless trait and has an Intelligence score appropriate for its master's level.
Apprentice's Cheating Gloves (Mage Hand and Prestidigitation at will)
Ioun Torch (20' radius normal light, 40' radius increased light)
Pearl of Power (lvl 1)