Edward Armin
Male Human Wizard 1
CN Medium Humanoid (human)
Init +7; Senses Perception +0
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 11 (1d6+5)
Fort +2, Ref +4, Will +2
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Offense
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Speed 30 ft.
Wizard Spells Prepared (CL 1):
1 (2/day) Mage Armor, Color Spray (DC 15), Identify
0 (at will) Read Magic, Detect Magic, Light
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Statistics
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Str 10, Dex 14, Con 14, Int 18, Wis 10, Cha 10
Base Atk +0; CMB +0; CMD 12
Feats Improved Initiative, Scribe Scroll, Toughness +3
Traits Focused Mind
Skills Knowledge (arcana) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nobility) +8, Linguistics +8, Spellcraft +8, Use Magic Device +1
Languages Abyssal, Celestial, Common, Ignan, Infernal, Terran
SQ +2 to reflex saves, arcane bonds (arcane familiar, weasel), diviner's fortune +1 (7/day), empathic link with familiar, forewarned +1, opposition schools (enchantment, necromancy), share spells with familiar, specialized schools (divination)
Combat Gear Potion of cure light wounds; Other Gear Backpack (8 @ 12 lbs), Bedroll, Belt pouch (1 @ 0 lbs), Spell component pouch, Trail rations (7), Waterskin, 21 GP, 4 SP
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Special Abilities
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+2 to Reflex saves You gain the Alertness feat while your familiar is within arm's reach.
Divination Diviners are masters of remote viewing, prophecies, and using magic to explore the world.
Diviner's Fortune +1 (7/day) (Sp) Creature touched gains +1 to attack rolls, skill checks, ability checks, and saving throws for 1r.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Focused Mind +2 to Concentration checks
Forewarned +1 (Su) Always act in surprise round. Initiative bonus. Init = 20 at level 20.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
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Arcane Familiar
Weasel
N Tiny Magical Beast ((animal))
Init +2; Senses low-light vision, scent; Perception +1
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Defense
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AC 16, touch 14, flat-footed 14 (+2 Dex, +2 size, +2 natural)
hp 5 (1d8)
Fort +2, Ref +4, Will +3
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Offense
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Speed 20 ft., climbing (20 feet)
Melee Bite (Weasel) +4 (1d3-4/x2)
Space 2 ft.; Reach 0 ft.
Special Attacks attach
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Statistics
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Str 3, Dex 15, Con 10, Int 7, Wis 12, Cha 5
Base Atk +0; CMB +0; CMD 6 (10 vs. Trip)
Feats Weapon Finesse
Skills Acrobatics +10 (+6 jump), Climb +10, Escape Artist +3, Fly +6, Linguistics -1, Spellcraft -1, Stealth +14, Swim +2, Use Magic Device -2
Languages
SQ improved evasion
Other Gear You have no money!
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Special Abilities
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Attach (Ex) If you hit with the listed attack, you can latch on to your opponent.
Climbing (20 feet) You have a Climb speed.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.