Wizard 3 Init+2 AC 12 T12 FF10 HP 23/23 Fort+4 Ref+5 Will+3 Perc+0 Spd 20 Wand of Mage Armor 49/50; Wand of Magic Missile 49/50 ; Wand of Burning Hands 4/50 ; Hand of App 5/6
About Eredur Smagg the Younger
20 pt build Str 12 (2) Dex 14 (5) Con 14 (5) Int 16 (10) Wis 8(-2) Cha 10 (0) Racial +2 Con/Wis, -2 Cha
Class Wizard(FC+1 skill)
Init +2 ; Senses Perception+0, Survival +0
Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet.
Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
BUFFS AND CONSUMABLES
AC 12 , touch 12 , flat-footed 10
(+ 0 Armor, +2 Dex)
Hp 23/23 Temp hp 
Fort +4, Ref +5, Will +3
Warhammer, +1, 1d8+1, Crit 20 (*3)
Light crossbow, +2, 1d8, Crit 19 (*2), range 80
Str 12, Dex14 , Con 14+2R, Int 16, Wis 8+2R , Cha 10-2R
Base Atk +1; CMB +2; CMD 14
Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.
Magical aptitude: You get a +2 bonus on all Spellcraft checks and Use Magic Device checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Artisan: You spent time working under artisans, or your parents were artisans who were particularly skilled at their trade. You gain a +2 trait bonus on a single Craft skill (Jeweller).
Dangerously Curious: You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent's laboratory or shrine to tinker with spell components and magic devices, and frequently caused quite a bit of damage and headaches for your parent as a result. You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.
Common, Dwarf, Draconic, Terran, Orc
EQUIPMENT AND GOLD
Wizard kit (a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.), Msw Artisan tools (jeweller), Light crossbow, Warhammer, Waterproof bag (for spellbook), Mapmaker kit, wayfinder, Wand of Burning hands (4 charges), Wand of Magic Missile (50/50), Wand of Magic Armor (49/50)
Lvl 0 spells: all
Lvl 1 spells (6) Mage armor, Sleep, Burning hands, Endure elements, Ray of enfeeblement, Protection from Evil, Feather Fall, Enlarge Person, Identify, Magic Weapon, Cause Fear, Summon Monster I, Color Spray, Expeditious retreat
Hand of the Apprentice (Su): You cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Lybna the weasel (+2 to Reflex saves)
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Height Weight Eye Color Hair Color
Region of Origin Deity
PP 9/13 (Bought: Wand of Magic armor, Wand of magic Missile)