Male Elf Ranger 1 (Infiltrator/Trapper) / Wizard 1
CG Medium Humanoid
Init +4; Senses: Low-light Vision, Perception +6
Languages: Common, Demacian, Ionian, Kaladounian, Noxian, Yordle
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Defense
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AC 14, Touch 14, Flat-footed 10 (+4 dex)
HP 11(1d10, +1 Con)
Fort +3, Ref +6, Will +2
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Offense
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Speed 30 ft.
Masterworked Composite Longbow (+1 str) +6 (1d8 +1)
lvl 0 spells DC 13
lvl 1 spells DC 14
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Statistics
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Str 12, Dex 18, Con 12, Int 16, Wis 10, Cha 10
BAB: +1; CMB: +2; CMD: 16
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Feats
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Deadly Aim (-1 to hit for +2 damage with bows, increases every 4 BaB)
Scribe Scroll
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Traits
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Havoc of the Society (magic): Through countless hours
studying vast libraries of arcane power, you have learned
how to cause greater damage to your foes. Whenever you
cast a spell that deals damage, you gain a +1 trait bonus to
the total damage dealt. This damage is considered force
damage regardless of the type of damage dealt by the spell.
Greater Adept of the Society (magic): Months of
meditation and practice with the greatest spellcasters of
the Society have given you an increased capacity for arcane
knowledge. You gain one additional 0-level spell slot.
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Skills (9 + 1 Favoured Class)
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Climb[1] +5
Disable Device[1] +8
Knowledge (Arcana)[1] +7
Knowledge (Dungeoneering)[1] +7
Knowledge (Geography)[1] +7
Perception[1] +6
Profession (Cartography)[1] +4
Spellcraft[1] +7
Stealth[1] +8
Survival[1] +4
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Racial Abilities
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Arcane Focus (+2 to cast defencively)
Elven Magic (+2 on Spell Penetration rolls, +2 on Spellcraft to identify items)
Elven Immunities (Immune to Sleep, +2 saves vs Enchantments)
Low-Light Vision (See twice as far as humans in dim light)
Keen Senses (+2 Perception)
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Special Abilities
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Arcane Bond (Longbow)
Arcane School (Conjuration(Teleportation)) (Swift action move 5 feet pr 2 Wizard levels, 6/day)
Cantrips
Favoured Enemy (Human(Noxians))
Opposed Schools (To be decided, most likely Enchantment + Necro)
Track (+1 pr 2 Ranger levels on Survival check to identify or follow tracks)
Trapfinding (+1 pr 2 Ranger levels on Perception checks to locate traps, can find magic traps)
Wild Empathy (Special Diplomacy to improve animal attitude, ranger level + charisma (+1))
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Spells Known
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Level 0: All except Enchantment and Necromancy
Level 1[2/day]: Expeditious Retreat, Gravity Bow, Grease, Mage Armor, Shield, Vanish
Memorized: Detect Magic, Light, Mage Hand, Message, Gravity Bow[2], Mage Armor[1](School)