An elf who only seems haughty and aloof (a socially awkward genius).
Garedon is 5'10", 118 lbs. 143 years old.
His dress is a brown and green traveler's outfit, carrying a backpack and wearing a belt with various pouches.
Background:
Garedon is an elf who, like many elves, seems haughty and aloof, but he actually is a friendly, even gregarious, elf who just has a few mental eccentricities. Normally verbose and loquacious (and fitting the pejorative intimations of those terms), Garedon tries hard but fails often, misunderstanding social cues and generally saying things that are well-meant but likely taken negatively. (He also is a bit hawk-nosed, with an annoying voice, and you are fairly certain he must cut his own hair...)
Coming from a long line of diviners, battle magi, and artificers, Garedon was born with high intelligence and talent, if not social grace and charm. Wanting to know (and properly categorize and catalog) everything, Garedon eyes continually flit from detail to detail as he methodically and continually scans his environment - attentive eye contact is considered of minimal utility.
The motto of Garedon's alma mater, "Γνωρίστε τον εχθρό, να ενεργεί κατ 'αρχάς, να ενεργεί τελευταία", or, loosely translated, "Know the enemy, act first, act last", included rigorous training that further reinforced his natural proclivities, furthering Garedon's heightened perceptions, which already extend into the mystical realms. Where Daze was the second spell (after Read Magic) to be learned by most upper level initiates, socially awkward Garedon learned early and often the importance of not being surprised!
Pathfinder stats and history:
PFS Number: 92489-1
XP: 4
FP: 8
PP: 0
Character sheet:
Garedon
Male Elf
Diviner 1
NG Medium Humanoid (Elf)
Init: +10, Senses: Low-Light Vision, Perception: +9
Languages: Celestial, Common, Draconic, Elven, Goblin, Sylvan
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DEFENSE
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AC 13, Touch 13, Flat-footed 10, CMD 12
HP 14 (2HD)
Fort: +1, Ref: +3, Will: +4
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OFFENSE
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Speed: 30 ft. (6 Squares)
Melee Dagger (cold Iron) 0 (1d4-1/19-20)
Ranged Dagger (cold Iron/thrown) +4 (1d4-1/19-20)
Ranged Alchemist's Fire (flask) +4 (1d6)
Face: 5 ft. Reach: 5 ft.
Base Atk: +1, CMB: 0
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STATISTICS
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Abilities: Str 9, Dex 16, Con 12, Int 19, Wis 12, Cha 7
Waterproof Bag ("Droppable") - Contains 18.5 lbs.: Bedroll, Blanket (Winter), Flint and Steel, Mess Kit, Waterskin (Filled)(2), Whetstone
At home:
Caltrops (2)
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SPECIAL ABILITIES
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Class Abilities Arcane Bond (Su): You have selected to establish a powerful arcane bond with an object. (Ring)
Arcane Focus: Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity. (ARG)
Bonded Object: Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. When attempting to cast a spell without your bonded object worn or in hand, you must make a concentration check or lose the spell (DC 20 + the spell's level). A ring or amulet occupies the ring or neck slot accordingly. (Ring)
Cantrips: You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. You can prepare a cantrip from a prohibited school, but it uses up two of your available slots.
Divination: You have chosen to specialize in a the school of divination spells. (Opposition schools: Illusion, Necromancy)
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.
Diviner's Fortune (Sp): When you activate this school power, you can touch any creature as a standard action to give it an insight bonus on all of its attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your wizard level (minimum +1) for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
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 of any type interferes with a wizard's movements, which can cause her spells with somatic components to fail.
Racial Abilities Elven Immunities (Ex): Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic (Ex): 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.
Keen Senses (Ex): Elves receive a +2 bonus on Perception skill checks.
Low-Light Vision (Ex): You can see 2x as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Traits Observant: Sometimes it helps to pay attention to your surroundings and the people you meet. Choose either Perception or Sense Motive. You gain a +1 trait bonus on all checks for the chosen skill, and the chosen skill becomes a class skill for you. (Perception, Grand Lodge Faction Trait)
Warrior of Old: As a child, you put in long hours in combat drills, and though time has made this training a dim memory, you still have a knack for quickly responding to trouble. You gain a +2 trait bonus on Initiative checks.