Wizard/5 | Init +10| Per +11 | HP 27/27| AC 14, 12fl, 14t, 18MA | Fort +4 | Reflex +5 | Will +5
Male elf wizard 5
CG Medium humanoid (elf)
Init +10; Senses low-light vision; Perception +11
AC 14, touch 14, flat-footed 12 (+3 Dex, +1 deflection)
hp 27 (5d6+5)
Fort +4, Ref +5, Will +5; +2 vs. enchantments
Speed 30 ft.; shift
Melee dagger +0 (1d4-2/19-20)
Wizard Spells Prepared (CL 5th; concentration +10)
3rd—fireball (DC 19), fly, slow (DC19), spiked Pit (DC 20)
2nd—create pit[APG] (DC 19), flaming sphere (DC 18), glitterdust (DC 19), invisibility, stone call[APG], web (DC 19)
1st—burning hands (DC 17), enlarge person (DC 17), grease, magic missile, mount, protection from evil
0 (at will)—acid splash, detect magic, mage hand, prestidigitation
Opposition Schools Enchantment, Necromancy
Str 7, Dex 16, Con 12, Int 22, Wis 11, Cha 8
Base Atk +2; CMB +0; CMD 13
Feats Alertness, Dimensional Agility[UC], Heighten Spell, Run, Spell Focus (conjuration), Preferred Spell(Snowball), Spell Specialization (Snowball)
Traits forlorn, tomb raider
Skills Acrobatics +3 (+7 to jump with a running start), Appraise +10, Craft (alchemy) +10, Fly +11, Knowledge (arcana) +14, Knowledge (dungeoneering) +11, Knowledge (engineering) +10, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (local) +12, Knowledge (nature) +12, Knowledge (nobility) +10, Knowledge (planes) +11, Knowledge (religion) +11, Linguistics +12, Perception +11, Sense Motive +2, Spellcraft +14 (+16 to identify magic item properties); Racial Modifiers +2 Spellcraft to identify magic item properties
Languages Abyssal, Ancient Osiriani, Celestial, Common, Draconic, Elven, Kellish, Osiriani, Thassilonian, Tien, Varisian
SQ arcane bond (arcane familiar, scorpion, greensting), elven magic, summoner's charm (2 rounds)
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Dimensional Agility May take any additional actions remaining after using dimension door or abundant step
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
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.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Heighten Spell Increases spell level to effective level desired.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Shift (10 feet, 11/day) (Sp) Short-range teleport
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summoner's Charm (+2 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Teleportation Associated School: Conjuration
Protection from Evil
Summon Monster I
Protection from evil, communal
Summon Monster II
Cloak of Resistance +1
Headband of vast intelligence +2
Intensified metamagic rod (lesser)
Ioun Stone, amethyst pyramid, cracked
Ioun Stone, gold nodule, cracked
Pearl of power (1st level)
Ring of Protection +1
Alchemical Grease (2)
Alchemist's fire (2)
Flint and steel
Hot weather outfit[APG]
Potion of Cure Light Wounds (2)
Silk rope (50 ft.)
Scroll of charm person (x2)
Scroll of burning disarm
Scroll of comprehend languages (x2)
Scroll of daylight
Scroll of disguise self
Scroll of expeditious retreat
Scroll of invisibility
Scroll of mage armor (CL 3rd)
Scroll of mount
Scroll of see invisibility
Scroll of shield (CL 3rd)
Scroll of silent image (x2)
Scroll of unseen servant
Scroll of unseen servant
Spell component pouch
Trail rations (5)
Wand of disguise self (5/5 charges)
Wand of reduce person (9/9 charges)
Wayfinder[ISWG] w/ Ioun Stone, Dusty Rose Prism, cracked
Wrist sheath #1, spring loaded
Wand of magic missile (50/50 charges)
Wrist sheath #2, spring loaded
Wand of cure light wounds (41/50 charges)
1556 gp, 9 sp, 5 cp
Mercy's Blessing: You survived the transformative power of Verdant Spark, and you now have a measure of protection against other conditions that would attempt to harm your body. You can cross this boon off your Chronicle sheet to reroll a saving throw against poison or disease and take the better result.
Nira's Gratitude: Thanks to your assistance in solving Mercy's mysteries, Nira has slowly started to regain her sense of self and memories as Amenira. After receiving some repairs at the Grand Lodge, she is eager to continue to learn and explore alongside of people how helped her. A spellcaster of at least 7th level can take Nira as a familiar. If you do not take Nira as a familiar, you can still ask her to follow you. If you do so, you can coax her to remember some of her former abilities at great effort. After you roll a knowledge check, perception check, or Sense Motive check but before the results are revealed, you can cross this boon off of your sheet to roll a second time using Nira's bonus instead (6+ your character level), representing Nira's insights. This act is mentally taxing, and Nira cannot provide this assistance more than once.
Intro 1: First Steps—Part I: In Service to Lore
#3-18: The God's Market Gamble
#0-49: Among the Dead
#2-21: The Dalsine Affair
#5–14: Day of the Demon
#4–15: The Cyphermage Dilemma (RPG)
#2-01: Before the Dawn—Part I: The Bloodcove Disguise (RPG)
#5–16: Destiny of the Sands—Part 3: Sanctum of the Sages (RPG)
#2-19: Shades of Ice—Part III: Keep of the Huscarl King
#0-07: Among the Living
#4–05: The Sanos Abduction
#0-14: Many Fortune's of Grandmaster Torch
#3-15: The Haunting of Hinojai
#7-12: The Twisted Circle
Rings: Invisibility, Sustenance, Feather Fall, Protection
Rods: Quicken, Reach
Robe of the Archmagi
Wands: Haste, Enervation
Glove of Storing
Eyes of the Eagle