Cantrips:
All except Necromancy and Abjuration
+ Disrupt Undead
1st lvl: Grease
Infernal Healing
Mage Armour
Charm Person
Sleep
Colour Spray
Enlarge Person
Obscuring Mist
Magic Missile
Burning Hands
Conjuration School Powers:
The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Summoner's Charm (Su) : Whenever you cast a conjuration ( summoning ) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.
Acid Dart (Sp) : As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This attack ignores spell resistance.
Dimensional Steps (Sp) : At 8th level, you can use this ability to teleport up to 30 feet per wizard level per day as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity . You can bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you.
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 13 (2d8+4)
Fort +5, Ref +5, Will +1
Offense
Speed 40 ft.
Melee bite +3 (1d6+3 plus trip )
Statistics
Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +3; CMD 15 (19 vs. trip)
Feats Skill Focus ( Perception )
Skills Acrobatics +6 (+14 jumping), Perception +8, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent
Ecology
Environment any
Organization solitary, pair, or pack (3–12)
Treasure none
Larger dogs (known to Small races like halflings and gnomes as riding dogs) include hardier breeds such as huskies, mastiffs, and wolfhounds. A riding dog can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a DC 10 Ride check.
Halfling Racial Traits:
+2 Dexterity , +2 Charisma , –2 Strength : Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.
Small : Halflings are Small creatures and gain a +1 size bonus to their AC , a +1 size bonus on attack rolls , a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense , and a +4 size bonus on Stealth checks.
Slow Speed : Halflings have a base speed of 20 feet.
Fearless : Halflings receive a +2 racial bonus on all saving throw s against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck : Halflings receive a +1 racial bonus on all saving throw s.
Keen Senses : Halflings receive a +2 racial bonus on Perception skill checks.
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.
Weapon Familiarity : Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Languages : Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.
Griffo is a studious looking Halfling with short curly brown hair and side burns. Bright green eyes look through round spectacles with a thin wire frame. He wears a light green cloak, with deep pockets, trimmed with yellow. The cloaks hood is long and pointed with a yellow tassel hanging from the point. A wide brown leather belt circles his waist on the outside of the cloak holding a large pouch and a leather scroll case, both comically large against his small body.
Griffo explores the world with the pathfinders to gain knowledge of the Golarians past and hopefully to learn new spells.