Human Wizard 1 (transmuter)
NG Medium Humanoid (human)
Init +2;
Senses Perception +2;
DEFENSE
AC 16, touch 12, flat-footed 14 (+2 armor, +2 dex, +0 size, +2 shield)
hp 8;
Fort +2, Ref +2, Will +3
Defensive Abilities: Spells Memorized
1 - *enlarge person, mage armor, shield
0 - detect magic, prestidigitation, ghost sound
OFFENSE
Speed 30-feet (light encumbrance), 6 squares
Melee quarterstaff +3 (1d6+9/x2) *power attack
Melee club +3 (1d6+9/x2) *power attack
Melee dagger +3 (1d4+9/19-20) *power attack
Ranged dagger +2 (1d4+4/19-20)
STATISTICS
Str 18, Dex 14, Con 14, Int 14, Wis 12, Cha 7 (Enhanced strength +1, transmuter ability)
Base Atk +0, CMB 3, CMD 15
Feats power attack
Traits deadeye bowman,
Racial Abilities:
Skills (W6/level): acrobatics +6, knowledge arcana +6, knowledge religion +6, perception +2, spellcraft +6, swim +5
Languages common, terran, aquan
SQ Transmutation school; opposition schools: enchantment, necromancy
Familiar monkey (acrobatics +3)
Wizard Spellbook
1 - DC13 - enlarge person, protection from evil, shield, magic weapon, mage armor
0 - DC12 - all
Combat Gear
Other Gear Quarterstaff, Club, 4x Dagger, Leather Armor, Heavy Wooden Shield,
Backpack, Traveler's Outfit, Whetstone, Signal Whistle, Hooded Lantern, 1x Oil, Flint and Steel, Bell,
Mule, Saddlebags, Bit and Bridle, 4x Feed, 50' Rope, Grappling Hook, 3x Javelin, 3x Oil, Pot, 4x Bread, 4x Cheese, Bedroll, Shovel, 4x Jug,
90.17gp