Isaac Kohl
Male human conjurer 1
N Medium humanoid (human)
Init +1; Perception +0 (+2 w/Cagey in arm’s reach)
DEFENSE
AC 11, touch 11, flat-footed 10 (+1 Dex) [+1 dodge when adjacent to at least two other allies]
hp 9 (d6+3);
Fort +4; Ref +1; Will +2; +1 racial to Reflex when adjacent to at least 2 other allies
OFFENSE
Speed 30 ft.
Melee cold iron dagger +0 (d4/19-20)
Ranged light crossbow +1 (d8/19-20)
Arcane School Spell-Like Abilities (CL 1st; concentration +6)
8/day—acid dart
Languages Common, Draconic, Dwarven, Elven, Halfling, Ignan
SQ arcane bond (rat familiar), heart of the streets, summoner’s charm
gear:
Combat Gear crossbow bolts (10); Other Gear cold iron dagger, light crossbow, spellbook (all non-abjuration/necromancy cantrips, plus burning hands, color spray, grease, mage armor, magic missile, silent image, summon monster I, unseen servant), wizard’s kit, 9 gp
SPECIAL ABILITIES:
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.
Arcane Bond (Ex or Sp)
At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed.
Heart of the Streets
Humans from bustling cities are skilled with crowds. They gain a +1 racial bonus on Reflex saves and a +1 dodge bonus to Armor Class when adjacent to at least two other allies. Crowds do not count as difficult terrain for them. This racial trait replaces skilled.
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). This increase is not doubled by Extend Spell. 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.
Cagey:
N Tiny magical beast
Init +2; Senses low-light vision, scent; Perception +1
DEFENSE
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural +2 size)
hp 5 (d8)
Fort +2; Ref +4; Will +3;
Defensive Abilities improved evasion;
OFFENSE
Speed 15 ft., climb 15 ft., swim 15 ft.
Melee bite +4 (d3-4)
Space 2 1/2 ft.; Reach 0 ft.
STATISTICS
Str 2, Dex 15, Con 11, Int 6, Wis 13, Cha 2
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse
Skills Appraise -2, Diplomacy -4, Knowledge (arcana) -2, Knowledge (local) -2, Knowledge (planes) -2, Sense Motive +2, Spellcaft -2, Stealth +18; Racial Modifiers +4 Stealth
Languages empathic link
SQ alertness, familiar, share spells
SPECIAL ABILITIES
Alertness (Ex)
When Cagey is within arm’s reach, Isaac gains Alertness as a bonus feat.
Empathic Link (Su)
Isaac has an empathic link with Cagey to a 1 mile distance. He can communicate empathically with Cagey, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. Isaac has the same connection to an item or place that Cagey does.
Familiar
Cagey gives Isaac a +2 bonus on Fort saves.
Improved Evasion (Ex)
When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails
Share Spells
The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).