Male Half-Elven Wizard(Abjurer)/3
Init +1; Senses Low-light vision; Perception +11
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Defense
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AC 11, touch 11, flat-footed 10
hp 11 (2d6+4)
Fort +3, Ref +2, Will +5
Cold Resistance: 5
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Offense BAB +1
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Speed 30 ft.
Melee
Quarterstaff: +1, 1d6 (×2)
Masterwork Dagger: +2, 1d4 (19–20/×2)
Ranged -
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Statistics
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Str 10, Dex 12, Con 14, Int 18, Wis 14, Chr 8
Base Atk +1; CMB +1; CMD 14
Feats: Skill Focus(Spellcraft), Scholar (+2 to Know(Arcana) and Know(Planes))
Traits: Hearth Wisdom (+1 to Kn(History) and Kn(Nature)), Restless Eyes (reflavored Eyes and Ears of the City - +1 to Perception, Perception is class skill)
Campaign Traits:
Tough Meat
You have survived the larder of the Hinderlings through a combination of tenacity, toughness and edgy guile...
Benefit(s): +2 trait bonus to Perception checks to avoid being surprised. Additionally once per day you can delay the onset of fatigue effects for your CON or WIS bonus (whichever is greatest) in rounds (minimum of 1).
Skills: Know(Arcana)+12, Know(Planes)+10, Know(History)+9, Know(Nature)+9, Know(Local) +9, Know(Religion) +9, Know(Everything Else) + 8, Perception+11, Spellcraft+13
Languages Common, Elven, Draconic, Celestial, Infernal, Abyssal
Other Gear: quarterstaff, dagger, backpack, bedroll, warm blanket, belt pouch, flint and steel, ink, inkpen, iron pot, mess kit, soap, spell component pouch, torches (10), trail rations (7 days), waterskin, steel, silver, and gold ring (bonded object)
Coin: 47 gp
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Special Abilities
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Bonded Object: Once per day, may cast any spell through bonded object even if that spell is not prepared. Cannot cast spells from barred school in this manner.
Abjurer Abilities:
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Resistance: You gain resistance 5 to an energy type of your choice, chosen when you prepare spells. This resistance can be changed each day. At 11th level, this resistance increases to 10. At 20th level, this resistance changes to immunity to the chosen energy type.
Protective Ward: As a standard action, you can create a 10-foot-radius field of protective magic centered on you that lasts for a number of rounds equal to your Intelligence modifier. All allies in this area (including you) receive a +1 deflection bonus to their Armor Class. This bonus increases by +1 for every five wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Energy Absorption: At 6th level, you gain an amount of energy absorption equal to 3 times your wizard level per day. Whenever you take energy damage, apply immunity, vulnerability (if any), and resistance first and apply the rest to this absorption, reducing your daily total by that amount. Any damage in excess of your absorption is applied to you normally.