Female Human Wizard (Admixture Evoker) 3
CG Medium Humanoid
Initiative +4 (+2 Dex, +2 Cracked Dusty Rose Ioun Stone)
Defense
AC 16 (Armor +4, Dex +2)
HP 32 (5d6+10)
Fort +4, Ref +4, Will +6
Offense
Move Speed: 30 (6 sq)
Melee: Masterwork Broom (Staff) +2 (1d6-1)
Wizard Spells Prepared (CL 5, Concentration +6)
3: Fly, Haste, Chain of Perdition
2: Glitterdust, Pilfering Hand, Admonishing Ray, Burning Arc
1: Magic Missile x2, Mage Armor, Mount, Vanish
0: Detect Magic, Prestidigitation, Message, Read Magic
Statistics
Str 8, Dex 14, Con 14, Int 19, Wis 14, Cha 12
Base Attack +2, CMB +1, CMD 13
Traits: Metamagic Master (Fireball), Magical Lineage (Fireball)
Feats: Spell Focus (Evocation), Greater Spell Focus (Evocation), Heighten Spell, Spell Specialization (Fireball), Prefered Spell (Fireball), Empowered Spell, Alertness
Skills: Knowledge (Arcana) +11, Knowledge (Engineering) +7, Knowledge (Geography) +7, Knowledge (History) +11, Knowledge (Local) +7, Knowledge (Nature) +7, Knowlede (Planes) +8, Knowledge (Religion) +7, Linguistics +11, Ride +7, Spellcraft +11, Slight of Hand +10
Languages (10): Common, Tien, Sylvan, Abyssal, Aquan, Auran, Celestial, Ingan, Infernal, Terran
SQ: Arcane Bond (Familiar), Intense Spells, Versatile Evocation,
Arcane Bond: You have a Squirrel Familiar
Intense Spells: Whenever you cast an evocation spell that deals hit point damage, add 2 damage. This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects.
Versitile Evocation: When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier (6x/day).
Prefered Spell (Fireball): You may spontaneously cast Fireball by sacrificing a prepared spell or spell slot of equal or higher level. You can apply any metamagic feats you possess to this spell when you cast it. This increases the minimum level of the prepared spell or spell slot you must sacrifice in order to cast it but does not affect the casting time.
Metamagic Master & Magical Lineage (Fireball): When applying metamagic feats to fireball spells, it uses up a spell slot two levels lower than it normally would.
Spell Specialization (Fireball): When casting fireball, treat your caster level as being two higher for all level variable effects of the spell.
Combat Gear: Wand of Magic Missiles (CL1, 23 charges), Scroll of Fly (x2), Scroll of Invisibility (x5), Scroll of Magic Circle against Evil (x2), Potion of Cure Serious Wounds (x2)
Other Gear: Wand of Cure Light Wounds (CL 1, 32 charges), Cracked Dusty Rose Ioun Stone, Wayfinder, Cloak of Resistance +1, Pearl of Power 1st, Handy Haversack, Headband of Vast Intelligence +2 (Slight of Hand)