About Nex King of Nex wizard no game
Nex
Human (Nex) Wizard 1
LE Medium Humanoid (human)
Init +2; Senses Perception +3
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Defense
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AC 13, touch 12 , flat-footed 11(+1 armor, +2 Dex)
hp 9 (1d6+2+1)
Fort +5, Ref +2, Will +2;
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Offense
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Speed 30 ft.
Melee Dagger +0 (1d4)
Wizard Spells Prepared (CL 1):
1 (5/day) Mage Armor, Grease, Stumble gap, 2 open
0 (at will) Acid Splash, Light, daze
Wizard Spells Known
Mage Armor, Grease, Detect Secret Door, Infernal Healing, Comprehend Languages, Magic Weapon, Swift Girding.
Prohibited Schools: evocation, illusion.
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Statistics
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Str 11, Dex 15, Con 14, Int 20, Wis 10, Cha 10
Base Atk +0; CMB +0; CMD 12
Feats Scribe Scroll, Spell focus Conjoration, Augment Summoning,*Alertness Familiar*
Traits Resilient, Seeker
Skills
Disable Device +3 ( 1 Rank, 2 Dex) Trained only
Knowledge (arcana) +9 ( 1Rank, 3 CS, +5 Int)
Knowledge (engineering) +9 ( 1Rank, 3 CS, +5 Int) Trained only
Knowledge (nature) +9 ( 1Rank, 3 CS, +5 Int) Trained only
Knowledge (planes) +9 ( 1Rank, 3 CS, +5 Int) Trained only
Knowledge (religion) +9 ( 1Rank, 3 CS, +5 Int) Trained only
Perception +3 ( 1 Trait, 0 Wis, 2 Feat)
Sense Motive +2 (0 wis, 2 Feat)
Spellcraft +9 ( 1Rank, 3 CS, +5 Int) Trained only
Languages Common, Auran, Undercommon, Abyssel, Terran, Infernal
Gear, Harimaki 1, Spellbook 3, Wizard kit: backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, trail rations (5 days), and a waterskin 11, Exporers outfit 8, Scroll Box 1
Gp 131
Load 24
Load 33,66,100
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Special Abilities
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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.
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.
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Familiar
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N Tiny animal
Init +2; Senses low-light vision, scent; Perception +5
DEFENSE
AC 15, touch 14, flat-footed 13 (+2 Dex, +2 size, +1 Na )
hp 4 1/2 Master
Fort +1, Ref +4, Will +3
OFFENSE
Speed 30 ft.
Melee bite +4 (1d3-4), 2 claws +4 (1d2-4)
Ranged spray +4 touch (musk)
Space 2-1/2 ft.; Reach 2-1/2 ft.
Special Attacks musk
STATISTICS
Str 3, Dex 15, Con 9, Int 6, Wis 12, Cha 6
Base Atk +0; CMB +0; CMD 6
Feats Weapon Finesse
Skills Perception +5
SPECIAL ABILITIES
Musk (Ex)
Up to twice per day, a skunk can spray a stream of noxious musk at a single target within 10 feet as a standard action. With a successful ranged touch attack, the creature struck by this spray must make a DC 11 Fortitude save or be nauseated for 1d4 rounds and then sickened for 1d4 minutes by the horrific stench. A successful save reduces the effect to only 1d4 rounds of being sickened. A creature cannot use the scent ability as long as it is affected by this musk. The save DC is Constitution-based, and includes a +2 racial bonus.
+2 fort save for master