Female Elf Occultist 1
CG medium humanoid (elf)
Init +2; Senses: Perception +6, low-light vision
DEFENSE
AC: 16, touch 12, flat-footed 14 (+3 armor, +1 shield, +2 dex)
CMD: 12 (+0 BAB, +0 STR, +2 DEX)
HP: 9
Saves: Fort +3, Ref +2, Will +2 (+2 vs enchantment, immune to sleep)
OFFENSE
Speed: 20 ft.
Melee: dagger +0 (1d4/19-20)
Ranged: dagger +2 (1d4/19-20)
Spells Known (CL 1; concentration +6)
1st (3/day): Hypnotism (DC 16), Cure Light Wounds
0 (at will): Create Water, Daze (DC 15)
Spell Like Abilities (CL 1; concentration -1)
(1/day each): Detect Magic, Read Magic, Detect Poison, Comprehend Languages
STATISTICS
Str 10, Dex 14, Con 12, Int 20, Wis 10, Cha 7
Base Atk +0; CMB +0; CMD 12
Traits: Mutant Eye, Clever Wordplay (Use Magic Device)
Feats: Breadth of Experience
Occultist Implements:
Enchantment - Necklace (2 mental focus)
Resonant Power: Glorious Presence
Focus Powers: Cloud Mind (DC 15), Obey (DC 15)
Conjuration - Compass (4 mental focus)
Focus Power: Servitor
Racial
Low light vision
Elven immunities (+2 vs enchantment, immune to magical sleep)
+2 perception
Treat Elven weapons as martial
Envoy (cast Detect Magic, Read Magic, Detect Poison, and Comprehend Languages 1/day as spell-like)
Skills:
Appraise: +9
Diplomacy: +2
Disable Device: +4
Knowledge (Arcana): +7
Knowledge (Dungeoneering): +7
Knowledge (Engineering): +7
Knowledge (Geography): +7
Knowledge (History): +7
Knowledge (Local): +7
Knowledge (Nature): +7
Knowledge (Nobility): +7
Knowledge (Planes): +7
Knowledge (Religion): +7
Linguistics: +9
Perception: +6
Profession (Chef): +6
Sense Motive: +6
Sleight of Hand: +4
Spellcraft: +9
Use Magic Device: +9
-2 Armor check penalty to physical skills (already included above)
+2 Sense Motive to notice mind affects
-1 Diplomacy and Bluff vs humanoids
Languages: Elf, Common, Tien, Tien-Min, Goblin, Orc, Gnoll, Sylvan
Magic Items: None
Combat Gear: Studded Leather Armor, Buckler, Dagger
Other Gear: Necklace (enchantment implement), compass (conjuration implement), backpack, pouch, scroll case, ink (vial), inkpen, paper (5 sheets), chalk (10 pieces), signal whistle, earplugs (10 sets), candles (10), flint and steel, thieves tools, waterskin, sunrod, 2 oil flasks, 2 acid flasks
Mule, carrying pack saddle, sack, bedroll, 6 days rations, cooking kit, waterskin, mirror, 50' rope, grappling hook, 2 sunrods, 2 oil flasks
Pathfinder Society: 0 xp, 0 fame, 0 prestige
Boons: None