Nym
Male elf wizard 2
N Medium humanoid (elf)
Init +8; Senses low-light vision; Perception +4
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Defense
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AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 14 (2d6+4)
Fort +1, Ref +4, Will +3; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Melee dagger -1 (1d4-2/19-20) or
unarmed strike -1 (1d3-2 nonlethal)
Special Attacks intense spells (+1 damage)
Wizard Spells Prepared (CL 2nd; concentration +6)
1st burning hands (DC 17), burning hands (DC 17), mage armor, obscuring mist
0 (at will)—detect magic, light, mage hand, ray of frost
Opposition Schools Enchantment, Necromancy
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Statistics
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Str 7, Dex 18, Con 13, Int 18, Wis 11, Cha 7
Base Atk +1; CMB -1; CMD 13
Feats Alertness(Only when familiar is within 5 ft), Run, Spell Focus (evocation), Spell Specialization[UM]
Traits magical lineage, warrior of old
Skills Acrobatics +4 (+8 to jump with a running start), Knowledge (arcana) +9, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (local) +8, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +8, Perception +4, Sense Motive +2, Spellcraft +9 (+11 to identify magic item properties); Racial Modifiers +2 Spellcraft to identify magic item properties
Languages Celestial, Common, Draconic, Elven, Goblin, Orc, Sylvan
SQ arcane bond (bill, scorpion, greensting), elven magic, versatile evocation
Combat Gear pearl of power (1st level), wand of cure light wounds (48), wand of grease (47 charges), alchemist's fire, liquid ice, vermin repellent; Other Gear dagger, air bladder, belt pouch, earplugs, flint and steel, hammock, ink, black, inkpen, masterwork backpack, mess kit, paper, tindertwig (2), wandermeal (5), waterskin, wrist sheath, spring loaded, 522 gp, 2 cp This adventure modifications - Cold weather outfit (-8 gold)
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Tracked Resources
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Alchemist's fire - 0/1
Dagger - 0/1
Liquid ice - 0/1
Pearl of power (1st level, 1/day) - 0/1
Tindertwig - 0/2
Vermin repellent - 0/1
Versatile Evocation (7/day) (Su) - 0/7
Wand of cure light wounds - 0/50
Wandermeal - 0/5
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Special Abilities
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Admixture Associated School: Evocation
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Intense Spells (+1 damage) (Su) Evocation spells deal listed extra damage.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Lineage (Fireball) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Specialization (Burning Hands) Pick one spell and cast it as if you were higher level
Versatile Evocation (7/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.
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Nym is a slim and gangly elf with brown hair and green eyes with pale skin. He is dressed in simple traveling clothes.
Bill:
Male greensting scorpion (Pathfinder RPG Ultimate Magic 232)
N Tiny magical beast (vermin)
Init +3; Senses darkvision 60 ft.; Perception +11
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Defense
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AC 19, touch 15, flat-footed 16 (+3 Dex, +4 natural, +2 size)
hp 7 (1d8)
Fort +2, Ref +3, Will +3
Immune mind-affecting effects
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Offense
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Speed 30 ft.
Melee unarmed strike +6 (1-4 nonlethal) or
sting +1 (1d2-4 plus poison)
Space 2.5 ft.; Reach 0 ft.
Special Attacks poison
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Statistics
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Str 3, Dex 16, Con 10, Int 6, Wis 10, Cha 2
Base Atk +1; CMB +2; CMD 8 (20 vs. trip)
Feats Alertness, Weapon Finesse[B]
Skills Climb +7, Linguistics -1, Perception +11, Sense Motive +2, Spellcraft +0, Stealth +15; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
SQ improved evasion
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Tracked Resources
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-none-
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison: Sting - Injury (DC 10) (Ex) Sting—Injury; save Fort DC 10; freq 1/rd for 6 rds; effect sicken for 1 rd; cure 1 save.
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Tiny black scorpian. If you look at it, it smiles at you.