Oran Everywhere is from Numeria. He grew up hearing the tales of the faded Numeria civilization. He has worked hard to gain the knowledge and power to try and bring that civilization back. He heard of the PC's new Kingdom and decide that it was vibrant enough to chance of growing into a bacon of civilization yet still small enough that they would welcome his help. To that end Oran has traveled over to offer his services.
Would like to roleplay the application process
OFFENSE
Speed: 30ft
Melee: +1 weapon (damage, crit range and amount)
Ranged: +2=1dex+1bab Crossbow, repeating heavy (1d10, 19-20/x2)
Special Attacks: from feats, traits, race, etc
AC 17, touch 17, flat-footed 14 (+3 Dex, +4 size)
hp 3 (1d6)
Fort +0, Ref +5, Will +2
DR 2/cold iron
OFFENSE
Speed 15 ft., fly 60 ft. (perfect)
Melee shortsword +0 (1d2-4/19-20)
Ranged shortbow +7 (1d2-4)
Space 1 ft.; Reach 0 ft.
Spell-Like Abilities (CL 5th; concentration +5)
Constant—detect evil, detect good
At will—dancing lights, daze (DC 10)
1/day—color spray (DC 11)
STATISTICS
Str 3, Dex 17, Con 10, Int 6, Wis 11, Cha 10
Base Atk +0; CMB -1; CMD 5
Feats Alertness
Skills Escape Artist +15, Fly +21, Perception +6, Sense Motive +2, Stealth +19
Languages Common, Sylvan
SQ luminous
SPECIAL ABILITIES
Luminous (Su)
A sprite naturally sheds light equal to that provided by a torch. A sprite can control the color and intensity of the light as a swift action, reducing it to the dimness of a candle or even extinguishing its luminosity entirely if it wishes.
forewarned +1/2 lv to init and always act in surprise round
Prescience (Su):
At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Adept Activation (Ex):
An Arcane savant can always take 10 on Use Magic Device checks, except when activating an item blindly.
Master Scholar (Ex):
An Arcane savant adds 1/2 his class level (minimum 1) as a bonus on all Knowledge (arcana), Spellcraft, and Use Magic Device checks. He can always take 10 on Knowledge (arcana) and Spellcraft checks, even if distracted or endangered.
Esoteric Magic (Ex):
At each class level beyond 1st, the Arcane savant chooses a spell from any class’s spell list and thereafter treats it as if it were on the spell list of his base spellcasting classes; if his base class could not normally cast that spell, it is treated as 1 level higher. The spell’s type (arcane or divine) and save DCs function as normal for his base spellcasting class. All other restrictions of his normal spellcasting class apply. This ability does not allow other spellcasters to prepare, cast, or use spell trigger or spell completion items of esoteric spells (such as a sorcerer using a cure light wounds scroll).
I have so far picked Simulacrum,Maze,Teleportation Circle and Greater Planar Binding and Litany of Righteousness.