AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size) hp 8 (1d6+2) Fort +2, Ref +1, Will +2 Str 8, Dex 12, Con 15, Int 16, Wis 10, Cha 16 Base Atk +0; CMB -2; CMD 9
Wand of cure light wounds (13),
wand of bungle (50 charges),
wand of mage armor (47 charges),
caltrops (2);
crossbow bolts (20),
heavy crossbow, -
arcane bond ring -,
belt pouch,
decorative trim,
thieves' tools,
masterwork,
wrist sheath (2),
180 GP, 5 SP, 8 CP
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Special Abilities:
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Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Arcane Bond (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level).
Dazing Touch (6/day) (Sp) Touch attack dazes foe for 1 rd, if HD <= wizard level.
Enchantment The enchanter uses magic to control and manipulate the minds of his victims.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
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Doggrin:Pizzmic's Noble Steed:
Dog, Riding
N Medium animal
Init +2; Senses low-light vision, scent; Perception +8
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Defense
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AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 13 (2d8+4)
Fort +5, Ref +5, Will +1
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Offense
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Speed 40 ft.
Melee bite +3 (1d6+3)
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Statistics
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Str 15,
Dex 15,
Con 15,
Int 2,
Wis 12,
Cha 6
Base Atk +1; CMB +3; CMD 15 (19 vs. trip)
Feats Skill Focus (Perception)
Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend
[Trick], Down [Trick], Guard [Trick], Heel [Trick]
Skills Acrobatics +6 (+10 jump, +14 when jumping), Perception +8; Racial Modifiers +8 Acrobatics when jumping, +4 to survival when tracking by scent
SQ combat riding
Other Gear backpack, masterwork, chalk (2), copy of a key, grappling hook, riding saddle, exotic, rope, saddlebags, shaving kit, silent whistle, string or twine (2), wizard's kit
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Special Abilities
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+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.