Pontia Imperea
Female Peri-Blooded Aasimar (Emberkin) Wizard 1
LN Medium outsider (native)
Init +2;
Senses Perception +1
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 8 (1d6+2)
Fort +1,
Ref +2,
Will +3; +2 circumstance vs. blinded or dazzled
--------------------
Offense
--------------------
Speed 30 ft., shift
Melee club +1 (1d6+1) and
. . dagger +1 (1d4+1/19-20)
Ranged light crossbow +2 (1d8/19-20)
Spell-Like Abilities (CL 1st; concentration +3)
. . 1/day—
pyrotechnics (DC 14)
Wizard Spells Prepared (CL 1st; concentration +4):
. . 1st—
grease, mage armor [S], summon monster i
. . 0 (at will)—
acid splash, detect magic, read magic
--------------------
Statistics
--------------------
Str 12,
Dex 14,
Con 12,
Int 17,
Wis 12,
Cha 14
Base Atk +0;
CMB +1;
CMD 13
Feats Augment Summoning, Spell Focus (conjuration)
Traits master of pentacles, pathfinder's focus
Skills Knowledge (arcana) +7, Knowledge (history) +7, Linguistics +9, Profession (barrister) +5, Sense Motive +3, Spellcraft +7
Languages Abyssal, Celestial, Common, Draconic, Elven, Halfling, Infernal
SQ arcane bonds (arcane bond [object]), exalted resistance, halo, opposition schools (evocation, necromancy), specialized schools (teleportation), summoner's charm, truespeaker
Combat Gear acid (3), alchemist's fire (2);
Other Gear club, crossbow bolts (20), dagger, light crossbow, backpack, bandolier, bedroll, belt pouch, chalk, compass, flint and steel, scroll case, silk rope (50 ft.), soap, spell component pouch, sunrod (2), torch, trail rations (3), waterskin, 3 gp, 8 sp, 7 cp
--------------------
Special Abilities
--------------------
Arcane Bond Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level).
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Evocation You must spend 2 slots to cast spells from the Evocation school.
Exalted Resistance (6) You have spell resistance 6 vs evil spells, or any spell cast by evil outsiders.
Halo +2 to intimidate vs evil creatures and to saves against becoming blinded or dazzled.
Master of Pentacles (1/day) 1/day, add 2 to the caster level of a Conjuration spell for the purpose of duration.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Shift (5', 6/day) (Sp) Short-range teleport
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summoner's Charm (+1 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Teleportation Associated School: Conjuration
Truespeaker Learn two languages for each rank you put in Linguistics.