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Statistics
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Str 11, Dex 16, Con 10, Int 21, Wis 12, Cha 10
Base Attack +1; CMB +1; CMD 14
Feats Spell Focus: Illusion, Toughness, Enlarge Spell, Improved Initiative, Silent Spell
Skills
Acrobatics +3
Appraise +10 [2]
Bluff +0
Climb +0
Craft: Bookbinding +9 [1]
Diplomacy +0
Escape Artist +3
Fly +3
Heal +1
Intimidate +0
Knowledge (Arcana) +13 [5]
Knowledge (Dungeoneering) +13 [5]
Knowledge (History) +11 [3]
Knowledge (Local) +11 [3]
Knowledge (Nature) +11 [3]
Knowledge (Nobility) +10 [2]
Knowledge (Planes) +11 [3]
Linguistics +9 [1]
Perception +9 [2]
Perform +0
Ride +3
Sense Motive +1
Spellcraft +13 [5]
Stealth +3
Survival +1
Swim +0
Use Magic Device +1
Traits Reactionary, Observant
Languages Common, Elven, Draconic, Celestial, Orc, Sylvan, Infernal
SQ Forewarned +2 (Su), Diviner's Fortune +2 (Sp) 7/day, Arcane Bond: Rat (+2 Fortitude Saves)
Gear scholar outfit, scroll case (leather), scroll Disguise Self, scroll Obscuring Mist, scroll Ray of Sickening, wand of Magic Missile (18/50 charges remaining), spellbook, spell component pouch, inkpen, notebook (created by bookbinding), longbow, cold-iron arrows (20), signet ring, dagger, mwk backpack, wand of mage armor (40/50 charges remain), 5 days' worth of rations, 1st level pearl of power (2), 2nd level pearl of power, scroll of blur, scroll of scorching ray, headband of vast intelligence +2 (Knowledge: Dungeoneering) 2030 gp, 9 sp
Scenario Purchases/Lootings/Ammo Usage:
Scenario Purchases/Lootings
Special Abilities:
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Special Abilities
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Arcane Bond: Familiar A rat named Dr. Gonzo. This familiar provides Raoul a +2 bonus to Fortitude saves. See here for info on Familiars. Elven Magic Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Elven Immunities Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Weapon Familiarity Elves are proficient with longbows.
Reactionary Recieve +2 trait bonus to initiative.
Observant Trait Choose either Perception or Sense Motive. You gain a +1 trait bonus on all checks for the chosen skill, and the chosen skill becomes a class skill for you. Perception Specialty School Divination
Opposed Schools Enchantment, Necormancy
Forewarned (Sp) You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1).
Diviner's Fortune (Su) When you activate this school power, you can touch any creature as a standard action to give it an insight bonus on all of its attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your wizard level (minimum +1) for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Spellbook A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his prohibited schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own.
Spellbook:
Cantrips (0-level): Resistance
Acid Splash
Detect Magic*
Detect Poison*
Read Magic*
Dancing Lights
Light
Ray of Frost
Ghost Sound
Mage Hand
Mending
Message
Open/Close
Arcane Mark
Prestidigitation
Level 1 Spells Burning Hands
Color Spray
Comprehend Languages*
Enlarge Person
Grease
Mage Armor
Magic Missile
True Strike*
Silent Image
anticipate peril
cultural adaptation
detect charm
detect secret doors
detect undead
expeditious retreat
identify
obscuring mist
reduce person
see alignment
shield
sure casting
vanish