0 level: Mage Hand, Read Magic, Acid Splash, Daze
1st level: Magic Missile, Shield
GEAR
Quarterstaff (Small), Dagger (Small), Potion of Cure Light Wounds
[spoiler=Abilities]
Halfling Traits
• Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
• Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.*
• Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.*
• Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.* • Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.*
• Jump Modifier (Core 88): You gain a -4 to jump checks.
Traits
Scholar of the Ancients: Growing up with your nose in books, you’ve had a great interest in past cultures and ancient history. Furthermore, having grown up in Varisia, you know the monuments dotting the landscape belong to an ancient civilization known as Thassilon. From your life of study and dogged research, you’ve pieced together the language and partial history of this once-great empire. You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to speak and read Thassilonian.
• Focused Mind (APG 329): You gain a +2 trait bonus on concentration checks*. • Fast-Talker (APG 330): You gain a +1 trait bonus on Bluff checks*, and Bluff is always a class skill for you*.
Benefits of Familiar
• You gain +3 on Bluff checks*
• Alertness (Ex) (Core 83): The familiar provides you with the Alertness feat.
• Empathic Link (Su) (Core 83): The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared.
Class Features
• Weapon Proficiency: You are proficient with the following weapons: Club; Crossbow, heavy; Crossbow, light; Dagger; Quarterstaff; Sling; Sling staff,
• Arcane Bond (Ex/Sp) (Core 78): You have chosen your arcane bond: a Familiar (Viper) • Arcane School (Core 79): You are a specialist in arcane spells of the Evocation spell school. Your Prohibited schools are: Necromancy Illusion
• Intense Spells (Su) (Core 81): Whenever you cast an evocation spell that deals hit point damage, add +1points of damage). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell.
• Force Missile (Sp) (Core 81): As a standard action you can unleash a force missile that automatically strikes a foe, as magic missile. The force missile deals 1d4 points of damage plus the damage from your intense spells evocation power. This is a force effect. You can use this ability 6 times a day.
Feats
• Spell Focus (Evocation) (Core 134): Add +1 to the Difficulty Class for all saving throws against spells from the school of magic
• Alertness (Core 117): You get a +2 bonus on all Perception and Sense Motive skill checks. Increases to +4 if you have 10 or more ranks.*
• Scribe Scroll (Core 132): You can create a scroll of any spell you know