Selin
Female Elf Wizard 5
CG Medium Humanoid (elf)
Init +6; Senses low-light vision; Perception +12
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 32 (5d6+10)
Fort +4, Ref +4, Will +6; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
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Offense
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Speed 30 ft., shift (10') (7/day)
Wizard Spells Prepared (CL 5):
3 (2/day) Haste, Fireball (DC 17), Stinking Cloud (DC 18)
2 (3/day) Create Pit (DC 17), Scorching Ray, Mirror Image, Invisibility
1 (4/day) Silent Image (DC 15), Magic Missile, Mage Armor, Mage Armor, Ear-Piercing Scream (DC 15)
0 (at will) Acid Splash, Read Magic, Detect Magic, Light
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Statistics
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Str 8, Dex 14, Con 14, Int 19, Wis 12, Cha 8
Base Atk +2; CMB +1; CMD 13
Feats Augment Summoning, Craft Wondrous Item, Improved Initiative, Scribe Scroll, Spell Focus (Conjuration)
Traits Ease of Faith, Valashmai Veteran (Perception)
Skills Diplomacy +8, Knowledge (arcana) +12, Knowledge (dungeoneering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +10, Knowledge (nature) +8, Knowledge (planes) +12, Knowledge (religion) +8, Linguistics +9, Perception +12, Spellcraft +12 (+14 to determine the properties of a magic item); Racial Modifiers +2 Perception
Languages Celestial, Common, Draconic, Elven, Gnome, Goblin, Orc, Terran
SQ +4 bonus on initiative checks, arcane bonds (arcane familiar, scorpion, greensting), deliver touch spells through familiar, elven magic, empathic link with familiar, opposition schools (enchantment, necromancy), share spells with familiar, speak with familiar, specialized schools (teleportation), summoner's charm (+2 rds)
Combat Gear Extend metamagic rod (lesser) (3/day); Other Gear Cloak of resistance +1, Handy haversack (1 @ 90 lbs), 4500 GP
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Special Abilities
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+4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Extend metamagic rod (lesser) (3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.
Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).
The wielder can cast up to three spells per day that are extended as though using the Extend Spell feat. Lesser metamagic rods can be used with spells of 3rd level or lower.
Construction
Requirements: Craft Rod, Extend Spell feat; Cost 1,500 gp
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.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Shift (10') (7/day) (Sp) Short-range teleport
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summoner's Charm (+2 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Teleportation Associated School: Conjuration
Valashmai Veteran (Perception) +1 trait bonus on Survival in the jungle.
Sting, Scorpid Familiar:
Sting
Scorpion, Greensting
CG Tiny Magical Beast ((vermin))
Init +3; Senses Perception +12
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Defense
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AC 21, touch 15, flat-footed 18 (+3 Dex, +2 size, +6 natural)
hp 16 (1d8)
Fort +2, Ref +4, Will +4
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Offense
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Speed 30 ft.
Melee Sting (Scorpion, Greensting) +7 (1d2-4/x2)
Space 2.5 ft.; Reach 0 ft.
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Statistics
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Str 3, Dex 16, Con 10, Int 8, Wis 10, Cha 2
Base Atk +2; CMB +3; CMD 9 (17 vs. Trip)
Feats Skill Focus (Perception), Weapon Finesse
Skills Climb +7, Diplomacy +1, Fly +7, Linguistics +1, Perception +12, Spellcraft +4, Stealth +16; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
Languages SQ improved evasion, poison
Other Gear You have no money!
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Special Abilities
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Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison (Ex) Sting - injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.