Melee:
Staff +8 (1d6 +8, x2) or
Staff x2 +6 (1d6 +6/4, x2) or
Cold Iron Morningstar +7 (1d8 +6, x2) or
Silver Gauntlet +7 (1d3 +4, x2)
Ranged:
Sling +5 (1d4+4, x2, 50ft)
CMB: +6 (+3 BAB, +3 Str)
STATISTICS:
Str 18 (+4) [7 pts, +2 racial, +1 level]
Dex 15 (+2) [7 pts]
Con 12 (+1) [2 pts]
Int 16 (+3) [10 pts]
Wis 8 (-1) [+2 pts]
Cha 7 (-2) [+4 pts]
Feats:
Toughness - +3 HP, +1/lvl after 3rd
Weapon Focus (quarterstaff) - +1 to atk rolls with staff
Two-Weapon Fighting - +1 atk, -2 to all atk rolls
Quarterstaff Master (archetype bonus feat) - wield staff as one- or two-handed weapon.
Weapon Specialization (Quarterstaff) - +2 damage with quarterstaff.
Arcane Strike - swift action, +1 damage +1/5lvls and weapon considered magic.
(planned: 6-Empowered Magic, 7-Intensified Spell, 9-Arcane Accuracy/Improved TWF, 11-Hasted Assault/Double Slice)
Traits:
Magical Lineage - Apply metamagic to "shocking grasp" with 1 less extra level increase.
Eastern Mysteries (Qadira) - 1/day, +2 to DC of spell with saving throw
-Arcane Pool-(5/5)- swift action, +2 enhancement to held weapon (1 min); May add: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.
-Spell Combat- cast spell & make single melee attack during same turn, atk @ -2.
-Spellstrike- deliver touch spells through melee attack
-Slumber Hex- 30ft, DC 15 - Target falls asleep for LVL rounds
-Flight Hex- Feather Fall at will; +4 Swim checks; Levitate 1/day; Fly lvl mins/day.
SPELLS:
Spells: LVL0/DC13, LVL1/DC14/(k10,x5), LVL2/DC15/(k2,x3)
Read Magic, Detect Magic, Disrupt Undead, Spark Color Spray - 15ft cone, 2d4/1d4/1 round, vs WILL - 5:stunned, 4,3:5+blinded, 2,1:5+4,3+unconscious[/i]
Grease - close, 10x10ft or 1 item - vs REFLEX (fall or drop item), DC 10 acro to move, fail by 5 & fall prone
Shield - 1min/lvl - +4 shield to AC, immune to magic missiles
*Vanish - touch, 1round/lvl - subject is invisible
^Shocking Grasp - touch - 1d6/lvl electric dmg (+3 to attack roll if target wearing metal armor)
Corrosive Touch - touch - 1d4/lvl acid dmg
*Chill Touch - touch, 1/lvl - 1d6 neg energy dmg, 1 Str dmg vs Fort (vs undead, no dmg & flee 1d4 +1/cl rounds)
Frostbite - touch, 1/lvl - 1d6+lvl non-lethal & fatigued
*Burning Hands - 15ft cone - 1d4/lvl fire dmg, Reflex half
**Magic Missile - medium, (lvl+1)/2 missiles, max 15ft apart - 1d4+1 force, can't miss (except total cover/concealment)
Silent Image - long, 4+lvl 10ft cubes, concentration - Any figment that may move up to limits of cubic space.
Unseen Servant - short, 1hr/lvl - link Expeditious Retreat - personal, 1min/lvl - +30ft enhancement bonus to base land speed.
Summon Monster I - close, full round, 1 round/lvl - link
Levitate - personal/close, 1min/lvl, willing/unattended, 100lb/lvl - Move creature/object up or down as far as 20ft a round as a move action; Attacks -1, -1 per additional attack up to -5; Full-round action to stabilize back to -1.
Mirror Image - personal, 1min/lvl - 1d4+1/3lvls figments (max 8); On hit, attacker rolls randomly to see which target (one of the figments or not) is struck; If a figment is struck, destroy it; If attacker misses by 5 or less, destroy a figment.
Blur - touch, 1min/lvl - Grants subject concealment (20% miss chance); negated by True Seeing.
Invisibility - touch, 1min/lvl - +40/20 stealth, invisible
**Acid Arrow - long, ranged touch - 2d4 acid, +2d4 acid/round/3 caster levels
Scorching Ray - short, ranged touch - 4d6 fire damage
*Flaming Sphere - medium, 1rnd/lvl, 5ft diameter sphere - On entering opponent's square, 3d6 Fire damage (Reflex negates); May move up to 30ft/rnd as move action; May "jump" up to 30ft; Ignites flammable substances; Sheds light as torch; Rolls over barriers 4ft or shorter.
Web - medium, 20ft radius, 10min/lvl - Reflex or grappled + difficult terrain; Std Combat Maneuver/Escape Artist to ungrapple; Combat Maneuver/Escape Artist to move (else stop 5ft & grappled); Burns @ 2d4, 5ft/rnd.
Glitterdust - medium, 1rnd/lvl - Illuminates invisible creatures & objects; Blinds creatures (Will negates, new save @ end of turns)
Frigid Touch - touch - 4d6 cold damage & target is staggered for 1 round (1 minute on critical hit)
Summon Monster II - 1 2nd, or 1d3 1st
Fireball - long, 20ft radius - 1d6/lvl fire damage, Reflex half
Summon Monster III - 1 3rd, 1d3 2nd, or 1d4+1 1st
Lightning Bolt - 120ft line - 1d6/lvl electricity damage, Reflex half; Lights flammable objects, may melt metals such as lead, gold, copper, silver, or bronze.