About Nathan Tadema
Elf Wizard (Air Elementalist) 1
Favored class: Wizard
Primary Stats (20 pt buy)
Str 10 (0 points)
Dex 18 (10 points, +2 racial)
Con 10 (2 points, -2 racial)
Int 18 (10 points, +2 racial)
Wis 10 (0 points)
Cha 8 (-2 points)
Size: medium
Speed: 30
Initiative: +4
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DEFENSE
AC: 14, touch 14, flat-footed 10 (+4 dex)
HP: 7
CMB: +0 CMD:14
Saves: Will +2/Fort +0/Ref +4
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OFFENSE
BAB: +0
Dagger: +0 (1d4)
Longbow: +4(1d8)
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Traits:
Magical Lineage: One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Pick one spell when you choose this trait. When you apply metamagic feats to this spell, treat its actual level as 1 lower for determining the spell's final adjusted level.)
Gifted Adept: Your interest in magic was inspired by witnessing a spell being cast in a particularly dramatic method, perhaps even one that affected you physically or spiritually. This early exposure to magic has made it easier for you to work similar magic on your own. Pick one spell when you choose this trait—from this point on, whenever you cast that spell, its effects manifest at +1 caster level.
Feats: Disruptive Spell, Alertness (with familiar)
Prohibited Schools: Earth
Skills:
Knowledge(arcana) +7
Knowledge(engineering)+7
Knowledge(nature)+7
Knowledge(religion)+7
??? +7
Spellcraft +7
Languages: Common, Celestial, Goblin, Elvish, Sylvan, Draconic
Racial traits:
Medium: Elves are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Elves have a base speed of 30 feet.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Lightbringer: Many elves revere the sun, moon, and stars, but some are literally infused with the radiant power of the heavens. Elves with this racial trait are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spell or effect they cast (including spell-like and supernatural abilities). Elves with Intelligence scores of 10 or higher may use light at will as a spell-like ability. This racial trait replaces the elven immunities and elven magic racial traits.
Class abilities:
Air Supremacy (Su): You gain a +2 enhancement bonus on Fly skill checks. This bonus increases by +1 for every five wizard levels you possess. In addition, you can cast feather fall on yourself at will. At 5th level, you can cast levitate on yourself at will. At 10th level, you can cast fly on yourself at will. At 20th level, whenever you make a Fly skill check, assume the roll resulted in a natural 20.
Lightning Flash (Su): As a standard action, you can unleash a flash of electricity. This flash deals 1d6 points of electricity damage + 1 point for every two wizard levels you possess to all creatures within 5 feet of you and dazzles them for 1d4 rounds. A successful Reflex save negates the dazzled effect and halves the damage. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Spells:
0:Ray of Frost, Detect Magic, Light (racial), Prestidigitation, Read Magic, Resistance
1:Color Spray [DC Will 15], Shocking Grasp, Snapdragon Fireworks [DC Reflex 15]
Spellbook:
1st: Color Spray, Identify, Snapdragon Fireworks, Silent Image, Shocking Grasp, Windy Escape
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Equipment:
Dagger (2gp)
Longbow (??? gp)
20 arrows
Mundane Equipment:
Backpack (2 gp)
Bedroll (1 sp)
Traveler's Outfit (1 gp)
Hunk of cheese (1 sp)
Trail Rations, 20 days (10 gp)
Waterskin (1 gp)
Empty Sack (1 sp)
Money:
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