Female Elven Wizard (Void School) 7
NG Medium Humanoid
Init +8; Senses Perception +10
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DEFENSE
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AC 13, touch 13, flat-footed 10 (+3 dex)
hp 51
Fort +5, Ref +6, Will +7 (+3 vs Spells & SLAs) (+2 vs Enchantments)
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OFFENSE
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Speed 30 ft.
Melee +3
Ranged +6
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STATISTICS
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Str 8, Dex 16, Con 12, Int 24, Wis 12, Cha 12
Base Atk +3; CMB +2; CMD +15
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Traits
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Resilient (Combat):
You training as a Pathfinder agent stressed survival in difficult environments. You’ve built up your constitution as a result, and gain a +1 trait bonus on Fortitude saves.
Warrior of Old (Race Elf):
As a child, you put in long hours on combat drills, and though time has made this training a dim memory, you still have a knack for quickly responding to trouble. You gain a +2 trait bonus on initiative checks.
Eastern Mysteries (Faction):
Increase the save DC of one of your spells by +2 once per day.
Seeker (Social):
You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Feats
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Spell Focus (Conjuration):
Choose a school of magic. Any spells you cast of that school are more difficult to resist.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.
Discovery (Fast Study):
Normally, a wizard spends 1 hour preparing all of his spells for the day, or proportionately less if he only prepares some spells, with a minimum of 15 minutes of preparation. Thanks to mental discipline and clever mnemonics, you can prepare all of your spells in only 15 minutes, and your minimum preparation time is only 1 minute. You must be at least a 5th-level wizard to select this discovery.
Additional Traits:
You have more traits than normal.
Benefit: You gain two character traits of your choice. These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose — this feat cannot enable you to select a dwarf character trait if you are an elf, for example.
Run:
You are swift of foot.
Benefit: When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see Acrobatics), you gain a +4 bonus on your Acrobatics check. While running, you retain your Dexterity bonus to your Armor Class.
Normal: You move four times your speed while running (if wearing medium, light, or no armor and carrying no more than a medium load) or three times your speed (if wearing heavy armor or carrying a heavy load), and you lose your Dexterity bonus to AC.
Magical Aptitude:
You are skilled at spellcasting and using magic items.
Benefit: You get a +2 bonus on all Spellcraft checks and Use Magic Device checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Scribe Scroll
You can create magic scrolls.
Prerequisite: Caster level 1st.
Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.
Favored Prestige Class:
You have come to favor a certain prestige class, either because you are particularly devoted to the class’s cause, have trained more than most others have for that specific role, or have simply been destined to excel in the prestige class all along. Regardless of the reason, levels gained in your favored prestige class grant additional benefits in a way similar to those you gain for taking levels in your base favored class.
Benefit(s): Choose one prestige class and one skill that is a class skill for that prestige class. Whenever you gain a level in that prestige class, you receive +1 hit point or +1 skill rank. You gain a +2 bonus on checks using the skill you chose from that prestige class’s class skills. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. This bonus stacks with the bonus granted by Skill Focus, but does not stack with a bonus granted by any other feat (such as Magical Aptitude or Persuasive).
The choice of favored prestige class cannot be changed once you make it. Levels in a favored prestige class are not the same as levels in a regular favored class, and as such levels in a favored prestige class can never be used to qualify or gain favored class options. You can have only one favored prestige class, but can still have a favored base class as well.
You can select this feat before you gain levels in your chosen favored prestige class, but the benefits of the feat do not apply until you actually gain at least 1 level in that prestige class.
Normal: Prestige classes cannot be a favored class, and cannot benefit from the additional hit point or skill rank afforded to those who take levels in a favored class.
Skills (28 points; 8 class, 20 INT, 8 Background)
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Acrobatics* +5 = DEX 3+2+0
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Appraise +13 = INT 7+2+3 (+2 Background)
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Bluff +2 = CHA 1+1+0
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Climb* +1 = STR -1+2+0
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Craft (Calligraphy): +13 = INT 7+3+3 (+3 Background)
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Craft (Drawing/Sketching): +11 = INT 7+1+3 (+1 Background)
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Diplomacy +5 = CHA 1+4+0
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Disable Device*† +3 = DEX 3+0+0
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Disguise +1 = CHA 1+0+0
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Escape Artist* +3 = DEX 3+0+0
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Fly* +7 = DEX 3+1+3
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Handle Animal† +1 = CHA 1+0+0
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Heal +1 = WIS 1+0+0
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Intimidate +1 = CHA 1+0+0
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K (Arcana)† +16 = INT 7+6+3
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K (Dungeoneering)† +11 = INT 7+1+3
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K (Engineering)† +12 = INT 7+2+3 (+2 Background)
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K (Geography)† +12 = INT 7+2+3 (+2 Background)
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K (History)† +17 = INT 7+7+3 (+1 Background)
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K (Local)† +13 = INT 7+3+3
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K (Nature)† +11 = INT 7+1+3
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K (Nobility)† +17 = INT 7+7+3
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K (Planes)† +12 = INT 7+2+3
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K (Religion)† +11 = INT 7+1+3
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Linguistics† +12 = INT 7+2+3 (+2 Background)
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Perception +10 = WIS 1+6+3 (+1 Trait)
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Perform +1 = CHA 1+0+0
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Profession† +1 = WIS 0+0+0
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Ride +3 = DEX 3+0+0
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Sense Motive +2 = WIS 1+1+0
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Sleight of Hand*† +4 = DEX 3+1+0 (+1 Background)
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Spellcraft† +17 = INT 7+5+3 (+2 Feat) (+2 ID Magic Items)
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Stealth* +6 = DEX 3+3+0
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Survival +1 = WIS 1+0+0 (+2 Navigation)
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Swim* +1 = STR -1+2+0
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Use Magic Device† +9 = CHA 1+6+0 (+2 Feat)
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ACP -0
*ACP applies to these skills
Non-Standard Skill Bonuses
Languages Elven, Taldane, Sylvan, Draconic, Kelish, Osiriani, Vudrani, Gnoll, Ancient Osiriani