Arcane School: Illusion
Extended Illusions (Su): Any illusion spell you cast with a duration of “concentration” lasts a number of additional rounds equal to 1/2 your wizard level after you stop maintaining concentration (minimum +1 round). At 20th level, you can make one illusion spell with a duration of “concentration” become permanent. You can have no more than one illusion made permanent in this way at one time. If you designate another illusion as permanent, the previous permanent illusion ends. [Extend 2 rounds]
Blinding Ray (Sp): As a standard action you can fire a shimmering ray at any foe within 30 feet as a ranged touch attack. The ray causes creatures to be blinded for 1 round. Creatures with more Hit Dice than your wizard level are dazzled for 1 round instead. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. [7/day]
Low-Light Vision
Defensive Training: +4 AC vs monsters of the giant subtype.
Gnome Magic: +1 to save DCs of Illusion spells.
1/day—dancing lights, ghost sound, prestidigitation, speak with animals. CL = level, DC 12.
Hatred: +1 to hit reptilian and goblinoid
Illusion Resistance: +2 save vs Illusions
Obsessive: +2 to craft or profession skill of my choice
Weapon Familiarity
Feats and Traits:
Scribe Scroll
Craft Wand
Effortless Trickery (maintain illusion as a swift action)
Spell Focus (Illusion)
Lightning Reflexes
Fast Talker (+1 Bluff and class skill)
Trickster (+1 to caster level for duration, range, and area of Illusion spells)
Ranged Touch: +4
Save DC: 15 + spell level (17 + spell level for Illusions)
Spells per day:
0. Can prepare 4
1. 5+S
2. 3+S
3. 2+S
Prepared:
0: Ghost Sound, Detect Magic, Ray of Frost, Mage Hand
1: Color Spray, Magic Missile (x2), Silent Image, Shield, Vanish
2: Hypnotic Pattern, Minor Image, Glitterdust, Scorching Ray
3: Invisibility Sphere, Fireball (x2)
Spellbook:
All 0-level spells
1: Color Spray, Silent Image, Vanish, Magic Missile, Shield, Infernal Healing, Identify
2: Minor Image, Hypnotic Pattern, Glitterdust, Knock, Scorching Ray, Web
3: Major Image, Fireball, Invisibility Sphere
Gear:
Dagger
Crossbow
20 bolts
Wand of Magic Missile (CL 3: 2d4+2) (50 charges) [bonded item]
Wand of Infernal Healing (50 charges)
Headband of Vast Intelligence +2 [Knowledge (Religion)]
Bracers of Armor +1
Bag of Holding, Type 1 (Cloak)
Potions: Cure Light Wounds (x4), Remove Fear (x2), Remove Paralysis
Belt pouch
Hemp Rope (50')
Bedroll
Waterskin
Rations (6 days)
Flint & Steel
Spell Component Pouch
Magnifying Glass
Vial of Ink
Inkpen
10 sheets of paper
10 foot pole
712 gp
Background
Stenwick comes from a large extended family that is scattered across Breland and Zilargo. He was born in Korranberg, but travelled widely with his family. He studied magic with various tutors in the larger cities of the region, excelling in the magic of Illusion and deception. His family is known for its arcanists, some of whom have worked in the courts of various nobles and guilds, as well as on the lightning rails.
Once he came of age, Stenwick did a considerable amount of travelling on his own, often looking for this or that bit of arcane knowledge. At times, the combination of curiosity and absentmindedness has caused Stenwick to unwittingly run afoul of the law. He is well disposed toward an adventuring life, and frequently finds the rewards of new knowledge more rewarding than wealth.
Personality Sketch
Stenwick dresses in brightly colored robes with many pockets for storing his accumulated curiosities and doodads. He frequently displays elaborate tools and arcane devices which he investigates with enthusiasm although they rarely serve any useful function.
Stenwick can be flighty and quirky, but is also a brilliant wizard and capable of handling himself in combat. He loves knowledge, particularly of the arcane variety, and is always seeking opportunities to expand his knowledge of his art, sometimes to the point of obsession.
At the same time, he is absentminded in practical matters, and frequently does not think before he speaks. He has a penchant for coining words and for getting lost in pedantic tangents during conversations.