Syndra
Elf wizard 1
N Medium humanoid (elf)
Init +16; Senses low-light vision; Perception +3
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Defense
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AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 7 (1d6+1)
Fort +0, Ref +3, Will +2; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee Quarterstaff -1 (1d6-1)
Ranged Light crossbow +3 (1d8/19-20)
Wizard Spells Prepared (CL 1st; concentration +8)
1st level spells:
1st—
color spray (DC 16)
color spray (DC 16)
heightened awareness[ACG]
mage armor
Cantrips:
(at will)—
acid splash
detect magic
read magic
Opposition Schools:
Enchantment, Necromancy
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Statistics
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Str 8, Dex 16, Con 10, Int 20, Wis 10, Cha 8
Base Atk +0; CMB -1; CMD 12
Feats Alertness, Improved Initiative, Run, Spell Focus (conjuration)
Traits focused mind, reactionary
Skills:
Acrobatics +0 (+4 to jump with a running start, -4 to jump)
Craft (Alchemy) +5
Knowledge (arcana) +9
Knowledge (local) +9
Knowledge (nature) +9
Knowledge (religion) +9
Linguistics +9
Perception +3
Sense Motive +2
Spellcraft +9 (+11 to identify magic item properties); Racial Modifiers +2 Spellcraft to identify magic item properties
Languages Celestial, Common, Elven, Gnoll, Goblin, Orc, Sylvan, Terran
SQ arcane bond (arcane familiar, dodo), elven magic, forewarned, prescience Other Gear leather armor, crossbow bolts (20), light crossbow, quarterstaff, backpack, wizard starting spellbook, 101 gp
Special Abilities:
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.
Familiar Bonus: +4 bonus on Initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Foresight Associated School: Divination
Forewarned 1 (Su) Can always act in surprise rounds.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Prescience (8/day) (Su) Roll a d20 at the beginning of the round, and use that result as the result of any other d20 roll before the next turn.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
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Arcane Familiar:
Dodo (Pathfinder RPG Bestiary 4 96)
N Small magical beast (animal)
Init +0; Senses low-light vision; Perception +3
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Defense
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AC 12, touch 11, flat-footed 12 (+1 natural, +1 size)
hp 3 (1d8+2)
Fort +4, Ref +2, Will +1
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Offense
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Speed 20 ft.
Melee bite +1 (1d3-4)
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Statistics
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Str 3, Dex 11, Con 14, Int 6, Wis 9, Cha 6
Base Atk +0; CMB -5; CMD 5
Feats Weapon Finesse
Skills Acrobatics +0 (-4 to jump), Linguistics -1, Perception +3, Spellcraft -1
SQ improved evasion
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Special Abilities
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Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.