Female elf enchanter (controller APG) 4 ( Pathfinder RPG Advanced Player's Guide 144)
CG Medium humanoid (elf)
Init +2; Senses low-light vision; Perception +7
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 18 (4d6+2)
Fort +1, Ref +3, Will +6; +2 vs. enchantments
Speed 30 ft. (20 ft. in armor)
Melee longsword +2 (1d8/19-20)
Ranged longbow +4 (1d8/×3)
Arcane School Spell-Like Abilities (CL 4th; concentration +9)
Enchanter Spells Prepared (CL 4th; concentration +9)
2nd—acid arrow , daze monster (DC 19), mirror image, scorching ray
1st—charm person (DC 19), color spray (DC 16), mage armor , magic missile , magic missile , silent
image (DC 16)
0 (at will)— acid splash , daze (DC 17), detect magic , read magic
Opposition Schools Necromancy, Transmutation
Str 11, Dex 14, Con 11, Int 21, Wis 12, Cha 12
Base Atk +2; CMB +2; CMD 14
Feats Greater Spell Focus (enchantment), Scribe Scroll, Spell Focus (enchantment)
Traits charming, domineering, indomitable faith
Skills Acrobatics -1 (-5 to jump), Appraise +11, Bluff +1 (+2 vs. characters who could be attracted to
you), Craft (alchemy) +10, Diplomacy +1 (+2 vs. characters who could be attracted to you), Knowledge
(arcana) +12, Knowledge (history) +12, Knowledge (nature) +10, Knowledge (planes) +9, Linguistics +10,
Perception +7, Spellcraft +12 (+14 to identify magic item properties); Racial Modifiers +2 Perception, +2
Spellcraft to identify magic item properties
Languages Abyssal, Celestial, Common, Draconic, Elven, Halfling, Infernal, Orc, Sylvan
SQ elven magic, force of will
Other Gear longbow, longsword, headband of vast intelligence +2 , 1,690 gp, 3 sp, 3 cp
Controller Associated School: Enchantment
Dazing Touch (8/day) (Sp) As a standard action, touch dazes foe for 1 rd, if HD <= wizard level.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Force of Will (Su) 60' telepathy with those you have charmed or dominated.
Greater Spell Focus (Enchantment) +1 to the Save DC of spells from one school.
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.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Transmutation You must spend 2 slots to cast spells from the Transmutation school.