Statistics
HP: 16
AC: 14
Touch: 14
Flat-Footed: 10
Initiative: +4
Speed: 30 ft
Base Attack Bonus: +0
Melee: -1
Ranged: +4, +5 if within 30 feet
Combat Maneuver Bonus: -1
Combat Maneuver Defense: 13
Fort: +2
Ref: +6
Will: +2
Skills:
Artistry (Shadow Puppetry): +9 = 2 Ranks, +4 Int, +3 Class Skill Bonus
Climb: +2 = -1 Str, +3 Class Skill Bonus
Disable Device: +11 = 2 Ranks, +4 Dex, +3 Class Skill, +2 Circumstance
Escape Artist: +9 = 2 Ranks, +4 Dex, +3 Class Skill
Knowledge (Arcana): +9 = 2 Ranks, +4 Int, +3 Class Skill Bonus
Knowledge (Nature): +9 = 2 Ranks, +4 Int, +3 Class Skill Bonus
Perception: +5 = 2 Ranks, +3 Class Skill
Sense Motive: +5 = 2 Ranks, +3 Class Skill
Sleight of Hand: +9 = 2 Ranks, +4 Dex, +3 Class Skill
Spellcraft: +9 = 2 Ranks, +4 Int, +3 Class Skill Bonus
Stealth: +9 = 1=2 Ranks, +4 Dex, +3 Class Skill
Swim: +2 = -1 Str, +3 Class Skill Bonus
Feats:
Scribe Scroll
Point-Blank Shot
Hero Points: 1
Class Features:
Arcane Bond: Theodemar has a branch of an 8000-year old Awoken Oak, that was the protector of an ancient civilization of elves. It functions as a club, and is his Arcane Bonded item.
Evocation School, Admixture Subschool:
Intense Spells:
Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1).
Sneak Attack: +1d6
Trapfinding: Theodemar adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device skill checks (Currently +1). He can use Disable Device to disarm magic traps.
Versatile Evocation:
When Theodemar casts an evocation spell that does acid, cold, electricity, or fire damage, he may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them. He can use this ability a number of times per day equal to 3 + his Intelligence modifier.
Racial Traits:
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Weapon Familiarity: Theodemar is proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows.
Favored Class Option:
Wizard: Theodemar adds +1/2 to the number of uses per day of Versatile Evocation (+1/2 so far).
Spells In Spellbook
Cantrips: All
1st Level: Blend, Mage Armor, Magic Missile, Recharge Innate Magic, Reduce Person, Shocking Grasp, Vanish
Spells Prepared
Cantrips: Acid Splash, Detect Magic, Ghost Sound, Light
1st Level: Blend, Mage Armor, Shocking Grasp
Traits
High Elf: You are not sure why, but the Sovyrian natives consider you among their kin. You skip the initial screening with flying colors and are given a place to live among the spires. Your alternative racial traits will not be held against you during the screening and you start the game with 200 additional gold in Sovyrian currency. Sovyrian natives are indifferent to you (normally are unfriendly).
Magical Knack: Theodemar's caster level in the Wizard Class gains a +2 trait bonus as long as this bonus doesn't raise his caster level above his current Hit Dice.
Resilient: Theodemar gains a +1 trait bonus on Fortitude saves.
Equipment:
Adventurer's Sash
Backpack
Backpack, Masterwork
Bedroll
Belt Pouch
Cold-Weather Outfit
Compact Spellbook
Flint and Steel
Hot Weather Outfit
Ink
Inkpen
Iron Pot
Mess Kit
Peasant's Outfits, 4
Soap
Spell Component Pouch
Spellbook
Thieves' Tools, Masterwork
Torches (10)
Trail Rations (5 days)
Waterskin
Currency Carried:
200 Sovyrian GP
GP Expenditures:
200 GP in Starting Wealth
-100 for Masterwork Thieves' Tools
-50 for Masterwork Backpack
-21 for Wizard's Kit, Itemized Above
-20 for Adventurer's Sash
-8 for Cold-Weather Outfit
-.5 for Blanket
-.4 for 4 Peasant's Outfits
-.1 for Hammock