Harsk

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229 posts. Alias of Kolfinna.


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Don't know if anyone said it but.

Barbarian/Scarred Witch Doctor.

A full Caster with 1d12 hit dice that uses CON to cast and can boost Hex Strength with Rage.


Alright here are some idea and suggestions and facts. Not all of these require eachother. I've used these for older characters.

1:Assuming the 9 strength is a typo, you're fine. If not, swap charisma and strength. You may lose points on intimidate but doing damage matters more.
2:Half Orcs are a little better at intimidating due to their racial bonus and their favored class bonus, but Half Elves can grab exotic weapon proficiency easily. I would recommend a good holy weapon or a Fauchard, failing that get a Opalescent White Ioun stone at earliest opportunity to gain proficiency in a 18-20 weapon.
3:Get a bludgeoning weapon or get the Blade of Mercy feat for nonlethal shenanigans.
4:Get Enforcer feat or Torture domain for huge intimidate/nonlethal shenanigans.
5:Get CORNUGON SMASH which is a free intimidate every time you use power attack, requires 6 intimidate.
6:Hook up Dazzling Display and Shatter Defenses as soon as they're available.
7:Get the Blistering Invective Spell
8:Enchant your weapon with "Cruel" first, as it adds sickened on top of shaken.


Magi get a spell called Force Hook Change, which is pretty much how Thor Flies in the comics. I recently did a Dwarven Magus with the Black Blade Archetype that was reflavored to use hammers instead, with Force Hook change he basically WAS Thor, albeit shorter and smarter.

For a pure Thor build I'd do a Strength Based Black Blade Magus/Cabalist(for Cha use, probably with celestial, maestro, or Imperious Bloodlines) that uses a Warhammer or some other hammer variant. Obvious the Hammer use and Cabalsit is 3rd party, but the mechanics work without the two, the black hammer and cha based stuff is just for better flavor.

Force Hook change is basically spot on how Thor Flies and the best abilities Magi get are lightning based.

For the Mythical Thor, he'd probably either be the above magus build or an Inquistor/Paladin(Sacred Servant) with the Rage or a Weather based domain(etc) domain. Likely tossing in Eldrich Heritage for either Celestial or Elemental Bloodlines, or both.


It's always better to power up baddies than power down NPC's. I must admit that modern d20 players are a bit spoiled when it comes to stats, and it's always painful to stat a cleric or monk when you want to not be mentally disabled.

I recommend 25 point buy with no stat allowed to be below 10 before racial adjustment and no stat above 18 after racial adjustment for characters.

For baddies I recommend increasing the number of opponents and taking judicious use of flanking and making sure they block the "Boss" character.
Boss encounters never work like paizo thinks they do in AP's since it's often two martials flanking the one megabeast who can't get a full round attack off before it's dead. Caster bosses who have fly tend to do well against parties that are bad at tactics, but bosses should either be far, far above the strength of the party(ie a 16 HH mutated bear with double HP) if they don't have magic, or be heavily supported by allied mooks.


I remember something about how Zen Archer's can't flurry and rapid shot, but Sohei can. I think that also means that a normal Monk can Rapid Shot and Flurry with a Shuriken, which is actually pretty awesome and I think it outmodes the 1d2 damage.

Alright here's what you want to do.

Get the feats Point Blank Shot, Rapid Shot, Precise Shot, Deadly Aim, Weapon Focus, Snap shot, Improved Snap Shot in that order. Get the feat Combat Reflexes from your Monk Bonus Feats, and try to get the Feat Distance Thrower and the Distance enchant on your Shuriken to get them to a distance of 30 feet, which is about where you want to be since it's in PBS' sweet spot. Take note that without a Blink-Back Belt, your Shiruken will be destroyed once they hit the target and their magic will go away. Once you get a Blink Back Belt you can(with negotiations with your DM because for some reason Shuriken are ammunition) have ONE shuriken that you enchant with everything you want, and thus its a must have.

For Stats, Emphasize them in this order. Strength/Dex>Wisdom>Constitution>Int>Cha. Strength is a bit higher here since you want to get the static damage of your thrown weapon as high as possible.

Now if you're a Ninja this is a little different. Use your Rogue Talents to get as many combat feats as you can before you have to get ki talents(Forgotten Trick, Flurry of Stars, and Vanishing Tricks are great). Feat wise you do the same as before, except now you have to blow feats on Two Weapon Fighting(which stacks with Rapid Shot) as well as the ranged feats. You have a higher potential for damage than the monk, but you need more preparation. You won't be able to sneak attack by yourself until level 10 because its very hard to make people flatfooted against ranged attacks, so make sure someone in the party has Hold Person and similiar spells, otherwise you're a really crappy monk.

Stat Wise Emphasize Dex>Charisma/Strength>Wisdom>Intelligence. You want more dexterity than the monk since it's harder for you to hit than him, and you need less strength because of sneak attack.

Item wise you still want a Blink Back Belt, and now you need Sniper Goggles for both damage and the ability to sneak attack beyond 30 feet. At high levels consider taking the Celestial Obedience feat(and be Lawful Good) and worshipping Tanagaar, the Empyreal Lord of Watchfulness and Owls. At 20th level you get the Hunter's Edge ability which gives you 3 more sneak attack dice(13d6) and every sneak attack dice does +2 damage, which means with sniper goggles you'll be doing around 8 attacks that do 13d6+26 damage. Rather nice, albeit very late in the game.


Well if you get reincarnated you could come back as a bugbear and get some pretty awesome stat bonuses.

Yeah, first bet is get killed and get someone to cast Raise Dead on you. Second is to dip 3 levels into fighter. I'm not 100% sure, but shoulder greater remove curse help him out here too?


If it's kingmaker, couldn't the player who's character is the monarch simply levy a hefty tax on that player's business practices?

Could distribute the wealth more evenly then.


Hmm. I get the father's sword thing, but aren't masterwork weapons made masterwork via a "Masterwork Component" and thus you could add one two an existing item? If not, I'd see that as the problem.

Also that player is obviously a dickish idiot, too. Everyone knows that PC parties operate as communist units, we're all in it together and we share everything.

Everything.

He's essentially not using his spells for the benefit of the party, which every other caster would do for him. Talk to the DM to make the player pay up, because that's just plain dumb.


You got that at the worst possible level for a gunslinger too.

Though I think if I drew that card as a caster I'd just kill myself and get resurrected.

How much money does Raise Dead cost? It might be worth it here.

EDIT:Okay dude, 5k and a scroll of restoration is a lot better than dealing with losing class levels, even for a martial.

That trench fighter archetype is also really stupid if the two things stack, so perhaps you could dick over your DM by doing it, but I wouldn't allow it myself.


Why bring it up with your GM? You're in the party, just benefit from it.

Amass a massive amount of money and get decked out in crazy armor.

Also if anything the problem here isn't blood money, it's spells like masterwork transformation and fabricate.


A lot of the breaker spells are fun, but one isn't.

Find the Path.

That spell is lame AND breaks the game


What about a Dwarf with a Boulder Helmet, Armor spikes, and a Dwarven Longhammer?


You can still have them have an evil culture without being inherently evil. I don't like the idea of something having free will but unable to be nice at all.


Well I didn't know there were smelling salts that, when used with a caster with a familiar, can basically be die-hard for free.


A level 16 Monk could pull it off with the Quicken Spell-Like Ability feat on his Dimension Door ability, thus granting him pounce. Though if I'm reading it correctly he'd need to take the feat at level 17 to make it work with dimension door unless he got a bonus feat at 16 or could retrain his 15th level feat.

Though the dimensional assault feat makes that largely irrelevant, but you could still get quicken spell-like for your qiggong abilities earlier.


I can bump here, right? Bump.


Hello there Paizo Boardians, I was hoping to get some information on various locations around there, Goka, Kaoling, Quain, and Lingshen especially.

Looking at this map http://fc06.deviantart.net/fs71/f/2012/329/3/d/fan_made_golarion_map_by_cru nkrogers-d5l4hkt.jpg I see a few...interestingly named Locations, such as
"House of 1,000 Silks", "Cradle of Immortality, and "Emperor's Footprint"

I figure the Emperor's Footprint is some sort of crevass, the Cradle of Immortality a temple of some sort, and the House of 1,000 silks to be some sort of massive Brothel. I'm also hoping one of you has a more detailed and inclusive map of the area so I have a bit more to work with before I start brewing up my own locations.

So is there anything I should know about this area? Books to read, important names to know, local monsters? Is The Iron Mountain an area for Dwarves? The Dragon Shrine a kobold or Dragon Disciple controlled area? What sorts of names do the Hobgoblins of Kaoling have, and how do they get along with their neighbors? I'm assuming "Mongol" and "Like Mongols" but...

I should be able to fill in the gaps myself but any help is appreciated.


I already love this guide but here's something to add the prestige classes section.

Magaambyan Arcanist to get a Good Aura(and some sweet druid spells like 4th level flame strike)

Then? Then? A few levels of Pathfinder Savant to get the Paladin Spell Litany of Righteousness.

Then Magaambyan Arcanist gives you an ability called "Lasting Goodness" which allows the effects of spells with the Good descriptor to last rounds/MA level. So say that's 4 rounds. Thats FOUR rounds of DOUBLE DAMAGE to all your blasts. All of them. And you can cast it on other members of your party, too.

All of that requires being Good aligned but still.

Bonus points is that Savant gives use magic device as a class still so.

Also don't forget a dazing snap dragon fireworks or a familiar with dazing burning gaze on them.


Nothing wrong with a DM being given some cigarettes or a pizza to make a game run smoother.

Or like "Oh s*!* I forgot my pen. First person who finds it gets 1k gold.


Would being able to spontaneously cast domain spells, cure/inflicts, or Summon Nature's Ally count for the requirements?


Eh, there are prestige classes that do that better.


Since you're doing a ninja you're already playing one of the weaker classes, so nobody should think you're OP.

I say you should be fine.

If you want to play a caster you could get the magical knack trait to take the hurt off of being a level behind


I take weapon focus because it's required for a lot of really really good feat chains.

Like the Dazzling Display chain.


There's a spell called Mending and a spell called Make Whole that fixes a lot of the destroyed gear problems go away.


I actually really like that idea, it makes Hellknights much more viable.


You get Scribe Scroll as a wizard, which is a crafting feat.

EDIT:Err read that wrong. I guess so, it would depend on the build.

In that case you may want to go in as a Forgemaster cleric.


Invisible Blade lets them do full attacks with Vanishing Trick though, It's greater invisiblity for 50+rounds aday.


Vanishing Trick, Invisible Blade, Forgotten Trick and a massive ki pool.

The ONLY reason to play a pure rogue is disabling magical traps, which several classes can do and do it much better.


Well assuming you COMBINE the above prestige classes, I'd recommend going dazing spell evoker, the main issue being that until level 5 all your feats are pre chosen, since you'd need 1)Spell Mastery 3)Scholar and 5)Magical Aptitude. 3 feats to became an insanely good mystic theurge I'd say is worth it, even if you take into consideration the wizard bonus feats you're losing at higher levels.

If you want evocation(since the admixture school doesn't need to scale with your PrC's unlike say, the void school) I'd grab dazing around level 9, intensify at level 11, and empower at level 13 so you qualify for Spell Perfection at level 15. Then of course grab maximize or quicken at level 17 and 19.

If you want conjuration you're of course going to want Spell Focus Conjuration, Augment Summons, and then Superior Summons.

Both ideas would warrant Spell Focus and Improved Familiar, though remember your feat requirements. Improved Familiar is just freaking amazing.

Now you can also go into Pathfinder Savant as a cleric or Oracle. It'd be the same feats but you grab different spells.

For Savant spells I recommend Gallant Inspiration from Bard, Litany of Righteousness from Paladin (if you go in as cleric or put at least one level into Magaambyan/Collegiate Arcanist), and Ill Omen(from the witch list...assuming you don't go in as a witch)

Another hit for Magaambyan/Collegiate Arcanist is this ability

SRD wrote:
Lasting Goodness (Su)At 3rd level, all of a Collegiate arcanist's spells with the good descriptor have their durations extended by a number of rounds equal to her class level. A spell with a duration of concentration, instantaneous, or permanent isn't affected by this ability.

Now combine that with Litany of Righteousness and put it on the party.

In total, you can go Wizard then the Arcanist and Savant, or Cleric/Druid/Oracle/etc then into Savant. Only Wizards can go into Magaambyan Arcanist due to a poorly designed feat restriction for spell mastery.


Here's two classes I really like
Pathfinder Savant
http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/a-b/pathfinder -savant You're going to want to go in with magical knack, but essentially every level you gain a spell from ANY spell list. Pay particular attention to the Bard, Ranger, and Paladin lists, but every list has something you'll want, especially(if you go in as a wizard) to grab Heal and Restoration

Collegiate Arcanist

http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/c-d/magaambyan -arcanist

You're a wizard who gains a druid spell a level and eventually gets the entire good domain on your spell list.

Combining the two would actually not be that bad of an idea, since Collegiate Arcanist gives the good descriptor and you can get Litany of Righteousness from the Savant


Have you considered Myrmidarch Magus?


Are you set on Mystic Theurge? A cleric or wizard can prestige into Pathfinder Savant that does much the same thing as the theurge in a much better way.


As a DM I'd allow someone to take, say, fast musket.

But RAW I don't think it works that way.


Ask your DM if you can repurpose catfolk claws for your purposes. Basically makes it an enchantable weapon with a built in +1 bonus to hit.


Ditch Shot on the run and dodge, get Many shot, Snap Shot, Combat Reflexes, and Improved Snap shot.

Though if you can only get shot on the run from your ranger thing, that's fine.


When you're doing a two handed character, especially a fighter, you're gonna want a tactical gimmick that's not just hitting things with your weapons. You already have the trip feats and a trip weapon, so that's one gimmick(and a great one). I suggest going one of two routes for your not hit things feats
1:Intimidate Build
Pump intimidate sky high and grab Weapon Focus, Dazzling Display, Cornugon Smash, and Shatter Defenses. Grab a +1 Cruel Weapon. Make -everyone- you fight shaken and sickened. Casters will love you. Eventually you'll be targeting flat footed opponents all the time(level 7 or 8).
2:In the Blood

For this one you're going to want a good CHA, say 14/16, eventually 17.
Grab the feats Skill Focus and Eldritch Heritage. For two feats you can get a Familiar that can help you flank and can use wands to buff you(pump up its UMD and you're set) Thematically the Orc Bloodline would work fantastically for you and be great for damage as well.

A feat to look out for this one(aside from all three levels of Eldritch Heritage and Skill Focus:Survival) is Quickened Spell-Like ability for Touch of Rage.

A good archetype for your guy would be Two Handed Fighter for Raw Damage and Lore Warden for the Tripping. Sadly they don't stack, but both work for your Scythe.


A sword Saint Samurai with a +1 Cruel Katana will do wonders with a -4 to nearly everyone's saving throws.
Give 'em cornugon smash and shatter defenses and you're set.


Being a gnome may not be wonders for your point buy, but their favored class bonus completely fixes the Archaelogist Bard's performance times/day


Try to get 13 strength eventually for power attack, but even then try to get a pair of guided brass knuckles or get weapon finesse.

Get the feats Crane style, Crane Wing, and Crane Riposte and pump up your AC as high as possible.


Yes


Actually the Inquisitor does get Invisibility and vanish.


I believe the abyssal bloodline has a very good summon ability as it's level 15 power.


Why Weapon Expertise?


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Get a wand of Mage Armor on the Monk at all times.


The trip does not do damage but Frostbite is a spell of yours that does nonlethal. Just channel that through the whip.


Non 18-20 weapons usually are bad for Magi, though if you want to be "roguey" and use a whip, go Kensai 20/20.

You look like a rogue and use a whip.


Barbarian/Scarred Witch Doctor. You use CON to cast, rage raises your Hex DC's, and you have a d12 hit die.

Gunslinger/Sohei Monk, Flurry of Bullets!

Magus/Inquisitor
Ninja/Paladin


A wizard maxing out acrobatics is actually pretty damn amazing for casting spells when threatened.


The one thing you want as a duelist is martial weapons, esp a two hander.


3 is usually enough. It lets the 3/4 BaB classes get power attack and the like, and it avoids the constant TPK's from bad rolls level 1 has.

About Pixie Rogue

Glenna, Halfling Sorceress:

Female Halfling sorcerer 4
CG small humanoid (halfling)
Init +4; Senses Perception +4,
Languages Common, Elven, Halfling

AC 15, touch 15, flat-footed 11
hp 22 (4HD)
Fort +3, Ref +6, Will +7, +2 vs. fear
Resistances Electricity 10,

Ranged touch attack (in 30') +8 (damage varies, +1 PBS)
Ranged touch attack (outside 30') +7 (damage varies)
Crossbow +1 (in 30') +9 (1d6+2, 19-20)
Crossbow +1 (outside 30') +8 (1d6+1, 19-20)

Speed 20 ft. (4 squares)
Face 5 ft. Reach 5 ft.
Base Atk +2; CMB +0; CMD 14
Special Actions Elemental Ray (1d6+2, 7/day, 3 used),
Known Sorcerer Spells (CL 4th):
2nd (4/day, 0 used) - web (DC 16)
1st (7/day, 0 used) - enlarge person (DC 15) , mage armor (DC 15) , magic weapon (DC 15) , ray of enfeeblement (DC 15) , burning hands (electricity) (DC 15)
0th (at will) - acid splash , dancing lights , detect magic , disrupt undead , ghost sound (DC 14) , prestidigitation (DC 14)

Abilities Str 9, Dex 18, Con 12, Int 12, Wis 14, Cha 18
Special Qualities Bloodline Arcana, Cantrips, Elemental Bloodline (Air), Fearless, Halfling Luck, Keen Senses, Sure-Footed, Weapon Familiarity,
Feats Eschew Materials, Point-Blank Shot, Precise Shot, Simple Weapon Proficiency
Skills Acrobatics +6, Acrobatics (Jump) +2, Appraise +6, Bluff +4, Climb +1, Craft (Untrained) +1, Diplomacy +4, Disguise +4, Escape Artist +4, Fly +6, Heal +2, Intimidate +4, Knowledge (Arcana) +7, Knowledge (Planes) +9, Perception +4, Perform (Untrained) +4, Ride +4, Sense Motive +2, Spellcraft +8, Stealth +13, Stealth (In hilly or rocky areas) +14, Survival +2, Swim -1, Use Magic Device +9,

Gear Light Crossbow +1 (small), 5 bolts

Bloodline Arcana Whenever you cast a spell that deals energy damage, you can change the type of damage to electricity. This also changes the spell's type to Electricity.

Cantrips You learn a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.

Elemental Bloodline (Air) The power of the elements resides in you, and at times you can hardly control its fury. This influence comes from an elemental outsider in your family history or a time when you or your relatives were exposed to a powerful elemental force.

Elemental Ray (Sp) You can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6+2 points of electricity damage You can use this ability 7 times per day.

Fearless (Ex) Halflings receive a +2 racial bonus on saving throws against fear. This bonus stacks with the bonus granted by Halfling Luck.

Halfling Luck (Ex) Halflings receive a +1 racial bonus on all saving throws.

Highlander (hills or mountains) You were born and raised in rugged badlands or hills, and you've become something of an expert at evading the predators, monsters, and worse that haunt the highlands. You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.

Keen Senses (Ex) Halflings receive a +2 bonus on Perception skill checks.

Resistance to Electricity (Ex) You may ignore 10 points of Electricity damage each time you take electricity damage.

Scholar of the Great Beyond (Knowledge (Planes)) Your great interests as a child did not lie with current events or the mundane-- you have always felt out of place, as if you were born in the wrong era. You gain a +1 trait bonus on Knowledge (History) and Knowledge (Planes) checks, and Knowledge (Planes) is always a class skill for you.

Sure-Footed (Ex) Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.

Weapon Familiarity (Ex) Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.

Kerrdremak:

Male Kobold adept 3
None small humanoid (reptilian, reptilian)
Init +1; Senses Darkvision (60 ft.), Perception +6,
Languages Draconic

AC 13, touch 12, flat-footed 12
hp 13 (3HD)
Fort +3, Ref +2, Will +5
Weaknesses Light Sensitivity,

Speed 30 ft. (6 squares)
Face 5 ft. Reach 5 ft.
Base Atk +1; CMB +0; CMD 11

Abilities Str 10, Dex 13, Con 11, Int 10, Wis 15, Cha 12
Special Qualities Crafty, Familiar, Light Sensitivity,
Feats Alertness, Combat Casting, Simple Weapon Proficiency
Skills Acrobatics +1, Bluff +1, Diplomacy +1, Disguise +1, Escape Artist +1, Fly +3, Heal +7, Intimidate +1, Perception +6, Perform (Untrained) +1, Ride +1, Sense Motive +4, Spellcraft +5, Stealth +5, Survival +7,

Crafty (Ex) Craft (Traps) and Stealth are always class skills for a kobold.
Familiar A familiar grants special abilities to its master. These special abilities apply only when the master and familiar are within 1 mile of each other.
Light Sensitivity (Ex) You are dazzled in areas of bright sunlight or within the radius of a daylight spell.

Kobold Warrior:

Male Kobold warrior 1
None small humanoid (reptilian, reptilian)
Init +1; Senses Darkvision (60 ft.), Perception +5,
Languages Draconic

AC 15, touch 12, flat-footed 14
hp 5 (1HD)
Fort +2, Ref +1, Will -1
Weaknesses Light Sensitivity,

Speed 30 ft. (6 squares)
Melee spear (small) (two handed) +1 ((two handed) 1d6-1/x3)
Ranged spear (small/thrown) +3 (1d6-1/x3)
Ranged sling (small) +3 (1d3-1)
Face 5 ft. Reach 5 ft.
Base Atk +1; CMB -1; CMD 10

Abilities Str 9, Dex 13, Con 10, Int 10, Wis 9, Cha 8
Special Qualities Crafty, Light Sensitivity,
Feats Armor Proficiency, Heavy, Armor Proficiency, Light, Armor Proficiency, Medium, Martial Weapon Proficiency, Shield Proficiency, Simple Weapon Proficiency, Skill Focus (Perception), Tower Shield Proficiency
Skills Acrobatics +1, Bluff -1, Climb -1, Craft (Traps) +6, Diplomacy -1, Disguise -1, Escape Artist +1, Fly +3, Heal -1, Intimidate -1, Perception +5, Perform (Untrained) -1, Ride +1, Sense Motive -1, Stealth +5, Survival -1, Swim -1,
Possessions spear (small); leather (small); Sling (Small) ;

Crafty (Ex) Craft (Traps) and Stealth are always class skills for a kobold.
Light Sensitivity (Ex) You are dazzled in areas of bright sunlight or within the radius of a daylight spell.

Winter, animal companion from Darkmoon Vale thread:

Medium Animal (Tiger)
Perception +2
Initiative +7

AC 14 = +1 [natural]+3 [dexterity]
hp 24 (3d8+3)
Saves F4 R6 W3

BAB +2
Speed 40'
Bite +3 (1d6+1),
2 claws +3 (1d4+1)
CMB +5, CMD 16

Str 13, Dex 17, Con 13, Int 2, Wis 15, Cha 10

SA rake +3 (1d4+1)
SQ low-light vision, scent
Feats Agile Maneuvers, Improved Initiative

Laucian Galanodel:

Elven Illusionist (favored) 3
Neutral
Init +2: +2 [dexterity]
Senses Perception +2
Low-light Vision
Speed 30 ft
Daily Abilities
Blinding Ray (Standard action; Fire a shimmering ray at any foe within 30' as ranged touch attack; Target of 3HD or less is blinded for 1 round. Target of more than 3HD is dazzled for 1 round.) 5/6 uses remaining
+2 racial bonus to concentration when casting defensively
+2 racial bonus to spell penetration to overcome spell resistance

Prepared spells:
Dancing Lights
Detect Magic
Mage Hand
Open/Close
Charm Person (1st, DC 14)
Color Spray (1st, DC 15) (used)
Disguise Self (1st, DC 15)
Ventriloquism (1st, DC 15)
Minor Image (2nd, DC 16)
Minor Image (2nd, DC 16)
Mirror Image (2nd)

DEFENSE
AC 12, touch 12, flat-footed 10 (Dex +2)

CMD 13 (10, BAB +1, Dex +2)

hp 19 (3d6 [wizard]+0 [Con]+2 [favored]) wounds 0

Save
Fort +1: [+1 wizard, +0 ability, +0 magic]
Ref +3: [+1 wizard, +2 ability, +0 magic]
Will +3: [+3 wizard, +0 ability, +0 magic]
+2 racial saving throw bonus against enchantment spells and effects

OFFENSE
Base Atk +1; CMB +1
Melee quarterstaff +1 (1d6, 20/x2)

STATS, FEATS & SKILLS
Statistics STR 11, DEX 15, CON 10, INT 17, WIS 11, CHA 16
Feats Spell Focus (illusion) (1st), Scribe Scroll (Class bonus - 1st), Eschew Materials (3rd)

Traits & Abilities Low-light Vision, Immune to Sleep,
Arcane Bond (Su), Bonded Object (Quarterstaff), Cantrips, Specialization school (Illusion), Opposition schools (Divination, Necromancy), Elven Magic, Extended Illusion (Su), Weapon Familiarity

Skills
16 skill points: 15 (3*2+Int Mod(3)) WIZ + 1 (favored)
Class skills: Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).

Acrobatics +2: [+0 WIZ ranks, +2 Ability]
Acrobatics (Jump) +2: [+0 WIZ ranks, +2 Ability, +0 Speed]
Appraise +3: [+0 WIZ ranks, +3 Ability, +0 Class]
Bluff +6: [+3 WIZ ranks, +3 Ability]
Climb +0: [+0 WIZ ranks, +0 Ability]
Craft (any) +3: [+0 WIZ ranks, +3 Ability, +0 Class]
Diplomacy +3: [+0 WIZ ranks, +3 Ability]
Disguise +3: [+2 WIZ ranks, +3 Ability]
Fly +2: [+0 WIZ ranks, +2 Ability]
Heal +0: [+0 WIZ ranks, +0 Ability]
Intimidate +3: [+0 WIZ ranks, +3 Ability]
Knowledge (Arcana) +7: [+1 WIZ ranks, +3 Ability, +3 Class]
Knowledge (Geography) +7: [+1 WIZ ranks, +3 Ability, +3 Class]
Knowledge (History) +7: [+1 WIZ ranks, +3 Ability, +3 Class]
Knowledge (Planes) +7: [+1 WIZ ranks, +3 Ability, +3 Class]
Linguistics (Orc) +7: [+1 WIZ ranks, +3 Ability, +3 Class]
Perception +2: [+0 WIZ ranks, +0 Ability, +2 Racial]
Perform (Act) +6: [+3 WIZ ranks, +3 Ability]
Perform (Untrained) +3: [+0 WIZ ranks, +3 Ability]
Ride +2: [+0 WIZ ranks, +2 Ability]
Sense Motive +0: [+0 WIZ ranks, +2 Ability]
Spellcraft +9: [+3 WIZ ranks, +3 Ability, +3 Class]
Spellcraft (identify)+11: [+3 WIZ ranks, +3 Ability, +3 Class, +2 Racial]
Stealth +2: [+0 WIZ ranks, +2 Ability]
Survival +0: [+0 WIZ ranks, +0 Ability]
Swim +0: [+0 WIZ ranks, +0 Ability]

Languages Common, Elven, Gnoll, Gnome, Goblin, Orc

Combat Gear:
Other Gear (carried):

Encumbrance 36.0 lb
Light Load 38
Medium Load 39 - 76
Heavy Load 77 - 115

References: Elven Racial Traits+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Elves have a base speed of 30 feet.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. See Chapter 7.
Elven Immunities: Elves are immune to magic sleep effects and get 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 skill checks.
Arcane Focus: Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

References: Alternate favored class bonusElven Wizard: Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard’s Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power.