Male Elf Wizard 1
N Medium Humanoid (Elf)
Init +4; Senses Low Light Vision; Perception +5 (+7 near familiar); Familiar Perception +9
Defense
AC 13; Touch 12; Flat-Footed 11; (+2 Dex; +1 Armor)
HP 16 (2d6+4)
Fort +1; Ref +2; Will +4 (+2 vs enchantment)
Immune: Sleep
Offense
Speed 30 ft
Space 5 ft; Reach 5 ft
Melee +1 Club (1d6)
Ranged +3 Light Crossbow (1d8 19-20)
Range increment 80ft, 20 bolts
Acid Dart +2 ranged (30ft) touch (1d6+1 acid), 7/day
Spells Prepared (CL 1st Concentration +6 {+8 to cast defensively and against spell resistance})
1st —Grease (DC 16); Enlarge Person; Silent Image (DC 15); Color Spray (DC 15)
0 —Detect Magic; Dancing Lights; Prestidigitation; Ghost Sound (DC 14)
Statistics
Str 11, Dex 14, Con 12, Int 18, Wis 12, Cha 10
Base Atk +0; CMB +0; CMD 12
Feats Scribe Scroll (Wizard Bonus); Spell Focus (Conjuration)
Traits: Student of Philosophy; Reactionary
Skills: Knowledge (Arcana) +8; Knowledge (The Planes) +8; Perception +5; Linguistics +9; Diplomacy +9; Spellcraft +9 (+11 identifications); Knowledge (Dungeoneering) +8; Knowledge (Nature) +8 Racial Modifiers: +2 Perception +2 Spellcraft identifications
Languages Common, Elven, Celestial, Draconic Goblin, Sylvan, Undercommon, Abyssal
Combat Gear Light Crossbow, 20 bolts, Club, Armored Kilt,
Other Gear Spell Component Pouch; Spellbook; Scrolls, Protection from Evil, Comprehend Languages, Ant Haul; Scroll Case; Backpack; Bedroll; Trail Rations x2; Waterskin; Pencils, 3; Parchment, 10 sheets; Chalk, red, green, white x3, blue; Whistle; Flint and Steel; Empty Vials, 2 steel, 1 glass; Soap; String, 50 ft; Torch, 25 GP
Arcane School abilities:
Favored School Conjuration, opposed schools Necromancy and Enchantment
Summoner's Charm (Su)
Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.
Acid Dart (Sp)
As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This attack ignores spell resistance.