Veris the Spiteful
Elf Wizard 1
LE Medium Humanoid (elf)
Init +8;
Senses low-light vision; Perception +1
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Defense
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AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 7 (1d6+1)
Fort +1,
Ref +4,
Will +3; +2 vs. enchantments
Immune magic sleep;
Resist elven immunities
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Offense
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Speed 30 ft., shift (5') (8/day)
Wizard Spells Prepared (CL 1):
1 (3/day)
Mage Armor, Grease (DC 17), Obscuring Mist, Mount
0 (at will)
Read Magic, Detect Magic, Prestidigitation (DC 15)
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Statistics
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Str 7,
Dex 18,
Con 12,
Int 20,
Wis 11,
Cha 7
Base Atk +0;
CMB -2;
CMD 12
Feats Run (Fleet-Footed), Scribe Scroll, Spell Focus (Conjuration)
Traits High Treason, Reactionary
Skills Acrobatics +4 (+8 to jump with a running start), Craft (alchemy) +9, Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (nature) +9, Knowledge (planes) +9, Knowledge (religion) +9, Perception +1, Spellcraft +9 (+11 to determine the properties of a magic item), Use Magic Device -1
Languages Celestial, Common, Draconic, Elven, Gnoll, Goblin, Orc
SQ +4 bonus on initiative checks, arcane bonds (arcane familiar, scorpion, greensting), elven magic, empathic link with familiar, opposition schools (abjuration, enchantment), share spells with familiar, specialized schools (teleportation), summoner's charm (+1 rds)
Other Gear 150 GP
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Special Abilities
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+4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Elven Immunities +2 save bonus vs Enchantments.
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.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run (Fleet-Footed) 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.
Shift (5') (8/day) (Sp) Short-range teleport
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summoner's Charm (+1 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Teleportation Associated School: Conjuration
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Arcane Familiar
Scorpion, Greensting
LE Tiny Magical Beast ((vermin))
Init +3; Senses darkvision 60 ft.; Perception +5
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Defense
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AC 19, touch 15, flat-footed 16 (+3 Dex, +2 size, +4 natural)
hp 3 (1d8)
Fort +2, Ref +3, Will +2
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Offense
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Speed 30 ft.
Melee Sting (Scorpion, Greensting) +5 (1d2-4/x2)
Space 2.5 ft.; Reach 0 ft.
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Statistics
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Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2
Base Atk +0; CMB +1; CMD 7 (15 vs. Trip)
Feats Weapon Finesse
Skills Climb +7, Fly +7, Perception +5, Spellcraft +1, Stealth +15, Swim +3, Use Magic Device -3
Languages
SQ improved evasion, poison
Other Gear You have no money!
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison (Ex) Sting - injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.