Wayland
Human Wizard (Diviner); Opposition Schools Conjuration, Enchantment
N Medium Humanoid
Deity: Nethys
Alternate Racial Traits:Focused Study
Init +4;
Perception +4
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DEFENSE
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AC 14,
touch 13,
flatfooted 11 (+3 Dex, +1 Armor)
HP 12 (1d6+6)
Fort +3,
Ref +3,
Will +2
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OFFENSE
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Speed 30 ft.
Melee Dagger +0 (1d4/19-20) or Whip -4 (trip/disarm)
Ranged Light Crossbow +3 (1d8/19-20), Dagger +3 (1d4/19-20), or Bolas -1 (trip)
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STATISTICS
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Str 10,
Dex 16,
Con 14,
Int 16 (18),
Wis 10,
Cha 10
BAB +0;
CMB +1;
CMD 13
Feats
1: Scribe Scroll (B), Skill Focus (Perception), Toughness
Traits Caravan Guard, Resilient
FCB Wizard +1 Hit Point
Skills (6 per level)
Knowledge (Arcana) 1 +8
Knowledge (Local) 1 +8
Knowledge (Nature) 1 +8
Spellcraft 1 +8
Perception 1 +4
Survival 1 +5
Background Skills
Knowledge (Geography) 1 +8
Appraise 1 +8
Languages Common, Skald, Hallit, Giant, Tien
Equipment
Spell component pouch, Spellbook, Dagger, Bolas, Whip, Backpack, Waterskin, Bedroll, Cold Weather Outfit, Silken Ceremonial Armor, bonded ring (total cost 54 GP)
Remaining: GP
Special Forewarned (always act in surprise round, +1 Init), Diviner's Fortune (+1, 7/day), Arcane Bond (ring)
Spells Prepared
0-level (3): Detect Magic, Open/Close, Light
1st-level (2+1): True Strike, Feather Fall, Shield
Spells Known
0: Resistance, Detect Magic, Detect Poison, Grasp, Read Magic, Dancing Lights, Flare, Light, Ray of Frost, Spark, Bleed, Disrupt Undead, Touch of Fatigue, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation
1: Alarm, Burning Hands, Feather Fall, Protection from Evil, Shield, True Strike, Vanish