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Xander Telesphorus
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CG Medium Humanoid (Human) Wizard 1
Init +8 Perception +7
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DEFENSE
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AC 12 (+2 Dex, +0 Armor)
Hp 9
Fort +2, Ref +2, Will +2
Speed 20’
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OFFENSE
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Melee
Dagger -2 1D4-2 (Critical 19-20 x2)
Ranged
Light Crossbow +2 1D8 (Critical 19-20 x2)
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STATS
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Str 7, Dex 14, Con 14, Int 20, Wis 11, Cha 7
Base Atk +0; CMB -2; CMD +10
Feats: Spell Focus (Conjuration), Augment Summoning, Spell Specialization(Summon Monster 1), Alertness
Traits: Eyes and Ears of the City, Reactionary
Skills: Craft(Alchemy) 9, Handle Animal -1, Knowledge(Local) 9, Knowledge(Nature) 9, Knowledge(Arcana) 9, Linguistics 9, Perception 7, Spellcraft 9
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Features
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Bonus Feat: Humans select one extra feat at 1st level.
Skills: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail.
Spells: A wizard casts arcane spells drawn from the sorcerer/wizard spell list. A wizard must choose and prepare his spells ahead of time.
Arcane Bond: Familiar (Greensting Scorpion)
Arcane school: Teleportation, Opposition Schools: Necromancy, 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.
Shift (Su): At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Dimensional Steps (Sp): At 8th level, you can use this ability to teleport up to 30 feet per wizard level per day as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you.
Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposition school, but it uses up two of his available slots (see below).
Spell books: A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory.
Favored Class Wizard: +1HP
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Spells
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DC: 15+Spell Level
Level 0, 3, Detect Magic, Read Magic, Dancing Lights
Level 1, 3+1, Summon Monster I, Grease, Color Spray, Summon Monster I (S)
Character Sheet