Elven Wizard (Foresight) 5 Archmage 2
Str 8 (8=-2pts)
Dex 14 (16) +3 (14=5 pts +2 racial)
Con 10 (12=2pts - 2 racial)
Int 23 +6 (16=10pts, +2 racial, +1 at 4th +2 enhancement +2 MT2)
Wis 10
Cha 10
HP = 35 (6 + 4*4=16 +5 favored + 3+3)
Bab +2
Init +4
Fort 2=+1b+0con+1res
Ref 5=+1b+3dex+1res
Will 5=+4b+0wis+1res
Feats
W1: Scribe Scroll
1: Arcane Strike
3: Spell Focus: Evocation
5: Weapon Finesse
W5: Craft Wondrous Item
MF1: Arcane Strike
Specials
Arcane Bond: Item (Mother’s Ring)
Arcane School: Divination
Banned Schools: Necromancy, Illusion
Prescience (Su): At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Forewarned (su): You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1).
Cantrips
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
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 onSpellcraft skill checks made to identify the properties of magic items.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Hard to Kill
Mythic Flaw: Insanity
Mythic Power (5/day), d6
Archmage Arcana:Magic Strike
Amazing Initiative
1 Mythic Spell: Scorching Ray
Feat of Intelligence
Skills (7*5+5)
Perception (headband) (5r+2 racial)=7
Spellcraft (5r, 6int, 3class)=14
Survival (5r, 0 wis)=5
Stealth (5r, 3 dex)=8
Knowledge: History (5r, 6int, 3class)=14
Knowledge: Arcana (4r, 6int, 3class)=13
Craft: Leatherworking (1r, 6int, 3class)=10
Knowledge: Planes (1r, 6int, 3class)=10
Knowledge: Dungeoneering (1r, 6int, 3class)=10
Knowledge: Engineering (1r, 6int, 3class)=10
Knowledge: Geography (1r, 6int, 3class)=10
Knowledge: Local (1r, 6int, 3class)=10
Knowledge: Nobility (1r, 6int, 3class)=10
Knowledge: Religion (1r, 6int, 3class)=10
Linguistics (1r, 6int, 3class)=10
Ride (1r, 3 dex)=4
UMD +1 trait (1r, 0 cha, 3class, 1 trait)=5
Common, Elven, Goblin, Draconic, Orc, Sylvan, Celestial, Gnome, Thassilonian
Traitsx2
Dangerously Curious (UMD is class skill, +1)
Courageous (+2 vs Fear)
Spells per day
0: 4/day DC 16 (17 evocation)
1: 3+2/day DC 17 (18 evocation)
2: 2+2/day DC 18 (19 evocation)
3: 1+1/day DC 19 (20 evocation)
Spellbook
0x(all but illus, nec) Prestidigitation,
1x9 Comprehend Languages, True Strike, Expeditious Retreat, Mage Armour, Mount, Burning Hands, Magic Missile, Disguise Self, Shocking Grasp
2x4 Detect Thoughts, See Invisibility, Scorching Ray, Resist Energy
3x2 Arcane Sight, Haste, Fireball
Items 10500
spell comp pouch 5
spellbook 15
+1 Rapier M/w 2320
Composite Longbow, M/w 400
200 Arrows 10
Headband intellect +2 4000
Cloak Resistance +1 1000
Boots Winterland 2500
Compass 10
Buy Haste and write in spellbook 135
105gp