Corwin Avelard
Male human (Chelaxian) evoker (admixture[APG]) 2 (Pathfinder RPG Advanced Player's Guide 143)
LG Medium humanoid (human)
Init +1;
Senses Perception +3
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (2d6+4)
Fort +1,
Ref +1,
Will +7
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee cold iron dagger +1 (1d4/19-20) or
. . quarterstaff +1 (1d6)
Special Attacks intense spells (+1 damage)
Evoker Spells Prepared (CL 2nd; concentration +6)
. . 1st—burning hands (DC 17), grease, mage armor, shocking grasp
. . 0 (at will)—detect magic, light, prestidigitation, ray of frost
. .
Opposition Schools Enchantment, Illusion
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Statistics
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Str 10,
Dex 12,
Con 12,
Int 18,
Wis 16,
Cha 14
Base Atk +1;
CMB +1;
CMD 12
Feats Greater Spell Focus (evocation), Scribe Scroll, Spell Focus (evocation)
Traits missing son or daughter, theoretical magician
Skills Acrobatics -2 (-6 to jump), Knowledge (arcana) +9, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (planes) +9, Knowledge (religion) +8, Linguistics +9, Profession (teacher) +8, Spellcraft +11
Languages Ancient Osiriani, Azlanti, Common, Draconic, Infernal, Thassilonian
SQ arcane bond (ring), versatile evocation
Combat Gear wand of acid splash (25 charges);
Other Gear cold iron dagger, quarterstaff,
arcane bond ring, bedroll, belt pouch, chalk (2), chalkboard[APG], flint and steel, ink, inkpen, mess kit[UE], paper (20), pot, scroll box[UE], scroll case, scroll case, soap, spell component pouch, torch (10), trail rations (5), waterproof bag[UE], waterskin, wizard starting spellbook, hireling, dagger, 13 gp
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Special Abilities
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Admixture Associated School: Evocation
Arcane Bond (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Intense Spells (+1 damage) (Su) Evocation spells deal listed extra damage.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Versatile Evocation (7/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.