Elf Wizard, Conjurer 5; CR: 4; XP: 1,200; Elf wizard, conjurer 5 Align: CG; Medium humanoid (elf)
Init: +7; Senses: Low-light Vision, Perception +2
DEFENSE: ( ) = buffed; AC: 14 (18); TAC: 13 (13); FFAC: 11 (15); HD: 5d6+5; HP: 25; Saves: For: +2, Ref: +5, Will: +5; ; +2 saves vs. enchantments, Immune: sleep
OFFENSE: Speed: 30 ft.; Melee: quarterstaff +1 (1d6-1/x2); Ranged: light crosswbow +5 (1d8/19-20); Space: ; Reach: ;
Special Attacks:
Spell-Like Abilities:
9/day - shift
Wizard Spells Prepared: (CL 1st, concentration +10), +2 on CL checks to overcome SR
3rd - 2+1 - summon monster III B, fireball (DC 18), gloomblind bolts (DC 19)
2nd - 3+1- summon monster IIB (2), stone call (DC 18), summon swarm
1st - 4+1 - mage armorB, summon monster I (2), color spray (DC 16)
0 (at will) - 4 - acid splash, detect magic, read magic, light
Specialty School: conjuration Opposition Schools: enchantment, necromancy
Statistics: Str: 8; Dex: 16; Con: 10; Int: 20; Wis: 10; Cha: 13; BAB: +2; CMB: +1; CMD: 14
Feats: Scribe ScrollB, Spell Focus (conjuration), Augment Summoning, Improved Initiative, Craft Wondrous Items
Skills: Wizard (2+Int): Appraise (Int)(c), Craft ( ) (I)(c), Fly (D)(c) +12, Knowledge (Arcana) (I*)(c) +13, Knowledge (Dungeoneering) (I*)(c), Knowledge (Engineering) (I*)(c), Knowledge (Geography) (I*)(c), Knowledge (History) (I*)(c), Knowledge (Local) (I*)(c), Knowledge (Nature) (I*)(c), Knowledge (Nobility) (I*)(c), Knowledge (Planes) (I*)(c) +13, Knowledge (Religion) (I*)(c) +9, Linguistics (I*)(c) +13, Perception (W) +2, Profession ( ) (W*)(c), Spellcraft (I*)(c) +13 Racial Modifiers: +2 Perception,+2 Spellcraft when Identifying
Special Abilities:
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.
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.
Languages: Common, Elven, Aklo, Aquan, Auran, Ignan, Abyssal, Infernal, Terran, Draconic, Sylvan
Special Qualities: elven magic (+2 on CL checks to overcome SR, +2 Spellcraft when identifying), keen senses (+2 Perception), weapon familiarity (proficient with longbows, longswords, rapiers, shortbows, and "elven" weapons), wizard (arcane bond (amulet), arcane school, cantrips, Scribe Scroll)
Environment:
Organization:
Treasure: NPC Gear (Spellbook (1st - Air Bubble (conj), Alarm, Animate Rope, Burning Hands, Color Spray, Comprehend Languages, Cultural Adaptation, Expeditious Retreat, Grease (conj), Identify, Icicle Dagger (conj), Mage Armor (conj), Magic Missile, Magic Weapon, Mount (conj), Obscuring Mist (conj), Summon Monster I (conj), Unseen Servant (conj); 2nd - Create Pit, Glitterdust, Stone Call, Fox's Cunning, Summon Monster II, Summon Swarm; 3rd - Dispel Magic, Fireball, Gloomblind Bolts, Summon Monster III), Scrolls - 1st - comprehend languages, cultural adaptation, expeditious retreat, grease, mage armor, mount, obscuring mist, 2nd - fox's cunning, glitterdust (30), stone call (2), summon swarm, 3rd - dispel magic (2), gloomblind bolts), potion of cure moderate wounds (2), cloak of resistance +1, amulet of natural armor +1, +2 headband of vast intelligence (Knowledge (religion), 105gp