Male Human (Chelaxian) Wizard 1
LN Medium Humanoid (human)
Init 2; Senses Perception +1


AC 12, touch 12, flat-footed 10 (2 Dex)
hp 6 (1d6)
Fort 0, Ref 3, Will 3


Speed 30 ft.
Melee Quarterstaff +1 (1d6
Wizard Spells Prepared (CL 1):
1 (2/day) Summon Monster I, Magic Missile, Mage Armor
0 (at will) Resistance, Acid Splash, Light


Str 12, Dex 14, Con 10, Int 17, Wis 13, Cha 8
Base Atk 0; CMB 1; CMD 13
Feats Arcane Strike, Scribe Scroll, Spell Focus (Conjuration)
Traits Hedge Magician, Scholar of the Ancients
Skills Appraise 7, Fly +6, Knowledge (arcana) +8, Knowledge (history) +8, Knowledge (planes) +7, Spellcraft +7
Languages Common, Daemonic, Draconic, Infernal, Thassilonian
SQ acid dart (6/day), arcane bonds (objectquarterstaff [1/day]), heart of the streets, opposition schools (divination, illusion), specialized schools (conjuration), summoner’s charm (
1 rds)
Combat Gear Scroll of Magic Missile, Scroll of Magic Missile; Other Gear Quarterstaff, Backpack (3 @ 9 lbs), Bedroll, Belt pouch (1 @ 0.36 lbs), Ink, black, Parchment (10), Scroll case (12 @ 0 lbs), Spell component pouch, Spellbook, Waterskin, 11 GP, 7 SP

Special Abilities

Acid Dart (6/day) (Su) 30’ Ranged touch attack deals 1d6+0 Acid damage.
Arcane Bond (Quarterstaff) (1/day) (Sp) Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level).
Arcane Strike As a swift action, add 1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Conjuration The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Divination You must spend 2 slots to cast spells from the Divination school.
Heart of the Streets +1 AC while adjacent to at least two allies. Crowds do not count as difficult terrain.
Hedge Magician Magic item gp costs -5%.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summoner’s Charm (
1 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).

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