(CR 04) Male Half Elf Wizard 5

The following material is Open Game Content from a 3PP Source

Male Half-elf Wizard 5 (Universalist) CR4
CG medium humanoid (elf, human)
Init +2; Senses Low-light vision; Perception +3
DEFENSE
AC 13, touch 12, flat-footed 11 (+1 armor, +2 Dex)
hp 28 (5d6+5)
Fort +1, Ref +3, Will +5; +2 against enchantment spells or effects
OFFENSE
Spd 30 ft.
Melee silver dagger, masterwork +3 (1d4)
Melee dagger, masterwork +3 (1d4)
Ranged crossbow, light +4 (1d6)
Spells Prepared (CL 5th, +4 ranged touch):
3rd – copycat*, deep slumber, suggestion
2nd – alter selfB, daze monster, detect thoughts, friendly face*, touch me not*
1st – awe*, identify, mage armor, magic missile, peep hole*, sleepB
0 – acid splash, daze, detect magic, prestidigitation, read magic
Spell-like Abilities (CL 5th):
Once per day – charm person
Note: He receives a +2 bonus to the DC of the enchantment spells he casts
STATISTICS
Str 10, Dex 14, Con 11, Int 17, Wis 13, Cha 12
Base Atk +2; CMB +2: CMD +14
Feats Brew Potion, College Trained Spellcaster, Enchantment University Post Graduate, Enchantment University Graduate, Scribe Scroll, Skill Focus (Perform (dance))
Skills Appraise +10, Knowledge (arcana) +12, Knowledge (history) +10, Knowledge (local) +10, Perception +3, Perform (dance) +6, Spellcraft +12, Stealth +3
Languages Auran, Common, Draconic, Elven, Sylvan
SQ Arcane bond, cantrips, elven immunities, keen senses, school powers
Combat Gear Bolts, crossbow (10), crossbow, light, dagger, masterwork, potion of cure light wounds, potion of mace hand*, potion of spell sight*, scroll of lizardskin*, silver dagger, masterwork; Other Gear backpack, bracers of armor +1, belt pouch (2), bonded object (amulet), explorer’s outfit, inkpen, noble’s outfit, parchment (15 sheets), scroll case, spell component pouch, spellbook
Spellbook contains all prepared spells plus the following: 0 – all; 1st – animate rope, erase, floating disk; 2nd –protection from arrows, scorching ray; 3rd – major image, wall of light*
SPECIAL ABILITIES
Hand of the Apprentice (Su) Six times per day, as a standard action, he can cause his melee weapon to fly from his grasp and strike a foe up to 30 ft. away. This attack is treated as a ranged attack with a thrown weapon, except he adds his Intelligence modifier (+3) to the attack roll instead of his Dexterity modifier.
If he hits, damage bonuses still rely upon his Strength bonus. he cannot use Hand of the Apprentice to
perfom a combat manuever.

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