Male Aasimar (Peri-Blooded) conjurer 1
None Medium outsider (native, peri-blooded)
Init 12, Senses darkvision (60 ft.); Perception +3
=========== DEFENSE ===========
AC 12, touch 12, flat-footed 10 (
2 Dex, ), Combat Expertise
hp 9 ((1d6)+3)
Fort +2, Ref +2, Will +2
Resistances acid 5, cold 5, electricity 5,
=========== OFFENSE ===========
Speed 30 ft.
Innate Spell-Like Abilities [i]pyrotechnics[/i] (DC 10,1/day),

=========== TACTICS ===========

=========== STATISTICS ===========
Str 9, Dex 14, Con 14, Int 18, Wis 10, Cha 9,
Base Atk +0; CMB -1; CMD 11
Feats Alertness, Combat Expertise, Combat Expertise (Flurry), Deadly Aim, Improved Initiative, Scribe Scroll
Skills Knowledge (Arcana) +8, Knowledge (History) +8, Knowledge (Local) +8, Knowledge (Planes) +10, Knowledge (Religion) +8, Linguistics(Abyssal) +8, Perception +3, Spellcraft +10,
Traits Reactionary, Riftwarden Orphan (Archmage),
Languages Abyssal, Celestial, Common, Draconic, Dwarven, Elven, Sylvan
SQ arcane bond, arcane school, cantrips, celestial language, celestial resistance, conjuration school, darkvision, divination opposition school, enchantment opposition school, familiar, familiar’s alertness ability active, shift, skilled, spell-like ability, summoner’s charm, +1 bonus feat (2x), ,
Combat Gear
Other Gear outfit (traveler’s), wizard’s kit, spellbook (wizard’s/blank), 49.0 gp
=========== SPECIAL ABILITIES ===========
Aasimar (Peri Blooded) Peri Blooded Aasimars Receive a +2 bonus to Intelligence and Charisma and a +2 bonus to Knowledge (planes) and Spellcraft checks. They can cast Pyrotechnics as a spell like ability.

Arcane Bond (Su) You have selected to establish a powerful arcane bond with a creature.

Arcane School

Background Skill (Knowledge (History), Linguistics)

Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. You can prepare a cantrip from a prohibited school, but it uses up two of your available slots.

Celestial Language (Ex) Aasimars speak Celestial.

Celestial Resistance (Ex) Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Conjuration School You have chosen to specialize in conjuration spells.

Darkvision See in the dark up to 60 ft.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Divination Opposition School You have chosen divination spells as an opposition school. Preparing an divination spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an divination spell as a prerequisite.

Enchantment Opposition School You have chosen enchantment spells as an opposition school. Preparing an enchantment spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an enchantment spell as a prerequisite.

Familiar A familiar grants special abilities to its master. These special abilities apply only when the master and familiar are within 1 mile of each other.

Familiar’s Alertness ability active (Ex) PC has a familiar that has the Alertness (Ex) ability and it is within arms’ reach, the master gains the Alertness feat.

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Resistance to Acid (Ex) You may ignore 5 points of Acid damage each time you take acid damage.

Resistance to Cold (Ex) You may ignore 5 points of Cold damage each time you take cold damage.

Resistance to Electricity (Ex) You may ignore 5 points of Electricity damage each time you take electricity damage.

Riftwarden Orphan (Archmage) You bear a strange birthmark on your body-something you’ve learned is the Sign of the Seeker’s Spiral, a rune associated with the secret society known as the Riftwardens. You’ve long felt magic in your blood, and casting spells comes easily to you. You gain a +2 trait bonus on concentration checks.

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. You can use this ability 7 times per day.

Skilled (Ex) Peri Blooded Aasimars receive a +2 bonus to Knowledge (planes) and Spellcraft checks.

Spell-Like Ability (Sp) Peri Blooded Aasimars can use pyrotechnics 1/day as a spell-like ability.

Summoner’s Charm (Su) When casting Conjuration (summoning) spells the duration is increased by 1 rounds.

Teleportation School

+1 Bonus Feat (2x) GM awarded PC with +1 feat.

=========== Spellbook (Wizard's/Blank) ===========
Wizard Spells



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