Male Human (Taldan) Wizard 2
NG Medium humanoid (human)
Init +0; Senses Perception +0


AC 10, touch 10, flat-footed 10
hp 14 (2d6+4)
Fort +1, Ref +0, Will +3


Speed 30 ft.
Melee quarterstaff +2 (1d6+1)
Wizard Spells Prepared (CL 2nd; concentration +7):
1st-bungle (x2) [S] (DC 17), charm person (DC 17), color spray (x2) (DC 15)
0 (at will)-detect magic, light, ray of frost, read magic


Str 12, Dex 10, Con 12, Int 18, Wis 11, Cha 14
Base Atk +1; CMB +2; CMD 12
Feats Fast Learner, Greater Spell Focus (enchantment), Spell Focus (enchantment)
Traits desperate resolve, mediator
Skills Bluff +4, Diplomacy +5, Intimidate +4, Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (planes) +9, Linguistics +9, Spellcraft +9
Languages Abyssal, Celestial, Common, Daemonic, Draconic, Elven, Thassilonian
SQ arcane bonds (arcane bond [object]), dazing touch, specialized schools (enchantment)
Combat Gear potion of cure light wounds (3), alchemist’s fire (2)
Other Gear quarterstaff, – arcane bond amulet -, pathfinder chronicle, spellbook, wizard’s kit, 140 PP, 24 GP

Special Abilities

Arcane Bond (Amulet) (1/day) (Sp) Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level).
Dazing Touch (7/day) (Sp) Touch attack dazes foe for 1 rd, if HD <=>
Greater Spell Focus (Enchantment) +1 to the Save DC of spells from one school.
Lust (Enchantment) The enchanter uses magic to control and manipulate the minds of his victims.
Mediator +1 DC for [charm/compulsion] effects that result in peaceful acts & don’t give ongoing control.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.


Pathfinder Society San Antonio Dragnmoon