Nefrai (perrinmiller)

===Basic Information===
 Race: Elf
 Class: Wizard (Conjurer)
 Level: 3
 Experience: 3,450 XP (TNL 6K)
 Alignment: Neutral
 Languages: Common
 Deity: Various
 First Seen: [link The Dunn Wright Inn]
 Currently: In progress
===Abilities===
* Please indicate Racial and Level Adjustments
STR: 08 -1 (-2 pts) 
DEX: 16 +3 (05 pts); +2 Racial
CON: 12 +1 (05 pts); -2 Racial
INT: 18 +4 (10 pts); +2 Racial
WIS: 10 +0 (00 pts)
CHA: 12 +1 (02 pts) 
===Combat Statistics===
* Please specify the nature of Special and Miscellaneous Adjustments
(Max-2) HP: 20 = [3d6(14) + CON(3) + FC(3)] (Wizard-3) 
 AC: 13 = [10 + DEX(3) + ARM(0) + NAT(0) + Dodge(0) + Other(0)]
 AC Touch: 13 = [10 + DEX(3) + Dodge(0) + Other(0)]
 AC FF: 10 = [10 + ARM(0) + NAT(0) + Other(0)]
 Mage Armor: AC 17, Flat-footed AC 14
 INIT: +13 = [DEX (3) + Trait (2) + Feat (4) + Familiar (4)]
 BAB: +1 = [Wizard(1)]
 CMB: +0 = [BAB(1) + STR(-1) + Misc (0)]
 CMD: 29 = [10 + BAB(8) + STR(6) + DEX(2) + Dodge(1) + Other(0)]
 Fortitude: +11 = [Wiz(3) + CON(3) + Misc(0)$]
 Reflex: +10 = [Wiz(1) + DEX(2) + Misc(0)$]
 Will: +9 = [Wiz(1) + WIS(0) + Misc(0)$]
 Speed: 30' 
 DR: 00/Any
 SR: 00
 Spell Fail: 00
$ = +2 Saves vs. Enchantments, Immune to Magic Sleep
===Weapon Statistics===
* Please specify the nature of Special and Miscellaneous Adjustments
Situational Bonuses:
Melee:
 Dagger: Attack: +0 = [BAB(1) + STR(-1) + Misc(0) + Magic(00)]
 Damage: 1d4-1, Crit: 19-20/x2, Range: 10', Special: Pierce
Ranged:
 Acid Dart(7/day) Attack: +4 = [BAB(1) + DEX(3) + Misc(0) + Magic(00)]
 Damage: 1d6+1, Crit: x2, Range: 30', Special: Acid,
 Ignores SR, Ranged Touch, 30ft Max Range
 Lt Crossbow Attack: +4 = [BAB(1) + DEX(3) + Misc(0) + Magic(00)]
 Damage: 1d8, Crit: 19-20/x2, Range: 80', Special: Pierce
 Dagger: Attack: +4 = [BAB(1) + DEX(3) + Misc(0) + Magic(00)]
 Damage: 1d4-1, Crit: 19-20/x2, Range: 10', Special: Pierce
Concentration: +11 = [CL(3) + INT(4) + Trait(2) + Race(2)] 
===Racial Features===
 Ability Adjustments: +2 (Dex), +2 (Int), -2 (Con)
 Size: Medium
 Speed: 30'
 Favored Class: Wizard (+1 hp, taken three times)
 Low light vision: see 2x as far in low light
 Elven Magic: +2 vs SR, +2 on Spellcraft to ID items
 Elven Immunities: immune to magic sleep, +2 on save vs enchantment spells
 Keen Senses: +2 on Perception
 Arcane Focus: +2 Concentration Checks
===Class Features===
Wizard (Conjurer) (Favored Class)
 Armor/Weapons: No Armor
 Proficient with the club, dagger, heavy crossbow, light
 crossbow, and quarterstaff
 Bonus Feats: Spell Focus Conjuration
 Arcane Bond: Familiar (Green Scorpion) +4 Initiative
 Arcane School: Conjuration (1 Conjuration spell/day for each spell level)
 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.
 Current +1 Round Duration
 Acid Dart (Sp): As a standard action you can unleash an acid dart
 targeting any foe within 30 feet as a ranged touch attack.
 The acid dart deals 1d6 points of acid damage + 1 for every
 two wizard levels you possess. You can use this ability a
 number of times per day equal to 3 + your Intelligence
 modifier. This attack ignores spell resistance.
 Current: 7 Uses/Day & Damage 1d6+1
 Dimensional Steps (Sp): At 8th level, you can use this ability to
 teleport up to 30 feet per wizard level per day as a standard
 action. This teleportation must be used in 5-foot increments
 and such movement does not provoke an attack of opportunity.
 You can bring other willing creatures with you, but you must
 expend an equal amount of distance for each additional
 creature brought with you.
Opposition schools: Necromancy/Enchantment: require 2 spell slots per spell
===Feats===
Spell Focus (Wizard Bonus 1st Level): Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Augment Summoning (General 1st Level): Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.
Improved Initiative (General 3rd level): +4 Initiative
===Traits===
Reactionary: +2 Initiative
Focused Mind +2 Concentration
===Skills===
* Please specify the nature of Miscellaneous or Special Adjustments.
* Skills with a blank 'Total' may not be used untrained.
Skill Points: 18 = [(Class(2) + INT(4))*Level + FC(0)] (Wizard 3)
Skills Total Rank CS Ability ACP Misc
Acrobatics +3 0 0 3 -0 +0
Appraise +8 1 3 4 +0
Bluff +1 0 0 1 +0
Climb -1 0 0 -1 -0 +0
Craft ( ) +4 0 0 4 +0
Diplomacy +1 0 0 1 +0
Disable Device 0 0 3 -0 +0
Disguise +1 0 0 1 +0
Escape Artist +3 0 0 3 -0 +0
Fly +7 1 3 3 -0 +0
Handle Animal 0 0 1 +0
Heal +0 0 0 0 +0
Intimidate +1 0 0 1 +0
Knowledge (Arcana) +10/12 3 3 4 +0
Knowledge (Dngnrng) 0 * 4 +0
Knowledge (Engnrng) 0 * 4 +0
Knowledge (Geography) 0 * 4 +0
Knowledge (History) +8/10 1 3 4 +2 with book
Knowledge (Local) +8/10 1 3 4 +2 with book
Knowledge (Nature) 0 * 4 +0
Knowledge (Nobility) 0 * 4 +0
Knowledge (Planes) +8/10 1 3 4 +2 with book
Knowledge (Religion) +8/10 1 3 4 +2 with book
Linguistics +10 3 3 4 +0
Perception +5 3 0 0 +2 racial
Perform ( ) +1 0 0 1 +0
Profession ( ) 0 * 0 +0
Ride +3 0 0 3 -0 +0
Sense Motive +1 0 0 0 +0
Sleight of Hand 0 0 3 -0 +0
Spellcraft +10/12 3 3 4 +2* racial
Stealth +3 0 0 3 -0 +0
Survival +0 0 0 0 +0
Swim -1 0 0 -1 -0 +0
Use Magic Device 0 0 1 +0
* = Elves get bonus to ID magic item
===Spells Prepared===
 Caster Level: 3
 Cantrips (at will) 
 * Prestidigitation
 * Jolt
 * Read Magic
 * Detect Magic
 Level 01 4+B/Day
 * Mage Armor (Conj) 
 * Silent Image (Illus DC15)
 * Grease (Conj DC16)
 * Color Spray (Illus DC15)
 * Summon Monster I (Conj-Bonus)
 Level 02 2+B/Day
 * Glitterdust (Conj DC17)
 * Major Image (Illus DC16)
 * Summon Monster II (Conj-Bonus)
===Spellbook===
Cantrips
 * Read Magic (Divination - 1 pg)
 * Detect Magic (Divination - 1 pg)
 * Prestidigitation (Universal - 1 pg)
 * Light (Evocation - 1 pg)
 * Jolt (Evocation - 1 pg) 
 * Ghost Sound (Illusion - 1 pg)
 * Mage Hand (Transmutation - 1 pg)
 * Open/Close (Transmutation - 1 pg)
 * Resistance (Abjuration - 1 pg)
1st Level (9 Free)
 * Endure Elements (Abjuration - 1 pg)
 * Protection from Chaos/Evil (Abjuration - 1 pg)
 * Shield (Abjuration - 1 pg)
 * Grease (Conjuration - 1 pg)
 * Mage Armor (Conjuration - 1 pg)
 * Summon Monster I (Conjuration - 1 pg)
 * Unseen Servant (Conjuration - 1 pg)
 * Identify (Divination - 1 pg)
 * Comprehend Languages (Divination - 1 pg)
 * Magic Missile (Evocation - 1 pg) (Added -35gp)
 * Color Spray (Illusion - 1 pg) (Added -35gp)
 * Silent Image (Illusion - 1 pg) (Added -35gp)
 * Vanish (Illusion - 1 pg) (Added -35gp)
 * Ant Haul (Transmutation - 1 pg) (Added -35gp)
 * Enlarge Person (Transmutation - 1 pg) (Added -35gp)
 * Feather Fall (Transmutation - 1 pg) (Added -35gp)
 * Reduce Person (Transmutation - 1 pg) (Added -35gp)
2nd Level (2 Free)
 * Glitterdust (Conjuration - 2 pg)
 * Summon Monster II (Conjuration - 2 pg)
 * Minor Image (Illusion - 2 pg) (Added -190gp)
 
===Equipment===
Equipment Cost Weight
Explorer's Outfit 00 lb
Dagger (2) 2 gp 1 lb
Light Crossbow 35 gp 4 lb
 Bolts (20) NT 2 lb
Handy Haversack 2000 gp 5 lb
*Center compartment (8 cubic feet & 80 lbs)
 Large water proof bag (2) 4 gp ( 4 lb)
 -Bedroll 0.1 gp ( 5 lb)
 -Blanket 0.2 gp ( 1 lb)
 -Winter blanket 0.5 gp ( 3 lb) 
 Water proof bags (2) empty 1 gp ( 1 lb)
 Sacks, empty (2) 0.2 gp ( 1 lb)
 Crowbar 2 gp ( 5 lb)
 Bolt cutters 6 gp ( 5 lb)
 Torches (2) 0.02 gp ( 2 lb)
 +1 Mithral Breast plate 5200 gp (15 lb)
 Grappling hook 1 gp ( 4 lb)
 Climber's Kit 80 gp ( 8 lb) 
 Courtier's Outfit 30 gp ( 6 lb)
 Traveler's Outfit 1 gp ( 5 lb)
 Hot Weather Outfit 8 gp ( 4 lb)
 Cold Weather Outfit 8 gp ( 7 lb)
 Sub-total (76 lb)
*Left Side compartment (2 cubic feet & 20 lbs) 
 Water proof bags (2) Books 1 gp ( 1 lb)
 -Book of Geography (+2) 50 gp ( 2 lb)
 -Book of Local Lore (+2) 50 gp ( 2 lb)
 -Book of Nobility (+2) 50 gp ( 2 lb)
 -Book of Arcana (+2) 50 gp ( 2 lb)
 -Book of Dungeoneering (+2) 50 gp ( 2 lb)
 -Trail rations (3 days) NT gp ( 3 lb)
 Anti-toxin (2 vials) 100 gp ( 0 lb)
 Anti-plague (2 vials) 100 gp ( 0 lb)
 Potion of CMW 300 gp ( 0 lb)
 Wand of CLW (18 charges) 270 gp ( 0 lb)
 Periscope 20 gp ( 4 lb)
 Thunderstones (1) 30 gp ( 1 lb)
 Whetstone 0.02 gp ( 1 lb)
 Sub-total (20 lb)
*Right Side compartment (2 cubic feet & 20 lbs)
 Liquid Ice (2 flasks) 80 gp ( 4 lb)
 Rope, Silken (100ft) 20 gp (10 lb)
 Merchant's Scale 2 gp ( 1 lb)
 Waterskin 1 gp ( 4 lb)
 Compass 10 gp ( ½ lb)
 String/twine (50ft) 0.01 gp ( ½ lb) 
 Sub-total (20 lb)
Scroll Case NT ½ lb
Spell Component Pouch 5 gp 2 lb
Belt Pouch NT ½ lb
 Ink pen NT 0 lb
 Ink Vial 8 gp 0 lb
 Total Weight: 104½ lb Light Encumbrance
 Light Medium Heavy 
Max Weight: 0-26 27-53 54-80
6 days Trail Rations NT
Waterskin NT 
Category:In Progress/Character
===Finances===
PP: 0 Gems/Jewelry/Other:
GP: 3900 
SP: 0 ===============
CP: 0 Career Earnings: GP
 
 Start-up Character: 150 GP
 14 DMC 3,750 GP
 Carried Inventory: -x,xxx GP 
 Living Conditions: -100 GP
 Consumed or Destroyed: -470 GP
 ============ 
 Coinage: xxx
Average (100 gp): Small apartment in Venza. Does not track nonmagical
 expenditures of 1 gp or less.
Consumables used or destroyed
 adding Magic Missile to spell book 25+10 gp
 adding Color Spray to spell book 25+10 gp
 adding Silent Image to spell book 25+10 gp
 adding Vanish to spell book 25+10 gp
 adding Ant Haul to spell book 25+10 gp
 adding Enlarge Person to spell book 25+10 gp
 adding Feather Fall to spell book 25+10 gp
 adding Reduce Person to spell book 25+10 gp
 adding Minor Image to spell book 150+40 gp
 ===========
 470 gp
===Details===
 Size: Medium
 Gender: Male
 Age: 22
 Height: 5' 10"
 Weight: 135 lbs
Hair Color: Black
 Eye Color: Brown
Skin Color: White
Appearance: Attractive elven male with light skin and with a very slender
 athletic build. Brown eyes and curly dark brown hair. Good
 physical conditioning and agile, but not very strong looking.
 Demeanor: Nefrai likes to seek knowledge. But he is pragmatic and
 intelligent enough to realize that is not always possible when
 he must study his arcane arts. He can be friendly and sociable,
 but has learned to be less revealing about himself and protecting
 his secrets. While he is willing to help people in need and tends
 to believe the best of them, all too often he has missed the
 seeing obvious and has been taken advantage of in his younger
 years. Being an elf, he learned to be pragmatic and practical as
 he thinks things through, intolerant of those that try to rush 
 ahead. While not very pious, he respects the teachings of several
 deities not really worshipping any one of them more than the
 others.
===Background===
TBD
===Familiar: Mixel===
 Greensting Scorpion, Tiny vermin
 Init: +3; Senses: darkvision 60 ft.; Perception +4
 STATISTICS
 Str 3, Dex 16, Con 10, Int 7, Wis 10, Cha 2
 Base Atk +1; CMB +2; CMD 8 (20 vs. trip)
 DEFENSE
 AC: 20, touch 15, flat-footed 17 (+3 Dex, +4 natural, +2 size)
 HP: 10 (1/2 Nefrai)
 Fort +2, Ref +3, Will +2 (Nefrai's Base)
 Special: Immune mind-affecting effects
 OFFENSE
 Speed 30 ft.
 Melee: Sting +6 (1d2–4 plus poison)
 Space 2-1/2 ft.; Reach 0 ft.
 Poison (Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds;
 effect sickened for 1 round; cure 1 save.)
 Feats: Weapon Finesse, Improved Evasion
 Skills: Climb +7, Perception +10 (Nefrai's Ranks & CS), Stealth +15; 
 Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
 SPECIAL ABILITIES
 * The master of a greensting scorpion familiar gains a +4 bonus on
 Initiative checks.
 * Alertness (Ex): While a familiar is within arm's reach, the master
 gains the Alertness feat.
 * Improved Evasion (Ex): When subjected to an attack that normally allows
 a Reflex saving throw for half damage, a familiar takes no damage if it
 makes a successful saving throw and half damage even if the saving throw
 fails.
 * Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
 * Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
 * Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
===Typical Summons===
Summon Monster I Stat-Blocks
List of Summon Monster II Choices 
===Adventure Log===
 Spending 7 DMC: 1,470 XP (7 XP*210 days)
 1,260 GP (6 gp*210 days)
 Spending 6 DMC: 1,890 XP (11 XP*210 days)
 1,890 GP (11 gp*210 days)
 Spending 1 DMC: 450 XP (15 XP*30 days)
 510 GP (17 gp*30 days) 
 Running Total XP: 3,900 XP
===Level Ups===
 Level 2: On creation
 Class: Wizard - 2
 BAB: +0 to +1
 Fort: +0 to +0
 Ref: +0 to +0
 Will: +2 to +3
 Feat: None
 Features: None
 Spells: +2 Spells to Spellbook; +1 Cantrip & 1st level spells/day
 Added: 
 HP: Max-2 = 1d6(4) + 1(Con) +1FC = +6HP -> 14
Skill Pts: +6 = +2(Wizard) +4(Int) +6(Old Total) = 12
 Spent on: Know Arcane, Know Local, Know History, Linguistics, Perception,
 Spellcraft
 Mixel HP: +3 (1/2 Nefrai's) -> 7
 Mixel's Perception: +1 Rank for Perception -> +9
 Level 3: On creation
 Class: Wizard - 3
 BAB: +1 to +1
 Fort: +0 to +1
 Ref: +0 to +1
 Will: +3 to +3
 Feat: Improved Initiative (Gen 3rd)
 Features: Deliver Touch Spells Through Familiar
 Spells: +2 Spells to Spellbook; +2 2nd level spells/day
 Added: 
 HP: Max-2 = 1d6(4) + 1(Con) +1FC = +6HP -> 20
Skill Pts: +6 = +2(Wizard) +4(Int) +12(Old Total) = 18
 Spent on: Know Arcane, Know The Planes, Know Religion, Linguistics, Perception,
 Spellcraft 
 Mixel HP: +3 (1/2 Nefrai's) -> 10
 Mixel Increases: +1 INT -> 7; +1 Nat AC
 Mixel's Perception: +1 Rank for Perception -> +10
===Approvals===
*Approval (date) (Judge) level 3
*Approval (date) (Non-Judge) level 3
Category:In Progress/Character