Marcus Cole (Artur Hawkwing)

===Basic Information===
 Race: Half-Elf
 Class: Ranger 3, Wizard 2
 Level: 5
Experience: 10,008 XP (29 Jan 2013) (TNL 15K)
 Alignment: Chaotic-Good
 Languages: Common, Elven
 Deity: Puchindur
Background: Open
===Abilities===
* Please indicate Racial and Level Adjustments
STR: 14 +2 (05 pts)
DEX: 16 +3 (05 pts) (+2 Racial)
CON: 14 +2 (05 pts)
INT: 14 +2 (03 pts) (+1 Lvl 4)
WIS: 12 +1 (02 pts) 
CHA: 10 +0 (00 pts)
===Combat Statistics===
* Please specify the nature of Special and Miscellaneous Adjustments
(Max-2) HP: 46 = [3d10(26) + CON (2*3) + FC (1)] (Ranger 3)
 [1d06(8) + CON (2*2) + FC (1)] (Wizard 1)
 AC: 17 = [10 + DEX (3) + Armor (3) + Shield (0) + Natural (0) 
 + Size (0) + Dodge (1) + Misc (0)]
 AC Touch: 14 = [10 + DEX (3) + Size (0) + Dodge (1) + Misc (0)]
 AC Flatfooted: 13 = [10 + Armor (3) + Shield (0) + Natural (0) 
 + Size (0) + Misc (0)]
 INIT: +05 = [DEX (03) + Reactionary Trait (02)]
 BAB: +04 = [Ranger (03) + Wizard (01)]
 CMB: +06 = [BAB (4) + STR (2) + Misc (0)]
 CMD: 20 = [10 + BAB (4) + STR(2) +DEX (3) + Dodge (1) + Misc(0)]
 Fortitude: +05 = [Ranger (03) + Wizard (00) + CON (02) + Misc (00)]
 Reflex: +06 = [Ranger (03) + Wizard (00) + DEX (03) + Misc (00)]
 Will: +06 = [Ranger (01) + Wizard (03) + WIS (02) + Misc (00)]
 Speed: 30'
Damage Reduction: 00/Any
Spell Resistance: 00
 Spell Failure: 15%
===Weapon Statistics===
* Please specify the nature of Special and Miscellaneous Adjustments
+1 Composite Lbow: Attack: +09 = [BAB (04) + DEX (03) + Misc*(01) + Magic (01)]
(+2 STR) Damage: 1d08+3, Crit: 20/x3, Special: None
 Dagger: Attack: +06 = [BAB (04) + STR (02) + Misc (00) + Magic (00)]
 Damage: 1d04+2, Crit: 19-20/x2, Special: None
 Cestus: Attack: +06 = [BAB (04) + STR (02) + Misc (00) + Magic (00)]
 Damage: 1d04+1, Crit: 19-20/x2, Special: None, Off-Hand
 Sword, Short: Attack: +06 = [BAB (04) + STR (02) + Misc (00) + Magic (00)]
 (Cold Iron) Damage: 1d06+2, Crit: 19-20/x2, Special: Cold Iron
 
 * - Weapon Focus (Longbow)
===Racial Features===
Ability Adjustments: +2 (Any one ability at creation, chose Dexterity)
 Size: Medium
 Speed: 30'
 Favored Class: Ranger / Wizard (+1 skill point) thrice, (+1 HP) once
 Languages: Common and Elven. Dwarven via Linguistics.
 Low-Light Vision: Can see twice as far as Humans in conditions of
 dim light.
 Adaptability: Receive Skill Focus as a bonus feat at 1st Level.
 Elf Blood: Count as both Elves and Humans for any effect related
 to race.
 Elven Immunities: Immune to magic sleep effects and get a +2 racial 
 saving throw bonus against enchantment spells and
 effects.
 Keen Senses: Receive a +2 Racial bonus on Perception skill checks.
 Multitalented: Choose two Favored Classes at 1st Level and gain +1 HP
 or +1 Skill Point whenever they level in either one of
 those classes.
===Class Features===
Ranger
Armor/Weapons: All Simple and Martial Weapons, Light and Medium Armor, Shields
 with the exception of Tower Shields.
Favored Enemy: At first level, a Ranger selects a creature type from the ranger
 (Undead +2) favored enemies table. He gains a +2 bonus on Bluff, Knowledge, 
 Perception, Sense Motive and Survival checks against creatures
 of this selected type. Likewise he gets a +2 bonus on weapon
 attack and damage rolls against them. A ranger may make Knowledge
 skill checks untrained when attempting to identify these
 creatures. (Undead)
 Track: A Ranger adds half his level (minimum 1) to Survival skill checks
 made to follow or identify tracks.
 Wild Empathy: A Ranger can improve the initial attitude of an animal. This 
 ability functions just like a Diplomacy check to improve the
 attitude of a person. The Ranger rolls 1d20 and adds his Ranger
 Level and his Charisma bonus to determine the wild empathy check
 result. The typical domestic animal has a starting attitude of
 Indifferent, while wild animals are usually Unfriendly.
 To use Wild Empathy, the Ranger and the animal must be within 30
 feet of one another and under normal visibility conditions.
 Generally, influencing an animal in this way takes 1 minute, but,
 as with influencing people, it might take more or less time.
 The Ranger can also use this ability to influence a magical beast
 with an Intelligence score of 1 or 2, but he takes a -4 penalty
 on the check.
Combat Style: Archery. If the ranger selects archery, he can choose from the
 following list whenever he gains a combat style feat: Far Shot,
 Point Blank Shot, Precise Shot, and Rapid Shot. At 6th level, 
 he adds Improved Precise Shot and Manyshot to the list. 
 At 10th level, he adds Pinpoint Targeting and Shot on the Run to
 the list.
Endurance: You gain a +4 bonus on the following checks and saves: Swim 
 checks made to resist nonlethal damage from exhaustion; 
 Constitution checks made to continue running; Constitution 
 checks made to avoid nonlethal damage from a forced march; 
 Constitution checks made to hold your breath; Constitution 
 checks made to avoid nonlethal damage from starvation or thirst;
 Fortitude saves made to avoid nonlethal damage from hot or cold
 environments; and Fortitude saves made to resist damage from
 suffocation. You may sleep in light or medium armor without
 becoming fatigued.
Favored Terrain: At 3rd level, a ranger may select a type of terrain from 
 (Plains +2) Table: Ranger Favored Terrains. The ranger gains a +2 bonus
 on initiative checks and Knowledge (geography), Perception,
 Stealth, and Survival skill checks when he is in this terrain.
 A ranger traveling through his favored terrain normally leaves
 no trail and cannot be tracked (though he may leave a trail if
 he so chooses).
 At 8th level and every five levels thereafter, the ranger may
 select an additional favored terrain. In addition, at each
 such interval, the skill bonus and initiative bonus in any
 one favored terrain (including the one just selected, if so
 desired), increases by +2.
 If a specific terrain falls into more than one category of
 favored terrain, the ranger's bonuses do not stack; he
 simply uses whichever bonus is higher.
Specialist Wizard: Admixture Evocation
Armor/Weapons: Wizards are proficient with the club, dagger, heavy crossbow, 
 light crossbow, and quarterstaff, but not with any type of armor
 or shield. Armor interferes with a wizard's movements, which can
 cause his spells with somatic components to fail.
Arcane Bond: At 1st level, wizards form a powerful bond with an object or a 
 creature. This bond can take one of two forms: a familiar or a 
 bonded object. A familiar is a magical pet that enhances the 
 wizard's skills and senses and can aid him in magic, while a 
 bonded object is an item a wizard can use to cast additional 
 spells or to serve as a magical item. Once a wizard makes this
 choice, it is permanent and cannot be changed.
Arcane School: A wizard can choose to specialize in one school of magic, 
 gaining additional spells and powers based on that school.
 This choice must be made at 1st level, and once made, it cannot
 be changed. A wizard that does not select a school receives the
 universalist school instead.
 A wizard that chooses to specialize in one school of magic must
 select two other schools as his opposition schools, representing
 knowledge sacrificed in one area of arcane lore to gain mastery 
 in another. A wizard who prepares spells from his opposition 
 schools must use two spell slots of that level to prepare the 
 spell. For example, a wizard with evocation as an opposition 
 school must expend two of his available 3rd-level spell slots
 to prepare a fireball. In addition, a specialist takes a 
 –4 penalty on any skill checks made when crafting a magic item
 that has a spell from one of his opposition schools.
 Specialty School: Evocation
 Opposition Schools: Necromancy/Illusion
Cantrips: Access to Level 0 spells from CRB and APG
Spell Focus: Evocation - Choose a school of magic. Any spells you cast of
 that school are more difficult to resist. Benefit: Add +1 to
 the DC for all saving throws against spells from the school
 of magic you select. This replaces Scribe Scroll in LPF.
 Special: You can gain this feat multiple times. Its effects
 do not stack. Each time you take the feat, it applies
 to a new school of magic.
Intense Spells: Whenever you cast an evocation spell that deals hit point 
(Evoker) damage, add 1/2 your wizard level to the damage (minimum +1).
 This bonus only applies once to a spell, not once per missile
 or ray, and cannot be split between multiple missiles or rays.
 This bonus damage is not increased by Empower Spell or similar
 effects. This damage is of the same type as the spell. At 20th
 level, whenever you cast an evocation spell you can roll twice
 to penetrate a creature's spell resistance and take the better
 result.
Versatile Evocation (Su): When you cast an evocation spell that does acid,
 cold, electricity, or fire damage, you may change the damage
 dealt to one of the other four energy types. This changes the
 descriptor of the spell to match the new energy type. 
 Any non-damaging effects remain unchanged unless the new energy
 type invalidates them (an ice storm that deals fire damage might
 still provide a penalty on Perception checks due to smoke, but
 it would not create difficult terrain). Such effects are subject
 to GM discretion. You can use this ability a number of times per
 day equal to 3 + your Intelligence modifier.
 Times Per Day: 3 + INT (2) = 5. This replaces Force Missile.
===Feats===
Skill Focus (Racial): (Perception) You get a +3 bonus on all checks involving
 the chosen skill. If you have 10 or more ranks in that
 skill, this bonus increases to +6. 
 Dodge (1st Level): You gain a +1 dodge bonus to your AC. A condition that 
 makes you lose your Dex bonus to AC makes you lose the
 benefits of this feat.
 Point Blank Shot: You get a +1 bonus on attack and damage rolls with ranged
(Rgr Combat Style #1) weapons at ranges of up to 30 feet.
 Spell Focus (Wiz 1): Evocation - Add +1 to the DC for all saving throws
 against spells from the school of magic you select.
 This replaces Scribe Scroll in LPF.
 Weapon Focus: Longbow. You gain a +1 bonus on all attack rolls
 (Level 3) you make using the selected weapon.
 Precise Shot: You are adept at firing ranged attacks into melee.
 You can shoot or throw ranged weapons at an opponent
 engaged in melee without taking the standard –4 penalty
 on your attack roll.
 Note: Two characters are engaged in melee if they are 
 enemies of each other and either threatens the other.
===Traits===
 Reactionary (Combat): Gain a +2 trait bonus to Initiative checks.
Magical Knack (Magic): Pick a class when you gain this trait. Your
 Caster Level in that Class gains +2 Trait
 Bonus as long as this bonus doesn't increase
 your Caster Level higher than your current
 Hit Dice. Class- Wizard
===Skills===
* Please specify the nature of Miscellaneous or Special Adjustments.
* Skills with a blank 'Total' may not be used untrained.
Skill Points: 30 = [(Base(6)+INT(1)) x Level + FC(02)] (Ranger 3)
 + [(Base(2)+INT(1)) x Level + FC(01)] (Evoker 2)
Skills Total Rank CS Ability ACP Misc
Acrobatics 02 0 0 3 -1 +0
Appraise 02 0 0 2 +0
Bluff 00 0 0 0 +0
Climb 04 0 3 2 -1 +0
Craft ( ) 02 0 0 2 +0
Diplomacy 02 2 0 0 +0
Disable Device 0 0 3 -1 +0
Disguise 00 0 0 0 +0
Escape Artist 02 0 0 3 -1 +0
Fly 02 0 0 3 -1 +0
Handle Animal 05 2 3 0 +0
Heal 05 1 3 1 +0
Intimidate 00 0 0 0 +0
Knowledge (Arcana) 08 3 3 2 +0
Knowledge (Dngnrng) 08 3 3 2 +0
Knowledge (Engnrng) 0 0 2 +0
Knowledge (Geography) 07 2 3 2 +0
Knowledge (History) 0 0 2 +0
Knowledge (Local) 0 0 2 +0
Knowledge (Nature) 09 4 3 2 +0
Knowledge (Nobility) 0 0 2 +0
Knowledge (Planes) 0 0 2 +0
Knowledge (Religion) 0 0 2 +0
Linguistics 07 2 3 2 +0
Perception 12 3 3 1 +5 * **
Perform ( ) 00 0 0 0 +0
Profession ( ) 01 0 0 1 +0
Ride 02 0 0 3 -1 +0
Sense Motive 01 0 0 1 +0
Sleight of Hand 0 0 3 -1 +0
Spellcraft 09 4 3 2 +0
Stealth 04 2 0 3 -1 +0
Survival 06 2 3 1 +0
Swim 01 0 0 2 -1 +0
Use Magic Device 0 0 0 +0
* Keen Senses
** Skill Focus
===Spell Lists (Known)===
 Cantrips Level 01 Level 02
* Resistance * Mage Armor 
* Acid Splash * Magic Missile
* Detect Magic * Shocking Grasp
* Detect Poison 	 * Gravity Bow
* Read Magic * True Strike
* Daze * Grease
* Dancing Lights * Mirror Strike
* Flare
* Light
* Ray of Frost
* Spark
* Mage Hand
* Mending
* Message
* Open/Close
* Arcane Mark
* Prestidigitation 
Spell Book (Travel) Pages Used: 24
 Total Pages: 50
 Empty Pages: 26 
===Spell Lists (Prepared)===
0 Level Level 01 Level 02 
* Acid Splash * Magic Missile^ * Spell Name
* Ray of Frost * Gravity Bow
* Light * Mage Armor
* Mage Hand * True Strike
Caster Level: 3!
Spell Save DC
Level 00: 10 + Level (0) + INT (2) + MISC (0) = 12
Level 00: 10 + Level (0) + INT (2) + MISC (1) = 13^
Level 01: 10 + Level (1) + INT (2) + MISC (0) = 13
Level 01: 10 + Level (1) + INT (2) + MISC (1) = 14^
^ - Evocation Spells
! - Trait: Magical Knack (Wizard)
===Equipment===
 Extra
Equipment Cost Weight Dimensional
Explorer's Outfit 00 lb
Studded Leather 25 gp 20 lb
Dagger 2 gp 01 lb 
Ring, Signet (worn, bonded) 5 gp 00 lb
Handy Haversack 2,000 gp 05 lb
 Silk Rope 10 gp 05 lb
 Rations, Trail (6 days) 3 gp 06 lb
 Pot CLW x 2 100 gp 00 lb 
Cestus (worn) 5 gp 01 lb
Efficient Quiver (worn) 1,800 gp 02 lb
 Longspear 5 gp 09 lb
 +1 Composite Longbow(+2 STR) 2,600 gp 03 lb
 Arrows (28) 2 gp 01 lb
Spellbook, Travel 10 gp 01 lb
Sword, Short (Cold Iron) 20 gp 02 lb
 ====== ==== ====
 Totals 6,587 gp 32 lb 0 lb
 Light Medium Heavy 
Max Weight: 0-58 59-116 117-175
Arrows Remaining: 25
XXXXX XXXXX XXXXX OOOOO OOOOO OOOOO OOOOO OOOOO
Used:
-----
Treasure Hunt
Combat with Hobgoblins in basement of tower: 01
Undead Bugbear Combat: 04
-----
Toad In The Hole
Tower Battle with Pugwampi, Huge Toad and Boggard: 07
-----
Forge of Fury, Part 1
Battle with Orcs 03
===Finances===
PP: 10 Initial Character creation: 150 gp
GP: 17 Dockside Diversion payout: 388 gp
SP: 0 Treasure Hunt payout: 3,152 gp
CP: 0 Toad in the Hole payout: 3,119 gp
 =======
 Career earnings: 6,809 gp
 Carried Inventory: -6,587 gp
 Consumed or Destroyed Items: -105 gp
 ========
 Coinage: 117 gp
4/9/2012: Added 3152gp for conclusion of "Treasure Hunt"
4/9/2012: Purchased Composite Longbow (+2 STR) (300 gp) 
 and Efficient Quiver (1800 gp)
4/12/2012: Purchased Travel Spellbook (10 gp)
7/26/2012: Added 3119 GP from "Toad in the Hole"
8/7/2012: 30gp transcription fee for spells thanks to Fae'shiel
8/8/2012: Purchase and sale of items, adjusted accordingly
10/10/2012: Purchase of Cold Iron Short Sword (20gp)
===Details===
 Size: Medium
 Gender: Male
 Age: 31
 Height: 6' 3"
 Weight: 178 lbs
Hair Color: Black
 Eye Color: Brown
Skin Color: Light Tan
Appearance: Somewhat tall and wirey, Marcus should probably wear a hat, though
 he doesn't. His hair is a bit wild and disheveled normally, more
 related to where and how he spends his days than an issue with 
 a hairbrush. Despite that and the wear his clothing and armor
 clearly display, he seems to keep himself well attended to.
 Demeanor: Marcus is a pleasant sort of fellow. Usually with a smile on 
 his lips and a joke in his eyes. He's just as likely to buy a
 round and listen at the local pub as he is to spin his own yarn.
 He seems a friendly sort, though very few know the real Marcus.
 If he is greeted in the street, he'll return a cheerful "How do
 you do?" or something of the sort. Not an easily riled sort of 
 chap, but once he is set off he can be rather determined to 
 achieve his objective.
===Background===
Marcus was adopted by a warm, loving farm family. His earliest memories
he of his youth there involve frolicking around in fields of wheat or 
some other crop, chasing his brother around. Marcus was 3 years the younger
and a Half-Elf in a human family, but his brother never looked at him as
anything less than his equal.
Marcus didn't quite understand when his brother left, taking up a sword
and heading off to fight some, to Marcus, imagined evil. A band of brigands
traveled the lands, raiding villages that were poorly protected. Marcus
thought these were just stories or a game until the day the brigands 
came to the farm. His mother hid him away in the outhouse while his father
tried to make peace with the brigands, offering them what would have been
a portion of the extra crops grown to sell. The deal didn't sit well with 
the brigands leader, a General Boralis. Marcus caught bits and pieces of 
names and conversations. It wasn't long before the band over ran the farm
and both of Marcus' parents were put to the sword. The house, crops and 
livestock were ransacked and then put to the torch for what couldn't be
carried. The outhouse was lit aflame last, Marcus able to squirm out through a small hole he kicked out in the back. He dove into the drainage ditch nearby 
and waited. It was nearly nightfall before he dared move back into the farm.
He stood there, a boy of perhaps 11 or 12 years in human reckoning, his 
heart totally lost in the carnage and destruction when a small squad of
mounted soldiers from the local Lord, Lord Podera arrived, having seen 
the smoke. They questioned the lad, Marcus answering their questions as
best as he could. They had him gather what he could and brought him back
to their Lord's home. Marcus answered many questions to many different 
sorts of people there, but didn't flinch. He was there for nearly five days
before he awoke to find his brother sitting in a chair nearby, a sword in scabbard in his lap. The two spoke, the brother trying to put on the brave
face for Marcus, who hopped from his bed, hugged his brother and did what 
he could not before. He cried. The next time he cried was two weeks later,
when word came that one of the Lord's patrols had encountered General 
Boralis and his band and engaged them. The brigands escaped, and all but 
one of the guards, including Marcus' brother, suffered terminal wounds.
The Lord had been none too keen on the idea of having a Half-Elf living
beneath his roof. It had been the Lady Podera who had put her foot down on
the matter, keeping Marcus' place secured. But after turning 17, Marcus 
asked to train to join the guard, to take up his brother's quest to put an
end to the brigands. Marcus quickly found he had a good mind to control a
longsword, and also discovered he had a natural talent with the bow. Given
his Elven heritage, he was started on the longbow and soon was able to 
hold his own, though certainly no true master. Not yet, anyway.
The attacks of the brigands began to grow more and more daring. The Lord
decided that he should send his wife, daughter and others from his House to 
a place of safety. The group packed into wagons and started the long voyage
to Venza, where Lady Podera had family, living in the richer quarters of 
the city. Marcus was assigned to travel with the group as a bodyguard. He
had learned not to question the orders he was given, no matter how much 
he might have wanted to stick to his brother's task. Sword on hip and 
bow and quivers over shoulders, he tromped the voyage to Venza alongside the
wagons and horses. Luckily this group met with little adventure and arrived
in Venza safely. Once there, the Lady Podera, her daughter and most of 
the others were provided quarters by her family. Marcus, however, was not
as welcome when it was found he was Half-Elven. He stated that he would
find his way around the city, but would be there if the family Podera should
even require his blade or bow.
That was two years ago. Marcus has kept himself busy, serving as scout and
escort on the occasional hunting trip or escorting some scatterbrained
explorer into the wild on some fool chase. He has seen little real action
and his thoughts continue to focus on his family's demise at the hands
of the brigands. Until one night, sitting in a crusty old place with very
little light and worse wine, he heard a couple of Gnomes discussing a story
they had heard of the reanimated corpses that had, for years, roamed the
countryside, some of which was near Lord Podera's land, that had a reputation
for being ruthless killers and seemed to revel as much in destruction as
they did in plunder. He nearly dropped his earthen mug when one of the 
Gnomes muttered the name "Boralis" in the naming of these horrible men. He
knew then and there that there had been things his brother had never shared
with him about the brigands. He thought back to the farm and seemed to recall
from the few glances he got of them, mounted and not, how they seemed to 
be almost rotting in places. It had never occurred to him before. He closed
his eyes and muttered a soft prayer for his family and waited for the two
Gnomes to finish their drinks. When the barmaid came to take their plates
and demand payment, he stepped in, paying. The two Gnomes, a little tipsy
had no argument and seemed not to mind at all when he walked outside with
them. As they walked through the vendor strewn streets, Marcus prodded 
the pair for any information they might have on these brigands. They said
they had only heard stories, but if he sought adventure, he could find it at
one particular Inn near the docks. He was given no assurance that he would
find someone there who know of these brigands, but he had his lead. Something
more than he had done the last two years. He thanked the Gnomes, walking
with them as far as a alchemist shop, which they entered, and he set his
feet for the Inn they had told him of and how to find.
[Addendums: Items used to fluff Marcus' past]
Marcus had been assigned as the personal guard to the daughter of the Podera family, Atchka. Atchka was a student of magic, learning from the resident Wizard. Marcus attended many of her classes, during his duty as her personal protector within the house grounds and found the things she learned to be most intriguing. He quietly tried to remember all of the lessons he witnessed for future practice himself. The daughter caught him watching at one point, but waited until they were nearly back to her chamber before quietly questioning him. She told him she thought it was rather interesting he was taking such interest in magic. That if he wanted, she could ask the Wizard to see if he had the ability to do some of these things himself. He had told her he would be honored, but at that time didn't wish to intrude on her lessons. She wished him good night and entered her chamber, the door closing behind her. Marcus reported to his own bed not long afterwards. The next day, the events above of the patrol being attacked by General Boralis' brigands unfolded, as told above.
===Adventure Log===
 Dockside Diversion (Level 1-3) (GM: Glasseye) 
 XP Received: 0298
 Treasure Received: 0388 GP
 Treasure Hunt (GM: Sunshadow21) Adventure Completed
 XP Received: 2747
 Treasure Received: 3152 GP
 Toad in the Hole (GM: Systole) Adventure Completed 
 XP Received: 2567
 Treasure Received: 3119 GP
 Forge of Fury Part 1(GM: Perrinmiller) Adventure In Progress
 XP Received: 702.5+TBX
 26 days TBX (4th Level @6006XP on 2 Sep 2012)
 150 days TBX (5th Level @10008XP on 29 Jan 2013)
 Treasure Received: 0000 GP
===Level Ups===
 Level 2:
 Class: Ranger (Level 2)
 BAB: +1 to +2
 Fort: +2 to +3
 Ref: +2 to +3
 Will: +0 to +0
 Feat: Point Blank Shot ~ Combat Style feat
 Features: Combat Style - Archery
 HP: Max -2, +1 FC Bonus (If Chosen)
Skill Pts: +8 = +6 (Class) +0 (Race) +1 (INT) +8 (Old Total) +1 (FC Bonus) = 16 (New Total)
 Spent on: One each in Handle Animal, Heal, Kn Dungeoneering, Kn Nature, 
 Perception, Spellcraft, Stealth and Survival 
Level 3:
 Class: Specialist Wizard - Evocation(Level 1)
 BAB: +2 to +2
 Fort: +3 to +3
 Ref: +3 to +3
 Will: +0 to +2
 Feat: Weapon Focus (Longbow)
 Features: Arcane Bond (Ring), Arcane School: (Evocation) Cantrips, Spell Focus (Evocation) 
 Specialist Wizard: Evocation - Admixture
 Opposition Schools: Necromancy and Illusion
 HP: Max -2, d6(4) + CON(2) + FC Bonus(0) = +6
Skill Pts: +4 = +2 (Class) +1 (Race) +16 (Old Total) +1 (FC Bonus if Chosen) = 20 (New Total)
Spent On: Kn Arcana, Kn Nature, Linguistics, Spellcraft
Level 4:
 Class: Ranger (Level 3)
 BAB: +2 to +3
 Fort: +3 to +3
 Ref: +3 to +3
 Will: +2 to +3
 Feat: N/A
 Features: Endurance, Favored Terrain (Plains)
 HP: Max -2, d10(8) + CON(2) +1 FC Bonus (If Chosen) = +11
Skill Pts: +7 = +7 (Class) +0 (Race) +20 (Old Total) +0 (FC Bonus if Chosen) = 27 (New Total)
 Ability: +1 (Int)
Level 5:
 Class: Wizard - Evocation (Level 2) - 29 Jan 2013
 BAB: +3 to +4
 Fort: +3 to +3
 Ref: +3 to +3
 Will: +3 to +4
 Feat: Precise Shot
 Features: +1 Spell Per Day of 0 Level and 1st Level
 HP: Max -2, d6(4) + CON(2) +1 FC Bonus (If Chosen) = +7
Skill Pts: +3 = +2 (Class) +1 (Race) +27 (Old Total) +0 (FC Bonus if Chosen) = 30 (New Total)
 
 
Level 2 to Level 3 Next, and so on . . .
===Approvals===
*Approval (Sep 27, 2011) (GlassEye) level 1
*Approval (Sep 30, 2011) (Satin Knights) level 1
*Approval (Dec 31, 2011) (Satin Knights) level 2
*Approval (Aug 4, 2012) (Satin Knights) level 3
*Approval (Sept 19, 2012) (Satin Knights) level 4
*Approval (Feb 10, 2013) (perrinmiller) level 5
Category:Approved Characters
Category:Retired & Deceased Characters