Male Half-Elf
Wizard 3
Neutral Good
Strength 7 (-2)
Dexterity 16 (+3)
Constitution 13 (+1)
Intelligence 20 (+5)
Wisdom 7 (-2)
Charisma 8 (-1)
Size: Medium
Height: 5' 4"
Weight: 125 lb
Eyes:
Hair:
Skin:
Total Hit Points: 7+3+3=13
Speed: 30 feet
Armor Class: 13 = 10 + 3 [dexterity]
Touch AC: 13
Flatfooted: 10
Initiative modifier: + 3 = + 3 [dexterity]
Fortitude save: + 3 = +2 [base] + 1 [constitution]
Reflex save: + 4 = +1 [base] + 3 [dexterity]
Will save: + 1 = +3 [base] 2[wisdom]
Attack (handheld): + 3= +1 [base] 2[strength]
Attack (missile): + 4 =+1 [base] + 3 [dexterity]
Combat Maneuver Bonus: +3= +1 [base] 2[strength]
Combat Maneuver Defense: + 12 = 10 + 1 [base] 2[strength] + 3 [dexterity]
Light load: 23 lb. or less
Medium load: 24-46 lb
Heavy load: 47-70 lb
Lift over head: 70 lb
Lift off ground: 140 lb
Push or drag: 350 lb
Languages: Common + 精灵+龙+巨人+兽人+地精
Dagger [1d4, crit 1920/x2, range inc 10 ft., 1 lb., light, piercing]
Light Crossbow [1d8, crit 1920/x2, range inc 80 ft., 4 lb, piercing]]
Feats:
Skill Focus (Spellcraft)
Spell Focus (Illusion)
Scribe Scroll [free to wizard]
Ability Modifier Modifier Modifier
Acrobatics Dex* 3 = +3
Appraise Int 5 = +5
Bluff Cha -1= -1
Climb Str* -2= -2
Craft_1 Int 5 = +5
Craft_2 Int 5 = +5
Craft_3 Int 5 = +5
Diplomacy Cha 1 = -1 + 2 [halfelf]
Disguise Cha -1= -1
Escape Artist Dex* 4 = +3 + 1
Fly Dex* 4 = +3 +1
Heal Wis -2= -2
Intimidate Cha -1= -1
Knowledge (arcana) Int 11 = +5 + 1 + 3 [class skill] +2
Knowledge (dungeoneering) Int 11 = +5 + 1 + 3 [class skill] +2
Knowledge (history) Int 11 = +5 + 1 + 3 [class skill] +2
Knowledge (nature) Int 11 = +5 + 1 + 3 [class skill] +2
Knowledge (planes) Int 11 = +5 + 1 + 3 [class skill] +2
Perception Wis 0 = -2 + 2 [halfelf]
Perform_1 Cha -1= -1
Perform_2 Cha -1= -1
Perform_3 Cha -1= -1
Perform_4 Cha -1= -1
Perform_5 Cha -1= -1
Ride Dex* 3 = +3
Sense Motive Wis -2= -2
Sleight of Hand Dex* 4 = +3 + 1
Spellcraft Int 14 = +5 + 1 + 3 [class skill] + 3 [skill focus]+2
Stealth Dex* 3 = +3
Survival Wis -2= -2
Swim Str** -2= -2
语言学 Int 9= +5 + 1 + 3[class skill]
* = check penalty for armor/shield
** = some groups double armor/shield penalties for swimmers
Zerolevel
Wizard spells: 3 can be chosen per day; unlimited casting
Firstlevel
Wizard spells: 3 (1 + 2) per day
Favored class points: Hit points +0; Skill points +1
Adjust weapon attack rolls and armor penalties as required for masterwork / magic
This half-elf
chose +2 to intelligence (already included)
Immune to magical sleep
Allowed two favored classes. Here I am assuming it is the first two favored classes.
Take a skill focus as a bonus feat at level 1
+ 2 racial bonus on saves vs. enchantments
Lowlight
vision
+ 1 racial bonus on perception checks
+ 2 racial bonus on diplomacy and gather information checks
Wizard
Familiar / Alertness, etc.; or bound object that can contain one known spell
Bonus Feats (already included)
Armor causes a chance of arcane spell failure only if there is a somatic component.
High intelligence gains bonus spells daily
Concentration check: d20 + wizard level + intelligence modifier vs. DC
Nonspecializing
wizards can now use melee wepons to 30 feet, the return to thehand,
int mod to hit, strength mod fordamage. At level 8, apply one metamagic to a spell you
are casting.
Class HP rolled
Equipment:
5 lb
1 lb
3 lb
_____
9 lb
Weapons / Armor / Shield (from above)
Crossbow bolts (quiver of 10) x1
Spellbook x1