Female human enchanter 1
CN Medium humanoid (human)
Init +0; Senses Perception +5
AC 10, touch 10, flat-footed 10
hp 6 (1d6)
Fort +2, Ref +0, Will +4
Speed 30 ft.
Ranged light crossbow +0 (1d8/19-20)
Arcane School Spell-Like Abilities (CL 1st; concentration +4)
6/day — dazing touch
Enchanter Spells Prepared (CL 1st; concentration +4)
1st — charm person (DC 14), color spray (DC 14), moment of greatnessUC
0 (at will) — detect magic, light, prestidigitation
Opposition Schools Necromancy, Transmutation
Str 10, Dex 10, Con 10, Int 16, Wis 14, Cha 14
Base Atk +0; CMB +0; CMD 10
Feats CosmopolitanAPG, Persuasive, Scribe Scroll
Traits child of the streets, highlander (hills or mountains)
Skills Bluff +8, Diplomacy +10, Intimidate +6, Knowledge (arcana) +7, Knowledge (local) +7, Perception +5, Sense Motive +4, Sleight of Hand +5, Stealth +5 (+7 in hilly or rocky areas); Racial Modifiers highlander (hills or mountains)
Languages Azlanti, Common, Hallit, Kelish, Skald, Varisian
SQ arcane bond (skree, rat), enchanting smile
Other Gear crossbow bolts (10), light crossbow, wizard starting spellbook, 114 gp
Dazing Touch (6/day) (Sp) As a standard action, touch dazes foe for 1 rd, if HD <= wizard level.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchanting Smile (Su) Gain bonuses to Bluff, Diplomacy and Intimidate. Turn enchantment spells.
Enchantment The enchanter uses magic to control and manipulate the minds of his victims.
Familiar Bonus: +2 to Fortitude saves You gain the Alertness feat while your familiar is within arm’s reach.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Share Spells with Familiar Can cast spells with a target of “You” on the familiar with a range of touch.
Transmutation You must spend 2 slots to cast spells from the Transmutation school.