Eldon Woodson

A human male in his early 20's. A wielder of arcane magic.


Male Human Wizard 3
NG Medium Humanoid (Human)
Init 3; Senses Perception +2
AC 14, touch 13, flat-footed 11   (
1 armor, 3 Dex)
hp 20 (3d6
Fort 3, Ref +4, Will +5
Spd 30 ft.
Melee Dagger +2 (1d4
1/19-20/x2) and
   Quarterstaff 2 (1d61/20/x2)
Ranged Crossbow, Light 2 (1d8/19-20/x2)

Str 13,  Dex 17,  Con 15,  Int 20,  Wis 14,  Cha 12
Base Atk +1; CMB +2; CMD 15
Feats Combat Casting, Craft Wondrous Item, Scribe Scroll, Spell Focus: Evocation, Wizard Weapon Proficiencies
Traits Classically Schooled, Devotee of the Green: Knowledge: Nature
Skills Appraise +9, Craft: Alchemy +9, Craft: Carpentry +7, Craft: Weapons +7, Know: Local: Kassen +13, Knowledge: Arcana +11, Knowledge: Dungeoneering +10, Knowledge: Engineering +10, Knowledge: Geography +11, Knowledge: History +9, Knowledge: Local +10, Knowledge: Nature +10, Knowledge: Nobility +9, Knowledge: Religion +9, Linguistics +10, Profession: Woodcutter +6, Spellcraft +12, Survival +3
Languages Celestial, Common, Draconic, Elven, Gnome, Halfling, Orc, Sylvan
SQ Bonded Object: Choose (1/day) (Sp), Evocation, Force Missile (8/day) (Sp), Illusion, Intense Spells +1 (Su), Necromancy
Combat Gear Quarterstaff, Dagger, Crossbow, Light, Bolts, Crossbow (10); Other Gear Acid (flask), Backpack (5 @ 8.5 lbs), Bag of Holding I (14 @ 32.4 lbs), Bedroll, Blanket, winter, Bracers of Armor, +1, Chalk, 1 piece, Flint and steel, Ink (1 oz. vial, black), Inkpen, Lantern, hooded, Masterwork Silver Ring, Oil (1-pint flask) (2), Potion of Cure Light Wounds, Potion of Cure Light Wounds, Potion of Cure Moderate Wounds, Potion of Cure Moderate Wounds, Rations, trail (per day) (5), Rope, silk (50 ft.), Sack (empty), Spellbook, wizard's (blank), Travelling Spellbook (blank), Universal Solvent, Wand of Mage Armor, Wand of Magic Missile, Waterskin

Bonded Object: Choose (1/day) (Sp) DC 20 + spell level to cast spells without the bonded object. Once per day, you can cast any spell in your spellbook for free.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Evocation Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.
Force Missile (8/day) (Sp) Magic Missile hits for 1d4
Illusion You must spend 2 slots to cast spells from the Illusion school.
Intense Spells +1 (Su) + 1/2 wizard level to spell damage (minimum +1).
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Spell Focus: Evocation Spells from one school of magic have +1 to their save DC.


Refer to Eldon's Journal in the Adventure tab.

Eldon Woodson

Nirmathas obidavekenobi