Init: +1. Senses: low-light vision; Perception +2. Ac: 13, touch 13, flat-footed 11 (+1 Dex, +1 dodge, +1 size).
Hp: 14 (2d6+5).
Fortitude: +2. Reflex: +1. Will: +2; +2 vs. illusions. Defensive Abilities: defensive training (+4 dodge bonus to AC vs. giants).
Speed: 20 ft.. Melee: dagger +3 (1d3+1/19–20). Ranged: light crossbow +4 (1d6/19–20). Special Attacks: +1 on attack rolls against goblinoid and reptilian humanoids. Strength: 12. Dexterity: 13. Constitution: 14. Intelligence: 15. Wisdom: 8. Charisma: 12.
Base Attack: +1. Cmb: +1. Cmd: 13.
Feats: Dodge, Scribe Scroll.
Skills: Bluff +3, Knowledge (arcana, geography, history) +6, Knowledge (local) +7, Perception +2, Spellcraft +6.
Languages: Common, Dwarven, Gnome, Halfling. Special Qualities: arcane bond (amulet), enchanting smile. Combat Gear: potions of cure light wounds (2), scrolls of disguise self (2), scrolls of expeditious retreat (2), scroll of invisibility, scrolls of obscuring mist (2), alchemist's fire (2), thunderstones (2). Other Gear: dagger, light crossbow with 10 masterwork bolts, brooch of shielding (10 charges), smokesticks (2), spellbook, 67 gp.
arcane school spell-like abilities: (CL 2nd; concentration +4)
5/day-dazing touch
enchanter spells prepared: (CL 2nd; concentration +4)1st-charm person (DC 13), color spray (DC 14), grease, sleep (DC 13)
0 (at will)-dancing lights, ghost sound (2, DC 13), mage hand
Opposition Schools abjuration, necromancy
gnome spell-like abilities: (CL 2nd; concentration +3)1/day-dancing lights, ghost sound, prestidigitation, speak with animals
Tactics
During Combat The wizard casts color spray, then casts grease between himself and foes. If threatened, he drinks his potion of invisibility.
The street magician uses his talents to make money.