Tanto per conoscenza, riporto qui sotto le statistiche della Maga che sto usando in Alba dei Re, magari puo' essere utile. Tengo a sottolineare che e' un PG strutturato appositamente per quella campagna e ha diverse abilita' e talenti appositamente scelti a quello scopo.
Le statistiche comprendo le modifiche date dagli incantesimi Lesser Age Resistence, Mage Armour, False Life e Overland Flight che faccio ogni mattina, mentre la scelta degli incantesimi studiati e' inerente alle esigenze dell'ultima sessione che abbiamo fatto.
Velvet
Female peri-blooded aasimar (emberkin) evoker 9 (Pathfinder Player Companion: Blood of Angels 23, Pathfinder RPG Bestiary 7)
LN Medium outsider (human, native)
Init +9; Senses darkvision 60 ft.; Perception +20
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Defense
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AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 65 (9d6+24)
Fort +7, Ref +6, Will +8; +2 vs. death
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft., fly 40 ft. (average)
Melee dagger +3 (1d4-1/19-20) or
quarterstaff +3 (1d6-1) or
unarmed strike +3 (1d3-1 nonlethal)
Ranged light crossbow +5 (1d8/19-20)
Special Attacks intense spells (+4 damage)
Spell-Like Abilities (CL 9th; concentration +11)
1/day—lesser age resistance[UM]
Arcane School Spell-Like Abilities (CL 9th; concentration +18)
At will—elemental wall (9 rounds/day)
12/day—force missile (1d4+4)
Evoker Spells Prepared (CL 9th; concentration +18)
5th—lightning arc[UM] (DC 24), lightning arc[UM] (2, DC 24), overland flight
4th—dimension door, dragon's breath[APG] (DC 23), imbue with flight (2), phantasmal killer (DC 23)
3rd—fireball (DC 22), fireball (2, DC 22), fly, lightning bolt (DC 22), slow (DC 22)
2nd—burst of radiance (DC 21), burst of radiance (2, DC 21), false life, invisibility, spontaneous immolation[UC] (DC 21)
1st—burning hands (DC 20), mage armor, magic missile, magic missile (4), serren's swift girding
0 (at will)—acid splash, detect magic, detect poison, message
Opposition Schools Enchantment, Necromancy
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Statistics
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Str 8, Dex 12, Con 13, Int 29, Wis 10, Cha 14
Base Atk +4; CMB +3; CMD 14
Feats Alertness, Craft Magic Arms & Armor, Craft Wondrous Item, Improved Initiative, Leadership, Natural Ruler, Scribe Scroll, Spell Penetration
Traits hedge magician, rostlander, seeker
Skills Diplomacy +2 (+0 vs. creatures of a different race or culture), Fly +17, Knowledge (arcana) +21, Knowledge (theatrical arts) +15, Knowledge (engineering) +21, Knowledge (geography) +21, Knowledge (history) +23, Knowledge (local) +21, Knowledge (nature) +21, Knowledge (nobility) +21, Knowledge (planes) +21, Perception +20, Profession (cook) +8, Sense Motive +2 (+0 vs. creatures of a different race or culture), Spellcraft +21
Languages Abyssal, Aklo, Celestial, Common, Draconic, Dwarven, Elven, Halfling, Infernal, Sylvan
SQ arcane bond (Ciccio, scorpion, greensting), immortal spark, scion of humanity, xenophobic
Combat Gear feather token (swan boat), selective metamagic rod (lesser)[APG]; Other Gear crossbow bolts (10), dagger, light crossbow, quarterstaff, cloak of resistance +2, eyes of the eagle, headband of vast intelligence +6, ring of feather falling, ring of sustenance, bandolier[UE], belt pouch, canteen[UE], chalk, flint and steel, ink, inkpen, journal[UE], masterwork backpack[APG], spell component pouch, spellbook, light horse, bedroll, bit and bridle, blanket, military saddle, saddlebags, soap, trail rations, 4,538 gp, 8 sp, 8 cp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elemental Wall (9 rounds/day) (Sp) Create wall of one chosen energy type, otherwise as wall of fire.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Evocation Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Flight (40 feet, Average) You can fly!
Force Missile (1d4+4, 12/day) (Sp) As a standard action, magic missile strikes a foe.
Immortal Spark You gain +2 to saves vs. death.
Intense Spells (+4 damage) (Su) Evocation spells deal listed extra damage.
Leadership (score 11: 7th; 6) You attract loyal companions and devoted followers.
Natural Ruler (Intelligence) Treat selected ability score as 2 higher for affecting kingdom's attributes. +2 Stability.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Scion of Humanity Count as a human for any effect related to race. Pass as human without using disguise.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Xenophobic -2 diplomacy and sense motive vs. those of a different race or culture