Zola, 2nd-level sorcerer (CR 2)
Zola: Male half-elf Sor2; CR 2; Medium-size humanoid (elf); HD 2d4+2; hp 7; Init +1; Spd 30 ft.; AC 12 (touch 11, flat-footed 11); Atk +2 or +1 melee (1d8, masterwork morningstar or 1d4/19-20, dagger), or +2 ranged (1d6, sling); SQ Empathic link with familiar, half-elf traits, owl familiar, share spells with familiar; AL NE; SV Fort +1, Ref +1, Will +2; Str 10, Dex 13, Con 12, Int 14, Wis 9, Cha 17.
Skills and Feats: Concentration +6, Hide +2, Knowledge (arcana) +4, Knowledge (local) +3, Listen +2, Move Silently +4, Scry +4, Search +3, Spellcraft +7, Spot +2; Alertness, Scribe Scroll.
Empathic Link (Su): Zola can communicate telepathically with Shard at a distance of up to one mile. Zola has the same connection to an item or a place that Shard does.
Half-Elf Traits: Immune to magic sleep spells and effects; +2 racial bonus to Will saves against enchantment spells or effects; low-light vision (can see twice as far as a human in low-light conditions); +1 racial bonus to Listen, Spot, and Search checks (already figured into the statistics given above).
Familiar Benefits: Zola has an owl familiar named Shard (see below). Shard grants his master a +2 bonus on Move Silently checks (already figured into the statistics above), plus Alertness. Zola can also share spells with Shard and maintains an empathic link with him.
Share Spells: Zola may have any spell he casts on himself also affect Shard if the latter is within 5 ft. at the time. Zola may also cast a spell with a target of "You" on Shard.
Sorcerer Spells Known (6/5; base DC = 13 + spell level): 0 -- daze, open/close, prestidigitation, ray of frost, read magic; 1st -- change self, magic missile.
Possessions: Masterwork morningstar, dagger, sling, 20 bullets, bracers of armor +1, potion of blur (1), potion of invisibility (1), scroll of magic missile (2), scroll of shield (2).
Shard: Male owl familiar; CR -; Tiny magical beast; HD 1d8 (effective 2d8); hp 3; Init +3; Spd 10 ft., fly 40 ft. (average); AC 16 (touch 15, flat-footed 13); Atk +6 melee (1d2-2, claws); Face/Reach 2 1/2 ft. x 2 1/2 ft./0 ft.; SQ Improved evasion, low-light vision; AL NE; SV Fort +2, Ref +5, Will +5; Str 6, Dex 17, Con 10, Int 6, Wis 14, Cha 4.
Skills and Feats: Hide +11, Listen +14, Move Silently +20, Spot +6 (+14 in dusk or darkness); Weapon Finesse (claws).
Improved Evasion (Ex): If Shard is subjected to an attack that normally allows a Reflex saving throw for half damage, he takes no damage on a successful saving throw and half damage even if the saving throw fails.
Low-Light Vision: Shard can see twice as far as a human in starlight, moonlight, torchlight, and similar low-light conditions.