NPC Codex | Rules | Core Class NPCs | Wizard

Wizard

Wizards

Cautious Mage

Super Race: human wizard 1. Cr: 1/2. Xp: 200. Alignment: N. Size: Medium. Creature Type: Humanoid. Creature Subtype: human.
Init: +5. Senses: Perception +4. Ac: 15, touch 11, flat-footed 14 (+4 armor, +1 Dex).
Hp: 9 (1d6+3).
Fortitude: +2. Reflex: +1. Will: +3.
Speed: 30 ft.. Melee: quarterstaff +0 (1d6). Special Attacks: hand of the apprentice (6/day). Strength: 10. Dexterity: 13. Constitution: 14. Intelligence: 17. Wisdom: 12. Charisma: 8.
Base Attack: +0. Cmb: +0. Cmd: 11.
Feats: Alertness, Combat Casting, Improved Initiative, Scribe Scroll.
Skills: Knowledge (arcana, history, planes) +7, Linguistics +7, Perception +4, Sense Motive +3, Spellcraft +7.
Languages: Common, Draconic, Dwarven, Elven, Infernal. Special Qualities: arcane bond (raven). Combat Gear: potions of cure light wounds (2), potion of shield of faith, scrolls of comprehend languages (2), scroll of endure elements, scroll of enlarge person, scroll of grease, scroll of mount, scrolls of shield (2), smokesticks (2). Other Gear: quarterstaff, antitoxin, spellbook, sunrods (5), 40 gp.
wizard spells prepared: (CL 1st; concentration +4)

1st-burning hands (DC 14), mage armor

0 (at will)-bleed (DC 13), detect magic, resistance


Tactics

Before Combat The wizard casts mage armor.

During Combat The wizard uses hand of the apprentice to throw her quarterstaff or casts burning hands. She offers to use her scroll of enlarge person on an ally who'll protect her.

Base Statistics Without mage armor, the wizard's statistics are

AC 11, touch 11, flat-footed 10.

These mages are new adventurers looking for protectors.

Holdreda Danton

Holdreda loves magic, but not risking her life. After low-paying jobs for the captain of the guard, she decided to go adventuring, but wants a strong group to keep her safe.

Street Magician

Super Race: gnome enchanter 2. Cr: 1. Xp: 400. Alignment: CN. Size: Small. Creature Type: Humanoid. Creature Subtype: gnome.
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.

Battle Mage

Super Race: elf wizard 3. Cr: 2. Xp: 600. Alignment: NE. Size: Medium. Creature Type: Humanoid. Creature Subtype: elf.
Init: +2. Senses: low-light vision; Perception +5. Ac: 16, touch 12, flat-footed 14 (+4 armor, +2 Dex).
Hp: 19 (3d6+6).
Fortitude: +2. Reflex: +3. Will: +3; +2 vs. enchantments. Immune: sleep.
Speed: 30 ft.. Melee: mwk rapier +3 (1d6/18–20). Ranged: mwk longbow +4 (1d8+1/×3). Special Attacks: hand of the apprentice (6/day). Strength: 12. Dexterity: 15. Constitution: 12. Intelligence: 17. Wisdom: 10. Charisma: 8.
Base Attack: +1. Cmb: +2. Cmd: 14.
Feats: Combat Casting, Point-Blank Shot, Scribe Scroll.
Skills: Acrobatics +4, Climb +2, Knowledge (arcana) +9, Knowledge (history) +7, Perception +5, Spellcraft +9 (+11 to identify magic item properties), Stealth +4.
Languages: Common, Draconic, Elven, Orc, Sylvan. Special Qualities: arcane bond (rapier), elven magic, weapon familiarity. Combat Gear: potion of cure moderate wounds, scroll of glitterdust, scroll of invisibility, scroll of magic weapon, scrolls of mirror image (2), scroll of obscuring mist, scroll of protection from evil, scroll of scorching ray, wand of mage armor (20 charges). Other Gear: masterwork longbow with 20 arrows, masterwork rapier, spellbook, 113 gp.
wizard spells prepared: (CL 3rd; concentration +6)

2nd-mirror image, scorching ray

1st-magic missile, shield, shocking grasp

0 (at will)-daze (DC 13), detect magic, light, resistance


Tactics

Before Combat The wizard uses her wand to cast mage armor.

During Combat The wizard attacks with scorching ray, her longbow, and hand of the apprentice. If forced into melee, she casts mirror image and obscuring mist.

Base Statistics Without mage armor, the wizard's statistics are

AC 12, touch 12, flat-footed 10.

These mercenary wizards are able to fill many roles, and demand a high fee for their versatility.

Investigator Wizard

Super Race: human diviner 4. Cr: 3. Xp: 800. Alignment: LN. Size: Medium. Creature Type: Humanoid. Creature Subtype: human.
Init: +8. Senses: Perception +5. Ac: 18, touch 14, flat-footed 15 (+4 armor, +1 deflection, +2 Dex, +1 dodge).
Hp: 22 (4d6+6).
Fortitude: +2. Reflex: +3. Will: +5.
Speed: 30 ft.. Melee: club +1 (1d6–1). Ranged: light crossbow +4 (1d8/19–20). Strength: 8. Dexterity: 14. Constitution: 13. Intelligence: 18. Wisdom: 12. Charisma: 10.
Base Attack: +2. Cmb: +1. Cmd: 15.
Feats: Combat Casting, Dodge, Improved Initiative, Scribe Scroll.
Skills: Diplomacy +4, Intimidate +4, Knowledge (arcana, local) +10, Knowledge (geography, history, nobility, religion) +8, Perception +5, Sense Motive +5, Spellcraft +11.
Languages: Common, Draconic, Dwarven, Elven, Orc. Special Qualities: arcane bond (ring of protection +1), forewarned. Combat Gear: potion of cure moderate wounds, scroll of detect thoughts, scroll of knock, scroll of locate object, scrolls of sleep (2), wand of color spray (20 charges). Other Gear: club, light crossbow with 20 bolts, ring of protection +1, manacles, spellbook, 125 gp.
arcane school spell-like abilities: (CL 4th; concentration +8)

7/day-diviner's fortune (+2)

diviner spells prepared: (CL 4th; concentration +8)

2nd-cat's grace, detect thoughts (DC 16), web (2, DC 16)

1st-comprehend languages, feather fall, mage armor, magic missile (2)

0 (at will)-dancing lights, detect magic, detect poison, message

Opposition Schools illusion, necromancy


Tactics

Before Combat The wizard casts mage armor.

During Combat If surprised, the wizard uses forewarned to cast cat's grace in the surprise round. He uses web, color spray, or sleep against targets he intends to capture.

Base Statistics Without mage armor, the wizard's statistics are

AC 14, touch 14, flat-footed 11.

The investigator mage works with city guards to investigate crimes.

Jungle Wizard

Super Race: elf transmuter 5. Cr: 4. Xp: 1,200. Alignment: NE. Size: Medium. Creature Type: Humanoid. Creature Subtype: elf.
Init: +7. Senses: low-light vision; Perception +7. Ac: 18, touch 13, flat-footed 15 (+4 armor, +3 Dex, +1 natural).
Hp: 28 (5d6+8).
Fortitude: +2. Reflex: +6. Will: +5; +2 vs. enchantments. Immune: sleep.
Speed: 30 ft.. Melee: mwk longsword +3 (1d8/19–20). Ranged: shortbow +5 (1d6/×3). Strength: 10. Dexterity: 16. Constitution: 13. Intelligence: 18. Wisdom: 12. Charisma: 8.
Base Attack: +2. Cmb: +2. Cmd: 15.
Feats: Empower Spell, Improved Initiative, Lightning Reflexes, Scribe Scroll, Spell Focus (evocation).
Skills: Acrobatics +7, Climb +3, Fly +7, Knowledge (arcana) +12, Knowledge (geography) +10, Knowledge (history) +9, Knowledge (nature) +11, Perception +7, Spellcraft +12 (+14 to identify magic item properties), Survival +4, Swim +1.
Languages: Common, Draconic, Elven, Gnoll, Goblin, Orc. Special Qualities: arcane bond (monkey), elven magic, physical enhancement +2, weapon familiarity. Combat Gear: potion of cure moderate wounds, potions of pass without trace (2), scroll of cat's grace, scroll of pyrotechnics, scroll of stinking cloud, scroll of web. Other Gear: masterwork longsword, shortbow with 20 arrows, amulet of natural armor +1, spellbook, 104 gp.
arcane school spell-like abilities: (CL 5th; concentration +9)

7/day-telekinetic fist (1d4+2 bludgeoning)

transmuter spells prepared: (CL 5th; concentration +9)

3rd-beast shape I, empowered burning hands (DC 16), displacement

2nd-invisibility, spider climb, summon swarm, web (DC 16)

1st-burning hands (DC 16), feather fall, grease, mage armor, obscuring mist

0 (at will)-dancing lights, ghost sound (DC 14), mage hand, touch of fatigue (DC 14)

Opposition Schools divination, enchantment


Tactics

Before Combat The wizard casts mage armor. When she prepares spells, she uses physical enhancement to increase her Constitution. She studies the combat area for the best places to use spells like grease and web, then hides in ambush.

During Combat The wizard casts web on her opponents or in their path (especially if there is a pit or ravine present). She casts summon swarm into the web. If trapped opponents are escaping from the web, she casts empowered burning hands on them.

Base Statistics Without mage armor, the wizard's statistics are

AC 14, touch 13, flat-footed 11.

Jungle wizards live in harmony with nature. They're frequently mistaken for druids, and often use such misunderstandings to their advantage. Many jungle wizards use natural materials for their magical gear, such as large leaves or hides for spellbooks and scrolls, unworked tree branches for wands, or grasses that can be knotted into the shapes of rings.

Mandar Tamarice

Mandar is a hermit living in the jungle, content to go for weeks without speaking to anyone. When dealing with strangers, she deliberately acts savage and bestial so they underestimate her power and knowledge. She sometimes obtains valuable spell components or minor magic items by treating them like trinkets, thereby keeping anyone from realizing how valuable they actually are. Some assume that since Mandar lives in the wild she has a grudge against civilization, like many druids do. This isn't the case; she simply prefers solitude. In fact, she loves some creature comforts, and might trade spellcasting services or information to nearby villages in exchange for food, clothing, or sweets for both herself and her familiar, Eink. This monkey follows her everywhere, and usually shows better street smarts than his master.

Combat Encounters

Mandar attacks the PCs—or leads villagers to attack them—in order to protect her territory or a magical site. She has allies among both arcane scholars and the druids, and could appear alongside adventurers of either type (though both sides find her a little strange).

Roleplaying Suggestions

Mandar might spy on the PCs using beast shape or her monkey familiar before crossing their path to question them. If they notice her savagery is an act, she drops the pretense right away and shows the true depth of her knowledge.

Tribal Seer

Super Race: half-orc diviner 6. Cr: 5. Xp: 1,600. Alignment: N. Size: Medium. Creature Type: Humanoid. Creature Subtype: human, orc.
Init: +8. Senses: darkvision 60 ft., see invisibility; Perception +7. Ac: 16, touch 12, flat-footed 15 (+4 armor, +1 deflection, +1 Dex).
Hp: 41 (6d6+18).
Fortitude: +5. Reflex: +4. Will: +7. Defensive Abilities: orc ferocity.
Speed: 30 ft.. Melee: mwk falchion +3 (2d4–1/18–20). Ranged: light crossbow +4 (1d8/19–20). Strength: 8. Dexterity: 12. Constitution: 14. Intelligence: 18. Wisdom: 13. Charisma: 10.
Base Attack: +3. Cmb: +2. Cmd: 14.
Feats: Brew Potion, Combat Casting, Improved Initiative, Scribe Scroll, Spell Focus (enchantment).
Skills: Diplomacy +3, Heal +5, Intimidate +6, Knowledge (arcana) +11, Knowledge (geography, history, local, nature) +8, Knowledge (religion) +9, Perception +7, Sense Motive +3, Spellcraft +12, Survival +3.
Languages: Auran, Common, Draconic, Dwarven, Giant, Orc. Special Qualities: arcane bond (falchion), forewarned, orc blood, weapon familiarity. Combat Gear: potions of cat's grace (2), potions of cure light wounds (2), potion of cure moderate wounds, potion of protection from arrows, scroll of comprehend languages, scrolls of mage armor (2), scroll of mount, wand of enlarge person (20 charges). Other Gear: light crossbow with 20 bolts, masterwork falchion, cloak of resistance +1, ring of protection +1, spellbook, 239 gp.
arcane school spell-like abilities: (CL 6th; concentration +10)

7/day-diviner's fortune (+3)

diviner spells prepared: (CL 6th; concentration +10)

3rd-clairaudience/clairvoyance, deep slumber (DC 18), haste (DC 17), hold person (DC 18)

2nd-flaming sphere (DC 16), fox's cunning, pyrotechnics (DC 16), see invisibility, touch of idiocy

1st-charm person (DC 16), detect undead, mage armor, magic missile, shield

0 (at will)-dancing lights, detect magic, detect poison, message

Opposition Schools illusion, necromancy


Tactics

Before Combat The wizard casts mage armor and see invisibility. If she has a few rounds to prepare, she casts fox's cunning on herself and uses her wand of enlarge person on her allies.

During Combat The wizard casts haste on her allies, hold person on her most dangerous opponent, and touch of idiocy on a spellcaster.

Base Statistics Without mage armor, the wizard's statistics are

AC 12, touch 12, flat-footed 11.

The tribal seer speaks to hostile spirits and interprets omens that affect her tribe.

Greshek the Sighted

Greshek was trained by her father, the tribe's previous seer, and inherited his role when he died in a battle with an angry ghost. She tries to avoid violence and conflict, and would rather pacify an enemy to learn what it knows than kill it outright.

Combat Encounters

Greshek counsels her tribe to capture the PCs because of information she learned from an omen or by spying on them.

Roleplaying Suggestions

Greshek might have seen an omen or heard from a spirit that foretold that the PCs are vital to her or her tribe's survival.

Thunder Wizard

Super Race: halfling evoker 7. Cr: 6. Xp: 2,400. Alignment: LN. Size: Small. Creature Type: Humanoid. Creature Subtype: halfling.
Init: +7. Senses: Perception +10. Ac: 19, touch 15, flat-footed 16 (+4 armor, +1 deflection, +3 Dex, +1 size).
Hp: 37 (7d6+10).
Fortitude: +5. Reflex: +7. Will: +10; +2 vs. fear. Dr: 10/magic (ranged weapon attack only; 30 points).
Speed: 20 ft.. Melee: dagger +2 (1d3–2/19–20) or quarterstaff +2 (1d4–2). Ranged: dagger +7 (1d3–2/19–20). Special Attacks: intense spells (+3 damage). Strength: 6. Dexterity: 16. Constitution: 12. Intelligence: 16. Wisdom: 13. Charisma: 12.
Base Attack: +3. Cmb: +0. Cmd: 14.
Feats: Combat Casting, Empower Spell, Improved Familiar, Improved Initiative, Iron Will, Scribe Scroll.
Skills: Acrobatics +5 (+1 when jumping), Bluff +6, Climb +0, Knowledge (arcana) +13, Knowledge (dungeoneering) +9, Knowledge (engineering) +7, Knowledge (planes) +8, Perception +10, Spellcraft +13, Stealth +10, Use Magic Device +5.
Languages: Common, Draconic, Dwarven, Goblin, Halfling, Infernal. Special Qualities: arcane bond (imp). Combat Gear: pearl of power (1st), potion of cure moderate wounds, potion of lesser restoration, scroll of black tentacles, scrolls of invisibility (2), scrolls of lightning bolt (2), scrolls of mirror image (2), scroll of protection from energy. Other Gear: dagger, quarterstaff, cloak of resistance +1, ring of protection +1, spellbook, 186 gp.
arcane school spell-like abilities: (CL 7th; concentration +10)

6/day-force missile (1d4+3)

evoker spells prepared: (CL 7th; concentration +10)

4th-black tentacles, shout (DC 17)

3rd-lightning bolt (2, DC 16), protection from energy, empowered shocking grasp

2nd-darkvision, mirror image, protection from arrows, scorching ray (2)

1st-color spray (DC 14), expeditious retreat, feather fall, mage armor, shocking grasp (2)

0 (at will)-dancing lights, flare (DC 13), mage hand, mending

Opposition Schools divination, necromancy


Tactics

Before Combat The wizard casts mage armor and protection from arrows. If she has an ally who attacks in melee, she casts protection from energy (electricity) on that ally to protect him from her lightning bolt spells; otherwise, she casts it on herself (warding against fire).

During Combat The wizard tries to catch multiple opponents with black tentacles, then follows up with a lightning bolt to hit as many targets as possible. She uses her imp to invisibly deliver shocking grasp and empowered shocking grasp.

Base Statistics Without mage armor, the wizard's statistics are

AC 15, touch 15, flat-footed 12.

The thunder wizard manipulates sound and electricity to destroy her enemies.

Zuket Amaral

Zuket is an unexceptional adventuring wizard with a loud, outgoing personality. She loves visiting new places and exploring, and isn't embarrassed to stare open-mouthed at wondrous cities or landmarks. She likes things that are big and loud, from thunderstorms to parades to monsters.

Combat Encounters

Zuket attacks the PCs to drive them away from a halfling village or a cache of noisy magic items she wants.

Roleplaying Suggestions

Zuket doesn't like bullies, and she might intervene on behalf of a PC, even without being asked, if she sees that the PC is in trouble and thinks he needs help.

Seductive Enchanter

Super Race: elf enchanter 8. Cr: 7. Xp: 3,200. Alignment: NE. Size: Medium. Creature Type: Humanoid. Creature Subtype: elf.
Init: +7. Senses: low-light vision; Perception +9. Ac: 19, touch 14, flat-footed 16 (+4 armor, +1 deflection, +3 Dex, +1 natural).
Hp: 40 (8d6+10).
Fortitude: +4. Reflex: +6. Will: +8; +2 vs. enchantments. Immune: sleep.
Speed: 30 ft.. Melee: rapier +4 (1d6/18–20). Ranged: dagger +7 (1d4/19–20). Special Attacks: aura of despair (8 rounds/day). Strength: 10. Dexterity: 16. Constitution: 12. Intelligence: 18. Wisdom: 8. Charisma: 12.
Base Attack: +4. Cmb: +4. Cmd: 18.
Feats: Combat Casting, Craft Wand, Improved Initiative, Iron Will, Scribe Scroll, Spell Focus (enchantment).
Skills: Acrobatics +8, Bluff +9, Diplomacy +6, Knowledge (arcana) +15, Knowledge (local, nobility) +11, Perception +9, Perform (dance) +4, Sense Motive +3, Spellcraft +15 (+17 identify magic item properties).
Languages: Common, Draconic, Elven, Gnome, Orc, Sylvan. Special Qualities: arcane bond (viper), elven magic, enchanting smile, weapon familiarity. Combat Gear: potion of cure moderate wounds, potion of invisibility, scroll of dispel magic, scroll of suggestion, wand of charm person (20 charges), wand of fox's cunning (10 charges), wand of touch of idiocy (10 charges). Other Gear: dagger, rapier, amulet of natural armor +1, cloak of resistance +1, ring of protection +1, spellbook, 303 gp.
arcane school spell-like abilities: (CL 8th; concentration +12)

7/day-dazing touch

enchanter spells prepared: (CL 8th; concentration +12)

4th-confusion (DC 19), dimension door, greater invisibility, phantasmal killer (DC 18)

3rd-deep slumber (DC 18), dispel magic, hold person (DC 18), phantom steed, suggestion (DC 18)

2nd-alter self, daze monster (DC 17), hideous laughter (DC 17), invisibility, resist energy

1st-charm person (2, DC 16), color spray (DC 15), mage armor, shield, ventriloquism (DC 15)

0 (at will)-daze (DC 15), mage hand, resistance, touch of fatigue (DC 14)

Opposition Schools divination, necromancy


Tactics

Before Combat The wizard casts mage armor.

During Combat The wizard uses charm person, confusion, and suggestion to turn opponents against each other. By casting greater invisibility on herself, she can remain hidden while she manipulates her targets. She uses her wand of touch of idiocy against enemy spellcasters.

Base Statistics Without mage armor, the wizard's statistics are

AC 15, touch 14, flat-footed 12.

Seductive enchanters use magic so they can enjoy mortal pleasures. This usually means influencing people to give them things. These wizards can be found anywhere they can get the finer things in life. Many of them become connoisseurs of one particular pleasure, going from place to place and scamming people into giving them the rarest gems or pieces from master artists, or coercing kisses from the most attractive nobles.

Vaeleus the Charmer

Vaeleus has a reputation for getting what she wants—fine food, quality wine, even sex. What she can't manage to get with ordinary looks, words, and caresses, she gets by using magic. Many people in whatever town she resides in might consider themselves her greatest lover, best friend, or trusted confidant. Vaeleus has gotten used to her lies and tricks eventually falling apart; she often has to leave town in a hurry when lovers or merchants realize they've been compelled against their will. For Vaeleus, it's a simple enough matter to just find a new town with new targets and new pleasures to experience. She doesn't waste time worrying about the bridges she's burned—after all, those people aren't worth anything to her now.

Combat Encounters

The PCs might fight Vaeleus because she took advantage of one of their friends or allies. If she has really sunken her claws in, though, that friend might take her side and fight against the PCs.

Roleplaying Suggestions

Cave Wizard

Super Race: dwarf evoker 9. Cr: 8. Xp: 4,800. Alignment: NE. Size: Medium. Creature Type: Humanoid. Creature Subtype: dwarf.
Init: +3. Senses: Perception +12. Ac: 15, touch 10, flat-footed 15 (+4 armor, +1 deflection, –1 Dex, +1 natural).
Hp: 92 (9d6+58).
Fortitude: +8. Reflex: +2. Will: +9; +2 vs. poison, spells, and spell-like abilities. Defensive Abilities: defensive training (+4 dodge bonus to AC vs. giants). Immune: fire (108 points).
Speed: 20 ft.. Melee: battleaxe +5 (1d8+1/×3). Special Attacks: +1 on attack rolls against goblinoid and orc humanoids, intense spells (+4 damage). Strength: 12. Dexterity: 8. Constitution: 20. Intelligence: 18. Wisdom: 16. Charisma: 8.
Base Attack: +4. Cmb: +5. Cmd: 15 (19 vs. bull rush or trip).
Feats: Combat Casting, Empower Spell, Improved Initiative, Scribe Scroll, Spell Focus (evocation), Spell Penetration, Toughness.
Skills: Appraise +15 (+17 to assess nonmagical metals or gemstones), Climb +4, Craft (alchemy) +12, Fly +6, Knowledge (arcana, dungeoneering) +16, Knowledge (engineering) +12, Perception +12 (+14 to notice unusual stonework), Sense Motive +4, Spellcraft +16.
Languages: Common, Dwarven, Goblin, Terran, Undercommon. Special Qualities: arcane bond (bat). Combat Gear: potion of cure moderate wounds, scroll of clairaudience/clairvoyance, scroll of solid fog, scroll of stinking cloud, scroll of stone shape. Other Gear: battleaxe, amulet of natural armor +1, headband of vast intelligence +2, ring of protection +1, spellbook, 665 gp.
arcane school spell-like abilities: (CL 9th; concentration +13)

At will-elemental wall (9 rounds/day)

7/day-force missile (1d4+4)

evoker spells prepared: (CL 9th; concentration +13)

5th-cone of cold (DC 20), transmute rock to mud

4th-empowered acid arrow, greater invisibility, resilient sphere (DC 19), stone shape

3rd-dispel magic, fireball (DC 18), gaseous form, ray of exhaustion (DC 17), stinking cloud (DC 17)

2nd-acid arrow, bear's endurance, protection from energy, scorching ray, spider climb, summon swarm

1st-burning hands (2, DC 16), color spray (DC 15), feather fall, mage armor, ray of enfeeblement (DC 15)

0 (at will)-acid splash, dancing lights, detect magic, mage hand

Opposition Schools enchantment, necromancy


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