Deep Marshal
Defense
AC: 26, touch 17, flat-footed 23 (+4 armor, +4 deflection, +2 Dex, +1 dodge, +3 natural, +2 shield)
HP: 130 (16d6+72)
Fort: +13 Ref: +11 Will: +18, +4 vs. mind-affecting, +2 vs. poison, spells, and spell-like abilities
Defensive Abilities: defensive training (+4 dodge bonus to AC vs. giants), energy absorption (48/day), mind blank
DR: 10/adamantine (150 points)
Resist: cold 10, electricity 30
Immune: fire (120 points)
Offense
Speed: 20 ft.
Melee: +1 spell storing warhammer +8/+3 (1d8/×3)
Ranged: light crossbow +10 (1d8/19–20)
Special Attacks: +1 on attack rolls against goblinoid and orc humanoids
Spells Prepared: (CL 16th; concentration +22) 8th—quickened charm monster (DC 23), mind blank, prismatic wall 7th—banishment (DC 23), quickened haste, mass hold person (DC 25), phase door 6th—globe of invulnerability, greater dispel magic, greater heroism, mass bull’s strength, mass suggestion (DC 24) 5th—break enchantment, stilled dimension door, dominate person (2, DC 23), telepathic bond, wall of stone 4th—arcane eye, charm monster (DC 22), confusion (DC 22), remove curse, solid fog, stoneskin 3rd—dispel magic, haste (DC 19), hold person (2, DC 21), protection from energy, wind wall 2nd—acid arrow, hideous laughter (DC 20), invisibility, levitate, resist energy (2), see invisibility 1st—alarm, charm person (DC 19), expeditious retreat, feather fall, grease, mage armor, true strike 0 (at will)—dancing lights, detect magic, message, resistance Opposition Schools evocation, necromancy
Statistics
Str: 8 Dex: 14 Con: 18 Int: 22 Wis: 14 Cha: 8
Base Atk: +8 CMB: +7 CMD: 24 (28 vs. bull rush or trip)
Feats: Combat Casting, Craft Wondrous Item, Dodge, Forge Ring, Greater Spell Focus (enchantment), Improved Initiative, Iron Will, Quicken Spell, Scribe Scroll, Spell Focus (enchantment), Spell Penetration, Still Spell
Skills: Appraise +14 (+16 to assess nonmagical metals or gemstones), Climb +2, Craft (sculpture) +14, Knowledge (arcana, dungeoneering, engineering) +24, Knowledge (geography, history, planes) +19, Perception +17 (+19 to notice unusual stonework), Sense Motive +12, Spellcraft +24, Survival +7, Swim +2
SQ: arcane bond (warhammer), protective ward (6 rounds, +4 deflection, 9/day)
Languages: Common, Dwarven, Giant, Gnome, Goblin, Orc, Terran, Undercommon
Combat Gear: potion of cure moderate wounds, scroll of maze, scroll of summon monster VIII
Other Gear: +1 spell storing warhammer, amulet of natural armor +3, bag of holding (type I), belt of mighty constitution +2, cloak of resistance +4, gloves of arrow snaring, headband of vast intelligence +4, ring of force shield, ring of protection +4, spellbook, diamond dust (worth 500 gp), 700 gp
Description
Dwarf abjurer 16
Before Combat: The wizard casts mage armor, mind blank, protection from energy (fire), resist energy (electricity), see invisibility, and stoneskin. She casts telepathic bond on allies.
During Combat: The wizard’s warhammer contains hold person.
Base Statistics: Without mage armor, mind blank, protection from energy, resist energy, see invisibility, and stoneskin, the wizard’s statistics are Senses darkvision 60 ft.; AC 22, touch 17, flat-footed 19; Fort +13, Ref +11, Will +18; +2 vs. poison, spells, and spell-like abilities; Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants), energy absorption (48/day); DR none; Immune none; Resist cold 10.
These wizards protect underground communities.
Source: NPC Codex, p. 191
