Master Universalist
Defense
AC: 26, touch 18, flat-footed 25 (+4 armor, +5 deflection, +1 Dex, +2 insight, +4 natural), never flat-footed
HP: 172 (20d6+100)
Fort: +14 Ref: +14 Will: +18, +2 vs. enchantments, +4 vs. mind-affecting
Defensive Abilities: mind blank, moment of prescience, never surprised, spell turning
DR: 10/adamantine (150 points)
Resist: cold 30, electricity 30
Immune: fire (120 points), sleep
Offense
Speed: 30 ft.
Melee: quarterstaff +9/+4 (1d6–1)
Special Attacks: hand of the apprentice (12/day), metamagic mastery (7/day)
Spells Prepared: (CL 20th; concentration +29) 9th—maximized disintegrate (DC 25), foresight, meteor swarm (DC 28), summon monster IX, time stop 8th—discern location, greater shout (DC 29), mass charm monster (DC 27), mind blank, moment of prescience 7th—forcecage (2, DC 28), prismatic spray (2, DC 26), spell turning 6th—chain lightning (2, DC 27), greater dispel magic (2), true seeing 5th—baleful polymorph (DC 24), break enchantment, cloudkill (DC 24), feeblemind (DC 24), teleport, wall of force 4th—dimension door (2), greater invisibility, ice storm (2), stoneskin 3rd—dispel magic, protection from energy, stinking cloud (DC 22), suggestion (DC 22), tongues, vampiric touch 2nd—invisibility, mirror image, resist energy (2), shatter, web (DC 21) 1st—charm person (2, DC 20), mage armor (2), magic missile (3) 0 (at will)—detect magic, light, mage hand, read magic
Statistics
Str: 8 Dex: 12 Con: 16 Int: 28 Wis: 12 Cha: 13
Base Atk: +10 CMB: +9 CMD: 27
Feats: Combat Casting, Craft Staff, Craft Wondrous Item, Extend Spell, Forge Ring, Greater Spell Focus (evocation), Improved Initiative, Maximize Spell, Quicken Spell, Scribe Scroll, Silent Spell, Spell Focus (evocation), Spell Penetration, Still Spell, Toughness
Skills: Diplomacy +16, Fly +14, Intimidate +11, Knowledge (arcana, history, planes) +32, Knowledge (geography, local, nature, nobility, religion) +22, Perception +18, Sense Motive +11, Spellcraft +32 (+34 to identify magic item properties), Stealth +11, Use Magic Device +21
SQ: arcane bond (ring of protection +5), elven magic, weapon familiarity
Languages: Aklo, Celestial, Common, Draconic, Dwarf, Elven, Giant, Gnome, Halfling, Orc, Sylvan
Combat Gear: potion of cure serious wounds, wand of cure moderate wounds (50 charges), wand of delay poison (20 charges), wand of restoration (20 charges), staff of evocation
Other Gear: amulet of natural armor +4, bag of holding (type IV), belt of mighty constitution +4, cloak of resistance +5, gloves of arrow snaring, headband of vast intelligence +6, pearl of power (5th), ring of counterspells, ring of protection +5, diamond dust (worth 1,000 gp), eye ointment for true seeing (worth 500 gp), spellbook, 4, 175 gp
Description
Elf wizard 20
Before Combat: The wizard casts foresight, mage armor, mind blank, moment of prescience, protection from energy (fire), resist energy (cold, electricity), spell turning, and stoneskin.
During Combat: The wizard casts maximized disintegrate, meteor swarm, mass charm monster, and prismatic spray.
Base Statistics: Without foresight, mage armor, mind blank, moment of prescience, protection from energy, resist energy, spell turning, and stoneskin, the wizard’s base statistics are AC 20, touch 16, flat-footed 19; Fort +14, Ref +12, Will +18; +2 vs. enchantments; Defensive Abilities none; DR none; Immune sleep; Resist none; CMD 25.
The master universalist draws power and knowledge from all schools of magic.
Source: NPC Codex, p. 195
