Mithral Wizard
Defense
AC: 34, touch 15, flat-footed 33 (+14 armor, +4 deflection, +1 Dex, +5 natural)
HP: 198 (2d10+8d6+10d10+100)
Fort: +18 Ref: +9 Will: +14, +1 vs. fear
Defensive Abilities: bravery +1, 50% chance to negate critical hit or sneak attack
DR: 10/adamantine (150 points)
Offense
Speed: 20 ft.
Melee: +3 longsword +24/+19/+14/+9 (1d8+8/17–20)
Special Attacks: intense spells (+4 damage), spell critical
Spell-Like Abilities: (CL 17th; concentration +25) At will—elemental wall (8 rounds/day) 11/day—force missile (1d4+4)
Spells Prepared: (CL 17th; concentration +25, arcane spell failure 25%) 9th—meteor swarm, time stop 8th—mass charm monster (DC 26), mind blank, quickened phantasmal killer, polar ray 7th—banishment (DC 25), quickened fireball (2), mass hold person (DC 25), reverse gravity 6th—chain lightning (DC 24), disintegrate (DC 24), quickened glitterdust, greater dispel magic, stilled teleport, wall of iron 5th—cloudkill (DC 23), stilled dimension door, interposing hand, teleport, wall of force (2) 4th—beast shape II, confusion (DC 22), dimension door, fire shield, stilled fireball, stoneskin, wall of ice (DC 22) 3rd—dispel magic (2), fireball (2, DC 21), fly, lightning bolt (2, DC 21) 2nd—acid arrow (2), darkvision, invisibility, mirror image, scorching ray, web (DC 20) 1st—feather fall, magic missile (4), mount, shield 0 (at will)—detect magic, light, mage hand, message Opposition Schools divination, necromancy
Statistics
Str: 16 Dex: 13 Con: 20 Int: 26 Wis: 10 Cha: 8
Base Atk: +16 CMB: +19 CMD: 34
Feats: Arcane Armor Mastery, Arcane Armor Training, Craft Magic Arms and Armor, Craft Wand, Craft Wondrous Item, Disruptive, Greater Weapon Focus (longsword), Improved Critical (longsword), Improved Initiative, Iron Will, Power Attack, Quicken Spell, Scribe Scroll, Spell Penetration, Still Spell, Vital Strike, Weapon Focus (longsword), Weapon Specialization (longsword)
Skills: Bluff +19, Fly +22, Intimidate +22, Knowledge (arcana, planes) +31, Knowledge (dungeoneering, engineering, geography, history, local, nobility) +21, Perception +20, Ride +17, Spellcraft +31
SQ: arcane bond (+2 longsword), diverse training
Languages: Abyssal, Common, Draconic, Dwarven, Elven, Giant, Goblin, Ignan, Infernal
Combat Gear: wand of greater invisibility (15 charges), wand of see invisibility (10 charges)
Other Gear: +5 moderate fortification mithral full plate, +3 longsword, amulet of natural armor +5, belt of physical might +4 (Str, Con), cloak of resistance +3, headband of vast intelligence +6, ring of protection +4, granite and diamond dust (worth 500 gp), iron sheet and gold dust (worth 50 gp), 3, 585 gp
Description
Human fighter 2/evoker 8/eldritch knight 10
Before Combat: The eldritch knight casts stoneskin.
During Combat: The knight casts time stop, then shield, expeditious retreat, fly, and mirror image.
Base Statistics: Without stoneskin, the knight’s statistics are DR none.
Clad in full plate, these eldritch knights mix an impenetrable defense with a relentless spell offense.
Source: NPC Codex, p. 221
