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Mithral Wizard

Mithral Wizard CR 19

Source NPC Codex pg. 221
XP 204,800
Human fighter 2/evoker 8/eldritch knight 10
NE Medium humanoid (human)
Init +5; Senses Perception +20

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)
Evoker 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

Tactics

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.

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
Languages Abyssal, Common, Draconic, Dwarven, Elven, Giant, Goblin, Ignan, Infernal
SQ arcane bond (+2 longsword), diverse training
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

Clad in full plate, these eldritch knights mix an impenetrable defense with a relentless spell offense.