Champion of MagicChampion of Magic CR 12Source NPC Codex pg. 222 XP 19,200 Gnome paladin of Torag 2/sorcerer 7/eldritch knight 4 LG Small humanoid (gnome) Init –1; Senses low-light vision, see invisibility; Perception +12DefenseAC 21, touch 12, flat-footed 21 (+8 armor, +2 deflection, –1 Dex, +1 natural, +1 size) hp 134 (2d10+7d6+4d10+72) Fort +15, Ref +6, Will +13; +2 vs. illusions Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants); DR 10/adamantine (130 points)OffenseSpeed 15 ft. Melee +1 warhammer +14/+9 (1d6+5/×3) Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids, smite evil (+3 attack and AC, +2 damage) Spell-Like Abilities (CL 13th; concentration +16) 1/day—dancing lights, ghost sound, prestidigitation, speak with animals Paladin Spell-Like Abilities (CL 2nd; concentration +5) At will—detect evil Sorcerer Spells Known (CL 10th; concentration +13; arcane spell failure 15%) 5th (3/day)—wall of force 4th (5/day)—dimension door, resilient sphere (DC 17), stoneskin 3rd (7/day)—dispel magic, displacement, fly, heroism 2nd (7/day)—darkvision, invisibility, scorching ray, see invisibility, web (DC 15) 1st (7/day)—comprehend languages, enlarge person, identify, magic missile, shield, true strike 0 (at will)—arcane mark, dancing lights, detect magic, disrupt undead, mending, prestidigitation, ray of frost, read magic, resistance Bloodline arcaneTacticsBefore Combat The eldritch knight casts see invisibility and stoneskin. During Combat The eldritch knights separates large groups with a wall of force, then attacks opponents outside of the wall before passing through it with dimension door to finish off the remainder of his assailants. Base Statistics Without see invisibility and stoneskin, the eldritch knight’s statistics are Senses low-light vision; DR none.StatisticsStr 14, Dex 8, Con 18, Int 12, Wis 10, Cha 17 Base Atk +9; CMB +10; CMD 21 Feats Arcane Armor Mastery, Arcane Armor Training, Craft Magic Arms and Armor, Eschew Materials, Extra Lay on Hands, Power Attack, Still Spell, Toughness, Weapon Focus (warhammer), Weapon Specialization (warhammer) Skills Craft (armor) +10, Diplomacy +9, Heal +5, Knowledge (arcana, religion) +9, Perception +12, Spellcraft +9, Use Magic Device +11 Languages Common, Draconic, Gnome, Sylvan SQ arcane bond (+1 warhammer), aura, bloodline arcana (+1 DC for spells augmented by metamagic feats that increase spell level), code of conduct, diverse training, lay on hands (1d6, 6/day), metamagic adept (2/day)
These eldritch knights seek out evil spellcasters and dispense justice for their misdeeds.Melkallan TruespellBelieving magic to be a gift from the gods, Melkallan hates to see it misused by the wicked and the power-hungry. He uses his magic to protect the innocent, and to stop evil spellcasters who would enslave and terrorize.
Combat Encounters: Preferring the company of paladins and the agents of good deities, Melkallan joins any crusade that promises to bring evil spellcasters to justice. While his heart is pure and his zealous fervor is admirable, the gnome unfortunately adheres to rather stringent beliefs regarding the acceptable use of magic, and may command those he deems "unworthy" to cease casting immediately or face the consequences. Parties using magic for anything less than a crusade on behalf of a righteous lord or the common people—perhaps using it for mundane adventuring, looting, mercenary work, and so on—all risk running afoul of his long-winded judgments (and long-handled warhammer).
Roleplaying Suggestions: Melkallan is friendly and helpful to all, especially common people, but becomes unyielding and focused when he encounters any form of injustice.
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