Pyromaniac MagePyromaniac Mage CR 12Source NPC Codex pg. 188 XP 19,200 Human evoker 13 CE Medium humanoid (human) Init +6; Senses Perception +12DefenseAC 19, touch 14, flat-footed 16 (+4 armor, +1 deflection, +2 Dex, +1 dodge, +1 natural) hp 81 (13d6+33) Fort +9, Ref +11, Will +12 Immune fire (120 points); Resist fire 30OffenseSpeed 40 ft. Melee club +6/+1 (1d6) Special Attacks intense spells (+6 damage) Spell-Like Abilities (CL 13th; concentration +19) At will—elemental wall (13 rounds/day) 9/day—force missile (1d4+6) Evoker Spells Prepared (CL 13th; concentration +19) 7th—delayed blast fireball (DC 25), statue 6th—elemental body III, maximized fireball (2, DC 21), greater dispel magic 5th—passwall, maximized scorching ray (2), telekinesis, waves of fatigue 4th—maximized burning hands (2, DC 19), greater invisibility, phantasmal killer (DC 20), shout (DC 22), wall of fire 3rd—dispel magic, explosive runes, fireball (DC 21), flame arrow, fly, protection from energy 2nd—flaming sphere (DC 20), gust of wind (DC 20), pyrotechnics (2, DC 18), resist energy, scorching ray, web (DC 18) 1st—burning hands (DC 19), expeditious retreat, grease, mage armor, magic missile (2), ray of enfeeblement (DC 17) 0 (at will)—bleed (DC 16), dancing lights, mage hand, open/close Opposition Schools divination, enchantmentTacticsBefore Combat The wizard casts mage armor, protection from energy (fire), resist energy (fire), and statue. During Combat The wizard casts greater invisibility, fly, and maximized fireball. He follows up with phantasmal killer, shout, and necromantic rays. Base Statistics Without mage armor, protection from energy, and resist energy, the wizard’s statistics are AC 15, touch 14, flat-footed 12; Immune none; Resist none.StatisticsStr 10, Dex 14, Con 14, Int 22, Wis 9, Cha 12 Base Atk +6; CMB +6; CMD 20 Feats Combat Casting, Craft Wondrous Item, Dodge, Greater Spell Focus (evocation), Improved Initiative, Iron Will, Lightning Reflexes, Maximize Spell, Point-Blank Shot, Scribe Scroll, Spell Focus (evocation) Skills Climb +5, Craft (alchemy) +19, Fly +18, Knowledge (arcana) +21, Knowledge (engineering, planes) +19, Knowledge (geography, history, local, religion) +14, Perception +12, Sense Motive +4, Spellcraft +19, Stealth +12, Survival +4 Languages Abyssal, Common, Draconic, Dwarven, Goblin, Ignan, Infernal SQ arcane bond (ring of protection +1) Combat Gear elemental gem (fire), potions of cure moderate wounds (2), potion of invisibility, scrolls of protection from energy (2), scrolls of resist energy (2), wand of burning hands (CL 5th, 20 charges), alchemist’s fire (10); Other Gear club, amulet of natural armor +1, boots of striding and springing, bracers of armor +3, cloak of resistance +3, headband of vast intelligence +4, ring of protection +1, spellbook, 1,100 gp
These mages love to cause collateral damage with fires.
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