Mithral Wizard (Human Fighter 2/Evoker 8/Eldritch Knight 10)

Mithral Wizard CR 19

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

Evoker 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%)

9thmeteor swarm, time stop
8thmass charm monster (DC 26), mind blank, quickened phantasmal killer, polar ray
7thbanishment (DC 25), quickened fireball (2), mass hold person (DC 25), reverse gravity
6thchain lightning (DC 24), disintegrate (DC 24), quickened glitterdust, greater dispel magic, stilled teleport, wall of iron
5thcloudkill (DC 23), stilled dimension door, interposing hand, teleport, wall of force (2)
4thbeast shape II, confusion (DC 22), dimension door, fire shield, stilled fireball, stoneskin, wall of ice (DC 22)
3rddispel magic (2), fireball (2, DC 21), fly, lightning bolt (2, DC 21)
2ndacid arrow (2), darkvision, invisibility, mirror image, scorching ray, web (DC 20)
1stfeather fall, magic missile (4), mount, shield
0th (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

DESCRIPTION

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

Section 15: Copyright Notice

Pathfinder Roleplaying Game NPC Codex © 2012, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, Jason Nelson, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, and Russ Taylor.

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