Human conjurer 15
LE Medium humanoid (human)
Init +6; Senses see invisibility; Perception +15
AC 22, touch 15, flat-footed 19 (+4 armor, +2 deflection, +2 Dex, +1 dodge, +3 natural)
hp 125 (15d6+70)
Fort +11, Ref +10, Will +12
Defensive Abilities magic circle against good; Immune fire (120 points); Resist electricity 30
Speed 30 ft.
Melee mwk quarterstaff 2 (1d6–1)
Arcane School Spell-Like Abilities (CL 15th; concentration +21)
At will—dimensional steps (450 feet/day)
9/day—acid dart (1d6+7 acid)
Conjurer Spells Prepared (CL 15th; concentration +21)
8th—incendiary cloud (DC 26), summon monster VIII
7th—extended acid fog, widened black tentacles, mass hold person (DC 23)
6th—quickened acid arrow, acid fog, disintegrate (DC 22), quickened invisibility, summon monster VI
5th—cloudkill (DC 23), dismissal (DC 21), shadow evocation (DC 21), summon monster V, teleport, widened glitterdust (DC 20)
4th—arcane eye, confusion (DC 20), dimension door, greater invisibility, phantasmal killer (DC 20), solid fog
3rd—displacement, magic circle against evil, protection from energy, slow (DC 19), stinking cloud (2, DC 21)
2nd—acid arrow, glitterdust (DC 20), knock, mirror image, resist energy, see invisibility, web (DC 20)
1st—charm person (DC 17), color spray (DC 17), expeditious retreat, feather fall, grease, mage armor, mount
0 (at will)—acid splash, detect magic, mage hand, read magic
Opposition Schools evocation, necromancy
Before Combat The wizard casts mage armor, magic circle against evil, protection from energy (fire), resist energy (electricity), and see invisibility.
During Combat The wizard leads with mass hold person, followed by widened black tentacles or incendiary cloud if opponents are immune to enchantments. He banishes creatures summoned by foes, charms enemies with his staff, summons allies to protect him, turns uncharmed enemies against each other with confusion, and targets leaders with disintegrate or phantasmal killer.
Base Statistics Without mage armor, magic circle against evil, protection from energy (fire), resist energy (electricity), and see invisibility, the wizard’s statistics are Senses normal; AC 18, touch 15, flat-footed 15; Defensive Abilities none; Immune none; Resist none.
Str 8, Dex 14, Con 16, Int 23, Wis 10, Cha 12
Base Atk +7; CMB +6; CMD 21
Feats Augment Summoning, Combat Casting, Craft Wondrous Item, Dodge, Extend Spell, Greater Spell Focus (conjuration), Improved Initiative, Quicken Spell, Scribe Scroll, Spell Focus (Conjuration), Spell Penetration, Toughness, Widen Spell
Skills Bluff +16, Diplomacy +16, Fly +10, Knowledge (arcana, planes) +24, Knowledge (dungeoneering, geography) +14, Knowledge (nature, religion) +19, Perception +15, Ride +7, Sense Motive +10, Spellcraft +24
Languages Abyssal, Aquan, Auran, Tradespeak, Boraelan, Ignan, Infernal, Terran
SQ arcane bond (staff), summoner’s charm (7 rounds)
Combat Gear potion of cure serious wounds, potion of invisibility, scroll of summon monster VIII, staff of charming; Other Gearamulet of natural armor +3, belt of mighty constitution +2, cloak of resistance +3, headband of vast intelligence +4, ring of protection +2, spellbook, 2,150 gp