Wizard, Level 9, Illusionist; CR: 8; Elf wizard 9 XP: 4,800; Align: CG; Medium elf
Init: ; Senses: Low-light Vision, Perception
DEFENSE: AC: ; TAC: ; FFAC: ; HD: 9d6; HP: 31; Saves: For: +3, Ref: +3, Will: +6; SR: ; DR: ; Special:
OFFENSE: Speed: ; Melee: ; Ranged: ; Space: ; Reach: ;
Special Attacks: blinding ray;
Spell-Like Abilities: ;
Wizard Spells Prepared: (CL 9th, concentration + )
5th - 1+1 - persistant image (DC ), firesnake (DC )
4th - 2+1 - phantasmal killer (DC ), greater invisibility
3rd - 3 +1- displacement, major image (DC 10), fireball (DC )
2nd - 4 +1-
1st - 4+1 - silent image (DC )
0 (at will) - 4 -
School: illusion, Opposition Schools: necromancy, enchantment
Statistics: Str: 8; Dex: 14; Con: ; Int: 18; Wis: ; Cha: ; BAB: +4; CMB: ; CMD:
Feats: Scribe ScrollB, (Feat), (Feat), (Feat), (Bonus Feat), (Feat), (Feat)
Skills: Wizard (2+Int): Appraise (Int)(c), Craft ( ) (I)(c), Fly (D)(c), Knowledge (Arcana) (I*)(c), Knowledge (Dungeoneering) (I*)(c), Knowledge (Engineering) (I*)(c), Knowledge (Geography) (I*)(c), Knowledge (History) (I*)(c), Knowledge (Local) (I*)(c), Knowledge (Nature) (I*)(c), Knowledge (Nobility) (I*)(c), Knowledge (Planes) (I*)(c), Knowledge (Religion) (I*)(c), Linguistics (I*)(c), Perception (W), Profession ( ) (W*)(c), Spellcraft (I*)(c) Racial Modifiers:
Special Abilities:
Extended Illusions (Su): Any illusion spell you cast with a duration of “concentration” lasts a number of additional rounds equal to 1/2 your wizard level after you stop maintaining concentration (minimum +1 round). At 20th level, you can make one illusion spell with a duration of “concentration” become permanent. You can have no more than one illusion made permanent in this way at one time. If you designate another illusion as permanent, the previous permanent illusion ends.
Blinding Ray (Sp): As a standard action you can fire a shimmering ray at any foe within 30 feet as a ranged touch attack. The ray causes creatures to be blinded for 1 round. Creatures with more Hit Dice than your wizard level are dazzled for 1 round instead. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Invisibility Field (Sp): At 8th level, you can make yourself Invisible as a swift action for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This otherwise functions as greater invisibility.
Languages:
Special Qualities: wizard (arcane bond ( ), arcane school, cantrips, Scribe Scroll, extended illusion), elven magic (+2 on CL checks to overcome SR, +2 Spellcraft when identifying), keen senses (+2 Perception), weapon familiarity (proficient with longbows, longswords, rapiers, shortbows, and "elven" weapons)
Environment:
Organization:
Treasure: Spellbook (19+ Int mod spells), persistant image
Wizard, Level 9, Illusionist; CR: 8; Elf wizard 9 XP: 4,800; Align: CG; Medium elf
Init: ; Senses: Low-light Vision, Perception
DEFENSE: AC: ; TAC: ; FFAC: ; HD: ; HP: ; Saves: For: , Ref: , Will: ; Immune: sleep
OFFENSE: Speed: ; Melee: ; Ranged: ; Space: ; Reach: ; Special Attacks: ; Spell-Like Abilities: ;
Statistics: Str: ; Dex: ; Con: ; Int: ; Wis: ; Cha: ; BAB: ; CMB: ; CMD:
Feats:
Skills: Racial Modifiers:
Special Abilities:
Languages: Common, Elven
Special Qualities: elven magic (+2 on CL checks to overcome SR, +2 Spellcraft when identifying), keen senses (+2 Perception), weapon familiarity (proficient with longbows, longswords, rapiers, shortbows, and "elven" weapons)
Environment:
Organization:
Treasure:
Elf: +2 Dex, +2 Int, -2 Con, Senses: Low-light Vision, ; +2 saves vs. enchantments, Immune: sleep Languages: Common, Elven, Special Qualities: elven magic (+2 on CL checks to overcome SR, +2 Spellcraft when identifying), keen senses (+2 Perception), weapon familiarity (proficient with longbows, longswords, rapiers, shortbows, and "elven" weapons)