Holy Battle MageHoly Battle Mage CR 19Source NPC Codex pg. 231 XP 204,800 Dwarf cleric of Torag 5/wizard 5/mystic theurge 10 NG Medium humanoid (dwarf) Init +3; Senses darkvision 60 ft.; Perception +27DefenseAC 30, touch 14, flat-footed 30 (+11 armor, +5 deflection, –1 Dex, +5 natural) hp 237 (5d8+5d6+10d6+159) Fort +16, Ref +6, Will +23; +6 vs. poison, +4 vs. fear, +2 vs. spells and spell-like abilities Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants), 20% miss chance; DR 10/adamantine (150 points); Immune electricity (120 points), fire (120 points)OffenseSpeed 20 ft. Melee +1 holy warhammer +13/+8 (1d8+1/×3) Special Attacks +1 on attack rolls against goblinoid and orc humanoids, channel positive energy 5/day (DC 12, 3d6), hand of the apprentice (9/day), spell synthesis Spell-Like Abilities (CL 5th; concentration +12) 10/day—artificer’s touch (1d6+2), resistant touch Cleric Spells Prepared (CL 15th; concentration +22) 8th—greater spell immunity, mind blankD 7th—ethereal jaunt, holy word (2, DC 25), repulsionD (DC 24) 6th—harm (DC 23), heal (2), heroes’ feast, major creationD 5th—breath of life, disrupting weapon, flame strike (DC 23), righteous might, spell resistanceD, true seeing 4th—air walk, divine power, freedom of movement, neutralize poison (2), spell immunityD 3rd—invisibility purge, meld into stone, prayer, protection from energy (2), remove curse, stone shapeD 2nd—aid, bull’s strength (2), hold person (2, DC 19), wood shapeD 1st—animate ropeD, bless (2), divine favor (2), shield of faith (2) 0 (at will)—detect magic, mending, purify food and drink, stabilize D Domain spell; Domains Artifice, Protection Wizard Spells Prepared (CL 15th; concentration +21; arcane spell failure 20%) 8th—prismatic wall 7th—giant form I, prismatic spray 6th—chain lightning (2, DC 23), disintegrate (DC 22), transformation 5th—cloudkill (DC 21), hold monster (2, DC 21), wall of stone (2) 4th—arcane eye, dimension door, greater invisibility (2), stoneskin 3rd—fireball (DC 20), haste (2), heroism, suggestion (DC 19) 2nd—acid arrow, invisibility, see invisibility (2), web (2, DC 18) 1st—charm person (DC 17), magic missile (3), shield (2) 0 (at will)—detect poison, disrupt undead, mage hand, messageTacticsBefore Combat The mystic theurge casts heroes’ feast, protection from energy (electricity, fire), see invisibility, and stoneskin. During Combat The mystic theurge uses spells to foil opponents and bolster allies. If entering melee combat, he casts righteous might and transformation. Base Statistics Without heroes’ feast, protection from energy, and stoneskin, the mystic theurge’s statistics are hp 223; Will +22; +2 vs. poison, spells, and spell-like abilities; DR none; Immune none; Melee +1 holy warhammer +12/+7 (1d8+1/×3).StatisticsStr 10, Dex 8, Con 22, Int 22, Wis 24, Cha 11 Base Atk +10; CMB +10; CMD 24 (28 vs. bull rush or trip) Feats Arcane Armor Mastery, Arcane Armor Training, Craft Magic Arms and Armor, Craft Wondrous Item, Extra Channel, Forge Ring, Improved Initiative, Scribe Scroll, Spell Focus (evocation), Spell Penetration, Toughness, Weapon Focus (warhammer) Skills Craft (armor, weapons) +14, Diplomacy +13, Heal +20, Knowledge (arcana, religion) +29, Knowledge (dungeoneering, engineering, planes) +19, Knowledge (history, local) +14, Perception +27 (+29 to notice unusual stonework), Sense Motive +20, Spellcraft +19, Use Magic Device +10 Languages Aklo, Celestial, Common, Draconic, Dwarven, Elven, Giant, Undercommon SQ aura, arcane bond (+1 holy warhammer), combined spells (5th) Combat Gear potions of bull’s strength (2), wand of cure serious wounds (20 charges), holy water (5); Other Gear +5 mithral chainmail, +1 holy warhammer, amulet of natural armor +5, belt of mighty constitution +6, minor cloak of displacement, ring of protection +5, diamond dust (worth 500 gp), eye ointment (worth 250 gp), pair of canine statuettes (worth 50 gp), 1,863 gp
These master theurges mix support for allies with offensive might.
|