force missle mage
Force Missile Mage
Male Human Evoker 6/Force Missile Mage 5
LN Medium Humanoid
Init +6; Senses Listen +6, Spot +6
Languages Common, Aquan, Auran
AC 18 (+1 Natural, +1 Deflection, +2 Dex, +4 Armor), Touch 13, Flat-footed 16
hp 40 (11 HD)
Fort +5, Ref +6, Will +9 Speed 30 ft
Ranged Light Crossbow +8 (1d8, 19-20/x2) or Invisible Needle +7 (5d4 force, 25 ft range)
Melee Quarterstaff +6 (1d6+1)
Base Atk +5; Grp +6
Atk Options Bonus Missiles (two), Energy Missile, Overpowering Missile Combat gear Staff, Mwk Light CrossbowBracers of the Entangling Blast, Wands of Mirror Image (Charges: 12), and Fly (Charges: 14), Healing Belt, Pearl of Power, 1st-Level Spell, Scroll of Protection from Arrows; Scroll of Expeditious Retreat, Potion of Blur, Potion of Cure Serious Wounds, Potion of Bear`s Endurance
Spells prepared 5th (DC 19)—Cone of ColdE (DC 21), Teleport, Wall of ForceE,F. 4th (DC 18)—Dimension Door, Fire ShieldE, Invisibility, Greater, Orb of ForceF, ShoutE (DC 20). 3rd (DC 17)—Chain MissileE,F, Dispel Magic, FireballE (DC 19), Haste, Rainbow BlastE (DC 19). 2nd (DC 16)—Blast of ForceE,F (DC 18), Cat`s Grace, Mirror Image, Scorching RayE, See Invisibility, Web. 1st (DC 15)—Mage ArmorF (already cast), Magic MissileE,F (x5). 0 (DC 14)—Detect Magic, FlareE (DC 16), Mage Hand, Open/Close, Prestidigitation.
E denotes Evocation specialization spells; opposition schools of Necromancy and Enchantment. F denotes Force spell, CL 11th.
Spell-Like Abilities Swift Shield: (1/day) Cast a Shield as a swift action.
Abilities Str 12, Dex 14, Con 13, Int 19, Wis 8, Cha 10
Feats Able LearnerH, Combat Casting, Greater Spell Focus: Evocation, Improved Initiative, Invisible NeedleB, Scribe ScrollB, Spell Focus: Evocation
Skills Balance +11, Concentration +15 (+19 casting defensively), Jump +8, Knowledge (arcana) +18, Listen +6, Search +7, Spellcraft +20, Spot +6, Tumble +11 Possessions combat gear plus Amulet of Natural Armor +1; Ring of Protection +1, Headband of Intellect +2, Cloak of Resistance +1, 36 pp
- All prepared spells, plus Telekinesis; 4th - All prepared spells; 3rd - All prepared spells, plus Fly; 2nd - All prepared spells, plus Protection from Arrows; 1st - All prepared spells, plus Burning HandsE, Expeditious Retreat, Ice DaggerE, Persistent BladeE,F, Ray of FlameE, ShieldF, True Strike; 0 - All PHB Cantrips, except for Necromancy and Enchantment spells.
E denotes Evocation specialization spells; opposition schools of Necromancy and Enchantment.
F denotes Force spell, CL 11th.
Call Familiar (none at present)
Bonus Missile: When casting Magic Missile, the Force Missile Mage creates two bonus missiles.
Still Missile: The Force Missile Mage can cast Magic Missile without somatic components.
Energy Missile: The Force Missile Mage can choose to the add acid, cold, electricity, or fire descriptor to his Magic Missile, dealing that type of damage with all missiles created with that casting. They are still considered a force effect, but the damage is of the appropriate type of energy.
Swift Shield: The Force Missile Mage can cast Shield once per day as an immediate action.
Overpowering Missile: The Force Missile Mage’s Magic Missile spells gain a +2 bonus when trying to penetrate spell resistance. In addition, they may affect creatures protected by a Shield spell if he makes a Caster Level check vs the Caster Level of the Shield spell, or against DC 20 in the case of a brooch of shielding.
Reflective Shield: The Force Missile Mage, for the purposes of being affected by Magic Missile spells, the Force Missile Mage is always under the effect of a spell turning effect.
Height 5 ft 5 in; Weight 137 lbs lbs.; Hair Brown; Skin Tanned; Eyes Brown; Age 28; Patron Deity Boccob,