Eldrion Quicksilver
Human Wizard 17 Battle Ready 1d20
NN Medium Humanoid (human)
Init 1d20+8 ; Senses Listen +1, Spot +1
Languages Common, Draconic, Sylvan
AC 36, touch 23, ff 32, 30% miss chance
hp 111, Temp 150 (17 HD)DR 10/adamantine
Fort +11 Ref +14 Will +13
Speed 60ft.
Melee +2 haste quarterstaff 1d20+15 / 1d20+15 / 1d20+10 ( 1d6+3 ) or
Ranged mwk crossbow, heavy 1d20+14 / 1d20+9 ( 1d10+0 ) or
Melee mwk dagger 1d20+14 / 1d20+9 ( 1d4+0 ) or
Melee Touch attack 1d20+16 (varies) or
Ranged Touch attack 1d20+16 (varies) or
Base Atk +8, Grp +9
Attack Options
Special Actions Craft Staff, Craft Wondrous Items, Craft Wand,
Combat Gear Potion of cure serious wounds 3d8+5 , eternal wand of magic missle (2/day, cl 1) 1d4 , potion of barksin (+5), potion of bear's endurance (cl 0), potion of bull's strength (cl 3), potion of cat's grace (cl 3), potion of haste, potion of magic fang , greater (+4), potion of shield of faith (+4), scroll of mage armor (+4) (cl1), scroll of sheild(+4) (cl1)
Wizard Spells 4/6/6/6/5/5/5/4/2/1 DC 17+ spell level, CL 17 (+2 vs SR), +2 vs Evocation
9th - Meteor Swarm
8th - Dominate Monster, maze
7th - Banishment, finger of death,
6th - Circle of death, maximize fireball, chain lightning, greater dispel magic, mass suggestion
5th - Dismissal, cloudkill, hold monster, cone of cold, dominate person
4th - Black tentacles, polymorph, stoneskin, wall of fire, phantasmal killer
3rd - Stinking Cloud, dispel magic, blindness/deafness, fireball, displacement, hold person
2nd - Glitterdust, scorching ray (3 rays 4d6 ), blindness/deafness, blur, ghoul touch, touch of idiocy
1st - Magic Missile, color spray, grease, magic missle, sleep, shield
Cantrips - Minor illusion, prestidigitation, daze, light
Abilities Str 13 Dex 18 Con 19 Int 25 Wis 12 Cha 10
Feats Craft Staff, Craft Wand, Craft Wondrous Items, Greater Spell focus (evocation), Greater Spell Penetration, Improved Initiative, Insightful Reflexes, Scribe Scroll, Spell Focus (evocation), Spell Penetration, Weapon Focus (touch attack)
Skills Concentration +4, Craft (alchemy) +7, Decipher Script +7, Knowledge (arcana) +7, Knowledge (dungeon) +7, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (local) +7, Knowledge (the planes) +7, Spellcraft +7
Equipment Staff of Power, mwk crossbow, heavy, mwk dagger, amulet of natural armor +2, ring of protection +2, headband of intellect +6, gloves of dexterity +2, bracers of armor +4, amulet of health +4, 4pp, 19157.04g (banked) Staff of Power (34 charges)
The staff of power is a very potent magic item, with offensive and defensive abilities. It is usually topped with a glistening gem, its shaft straight and smooth. It has the following powers: Magic missile (1 charge)
Ray of enfeeblement (heightened to 5th level) (1 charge)
Continual flame (1 charge)
Levitate (1 charge)
Lightning bolt (heightened to 5th level) (1 charge)
Fireball (heightened to 5th level) (1 charge)
Cone of cold (2 charges)
Hold monster (2 charges)
Wall of force (in a 10-ft.-diameter hemisphere around the caster only) (2 charges)
Globe of invulnerability (2 charges) The wielder of a staff of power gains a +2 luck bonus to AC and saving throws. The staff is also a +2 quarterstaff, and its wielder may use it to smite opponents. If 1 charge is expended (as a free action), the staff causes double damage (×3 on a critical hit) for 1 round. A staff of power can be used for a retributive strike, requiring it to be broken by its wielder. (If this breaking of the staff is purposeful and declared by the wielder, it can be performed as a standard action that does not require the wielder to make a Strength check.) All charges currently in the staff are instantly released in a 30-foot radius. All within 2 squares of the broken staff take points of damage equal to 8 × the number of charges in the staff, those 3 or 4 squares away take 6 × the number of charges in damage, and those 5 or 6 squares distant take 4 × the number of charges in damage. All those affected can make DC 17 Reflex saves to reduce the damage by half. The character breaking the staff has a 50% chance of traveling to another plane of existence, but if he does not, the explosive release of spell energy destroys him. Only certain items, including the staff of the magi and the staff of power, are capable of being used for a retributive strike. After all charges are used up from the staff, it remains a +2 quarterstaff. (Once empty of charges, it cannot be used for a retributive strike.)