XP 9,600
Human Necromancer 11
N Medium humanoid (human)
Init +5; Senses darkvision 60 ft., see invisibility; Perception +4
DEFENSE
AC 16, touch 11, flat-footed 15 (+4 armor, +1 Dex, +1 natural)
hp 100 (11d6+59)
Fort +10, Ref +6, Will +10
Resist fire 30
OFFENSE
Speed 30 ft.
Melee mwk dagger +6 (1d4/19–20)
Special Attacks channel negative energy (DC 17, 8/day)
Arcane School Spell-Like Abilities (CL 11th; concentration +16)
8/day—grave touch (5 rounds)
Necromancer Spells Prepared (CL 11th; concentration +16)
6th—create undead, eyebite (DC 23)
5th—baleful polymorph (DC 20), magic jar (DC 22), teleport, waves of fatigue
4th—animate dead, enervation, fear (DC 21), solid fog, wall of fire
3rd—blink, fireball (DC 18), fly, ray of exhaustion (DC 20), vampiric touch (2)
2nd—blindness/deafness (DC 19), false life, resist energy, see invisibility, scare (DC 19), scorching ray
1st—alarm, burning hands (DC 16), cause fear (DC 18), detect undead, expeditious retreat, mage armor, magic missile
0th (at will)—bleed (DC 17), detect magic, read magic, touch of fatigue (DC 17)
Opposition Schools enchantment,
illusion
TACTICS
Before Combat The wizard casts mage armor, false life, resist energy (fire), and see invisibility.
During Combat The wizard casts solid fog on a group of enemies, then casts wall of fire in a circle (focused inward) around the solid fog. As opponents leave the fog, he attacks them directly with eyebite and enervation. He might cast fear to drive opponents through the wall of fire, or cast fireball on a group of opponents grouped together.
Base Statistics
Without false life, mage armor, resist energy, and see invisibility, the wizard's statistics are Senses darkvision 60 ft.; AC 12, touch 11, flat-footed 11; hp 85; Resist none.
STATISTICS
Str 10, Dex 12, Con 16, Int 20, Wis 8, Cha 14
Base Atk +5; CMB +5; CMD 16
Feats Brew Potion, Combat Casting, Command Undead, Craft Wondrous Item, Greater Spell Focus (necromancy), Improved Channel, Improved Initiative, Iron Will, Scribe Scroll, Spell Focus (necromancy), Toughness
Skills Craft (alchemy) +19, Fly +5, Heal +4, Intimidate +7, Knowledge (arcana) +19, Knowledge (dungeoneering, engineering, geography, history, local, nature, nobility, planes) +13, Knowledge (religion) +18, Perception +4, Spellcraft +19
Languages Aklo, Common, Dwarven, Elven, Goblin, Infernal
SQ arcane bond (rat), life sight (10 feet, 11 rounds/day)
Combat Gear potions of cure moderate wounds (2), potion of displacement, potion of invisibility, robe of bones; Other Gear masterwork dagger, amulet of natural armor +1, belt of mighty constitution +2, cloak of resistance +2, goggles of night, headband of vast intelligence +2, spellbook, crystal for magic jar (worth 100 gp), onyx gems (worth 300 gp), 623 gp