XP 4,800
Elf Fighter 2/Abjurer 5/Eldritch Knight 2
Medium humanoid (elf) N
Init +3; Senses low-light vision; Perception +11
DEFENSE
AC 19, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 dodge, +1 natural)
hp 67 (2d10+5d6+2d10+23)
Fort +9, Ref +6, Will +8; +2 vs. enchantments, +1 vs. fear
Defensive Abilities bravery +1; Immune sleep; Resist 5 fire
OFFENSE
Speed 30 ft.
Melee +1 quarterstaff +11/+6 (1d6+7)
Abjurer Spells Prepared (CL 6th; concentration +8)
3rd—displacement, lightning bolt (DC 15), protection from energy
2nd—darkness, false life, mirror image (2), protection from arrows
1st—cause fear (DC 13), magic missile, shield (2), true strike
0th (at will)—ghost sound (DC 12), message, open/close, touch of fatigue (DC 12)
Opposition Schools conjuration,
enchantment
TACTICS
During Combat The eldritch knight casts shield and displacement on herself, then casts lightning bolt and magic missile before casting mirror image and entering melee.
STATISTICS
Str 16, Dex 16, Con 12, Int 14, Wis 10, Cha 8
Base Atk +6; CMB +9; CMD 23
Feats Arcane Armor Training, Craft Wand, Dodge, Great Fortitude, Improved Iron Will, Iron Will, Scribe Scroll, Toughness, Weapon Focus (quarterstaff), Weapon Specialization (quarterstaff)
Skills Knowledge (arcana) +10, Knowledge (local, nobility, planes, religion) +6, Perception +11, Ride +7, Sense Motive +5, Spellcraft +12 (+14 to identify magic item properties), Stealth +8
Languages Common, Draconic, Elven, Sylvan
SQ arcane bond (+1 quarterstaff), diverse training, elven magic, protective ward (2 rounds, +2 deflection, 5/day), weapon familiarity
Combat Gear potion of cure serious wounds, scroll of displacement, scrolls of false life (2), wand of invisibility (20 charges); Other Gear +2 leather armor, +1 quarterstaff, amulet of natural armor +1, cloak of resistance +1, spell component pouch, spellbook, 276 gp