Anteas, Arcane Savant
CR 18 XP:
153,600
Male human magus (staff magus)3/wizard 11/battlemage 5
LE Medium humanoid (human)
Init +5; Senses Perception +3
AC 26, touch 17, flat-footed 21 (+5 armor, +4 shield, +2
deflection, +5 Dex)
HP 161 (8d8+11d6+87)
Fort +17, Ref +14, Will +21
Defensive Abilities spell turning; Will +25 vs.
mind-affecting; DR 10/adamantine; Immune divination; SR 23
Speed 30 ft.
Melee crimson warstaff +14 (1d6+6)
Special Attacks arcane pool (14 points, +2 enhancement),
battlefield magic, intense spells +5, magus arcana (arcane accuracy), spell
combat, spellstrike
Spell-Like Abilities (CL 11th, concentration +19) 11/day—force
missile (1d4+4 force) 11 rds/day—elemental wall
Magus Spells Prepared (CL 3rd; concentration +11)
1st-—Corrosive Touch,
Illusion of Calm, Mount, Shield, Unseen Servant
0th-—Acid Splash,
Daze, Detect Magic, Ray of Frost
Wizard Spells Prepared (CL 15th; concentration +23)
8th-—Greater Shout (E
DC 27), Mind Blank, Sunburst (DC 27)
7th-—Greater Age
Resistance (cast daily), Mass Fly, Mass Hold Person (DC 25), Persistent
Lightning (E*DC 26)
6th-—Acid Fog (DC 24),
Chain Lightning (E DC 25), Disintegrate (DC 24), Getaway, Globe of Invulnerability
5th-—Corrosive
Consumption, Feeblemind (DC 23), Quickened Moment of Greatness, Vampiric Shadow
Shield, Telekinesis (DC 23), Wall of Force (E)
4th-—Black Tentacles,
Calcific Touch (DC 22), Communal Protection from Energy, Dimension Door, Earth
Glide, Greater Darkvision, Scrying (DC 22), Solid Fog, Stoneskin, Wall of Fire
(E DC 23)
3rd-—Fireball (DC 22),
Fly, Haste, Healing Thief, Heroism, Lightning Bolt (E DC 22), Mind Raid (DC 21)
2nd-—Aegis (*),
Defensive Shock, Elemental Touch (E), Kinetic Reverberation (DC 21), See
Invisibility, Stricken Heart, Tactical Acumen
1st-—Burning Hands (E
DC 20), Charm Person (DC 19), Expeditious Excavation, Force Blast (* DC 20),
Line In the Sand, Moment of Greatness, Shocking Grasp
0th-—Mage Hand,
Prestidigitation, Read Magic, Touch of Fatigue (DC 18)
Before Combat Base Statistics Without heroism, mind blank,
shield, and stoneskin active, Anteas’ stats are as follows: AC 22, touch 22,
flat-footed 17 (+5 armor, +5 Dex, +2 luck); Fort +15, Ref +12, Will +19; Melee
Crimson Warstaff +18/+13 (1d6+10); Skills Craft (weapons) +30, Fly +10,
Knowledge (arcana, geography, nobility) +30, Knowledge (dungeoneering) +22,
Knowledge (history, religion) +26, Knowledge (planes) +24, Linguistics +24,
Ride +16, Spellcraft +29
During Combat Despite his age, Anteas remains a potent force
on the battlefield. Schooled in strategy, tactics, command, and leadership,
Anteas always reads a battlefield carefully, mentally cataloging how to use
location, terrain, weather, and other local features to his advantage. If the
field lacks advantageous features, he will create his own — walls of fire, ice,
or even force can appear unexpectedly in the midst of battle, clouds of acid
fog or solid fog envelop foes, and spells targeting vital positions are
countered when the enemy attacks. Aided by a dozen or so expert battlemages,
Anteas’ presence can easily doom an opposing force.
Brutally efficient, Anteas rarely bothers to take an unknown
foe’s measure; against unique enemies, he typically starts with his highest
level spells rather than waiting to see if weaker magic might have prevailed.
He sees his magic as a resource to be spent, not hoarded. He has also been
known to use unorthodox tactics, such as casting lightning spells or
disintegrate upon siege engines protected from flame or using multiple castings
of spells like expeditious excavation to form deep holes or wide trenches in
the battlefield, thus slowing or trapping cavalry and heavily armored warriors.
Anteas’ preferred tactics involve remaining astride his horse,
protected by multiple magical defenses (including those granted by his Crimson
Warstaff), and launching his attacks from there. Though his body is still
strong, he does not wade into the fray the way he did in his youth. Now, he
leaves the close fighting to younger warriors. Still, should the situation
warrant it, he will not hesitate to dive into a melee, cutting a swath with ice
and fire
Str 18, Dex 20, Con 19, Int 27, Wis 16, Cha 16
Base Atk +10; CMB +14; CMD 31
Feats Combat Casting, Combat Expertise, Craft Magic Arms and
Armor, Craft Staff, Craft Wondrous Item, Defensive Combat Training, Disruptive,
Empower Spell, Mounted Combat, Quarterstaff Master, Quicken Spell, Scribe
Scroll, Spell Focus (Evocation), Weapon Focus (Quarterstaff), Weapon
Specialization (Quarterstaff)
Skills Craft (weapons) +32, Fly +12, Knowledge (arcana,
geography, nobility) +32, Knowledge (dungeoneering) +24, Knowledge (history,
religion) +28, Knowledge (planes) +26, Linguistics +26, Ride +518, Spellcraft
+31
Languages Calastian, Dwarvish, Elvish, Ledean, Orcish, Zathisk
SQ Traits desperate resolve; arcane bond (Crimson Warstaff),
armor training (medium), trained rider
Gear Gear robe of the archmagi (evil), belt of physical
perfection +4, headband of vast intelligence +4 (Craft: weapons, Knowledge:
geography), ring of spell turning, ring of wizardry IV, handy haversack, iron
bands of binding, spellbooks, 2 diamonds (1,500 gp each; for limited wish),
plus other items as required
Other Gear Spellbooks as Grand Vizier to one of the most
powerful nations on Cheliax has access to a near limitless supply of spells to
fill his numerous tomes; the GM can assume that Anteas has access to any wizard
spell of 6th level or less, plus most spells of 7th or 8th level, except for
those from opposed schools.
Source: Onyx Path - Scarred Lands - The Wise & the Wicked
(2nd edition)
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