TENSER CR 21
Male human wizard 16/archmage 5
LG Medium humanoid
Init +3; Senses permanent darkvision 60 ft., permanent see invisibility; Listen +9, Spot +9
Languages Common, Draconic, Elven, Sylvan, permanent tongues, empathic link
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AC 26 (+3 Dex, +8 armor, +5 deflection), touch 18, flat-footed 23; AC 30, touch 18, flat-footed 27 with shield; AC 34, touch 18, flat-footed 31 with shield and Tenser’s transformation
hp 117 (21 HD)
Resist fire 20 (major ring of fire resistance)
Fort +13, Ref +13, Will +18; Fort +18 with Tenser’s transformation
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Speed 30 ft. (6 squares)
Melee rod of thunder and lightning +12/+7 (1d6+2); +25/+20/+15/+10 (1d6+5) with Tenser’s transformation
Base Atk +10; Grp +10; Base Atk +21; Grp +23 with Tenser’s transformation
Atk Options mastery of elements, mastery of shaping
Special Actions arcane fire
Combat Gear 6 potions of cure serious wounds, rod of thunder and lightning, 4 scrolls of greater teleport, 7 scrolls of knock (CL 20th), staff of the magi 39, 5 packets of dust of disappearance
Wizard Spells Prepared (CL 21st):
10th -- maximized delayed blast fireball (DC 26)
9th -- maximized disintegrate
(DC 25), Mordenkainen’s disjunction (DC
27), time stop
8th -- discern location, mind blank (cast daily), Otiluke’s telekinetic sphere (DC 27), polar ray (+13 ranged touch)
7th -- maximized enervation
(+13 ranged touch), forcecage, Mordenkainen’s magnificent mansion, prismatic
spray (DC 26), spell turning
6th -- greater dispel
magic, maximized fireball (DC 22), maximized lightning bolt (DC
22), Tenser’s transformation
5th -- break enchantment, dominate person (DC 23)
4th -- charm monster (DC 22), dimensional anchor (+13 ranged touch), fire shield, scrying (DC 22), stone skin x2
3rd -- fireball
(DC 22), fly, haste, lightning bolt (DC 22), water
breathing, wind wall
2nd -- false life, glitterdust (DC 20), invisibility, Melf’s acid arrow (+13 ranged touch) x3
1st -- feather fall, identify x2, shield x2, Tenser’s floating disc
0 -- detect magic x2, read magic x2
Spell-Like Abilities (CL 21st):
4/day -- teleport
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Abilities Str 10, Dex 16, Con 16, Int 27, Wis 11, Cha 18; Str 14, Dex 20, Con 20 with Tenser’s transformation
SQ contingency, familiar, permanent spells, scry on familiar, share spells
Feats Combat Casting, Craft Staff, Craft Wand, Craft Wondrous Item, Forge Ring, Improved Spell Capacity [epic], Maximize Spell, Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (evocation), Spell Focus (transmutation), Simple Weapon Proficiency
Skills Concentration +27, Decipher Script +23, Knowledge (arcana) +32, Knowledge (dungeoneering) +24, Knowledge (history) +18, Knowledge (nature) +18, Listen +9, Spellcraft +34, Spot +9
Possessions combat gear plus major ring of fire resistance, ring of protection +5, amulet of proof against detection and location, bag of holding I, belt of many pockets*, bracers of armor +8, major cloak of displacement, headband of intellect +6, Heward’s handy haversack, slippers of spider climbing, vest of resistance +4*
Spellbook spells prepared plus all other spells in Player’s Handbook and Spell Compendium
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Arcane Fire (Su): +13 ranged touch, 600 ft. range, deals 5d6 damage plus +1d6 per spell level used to create.
Contingency (Sp): If Tenser is affected by any unwanted enchantment, transmutation, or curse, break enchantment is triggered.
Mastery of Elements (Su): Alter a spell with the acid, cold, electricity, fire, or sonic descriptor so that it utilizes a different element than the one it normally uses. The spell’s casting time is unaffected. The caster decides whether to alter the spell’s energy type and chooses the new energy type when he begins casting.
Mastery of Shaping (Su): Alter burst, cone, cylinder, emanation, or spread spells so as to leave one or more “holes” in the area or effect. Those within such holes are not subject to the spell’s effect. Each hole must be at least a 5-foot cube. Any shapeable spell has a minimum dimension of 5 feet instead of 10 feet.