Valas Zauviir

Valas Zauviir


© 2007 Commissioned Artwork by Eunice Figueroa
Permission to use not granted

NAME: Valas Zauviir
RACE: Drow
SUBTYPE: --
TEMPLATE: --
GENDER: Male
AGE: 144
EYES: Crimson
HAIR: White
SKIN: Obsidian
SIZE: Medium
HEIGHT: 4'10"
WEIGHT: 89 lbs
SPEED: 60 ft
CLASS LEVEL HD
1)Wizard (Elven Racial) 5 d4
2)Binder 4 d8
3)Anima Mage 10 d4
4)Wyrm Wizard 2 d4
5)Abjurant Champion 4 d10
6) -- --
7) -- --
8) -- --
9) -- --
10) -- --
11) -- --
12) -- --
ALIGNMENT: NE
CHAR LEVEL: 25
ECL: 27
EXPERIENCE: 321,320
FEAT POOL: 0
SKILL POINTS: 0/252
HIT POINTS: 310
DMG REDUCT: --
SPELL RESIST: 36
PSION RESIST: 26
EPIC ATTACK: 3
EPIC SAVE: 2
POWER POINTS: --

STAT VALUE MOD
STR 22 +6
DEX 26 +8
CON 22 +6
INT 30 +10
WIS 22 +6
CHA 28 +9
STR FEAT VALUE
OVER HEAD: 520
OFF GROUND: 1040
PUSH/DRAG: 2600
LT LOAD: 173
MED LOAD: 346
HVY LOAD: 520
MONEY AMOUNT
COPPER 0
SILVER 5
ELECTRUM 0
GOLD 28,100
PLATINUM 0
( ) -

SAVING THROW TOTAL = BASE + STAT MOD + MAGIC MOD + MISC MOD
FORTITUDE 26 = 7 + 6 + 9 + 4
REFLEX 25 = 5 + 8 + 10 + 2
WILL 33 = 16 + 6 + 9 + 2

  • +2 Racial bonus to saves against enchantment spells or effects
  • +2 Racial bonus on Will saves against spells and spell-like abilities


    AC
    AC = Base + DEX + SIZE + ARMOR + SHIELD + NAT + MISC
    50 = 10 + 8 + 0 + 20 + 0 + 5 + 7

  • Misc includes +1 bonus from Haste, +1 insight bonus from Vestige, and +5 Deflection bonus
  • +8 Shield bonus with Shield spell

    INITIATIVE = DEX MOD + MISC
    14 = 8 + 6


    MELEE BONUS = BASE ATTACK + STR MOD + SIZE MOD + MISC
    29 = 20 + 6 + 0 + 4
    RANGED BONUS = BASE ATTACK + DEX MOD + SIZE MOD + MISC
    32 = 20 + 8 + 0 + 4

  • Misc includes +1 Luck bonus from spell, and +3 Epic Attack bonus

    WEAPON/ATTACK FORM ATTK+ DMG+ DMG CRIT RANGE
    Mace +5 +35 +16 1d8 20/x2 --

  • Note: All attacks are considered Touch Attacks
  • Weapon deals +1d6 Fire, +1d6 Cold, +1d6 Electricity, +1d6 Acid
  • On a critical weapon deals +1d10 Fire, +1d10 Cold, +1d10 Electricity, +1d10 Acid

    FULL ATTACK MACE w/HASTE: +36/+36/+31/+26/+21

    FULL ATTACK MACE w/HASTE & GREATER HEROISM: +40/+40/+35/+30/+25


    SKILL NAME KEY SKILL MOD = KEY MOD + RANKS + MISC MOD
    Appraise INT 14 = 10 + 0 + 4
    Balance DEX 13 = 8 + 1 + 4
    Bluff CHA 28 = 9 + 11 + 8
    Climb STR 10 = 6 + 0 + 4
    Concentration CON 38 = 6 + 28 + 4
    Craft (Alchemy) INT 38 = 10 + 20 + 8
    Decipher Script INT 30 = 10 + 16 + 4
    Diplomacy CHA 32 = 9 + 11 + 12
    Disguise CHA 14 = 9 + 1 + 4
    Escape Artist DEX 13 = 8 + 1 + 4
    Forgery INT 14 = 10 + 0 + 4
    Gather Information CHA 16 = 9 + 1 + 6
    Handle Animal CHA 14 = 9 + 1 + 4
    Heal WIS 10 = 6 + 0 + 4
    Hide DEX 13 = 8 + 1 + 4
    Intimidate CHA 47 = 9 + 28 + 10
    Jump STR 10 = 6 + 0 + 4
    Knowledge(Arcana) INT 42 = 10 + 28 + 4
    Knowledge(The Planes) INT 19 = 10 + 5 + 4
    Knowledge(Religion) INT 19 = 10 + 5 + 4
    Knowledge(Nobility & Royalty) INT 19 = 10 + 5 + 4
    Knowledge(Local [Underdark]) INT 19 = 10 + 5 + 4
    Knowledge(History) INT 19 = 10 + 5 + 4
    Knowledge(Politics) INT 15 = 10 + 1 + 4
    Listen WIS 14 = 6 + 2 + 6
    Move Silently DEX 13 = 8 + 1 + 4
    Perform([Untrained]) CHA 13 = 9 + 0 + 4
    Ride DEX 13 = 8 + 1 + 4
    Search INT 26 = 10 + 0 + 16
    Sense Motive WIS 38 = 6 + 28 + 4
    Spellcraft INT 44 = 10 + 28 + 6
    Spot WIS 24 = 6 + 2 + 16
    Survival WIS 10 = 6 + 0 + 4
    Swim STR 10 = 6 + 0 + 4
    Tumble DEX 18 = 8 + 2 + 8
    Use Rope DEX 13 = 8 + 1 + 4

  • Miscellaneous includes +4 Morale bonus to all
  • +2 bonus to Listen and Spot checks when Familiar within arm's reach
  • +2 bonus to Disguise checks to act in character
  • +2 bonus on Appraise checks related to Craft (Alchemy)
  • +2 bonus on Survival checks in other Planes


    FEAT
    Simple Weapon Proficiency
    Martial Weapon Proficiency (Rapier)
    Martial Weapon Proficiency (Short Sword)
    Exotic Weapon Proficiency (Hand Crossbow)
    Armor Proficiency (Light)
    Practiced Spellcaster (Wizard)
    Scribe Scroll
    Extend Spell
    Persistent Spell
    Maximize Spell
    Quicken Spell
    Heighten Spell
    Epic Spellcasting
    Improved Spell Capacity
    Mobile Spellcasting
    Combat Casting
    Ignore Special Requirements
    Mobility
    Alertness*
    Whirlwind Attack


    ADDITIONAL NOTES/ERRATA
    Quick & Dirty Summary

    Uncanny Dodge
    Evasion
    +10 on checks vs. Bull Rush, Overrun, & Trip

    Blindsense 30'
    See Invisible constantly
    Arcane Sight constantly
    Scent
    Detect all spellcasting within 60'

    Undead Traits
    Immune to Cold
    Immune to Electricity
    Immune to Spells of 4th Level and lower*
    Immune to Impeded Movement (Web, Slow, Paralysis, etc)
    Immune to Grappling (auto-success on checks)

    Faster Casting on all spells (Standard action=Swift, 1 Full Round=Standard)

    Persisted Spells:

    • Divine Power
    • Wraithstrike
    • Arcane Spellsurge*
    • Veil of Undeath*
    • Greater Globe of Invulnerability*

    Permanent Spells:

    • Arcane Sight
    • Rary's Telepathic Bond (with Lesaonar)
    • Read Magic
    • Scent
    • See Invisibility
    • Tongues

    Contingent Spell: Teleport (Back to home base at 0 hp or less; Stasis Clone waiting)

    Permanent Spells (Mace):

    • Weapon of Energy (Acid)
    • Weapon of Energy (Cold)
    • Weapon of Energy (Electricity)
    • Weapon of Energy (Fire)
    Drow Traits
    Darkvision 120'
    SR 11 +1/Character Level
    +2 racial bonus to saves against enchantment spells or effects
    +2 Racial bonus on Will saves against spells and spell-like abilities
    Immunity to Sleep spells and effects
    +2 Racial bonus on Listen, Search, and Spot checks. A drow who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if he were actively looking for the door.
    Spell-like abilities (Caster Level = Character level)
    • Dancing Lights 1/day
    • Darkness 1/day
    • Faerie Fire 1/day

    Light Blindness
    Wizard (Elf Racial) Abilities
    Spellcasting (20th level caster; 24th effective caster level)
    Scribe Scroll feat for free
    Gain a Familiar
    Learn 3 free spells per level
    Memorize one extra spell of highest level per day
    Binder Abilities
    Soul Binding [Su] (3 vestiges at a time; 14th effective level)
    Suppress Sign [Ex]
    Pact Augmentation +1 [Su]

    Bound Vestiges:

    • Acererak
      • Detect Undead at will (14th level)
      • Hide from Undead as Standard Action (14th level; DC 26 vs Intelligent)
      • Immunity to Cold and Electricty damage
      • Paralyzing Touch (Standard action; Fort save or paralyzed 7 rnds; 1/5 rounds)
      • Speak with Dead at will (CL 14th; Save DC 26)
      • Heal from both Negative & Positive energy
    • Astaroth
      • Bardic Knowledge (14th level)
      • 1/5 rounds exhale 60ft cone of gas; Fort save or nauseated 1 rnd & sickened additional 1d4 rnds; Save = sickened 1 rnd
      • +4 Competence bonus on Bluff, Diplomacy, and Intimidate checks
      • +4 competence bonus on all Craft checks
      • Gain temp Item Creation feat each time bound for duration
      • Suggestion at will (CL 14) 5 rounds between uses, up to CHA mod targets total
    • Paimon
      • Dance of Death
      • Proficient with Rapier & Short Sword; Weapon Finesse with each
      • +4 Dexterity bonus
      • Use Tumble untrained; +4 Tumble and Perform (Dance) checks
      • Uncanny Dodge
      • Whirlwind Attack feat

    Anima Mage Abilities
    Exploit Vestige
    Vestigial Awareness (+2 Initiative per bound Vestige)
    Vestigial Metamagic 3/day (Spontaneous with No Level Mod; 5 rnd loss of 1 Vestige)
    Vestige Casting (1/day Immediate action Stilled, Silent spell; Usually reserves for Mordy's Disjunction)
    Wyrm Wizard Abilities
    Knowledge of the Wyrm
    Spell Research (Divine Power)
    Abjurant Champion Abilities
    Abjurant Armor: Add class level (+4) to Abjuration spells that grant Armor or Shield bonus
    Extended Abjuration: Double duration of all Abjuration spells (as Extend Spell feat)
    Swift Abjuration: Cast Abjuration spells of up to 2nd level as Swift Action
    Arcane Boost: As a Swift Action, burn spell slot to do one of the following for 1 round -
    • Bonus on attack rolls = spell level
    • Bonus on damage rolls = 2 x spell level
    • Bonus to AC = spell level
    • Bonus on saving throws = spell level
    • Resistance to elements = 5 x spell level
    Languages Known
    Elven
    Undercommmon
    Common
    Drow Sign Language
    Draconic
    Abyssal


    SPELLCASTING
    Spells Prepared
    NOTE: Caster Level 20th; Effective Caster Level 25th
    • 1st-Level Spells
      • True Strike
      • True Strike
      • True Strike
      • Nerveskitter
      • Shield**
      • Shield**
      • Shield**
      • Protection from Chaos/Good/Law
      • Protection from Chaos/Good/Law
      • Dispel Ward
      • Ebon Eyes
    • 2nd-Level Spells
      • Mirror Image
      • Mirror Image
      • Scorching Ray
      • Scorching Ray
      • Knock
      • Arcane Lock
      • Alter Self
      • Lion's Charge
      • Alarm, Greater
      • Spider Climb
      • Create Magic Tattoo (used daily for +1 luck bonus to attacks)
    • 3rd-Level Spells
      • Dispel Magic*
      • Dispel Magic*
      • Dispel Magic*
      • Fly
      • Gaseous Form
      • Slow
      • Protection from Energy
      • Magic Circle Against Chaos/Good/Law
      • Hold Person
      • Anticipate Teleportation
    • 4th-Level Spells
      • Stoneskin*
      • Stoneskin*
      • Assay Spell Resistance
      • Assay Spell Resistance
      • Orb of Acid
      • Orb of Force
      • Dimensional Anchor
      • Evard's Black Tentacles
      • Scrying
      • Greater Invisibility
    • 5th-Level Spells
      • Teleport
      • Teleport
      • Draconic Polymorph
      • Break Enchantment
      • Hold Monster [DC 25]
      • Blink, Greater
    • 6th-Level Spells
      • Greater Heroism
      • Greater Globe of Invulnerability (Persisted via Vestige Metamagic)
      • Antimagic Field*
      • True Seeing
      • Dispel Magic, Greater
      • Dispel Magic, Greater
    • 7th-Level Spells
      • Greater Heroism
      • Ironguard
      • Arcane Spellsurge (Persisted via Vestige Metamagic)
      • Spell Turning
      • Limited Wish
    • 8th-Level Spells
      • Persistent Wraithstrike
      • Veil of Undeath (Persisted via Vestige Metamagic)
      • Greater Heroism
      • Polar Ray
      • Polymorph Any Object [DC 28]
    • 9th-Level Spells
      • Effulgent Epuration
      • Mordenkainen's Disjunction
      • Power Word, Kill
      • Wish
      • Time Stop
    • 10th-Level Spells
      • Persistent Divine Power
      • Time Stop
      • Power Word, Kill

    Spellbook

    1st Level

  • True Strike
  • Shield
  • Magic Mirror
  • Summon Monster I
  • Alarm
  • Endure Elements
  • Protection from Chaos/Good/Evil/Law
  • Mage Armor
  • Unseen Servant
  • Comprehend Languages
  • Identify
  • Burning Hands
  • Sleep
  • Shocking Grasp
  • Tenser's Floating Disk
  • Color Spray
  • Disguise Self
  • Nystul's Magic Aura
  • Enlarge Person
  • Erase
  • Feather Fall
  • Magic Weapon
  • Reduce Person
  • Nerveskitter
  • Critical Strike
  • Insightful Feint

    2nd Level

  • Mirror Image
  • Scorching Ray
  • Knock
  • Arcane Lock
  • Alter Self
  • Wraithstrike
  • Blindsight
  • Scent
  • Lion's Charge
  • See Invisibility
  • Create Magic Tattoo
  • Summon Monster II
  • Obscure Object
  • Resist Energy
  • Protection from Arrows
  • Melf's Acid Arrow
  • Web
  • Locate Object
  • Gust of Wind
  • Continual Flame
  • Command Undead
  • Bear's Endurance
  • Bull's Strength
  • Cat's Grace
  • Eagle's Splendor
  • Fox's Cunning
  • Owl's Wisdom
  • Spider Climb
  • Alarm, Greater

    3rd Level

  • Dispel Magic
  • Fly
  • Sound Lance
  • Fireball
  • Lightning Bolt
  • Haste
  • Enhance Familiar
  • Fortify Familiar
  • Weapon of Energy
  • Arcane Sight
  • Tongues
  • Summon Monster III
  • Nondetection
  • Explosive Runes
  • Protection from Energy
  • Phantom Steed
  • Hold Person
  • Gentle Repose
  • Blink
  • Gaseous Form
  • Keen Edge
  • Magic Weapon, Greater
  • Slow
  • Water Breathing
  • Heroism
  • Mage Armor, Greater
  • Deeper Darkvision
  • Anticipate Teleportation

    4th Level

  • Stoneskin
  • Dimensional Anchor
  • Evard's Black Tentacles
  • Scrying
  • Greater Invisibility
  • Divine Power
  • Fire Shield
  • Improved Blindsight
  • Spell Enhancer
  • Summon Monster IV
  • Dimension Door
  • Detect Scrying
  • Animate Dead
  • Geas, Lesser
  • Ice Storm
  • Remove Curse
  • Repair Critical Damage
  • Melt Metal
  • Floating Disk, Greater
  • Assay Spell Resistance
  • Orb of Acid
  • Orb of Force

    5th Level

  • Teleport
  • Baleful Polymorph
  • Break Enchantment
  • Hold Monster
  • Blink, Greater
  • Permanency
  • Superior Resistance
  • Rary's Telepathic Bond
  • Acid Storm
  • Summon Monster V
  • Dismissal
  • Mordenkainen's Private Sanctum
  • Contact Other Plane
  • Feeblemind
  • Sending
  • Magic Jar
  • Passwall
  • Draconic Polymorph
  • Zone of Respite
  • Dimension Door, Greater

    6th Level

  • Heroism, Greater
  • Globe of Invulnerability, Greater
  • Antimagic Field
  • True Seeing
  • Dispel Magic, Greater
  • Disintegrate
  • Contingency
  • Summon Monster VI
  • Guards and Wards
  • Legend Lore
  • Geas/Quest
  • Create Undead
  • Mordenkainen's Lucubration
  • Anticipate Teleportation, Greater
  • Seal Portal
  • Superior Resistance
  • Revive Undead
  • Hardening

    7th Level

  • Ironguard
  • Arcane Spellsurge
  • Spell Turning
  • Limited Wish
  • Awaken Undead
  • Ruby Ray of Reversal
  • Summon Monster VII
  • Scrying, Greater
  • Teleport, Greater
  • Teleport Object
  • Banishment
  • Mordenkainen's Magnificent Mansion
  • Plane Shift
  • Synostodweomer
  • Antimagic Ray

    8th Level

  • Polar Ray
  • Polymorph Any Object
  • Transcribe Symbol
  • Clone
  • Summon Monster VIII
  • Create Greater Undead
  • Dimensional Lock
  • Binding
  • Moment of Prescience
  • Mind Blank
  • Spell Engine
  • Veil of Undeath

    9th Level

  • Mordenkainen's Disjunction
  • Power Word, Kill
  • Wish
  • Time Stop
  • Eye of Power
  • Effulgent Epuration
  • Stasis Clone
  • Gate
  • Shapechange
  • Imprisonment
  • Freedom
  • Summon Monster IX
  • Etherealness
  • Meteor Swarm
  • Replicate Casting


  • GEAR/ITEM
    Magic Items By Body Slot
    • HEAD: Circlet of Rapid Casting
    • FACE: Dragon's Eye Mask
    • THROAT: Amulet of Second Chances
    • TORSO: Empty
    • BODY: Robe of Mysterious Conjuration
    • WAIST: Belt of Magnificence +6
    • SHOULDERS: Spaulders of Armor
    • ARMS: Deathguardian Bracers
    • HANDS: Casting Glove
    • RING (R): Ring of Wizardry III
    • RING (L): Ring of Wizardry IV
    • FEET: Boots of Temporal Acceleration

    Slotless Worn Magic Items
    • Ring of Spell Battle
    • Ring of Evasion
    • Ring of Arcane Might
    • Ring of Wizardry I
    • Ring of Wizardry II
    • Ring of Spell Storing (5 levels)

    "Single Use" Magic Items

    • Manual of Quickness of Action +5
    • Manual of Gainful Exercise +5
    • Manual of Bodily Health +5
    • Tome of Clear Thought +5
    • Tome of Leadership & Influence +5
    • Tome of Understanding +5

    Other Magic Items

    • Akoraer's Mace
    • Staff of Maximum Hostility


    NOTE: All worn items listed below are made of glassteel.

    Circlet of Rapid Casting
    [ 15,000 gp ]
    This thin, golden circlet is engraved with dozens of different symbols and runes. It allows the wearer to cast a small numbers of spells each day as a Swift action. The circlet has 3 charges which are renewed at the beginning of each day. Spending one or more charges allows you to cast a single spell as part of the same Swift action as you used to activate the item. This spell must have a casting time that is no longer than 1 Standard action. Doing this expends the prepared spell as if you had cast the spell normally.

    • 1 Charge: Cast a single spell of 2nd level or less
    • 2 Charges: Cast a single spell of up to 3rd level
    • 3 Charges: Cast a single spell of up to 4th level

    Dragon's Eye Mask
    [ 55,000 gp ]
    Grants Blindsense 30', and a +10 Competence bonus on Search & Spot checks.

    Amulet of Second Chances
    [ 40,000 gp ]
    Once per day as a Swift action, undo all events of the current round and redo (everyone has to redo the round).

    Robe of Mysterious Conjurations
    [ 32,000 gp ]
    Three times per day, swap out a spell to cast a Summon Monster spell of the same level. The summoned monsters can act immediately.
    The robe has also been enchanted as per a Belt of Many Pouches, having many small hidden pockets within its folds.

    Belt of Magnificence +6
    [ 200,000 gp ]
    Grants a +6 Enhancement bonus to all Ability Scores.

    Spaulders of Armor
    [ 353,200 gp ]
    This protective shoulder harness grant the following:

    • +8 Armor bonus to AC [64,000 gp]
    • Speed [+3 MP]: Constant Haste
    • Mobility [+1 MP]: Grants the Mobility feat
    • Comfort [+5000 gp]: Immune to normal temperature extremes
    • Blueshine [+1500 gp]: Item immune to rust & acid effects
    • Freedom [+60,000 gp]: Constant Freedom of Movement
    • Glamered [+2700 gp]: Can change the item's appearance
    • Greater Anchoring [+15,000 gp]: +10 Enhancement bonus on checks vs. Bull Rush, Overrun, & Trip attacks
    • +5 Deflection bonus to AC [+50,000 gp]
    • +5 Natural Armor bonus to AC [+50,000 gp]
    • +5 Resistance bonus to Saving Throws [+25,000 gp]

    Deathguardian Bracers
    [ 6,000 gp ]
    As an immediate action, the wearer can spend a spell slot and gain Damage Reduction equal to the spell's level for one round. The DR lasts until the start of the wearer's next turn and cannot be overcome by any type of weapon.

    Casting Glove
    [ 20,000 gp ]
    This glove (worn on the right hand) allows an item to be stored or retrieved as a Free Action. In addition, once per round you can activate or consume a stored magic item as if you were holding it in your hand. The activation and all effects function just as normal for the item, and the activation requires the same type of action.
    Valas usually keeps his Staff within the glove.

    Rings of Wizardry
    [ 40,000 gp ]
    [ 80,000 gp ]
    [ 70,000 gp ]
    [ 100,000 gp ]
    Each of these four rings will double the number of base spells a wizard is able to cast for the relevant level (1st through 4th respectively; bonus spells from INT are not doubled).

    Ring of Evasion
    [ 50,000 gp ]
    Grants Evasion as per the Rogue class feature.

    Ring of Arcane Might
    [ 40,000 gp ]
    +1 Effective Caster Level.

    Ring of Spell Storing
    [ 100,000 gp ]
    Up to five levels of spells can be stored in the ring.

    Ring of Spell Battle
    [ 24,000 gp ]
    This ring constantly informs the wearer of all spellcasting within 60 feet. In addition it allows a Spellcraft check (DC 15 + spell level) to identify the spell(s) being cast (even if you can't see its casting or effect).
    Once per day upon a successful identification the wearer can activate the ring as an Immediate action to counterspell as if with a Dispel Magic, or to change the target of the spell to anyone within 60 feet (if the spell has a range that allows it).

    Boots of Temporal Acceleration
    [ 43,000 gp ]
    Once per day as a Swift Action (Command), speed time up as Time Stop. Take two rounds worth of actions then resume acting during your current turn in normal time, but are Shaken for 1 round.

    Akoraer's Mace
    [ 203,000 gp + 10,00 gp ]
    This adamantine mace (which formerly belonged to Valas' sister after whom he affectionately named it) carries the following enchantments. In addition to those listed below, he keeps a Greater Truedeath Crystal attached to the weapon at all times.

    • +5 Enhancement bonus to attack and damage
    • Eager [+1 MP]: Can be drawn as a Free Action; +2 Init bonus when wielded
    • Collision [+2 MP]: Adds +5 damage on a successful hit
    • Magebane [+1 MP]: +2 extra enhancement to attack/damage vs arcane casters; +2d6 damage to same
    • Shattermantle: Each hit drains 1 SR from foe for one round
    • Spellblade [+6000 gp]: Wielder immune to one spell (Greater Dispel Magic). Can redirect as Free Action on next turn or let dissipate
    • Truedeath, Gr [10,000 gp]: +1d6 dmg vs Undead; Critical & Sneak Attack undead; Ghost Touch
    • Weapon of Energy [Permanent Spells]
      The mace has been enchanted with the following energy types: Acid, Cold, Electricity, Fire. It does +1d6 damage of each type on a successful hit; on a Critical hit it does +1d10 of each type in addition (burst).

    Staff of Maximum Hostility
    [ 283,499.5 gp ]
    This custom-created staff contains the following spells. Creator caster level for the staff is 21st level. Each use of the staff drains one charge.
    Current Charges: 50

    • Quickened Maximized Magic Missile (5 x 5 dmg; No SR, No Save)
    • Quickened Maximized Scorching Ray (3 x 24 dmg ranged touch; SR applies, No Save)
    • Quickened Maximized Fireball (60 dmg; SR applies, Ref Save DC 30)
    • Quickened Maximized Lightning Bolt (60 dmg; SR applies, Ref Save DC 30)
    • Quickened Maximized Sound Lance (80 dmg; SR applies, Fort Save DC 30)
    • Maximized Heightened Disintegrate (240 dmg ranged touch; SR applies, Fort Save DC 30 = 30 dmg)


    Qualyn [ Rat Familiar ]

    HD: As Master = 25 ( 171 hp )
    Initiative: +2
    Speed: 15 ft; Climb 15 ft; Swim 15 ft
    AC: 51 (+2 Size, +2 DEX, +15 Natural, +2 Dodge, +20 armor)
    TAC: 14
    FFAC: 25
    Base Attack/Grapple: +23/+11
    Attack: Bite +34 melee (1d3+3)
    Full Attack: Bite +34 melee (1d3+3)
    Space/Reach: 2-1/2 ft/0 ft
    Special Attacks: -
    Special Qualities: Blindsight 60', Deliver Touch Spells, Empathic Link, Familiar Spell (Draconic Polymorph), Grant Master Alertness, Improved Evasion, Low-light Vision, Scent, Share Spells, Speak With Master, Speak With Reptiles, Spell Resistance 30, Scry on Familiar, 25% Fortification
    Saves: Fort +17, Ref +17, Will +27
    Abilities: STR 2, DEX 15, CON 10, INT 18, WIS 12, CHA 2
    Skills: Balance +11, Bluff +7, Climb +12, Concentration +28, Craft (Alchemy) +32, Decipher Script +19, Diplomacy +7, Disguise -3, Escape Artist +3, Gather Information -3, Handle Animal -3, Hide +14, Intimidate +24, Knowledge (Arcana) +32, Knowledge (Planes) +9, Knowledge (Religion) +9, Knowledge (Nobility & Royalty) +9, Knowledge (Local [Underdark]) +9, Knowledge (History) +9, Listen +3, Move Silently +10, Ride +3, Sense Motive +29, Spellcraft +32, Spot +3, Swim +10, Tumble +4, Use Rope +3
    Feats: Weapon Finesse

    Skills: Rats have a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks. A rat can always choose to Take 10 on Climb checks, even if rushed or threatened. A rat uses its DEX mod instead of its STR mod for Climb and Swim checks. A rat has a +8 bonus on any Swim checks to perform some special action or avoid a hazard. It can always choos to Take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

    Permanent Spells [25th level]:

    • Enhance Familiar
    • Fortify Familiar
    • Greater Magic Fang (Bite)
    • Improved Blindsight
    • Scent
    • Superior Resistance