Dwarven War Mage

Dwarven War Mage
Level 17 (+7)
"Oh yeah, makes sense when you think about it! We’re engineers and craftsmen by nature, and all wizarding is math when you break it down! Why wouldn’t we be great at blowing things up?! It’s practically in our blood!"
——Sastron Fizzlebeard, Dwarven Mage Instructor
There are very few Dwarven Mages, but the few that exist are trained as warriors in their own right. They master an impressive array of spells that can equally devastate enemy ranks and guarded stone walls. They carry light hammers should they need to engage in hand-to-hand combat, but their primary place is in the center of a dwarven army. They sling elemental destruction to clear out the enemy ranks for their kin and defend against the spells of enemy casters to ensure their people incur as few casualties as possible. For many centuries, dwarves resisted the use of Eldritch Magic, until a particularly unique dwarf broke the mold, and showed other dwarves how flashy spells could serve as an excellent source of demolition. Since then, Dwarven War Mages have begun to occupy a place of honor similar to that of the War Cleric.
Awareness
21
Senses
Darkvision
Initiative
25/1d6
Max HP
201
Resilience: +3
Healing Value: 42
Morale
3
Defenses
AC
24/24
Touch
24
Fort
20
Reflex
24
Will
23
Resistances:
Vulnerabilities:
Defensive Actions
Empowered Shield
Once per round
When hit with an attack that targets AC, Touch, or Reflex, gain a +4 bonus to AC, Touch & Reflex till the end of the segment. (Basic)
Attributes / Saving Throws
STR
11 / 17
DEX
13 / 19
CON
14 / 20
INT
16 / 20
WIS
16 / 20
CHA
13 / 17
Saving Throw Modifiers: Poison [STB 6], Magic [STB 4]
Actions
Movement Modes
Shift 5ft / 2
Skirmish 25ft / 3
Sprint 45ft / 3
At-Will
+12 vs AC (Crit 13%/9)
Light Hammer
1d6 Bludgeoning damage (ArN 3)
REC 7, Reach 5ft
1d8 Bludgeoning damage
Grapple +11
Special Actions
War Mage Abilities
On each turn, roll 1d8 to determine the actions available to the War Mage.

Any result, choose one of the following:
Basic Attack: Make an Hammer attack. (Basic)
Magic Missile [CT 2, REC 4]: Produce 7 unerring missiles. Each missile deals 1d4+1 Force damage. (Basic, Pot 1d4+9, MR Yes)
Scorching Ray [CT 4, REC 4]: Target one creature within 100ft, +14 vs Reflex. On a hit, deal 7d8+3 Fire damage. (Basic, Pot 1d4+9, MR Yes)

3 or more, choose one of the following:
Daze [CT 4, REC 4]: Target one creature within 100ft, +14 vs Will. On a hit, the target is Dazed for 2d4+2 segments. (Basic, Pot 1d4+9, MR Yes)
Color Spray [CT 4, REC 7]: Targets all creatures in 20ft cone, +14 vs Will. On a hit, target is subject to effect based on its Mental Rank, see Table. (Basic, Pot 1d4+9, MR Yes)
Elemental Sphere [CT 4, REC 4]: For 1d4+2 rounds, create a sphere of flame 5ft in diameter with an Aura 5ft that deals 10 Fire, Cold, Lightning, or Sonic damage. The sphere may move up to 30ft and make an attack on one adjacent target as an Immediate Action, +14 vs Reflex. On a hit, it deals 3d6+3 damage (of same type as aura). (Basic, Pot 1d4+9, MR No)

5 or more:
Fire Ball [CT 6, REC 5]: Target's all creatures in 40ft diameter area within 700ft, +14 vs Reflex. On a hit, deal 14d6+3 Fire damage and Push the target [1d4 x 5]ft. Deal half damage on a miss. (Advanced, Pot 1d8+9, MR)
Wall of Fire [CT 5, REC 4]: Create a wall of magical flame, 200 ft long, 20ft high, and 5ft wide for 1d3 rounds. Chosen side of the wall emanates 3d6+3 Fire damage once per round. Creatures passing through the wall suffer the damage an additional time when passing through. (Legendary, Pot 1d12+9, MR No)
Dispel Magic [CT 5, REC 4]: Target's one magical effect. Make an Opposed Potency Check against the effect. If successful, the target effect is immediately dispelled. (Advanced, Pot 1d10+9, MR)

7 or more:
Cloudkill [CT 5, REC 3, Poison]: Creates a cloud of noxious gas 40ft diameter cloud within 200 ft (20ft high) for 1d3 rounds. Each round the cloud moves away from the caster at a rate of 10ft per round. All creatures in contact with the cloud are subject to attack once per round, +14 vs Fortitude. On a hit, the target suffers Necrotic damage equal to its Healing Value or 30 points (whichever is greater). On a miss, deal half damage. If the target is reduced to 0 hp while within the cloud (or enters the cloud while at 0 hp), the target is Marked for Death [SE, ST 5d10 vs CON]. If the target does not save within 20 segments, the target dies. Targets cannot save from the Marked for Death effect while within the cloud. (Legendary, Pot 1d12+9, MR No)
Globe of Invulnerability [CT 3, REC 4]: For 1d3 rounds, the War Mage and all creatures within 15ft of him are immune to the effects of Advanced Powers and less. (Legendary, Pot 1d12+9, MR No)
Overland Movement
25 mi/day
Qualities
  • Eldritch Shield: The War Mage maintains a persistent Eldritch Shield, which grants a +3 shield bonus to AC, Touch, & Reflex. (Inc, Pot 1d4+7, MR No)
  • Giant Fighting: Dwarves are considered large size for the purpose of flanking giants. Dwarves also gain a +4 grapple racial bonus verses Giants.
  • Dwarven Stubbornness: +1 Racial bonus to Will (inc)
  • Dwarven Toughness: Increase Healing Value by CONM. (inc)
  • Poison Resistance: Dwarves receive a racial bonus on saving throws vs. poison equal to twice their Physical Rank [STB 2x[Physical Rank]]. (inc)
  • Dwarven Resilience: Dwarves receive a racial bonus to saving throws vs. any magically induced effects equal to their Mental Rank. [STB [Mental Rank]]. (inc)
Skills: Rank 1 Balance [+4], Rank 1 Escape [+4], Rank 3 Riding [+8], Rank 2 Stealth [+6], Rank 1 Swim [+3], Rank 3 Listen [+8], Rank 6 Spot [+14], Rank 6 Alchemy [+14], Rank 2 Cartography [+6], Rank 2 First Aid [+6], Rank 4 Orienteering [+10], Rank 8 Ritual Casting [+18], Rank 1 Survival [+4], Rank 3 Investigate [+6], Rank 5 Academics: Planes [+12], Rank 5 Academics: History [+12], Rank 8 Eldritch Arts [+18], Rank 1 Charm [+4], Rank 4 Coercion [+9], Rank 3 Deception [+8], Rank 4 Manipulation [+10], Rank 6 Persuasion [+14], Rank 4 Aloofness [+10], Rank 3 Bravery [+8], Rank 6 Intuition [+14], Rank 2 Tolerance [+6], Rank 3 Suspicion [+8]
Feats: Fast Initiative [2], Great Morale, Improved Attack, Physical Fortification, Improved Potency
Philosophies: Rank 4 Mental, Rank 3 Physical, Rank 7 Eldritch
Combat Training: Cast 5, Melee 3, Parry 3, Fort 2, Reflex 3, Will 4
Wits: {{{Wits}}}, Brawn: {{{Brawn}}}
Equipment: None
Social
Languages: Dwarven, Common, Draconic, Giant
Composure: 22
Charm
+4
Coercion
+9
Deception
+8
Manipulation
+10
Persuasion
+14
Aloofness
+10
Bravery
+8
Intuition
+14
Tolerance
+6
Suspicion
+8
Prejudices:
    Motives: