Archmage

Human, Archmage
Complex Monster, XP 10400
Level 26 (+8)
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{{{Description}}}
Awareness
25
Senses
Normal
Initiative
28/1d6
Max HP
380
Resilience: +3
Healing Value: 76
Morale
3
Defenses
AC
28/32
Touch
25
Fort
21
Reflex
27
Will
24
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 / 14
DEX
14 / 17
CON
12 / 15
INT
18 / 25
WIS
15 / 22
CHA
13 / 20
Saving Throw Modifiers:
Actions
Movement Modes
Shift 5ft / 2
Skirmish 30ft / 3
Sprint 50ft / 3
At-Will
+20P vs AC
Animate Warhammer
3d10+8 Bludgeoning damage
REC 8, Range 45ft
1d6 Bludgeoning damage
Grapple +9
Special Actions
Dancing Weapon
Immediate Action
Make a Animated Warhammer attack. (Basic)
Archmage Abilities
On each turn, roll 1d12 to determine the actions available to the Archmage. He can utilize powers and augments up to Eldritch Rank 9, has an Arcana of +18, and a Eldritch Might of 8. Additionally, reduce the Casting Time of all Eldritch Spells by 1 and roll the attack twice on Spells that target a single creature (taking better result). The following is just a suggested spell list and the GM should feel free to replace or add powers as he sees fit.

Any result, choose one of the following:
Basic Attack: Make an Animate Warhammer Attack. (Basic)
Chromatic Orb [Unaugmented] (Basic, Pot 1d4+13, MR Yes)
Magic Missile (Basic, Pot 1d4+13, MR Yes)
Shocking Grasp (Basic, Pot 1d4+13, MR Yes)
Invisibility [Free Augments only] (Basic, Pot 1d4+13, MR Yes)
Raging Inferno [Limit 1/combat] (Ultimate, Pot 2d8+13, MR Yes)
Alter Reality [Limit 1/combat] (Ultimate, Pot 2d8+13, MR Yes)

3 or more, choose one of the following:
Chromatic Orb [Augmented, Death Orb Limit 2/Combat] (Basic, Pot 1d4+13, MR Yes)
Color Spray (Basic, Pot 1d4+13, MR Yes)
Sleep (Basic, Pot 1d4+13, MR Yes)
Fire Flow (Basic, Pot 1d4+13, MR Yes)
Mirror Image (Basic, Pot 1d4+13, MR Yes)
Invisibility [any Augments] (Basic, Pot 1d4+13, MR Yes)
Web (Basic, Pot 1d4+13, MR No)

5 or more, choose one of the following:
Fireball (Advanced, Pot 1d8+13, MR Yes)
Cone of Cold (Advanced, Pot 1d8+13, MR Yes)
Hold Monster (Advanced, Pot 1d8+13, MR Yes)
Black Tentacles (Advanced, Pot 1d8+13, MR No)
Haste [Greater Haste Limit 5 rounds] (Advanced, Pot 1d8+13, MR Yes)
Stoneskin (Advanced, Pot 1d8+13, MR No)
Ignore Bonds (Advanced, Pot 1d8+13, MR Yes)
Dispel Magic (Advanced, Pot 1d10+13, MR Yes)
Energy Shield (Legendary, Pot 1d12+13, MR Yes)
Banishment (Advanced, Pot 1d8+13, MR Yes)

8 or more, choose one of the following:
Chain Lightning (Legendary, Pot 1d12+13, MR Yes)
Disintegrate (Legendary, Pot 1d12+13, MR Yes)
Prismatic Spray (Legendary, Pot 1d12+13, MR Yes)
True Seeing (Legendary, Pot 1d12+13, MR Yes)
Protection from Magic (Legendary, Pot 1d12+13, MR Yes)
Force Cage (Legendary, Pot 1d12+13, MR Yes)
Wall of Stone (Legendary, Pot 1d12+13, MR Yes)
Teleport (Legendary, Pot 1d12+13, MR Yes)
Overland Movement
30 mi/day
Qualities
  • Archmage: The Archmage gains a +2 Talent bonus to Potency and reduces all CTs of Eldritch Spells by 1. Additionally, when casting a spell that targets a single creature, he rolls the attack roll twice and takes the better result.
  • Greater Mage Armor: The Archmage is under the effects of a Greater Mage Armor ritual, granting him a +3/+7 Armor bonus to AC. (inc)
  • Persistent Eldritch Shield: The Archmage maintains a persistent Eldritch Shield, which grants a +3 Shield bonus to AC, Touch, & Reflex and makes him immune to the Magic Missile spell. (inc)
  • Human Survival: +1 racial bonus to Fortitude, Reflex, and Will. (inc)
Skills: Rank 1 Balance [+3], Rank 3 Escape [+9], Rank 2 Riding [+6], Rank 3 Stealth [+9], Rank 2 Swim [+4], Rank 2 Tumble [+6], Rank 5 Listen [+13], Rank 7 Spot [+17], Rank 10 Alchemy [+23], Rank 10 Ritual Casting [+23], Rank 5 Investigate [+13], Rank 10 Eldritch Arts [+23], Rank 5 Academics: Planes [+13], Rank 4 Academics: Sage Knowledge [+11], Rank 3 Academics: Monster Lore [+9], Rank 5 Charm [+13], Rank 5 Coercion [+10], Rank 4 Deception [+11], Rank 5 Manipulation [+13], Rank 7 Persuasion [+17], Rank 3 Aloofness [+9], Rank 6 Bravery [+13], Rank 6 Intuition [+15], Rank 2 Tolerance [+6], Rank 6 Suspicion [+15]
Feats: Fast Initiative [2], Heavy Hitter [2], Tough, Improved Attack [3], Improved Potency
Philosophies: Rank 7 Mental, Rank 3 Physical, Rank 9 Eldritch
Combat Training: Cast 5, Parry 3, Fort 2, Reflex 3, Will 4
Wits: {{{Wits}}}, Brawn: {{{Brawn}}}
Equipment: Spellbook, Mage Armor Focus [500gp]
Social
Languages: Common, Draconic, Elven
Composure: 24
Charm
+13
Coercion
+10
Deception
+11
Manipulation
+13
Persuasion
+17
Aloofness
+9
Bravery
+13
Intuition
+15
Tolerance
+6
Suspicion
+15
Prejudices:
    Motives: