The Forgotten King
Thalamyr: Wiz8; CR 8; Medium Humanoid (elf); HD 8d4+14; hp 39+1d4; Init +3; Spd 30 ft/x4; AC 20 (+2 shield, +3 dex, +5 deflection), touch 18, flat-footed 17; Base Atk/Grapple +4/+2; Full Atk -1 One-handed (1d6-2;18-20/x2, Rapier), -1 One-handed (1d4-2;19-20/x2, Dagger); SA&SQ Conjurer, Rapid Summoning (UA 60), Enhanced Summoning (UA 60), Low-Light Vision, Immunity to Sleep AL N; SV Fort +8, Ref +9, Will +13; Str 6(-2), Dex 16(+3), Con 14(+2), Int 22(+6), Wis 12(+1), Cha 10(+0); Skills: Concentration¹ +14, Decipher Script +15, Knowledge (arcana) +11, Knowledge (arch & eng) +7, Knowledge (dungeoneering) +10, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (nature) +10, Knowledge (nobility) +7, Knowledge (religion) +10, Knowledge (the planes) +11, Knowledge (local, Amn) +10, Spellcraft +17. Flaws: Noncombatant (UA Pg 91): -2 on all melee attack rolls. Feats: Augmented Summoning, Point Blank Shot, Spell Focus (Conjuration), Greater Spell Focus (Conjuration), Eschew Materials, Discipline.
• +2 racial bonus on saving throws against Enchantment spells or effects. • Automatic Searching: Passing within 5 feet of a secret or concealed door entitles you to a free Search check, as if you were actively looking for it • Proficient with rapier, longsword, and all bows (except crossbows). Class Abilities: • Conjurer: You are specialized in the school of Conjuration. You can prepare one additional Conjuration spell per spell level each per day. You gain a +2 bonus to Spellcraft checks to learn spells from this school. Enchantment and Evocation spells are prohibited to you.
SPELLS • Level 0: 4/day + 1 Conj acid splash, amanuensis, arcane mark, caltrops, detect magic, detect poison, disrupt undead, ghost sound, launch bolt, launch item, mage hand, mending, message, open/close, prestidigitation, read magic, repair minor damage, resistance, silent portal, stick, touch of fatigue • Level 1: 6/day + 1 Conj backbiter, comprehend languages, identify, orb of cold, orb of fire, protection from evil, ray of clumsiness, ray of enfeeblement, spirit worm, targeting ray, true strike • Level 2: 5/day + 1 Conj baleful transposition, glitterdust, mirror image, phantasmal assailants, summon monster II • Level 3: 4/day + 1 Conj acid breath, corpse candle, haste, greater mage armor, mass snake’s swiftness, summon monster III, tongues • Level 4: 3/day + 1 Conj assay spell resistance, bestow curse, greater invisibility, orb of force, summon monster IV