Xabrevega

XABREVEGA 

CR 17

Male Human Conjurer 17

LE Medium humanoid (human)

Init +24/+4; Senses Perception +19,

DEFENSE
AC 27, touch 17, flat-footed 23 (+3 *Amulet of Natural Armor +3, +4 Dex, +3 deflection, +5 natural, )

hp 1142 (17d6)+1051

Fort +8, Ref +9, Will +12

Contigency: Spell Turning

OFFENSE
Speed 30 ft., Dimensional Steps

Melee club +2 (anarchic) +15/+10 (1d6+7)

Ranged club +2 (anarchic/thrown) +14/+9 (1d6+7)

Melee dagger +2 +15 (1d4+4/19-20)

Ranged dagger +2 (thrown) +14/+9 (1d4+7/19-20)

Special Attacks Acid Dart,

Magic Item Spell-Like Abilities: fly ( DC 10, 3/Day)

Prepared Spells
Wizard (CL 17th): 

9th - teleportation circle, wish (2)

8th - *acid spur [empower spell, intensified spell, maximize spell] (DC 25)  (4)

7th - *acid spur [empower spell, maximize spell] (DC 25) (5)

5th - *acid spur [maximize spell] (DC 25) (7)

4th - *acid spur [empower spell] (DC 25) (4)

3rd - *acid spur [intensified spell] (DC 25) (7)

2nd - *acid spur (DC 25) (7)

1st - Magic Missile (7)

STATISTICS
Str 20, Dex 18, Con 17, Int 32, Wis 14, Cha 17

Base Atk +8; CMB +13; CMD 30

Feats  Discovery (Golem Constructor) (Ioun Elemental), Echoing Spell, Empower Spell, Greater Spell Focus (Conjuration), Greater Spell Penetration, Improved Critical (Spells (Touch)), Intensified Spell, Maximize Spell, Persistent Spell, Quicken Spell, Spell Focus (Conjuration), Spell Mastery (Acid Spur), Spell Penetration, Spell Perfection (Acid Spur)

Skills  Acrobatics +4, Appraise +31, Bluff +3, Climb +5, Craft (Sculptures) +31, Craft (Untrained) +11, Diplomacy +3, Disguise +3, Escape Artist +4, Fly +24, Heal +2, Intimidate +3, Knowledge (Arcana) +31, Knowledge (Dungeoneering) +31, Knowledge (Engineering) +31, Knowledge (Geography) +31, Knowledge (History) +30, Knowledge (Local) +15, Knowledge (Nature) +31, Knowledge (Planes) +31, Perception +19, Perform (Untrained) +3, Ride +4, Sense Motive +19, Spellcraft +31, Stealth +4, Survival +2, Swim +5,

Languages Abyssal, Aquan, Auran, Common, Elven, Gnome, Necril, Terran, Undercommon

SQ Arcane Bond, Bonded Object, Bonus Feat, Bonus Feats, Cantrips, Conjuration School, Dimensional Steps, Evocation Opposition School, Necromancy Opposition School, Skilled, Summoner's Charm, Minature Star

Possessions  amulet of natural armor +3;  headband of aerial agility (int) +4;  bracers of armor +5;  club +2 (anarchic);  dagger +2;  ring of evasion;  ring of protection +3;  feather token, fan;  scroll (black tentacles);  scroll (acid fog);  scroll (color spray);  scroll (flaming sphere);  scroll (mage's disjunction);  wand of charm person;  wand of dispel magic;  wand of ghoul touch;  wand of lightning bolt;  wand of magic missile;  periapt of proof against poison;  spellbook (wizard's/blank);

SPECIAL ABILITIES
Acid Dart (Sp)  As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6+8 points of acid damage. You can use this ability 14 times per day.

Arcane Bond (Su)  You have selected to establish a powerful arcane bond with an object.

Bonded Object  Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. When attempting to cast a spell without your bonded object worn or in hand, you must make a concentration check or lose the spell (DC 20 + the spell's level). A ring or amulet occupies the ring or neck slot accordingly.

Bonus Feat  Humans select one extra feat at 1st level.

Bonus Feats  At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation feat, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing those feats.

Cantrips  You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. You can prepare a cantrip from a prohibited school, but it uses up two of your available slots.

Conjuration School  You have chosen to specialize in conjuration spells.

Dimensional Steps (Sp)  You can use this ability to teleport up to 510 feet per day as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought with you.

Evocation Opposition School  You have chosen evocation spells as an opposition school. Preparing an evocation spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an evocation spell as a prerequisite.

Miniature Star (ex) Xabrevega possesses a miniature star in his brain granting him several powers including gravitational magnetism and self-sustenance; This allows him to levitate and use telekinesis at will, also it allows him to survive without food or drink or air.

Necromancy Opposition School  You have chosen necromancy spells as an opposition school. Preparing an necromancy spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an necromancy spell as a prerequisite.

Skilled  Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Summoner's Charm (Su)  When casting Conjuration (summoning) spells the duration is increased by 8 rounds.