Male human Rog 2/Clr 5/Wiz 9; CR 16; Medium-size humanoid; HD
2d6+2 plus 5d8+5 plus 9d4+9; hp 77; Init +5; Spd 30 ft.; AC 23,
touch 17, flat-footed 18; Atk +8/+3 melee (1d6, quarterstaff), or
+13 ranged (1d8/19-20, light crossbow); SA sneak attack +1d6, turn
undead 9/day; SQ electricity resistance 5, evasion, traps; AL CG;
SV Fort +9, Ref +13, Will +15; Str 11, Dex 21, Con 12, Int 16, Wis
18, Cha 14. Height: 5 ft. 11 in. Weight: 220 lbs.
and Feats: Appraise +8, Balance +7, Bluff +8, Concentration
+13, Decipher Script +4, Diplomacy +11, Disguise +11, Escape Artist
+10, Gather Information +7, Hide +10, Intimidate +4, Jump +2, Knowledge
(local -- Thay) +13, Knowledge (religion) +16, Knowledge (the planes)
+12, Listen +11, Move Silently +10, Scry +13, Search +7, Sense Motive
+9, Spellcraft +18, Spot +11, Tumble +10; Alertness, Arcane Schooling
(wizard), Empower Turning*, Enlarge Spell, Extra Turning, Scribe
Scroll, Signature Spell (fireball), Spell Mastery (fireball,
mount, summon monster III), Spellcasting Prodigy (wizard).
(Ex): If exposed to any effect that normally allows a character
to attempt a Reflex saving throw for half damage, Anuk-Ibin takes
no damage with a successful saving throw.
Spells Prepared (5/4+1/3+1/2+1; save DC 14 + spell level): 0
-- detect magic (2), light, purify food and drink, resistance;
1st -- command, endure elements, invisibility to undead, protection
from evil*, shield of faith; 2nd -- gust of wind*, sound
burst, speak with animals, zone of truth; 3rd -- call lightning*,
searing light, speak with dead.
spell. Deity: None. Cleric Domains and Powers: Good Domain -- cast
good spells at +1 caster level. Good domain spells he can access
are (1st) protection from evil, (2nd) aid, (3rd) magic
circle against evil. Storm Domain -- electricity resistance
5. Storm domain spells he can access are (1st) entropic shield,
(2nd) gust of wind, (3rd) call lightning.
Spells/Day (4/5/5/4/3/1; save DC 14 + spell level).
0 -- arcane mark, dancing lights, daze, detect magic, detect
poison, disrupt undead, flare, ghost sound, light, mage hand, mending,
open/close, prestidigitation, ray of frost, read magic, resistance;
1st -- burning hands, change self, comprehend languages, endure
elements, expeditious retreat, mage armor, magic missile, mount,
ray of enfeeblement, shield, spider climb, summon monster I;
2nd -- alter self, choke^, darkvision, fog cloud, Melfs
acid arrow, mirror image, misdirection, protection from arrows,
rope trick, see invisibility, summon monster II, web; 3rd --
analyze portal**, clairaudience/clairvoyance, dispel magic, fireball,
flame arrow, fly, halt undead, haste, major image, phantom steed,
protection from elements, summon monster III, tongues; 4th --
cold orb^, dimension door, Evards black tentacles, fire
stride**, ice storm, improved invisibility, Leomunds secure
shelter, minor creation, minor globe of invulnerability, polymorph
other, summon monster IV, thunderlance**; 5th -- dismissal,
ghostform^, Leomunds secret chest, permanency, summon monster
Quarterstaff, light crossbow, 10 bolts, gloves of dexterity +4,
bracers of armor +6, boots of speed, pearl of power
(3rd level), ring of protection +2.
from Defenders of the Faith.
Spells from Forgotten Realms Campaign Setting.
Spells from Tome and Blood. He tends to prepare enlarged
magic missile and fireball spells.