Magnus (3E)
Magnus (Third Edition)

Player: Scott Nunley

Class: Wizard 20, Archmage 3
Total Character Level: 23
Race: High Elf (?), Lich
Alignment: Neutral Good

Strength: 11 (+0)
Dexterity: 18 (+4)
Constitution: 17 (+3)
Intelligence: 22 (+6)
Wisdom: 21 (+5)
Charisma: 17 (+3)

Saving Throws:
Fortitude 10 (7 base 3 + ability modifer)
Reflex 11 (base 7 + ability modifier)
Willpower (15 base + 5 ability modifier + 2 Iron Will)
Magnus has magic items that may enhance his saving throws

Iron Will
  Benefit: You get a +2 bonus to all Will saving throws. This has been added to the saving throw scores above.

Combat Scores:

Hit Points: 136
Armor Class: 27 (10 base + 4 dex + 13 misc.)

Base Attacks: +11/+5
Magnus gets two attacks per round at +11 and +5 as a base.
Melee Attacks: +11/+5
Missile Attacks: +15/+9
These are the actual attacks Magnus would use with most weapons he is proficient with, modified by his strength and dexterity.

Skills: Alchemy 19, Concentration 26, Trap making 10, Disguise 8, Innuendo 10, Intimidate 14, Knowledge (Arcana) 29, Knowledge (the planes) 16, Listen 11, Move Silently 8, Ride 6, Scry 17, Sense Motive 9, Spellcraft 29, Spot 11, Swim 2, Use Rope 6, Bookkeeper 15

Endurance
  Benefit: Whenever you make a check for performing a physical action that extends over a period of time (running, swimming, holding
your breath, and so on), you get a +4 bonus to the check.

Languages: Common, Draconic, Elven, Gnoll, Gnome, Goblin, Orc, Sylvan, Infernal

Special Powers/Abilities

Arcane Fire
The caster can channel a spell into a bolt of raw magic, causing 1d6 per level of the caster, and 1d6 per level of the spell channeled into the bolt. The bolt is a ranged “touch” attack with a range of 400 ft + 40 feet per level of the caster. A ninth level channeled spell would cause 32d6 from Magnus, as he casts spells as a 23rd level mage.

Lich Abilities:
Damaging Touch
Paralasis Touch
Fear Aura
Turn Resistance +4
Damage reduction 15/+1
Immune to: Cold, Electricity, Polymorph, Mind-Affecting Attacks

Elven Abilities:
.  Immunity to magic sleep spells and effects, and a +2 racial saving throw bonus against Enchantment spells or effects.
.  Low-light Vision: Elves can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor
illumination. They retain the ability to distinguish color and detail under these conditions.
.  Proficient with either longsword or rapier; proficient with shortbow, longbow, composite longbow, and composite shortbow. Elves
esteem the arts of swordplay and archery, so all elves are familiar with these weapons.
.  +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to
a Search check to notice it as if she were actively looking for the door. An elf.s senses are so keen that she practically has a sixth sense
about hidden portals.