Kender traits, Order secrets, sneak attack +1d6, spells, trap sense +1, trapfinding.
Appraise +13, Balance +7, Climb +6, Concentration +11, Diplomacy +4, Disable Device +8, Heal +6, Intimidate +9, Jump +4, Knowledge (arcana) +16, Knowledge (dungeoneering) +12, Listen +11, Move Silently +6, Open Lock +7, Perform (woodwind instruments) +6, Search +8, Sense Motive +9, Sleight of Hand +6, Spellcraft +20.
Combat Casting, Craft Wand, Dodge, Extend Spell, Heighten Spell, Nimble Fingers, Spell Focus (Illusion), Spell Penetration, Weapon Finesse.
Spells per Day: 5/7/6/6/6/6/5/3/2, DC 15 + spell level, DC 17 + spell level for illusion spells; no abjuration, enchantment, or necromancy.
Spells Usually Prepared: 0-detect magic, ghost sound (2)*, light, mage hand; 1-burning hands, color spray*, identify, magic missile (2), shield, Tenser's floating disk; 2-blur*, cats grace, invisibility*, knock, mirror image*, web; 3-arcane sight, fly, fireball, major image*, tongues, water breathing; 4-dimension door, Evard's black tentacles, hallucinatory terrain*, polymorph (2), wall of fire; 5-cone of cold, dream*, seeming (2)*, telekinesis, wall of force; 6-chain lightning, eyebite, mislead*; 7-electrical storm, teleport without error. * = Illusion spell.
+8 melee (1d4, quarterstaff).
Quarterstaff, spellbook, spell component pouch.
Dravenir seems to have forsaken his past ways, being known exclusively as a wizard. He fights only with spells and carries no weapon save for his staff. He is a skilled illusionist, and uses his spells to see to it that battles are won with little bloodshed.
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