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Lucky Mage

Lucky Mage CR 10

Source NPC Codex pg. 168
XP 9,600
Halfling sorcerer 11
N Small humanoid (halfling)
Init +3; Senses Perception +13

Defense

AC 21, touch 16, flat-footed 17 (+4 armor, +1 deflection, +3 Dex, +1 dodge, +1 natural, +1 size)
hp 63 (11d6+22)
Fort +9, Ref +11, Will +10; +2 vs. fear
Defensive Abilities fated +3; Immune fire (120 points)

Offense

Speed 20 ft.
Melee mwk longspear +5 (1d6–2/×3)
Ranged mwk light crossbow +10 (1d6/19–20)
Special Attacks it was meant to be (1/day)
Spell-Like Abilities (CL 11th; concentration +16)
8/day—touch of destiny (+5)
Sorcerer Spells Known (CL 11th; concentration +16)
5th (5/day)—break enchantment, interposing hand, teleport
4th (7/day)—bestow curse (DC 19), dimension door, freedom of movement, greater invisibility
3rd (7/day)—dispel magic, fireball (DC 18), hold person (DC 18), protection from energy, ray of exhaustion (DC 18)
2nd (7/day)—acid arrow, blindness/deafness (DC 17), blur, scorching ray, see invisibility, spider climb
1st (8/day)—alarm, charm person (DC 16), floating disk, mage armor, magic missile, true strike
0 (at will)—arcane mark, detect magic, light, mage hand, message, prestidigitation, ray of frost, read magic, resistance
Bloodline destined

Tactics

Before Combat The sorcerer casts freedom of movement, mage armor, and protection from energy (fire).
During Combat The sorcerer uses interposing hand or hold person to keep opponents from reaching her while she uses ranged attack spells such as fireball and ray of exhaustion.
Base Statistics Without mage armor and protection from energy, the sorcerer’s statistics are AC 17, touch 16, flat-footed 13; Immune none.

Statistics

Str 6, Dex 16, Con 12, Int 13, Wis 10, Cha 21
Base Atk +5; CMB +2; CMD 23
Feats Combat Casting, Combat Expertise, Defensive Combat Training, Dodge, Eschew Materials, Great Fortitude, Lightning Reflexes, Mobility
Skills Acrobatics +5 (+1 when jumping), Bluff +13, Climb +0, Fly +9, Knowledge (arcana, history) +9, Perception +13, Spellcraft +10
Languages Common, Gnome, Halfling
SQ bloodline arcana (gains a luck bonus to saves when casting personal-range spells)
Combat Gear potion of cure moderate wounds, potion of cure serious wounds, potion of eagle’s splendor, potion of fly, potion of invisibility, wand of shield (44 charges); Other Gear masterwork light crossbow with 10 bolts, masterwork longspear, amulet of natural armor +1, cloak of resistance +2, headband of alluring charisma +2, ring of protection +1, 649 gp

The lucky mage uses her magic, innate talents and good fortune to survive incredible odds with barely a scratch. Rather than depend on this strange fortune, however, the lucky mage constantly strives to understand and harness her unique abilities.

Amaryllis Hollendock

Amaryllis, a relaxed and personable halfling, tries not to upset the apple cart too much, mainly because she doesn’t like seeing other people get hurt. She trusts her powers to get her through danger alive, but carries a burden of guilt over friends she wasn’t able to save. She hides this underneath a veneer of constant cheerfulness and good humor, and is fond of using her magic to delight others and make friends—though anyone who underestimates her because of her love of clowning and children may find themselves in desperate straits should they rile her anger.

Combat Encounters: Amaryllis might fight the PCs if she believes they are responsible for harming her friends or threatening a person or place she cares about. She has a strong sense of fairness, and may attack the PCs to right an affront against someone else. She is quick to jump to conclusions, but also quick to talk if the PCs try to explain themselves.

Roleplaying Encounters: Amaryllis can be recruited as an ally easily, especially if the PCs look like they can take care of themselves. The PCs may meet her in the midst of a deadly situation—an opportune meeting she sees as her luck delivering the right people at the right time.