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Mercenary Magician

Mercenary Magician CR 1/2

Source NPC Codex pg. 160
XP 200
Human sorcerer 1
LN Medium humanoid (human)
Init +2; Senses Perception +1

Defense

AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 8 (1d6+2)
Fort +3, Ref +2, Will +3

Offense

Speed 30 ft.
Melee quarterstaff +0 (1d6)
Ranged dart +2 (1d4)
Sorcerer Spells Known (CL 1st; concentration +4)
1st (4/day)—color spray (DC 14), magic missile
0 (at will)—daze (DC 13), detect magic, ray of frost, read magic
Bloodline arcane

Tactics

During Combat The sorcerer casts color spray to neutralize groups of foes, followed by magic missile at any foes left standing.

Statistics

Str 10, Dex 14, Con 13, Int 12, Wis 8, Cha 17
Base Atk +0; CMB +0; CMD 12
Feats Alertness, Combat Casting, Eschew Materials, Iron Will
Skills Bluff +7, Intimidate +7, Knowledge (local) +5, Perception +1, Sense Motive +1, Spellcraft +5
Languages Common, Draconic
SQ arcane bond (familiar [rat named Slivikin]), bloodline arcana (+1 DC for metamagic spells that increase spell level)
Combat Gear potion of cure light wounds, scrolls of disguise self (2), scrolls of shield (2), wand of sleep (11 charges), alchemist’s fire (2); Other Gear darts (5), quarterstaff, 33 gp

The mercenary magician serves whoever can pay her, but is not particularly loyal to her employers.

Maron Blackthorne

Though she’s fond of gambling, Maron doesn’t always have the best luck. When the odds turn against her, she leaves town in a hurry to avoid paying her debts, and picks jobs that get her quickly out of range of collectors, even if those jobs are dangerous.