Mercenary MagicianMercenary Magician CR 1/2Source NPC Codex pg. 160 XP 200 Human sorcerer 1 LN Medium humanoid (human) Init +2; Senses Perception +1DefenseAC 12, touch 12, flat-footed 10 (+2 Dex) hp 8 (1d6+2) Fort +3, Ref +2, Will +3OffenseSpeed 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 arcaneTacticsDuring Combat The sorcerer casts color spray to neutralize groups of foes, followed by magic missile at any foes left standing.StatisticsStr 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 BlackthorneThough 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.
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