AC 21, touch 16, flat-footed 17 (+4 armor, +2 deflection, +4 Dex, +1 natural)
hp 69 (14d6+18)
Fort +7, Ref +10, Will +11; +2 vs. enchantments
Defensive Abilities nondetection, spell turning; Resist electricity 30, fire 30
At will—elemental wall (14 rounds/day)
9/day—force missile (1d4+7)
7th—enlarged maximized fireball (DC 21), prismatic spray, spell turning
6th—disintegrate (DC 23), greater dispel magic, enlarged maximized scorching ray (2), enlarged telekinesis (DC 22)
5th—maximized acid arrow, enlarged black tentacles, maximized scorching ray, teleport, wall of force
4th—arcane eye, dimension door, greater invisibility, enlarged lightning bolt (DC 21), maximized magic missile, shout (DC 22)
3rd—clairaudience/clairvoyance (2), dispel magic, fly, nondetection, wind wall
2nd—acid arrow, darkness, darkvision, glitterdust (DC 18), resist energy (2), see invisibility
1st—endure elements, expeditious retreat, mage armor, magic missile, shield, true strike (2)
0th (at will)—dancing lights, detect magic, mage hand, message
During Combat The wizard uses tactics specific to his quarry, choosing spells with saving throws that target his prey’s weakest defenses. When facing a target he knows little about, he casts greater invisibility and then enlarged black tentacles to give him time to find the perfect spell. Against single targets, he casts disintegrate, enlarged maximized scorching ray, or maximized magic missile. He uses telekinesis to hurl boulders if the kill is supposed to look like an accident.
Without darkvision, mage armor, resist energy (electricity, fire), and see invisibility, the wizard’s statistics are AC 17, touch 16, flat-footed 13; Senses low-light vision; Defensive Abilities none; Resist none.
Str 12, Dex 18, Con 13, Int 22, Wis 10, Cha 8
Base Atk +7; CMB +8; CMD 24
Feats Craft Wondrous Item, Enlarge Spell, Greater Spell Focus (evocation), Maximize Spell, Point-Blank Shot, Precise Shot, Scribe Scroll, Skill Focus (Perception), Spell Focus (evocation, transmutation), Spell Penetration
Skills Acrobatics +9, Climb +11, Fly +17, Handle Animal +4, Knowledge (arcana) +23, Knowledge (geography) +14, Knowledge (local) +19, Knowledge (nature) +15, Perception +27, Spellcraft +23, Stealth +18, Survival +10, Swim +6
Languages Common, Draconic, Dwarven, Elven, Gnome, Halfling, Orc
SQ arcane bond (ring of protection +2), elf blood
Combat Gear potion of cure serious wounds (2), potion of invisibility, potion of pass without trace, scrolls of teleport (2), wand of scorching ray (CL 11th, 20 charges); Other Gear dagger, light crossbow with 10 bolts, amulet of natural armor +1, bag of holding (type II), belt of incredible dexterity +2, cloak of resistance +2, eyes of the eagle, headband of vast intelligence +4, ring of protection +2, ring of sustenance, spellbook, 1,937 gp
DESCRIPTIONThe mage sniper kills with spells at extreme range.
Pathfinder Roleplaying Game NPC Codex © 2012, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, Jason Nelson, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, and Russ Taylor.