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Mercenary Magician (Human Sorcerer 1)

Mercenary Magician
CR 1/2

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
0th (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]), 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

DESCRIPTION

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

Section 15: Copyright Notice

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.