Wizard Thief (Halfling Rogue 1/Wizard 8)

Wizard Thief CR 8

XP 4,800
Male halfling rogue 1/wizard 8
CE small humanoid (halfling)
Init +7; Senses Perception +9


AC 23, touch 15, flat-footed 20 (+4 armor, +1 deflection, +3 Dex, +4 shield, +1 size)
hp 62 (1d8+8d6+26)
Fort +5, Ref +8, Will +8; +2 vs. fear


Speed 20 ft.
Melee mwk dagger +5 (1d3-1/19-20)
Special Attacks hand of the apprentice (5/day), sneak attack +1d6
Wizard Spells Prepared (CL 8th; concentration +10 (+14 defensive); ranged touch +7)

4thdimension door, lesser globe of invulnerability
3rdfly, dispel magic, hold person (DC 17)
2ndknock (3), invisibility
1stcharm person (DC 15), hold portal, mage armor, ray of enfeeblement, shield
0dancing lights, ghost sound (DC 12), message, open/close


Before Combat He casts mage armor and shield just before beginning combat (included in stats).

During Combat He relies heavily on his wand of scorching ray in combat, as he needs his spells to achieve other objectives and escape.

Morale He abandons his plans and flees if brought below 10 hit points.


Str 8, Dex 16, Con 14, Int 15, Wis 13, Cha 10
Base Atk +4; CMB +2; CMD 15
Feats Alertness, Combat Casting, Craft Wand, Greater Spell Focus (Enchantment), Improved Initiative, Scribe ScrollB, Spell Focus (Enchantment)
Skills Acrobatics +14, Bluff +15, Diplomacy +4, Knowledge (local) +6, Linguistics +7, Perception +17, Sense Motive +7, Sleight of Hand +15, Spellcraft +13, Stealth +11; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Halfling, Sahuagin, Terran, two others
SQ arcane bond (viper familiar), metamagic mastery (1/day) trapfinding
Combat Gear scroll of dimension door, scroll of summon monster IV, wand of scorching ray (14 charges);
Other Gear masterwork dagger, boots of elvenkind, ring of protection +1, bag of holding (type II), spellbook (contains prepared spells plus all cantrips and disguise self, expeditious retreat, grease, magic aura, true strike, ventriloquism, alter self, false life, arcane sight, gentle repose, lightning bolt, and locate creature), six small flawed rubies worth 250 gp each

Viper Familiar CR –

Female viper
N Tiny animal
Init +3; Senses low-light vision, scent; Perception +14


AC 20, touch 15, flat-footed 17 (+3 Dex, +5 natural, +2 size)
hp 31 (9 HD)
Fort +1, Ref +7, Will +7
Defensive Abilities improved evasion


Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +9 (1d2–2 plus poison)
Space 2-1/2 ft.; Reach 0 ft.


Str 4, Dex 17, Con 8, Int 9, Wis 13, Cha 2
Base Atk +4; CMB +5; CMD 13 (can’t be tripped)
Feats Weapon Finesse
Skills Acrobatics +4, Climb +11, Perception +14, Stealth +15, Swim +11; Racial Modifiers +4 Perception, +4 Stealth
SQ deliver touch spells, empathic link, share spells, speak with master, speak with snakes


Poison (Ex)

Bite—injury; save Fort DC 9; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save

Section 15: Copyright Notice – Pathfinder 21: The Jackal’s Price

Pathfinder 21: The Jackal’s Price. Copyright 2009, Paizo Publishing, LLC; Author: Darrin Drader

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