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Pathfinder Reference Document

Wizards

Cautious Mage CR 1/2

XP 200

Human wizard 1

N Medium humanoid (human)

Init +5; Senses Perception +4

Defense

AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)

hp 9 (1d6+3)

Fort +2, Ref +1, Will +3

Offense

Speed 30 ft.

Melee quarterstaff +0 (1d6)

Special Attacks hand of the apprentice (6/day)

Wizard Spells Prepared (CL 1st; concentration +4)

1st—burning hands (DC 14), mage armor

0 (at will)—bleed (DC 13), detect magic, resistance

Tactics

Before Combat The wizard casts mage armor.

During Combat The wizard uses hand of the apprentice to throw her quarterstaff or casts burning hands. She offers to use her scroll of enlarge person on an ally who'll protect her.

Base Statistics Without mage armor, the wizard's statistics are AC 11, touch 11, flat-footed 10.

Statistics

Str 10, Dex 13, Con 14, Int 17, Wis 12, Cha 8

Base Atk +0; CMB +0; CMD 11

Feats Alertness, Combat Casting, Improved Initiative, Scribe Scroll

Skills Knowledge (arcana, history, planes) +7, Linguistics +7, Perception +4, Sense Motive +3, Spellcraft +7

Languages Common, Draconic, Dwarven, Elven, Infernal

SQ arcane bond (raven)

Combat Gearpotions of cure light wounds (2), potion of shield of faith, scrolls of comprehend languages (2), scroll of endure elements, scroll of enlarge person, scroll of grease, scroll of mount, scrolls of shield (2), smokesticks (2); Other Gear quarterstaff, antitoxin, spellbook, sunrods (5), 40 gp

These mages are new adventurers looking for protectors.

Holdreda Danton

Holdreda loves magic, but not risking her life. After low-paying jobs for the captain of the guard, she decided to go adventuring, but wants a strong group to keep her safe.

Street Magician CR 1

XP 400

Gnome enchanter 2

CN Small humanoid (gnome)

Init +1; Senses low-light vision; Perception +2

Defense

AC 13, touch 13, flat-footed 11 (+1 Dex, +1 dodge, +1 size)

hp 14 (2d6+5)

Fort +2, Ref +1, Will +2; +2 vs. illusions

Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)

Offense

Speed 20 ft.

Melee dagger +3 (1d3+1/19–20)

Ranged light crossbow +4 (1d6/19–20)

Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids

Gnome Spell-Like Abilities (CL 2nd; concentration +3)

1/day—dancing lights, ghost sound, prestidigitation, speak with animals

Arcane School Spell-Like Abilities (CL 2nd; concentration +4)

5/day—dazing touch

Enchanter Spells Prepared (CL 2nd; concentration +4)

1st—charm person (DC 13), color spray (DC 14), grease, sleep (DC 13)

0 (at will)—dancing lights, ghost sound (2, DC 13), mage hand

Opposition Schools abjuration, necromancy

Tactics

During Combat The wizard casts color spray, then casts grease between himself and foes. If threatened, he drinks his potion of invisibility.

Statistics

Str 12, Dex 13, Con 14, Int 15, Wis 8, Cha 12

Base Atk +1; CMB +1; CMD 13

Feats Dodge, Scribe Scroll

Skills Bluff +3, Knowledge (arcana, geography, history) +6, Knowledge (local) +7, Perception +2, Spellcraft +6

Languages Common, Dwarven, Gnome, Halfling

SQ arcane bond (amulet), enchanting smile

Combat Gearpotions of cure light wounds (2), scrolls of disguise self (2), scrolls of expeditious retreat (2), scroll of invisibility, scrolls of obscuring mist (2), alchemist's fire (2), thunderstones (2);Other Gear dagger, light crossbow with 10 masterwork bolts, brooch of shielding (10 charges), smokesticks (2), spellbook, 67 gp

The street magician uses his talents to make money.

Battle Mage CR 2

XP 600

Elf wizard 3

NE Medium humanoid (elf)

Init +2; Senses low-light vision; Perception +5

Defense

AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)

hp 19 (3d6+6)

Fort +2, Ref +3, Will +3; +2 vs. enchantments

Immune sleep

Offense

Speed 30 ft.

Melee mwk rapier +3 (1d6/18–20)

Ranged mwk longbow +4 (1d8+1/×3)

Special Attacks hand of the apprentice (6/day)

Wizard Spells Prepared (CL 3rd; concentration +6)

2nd—mirror image, scorching ray

1st—magic missile, shield, shocking grasp

0 (at will)—daze (DC 13), detect magic, light, resistance

Tactics

Before Combat The wizard uses her wand to cast mage armor.

During Combat The wizard attacks with scorching ray, her longbow, and hand of the apprentice. If forced into melee, she casts mirror image and obscuring mist.

Base Statistics Without mage armor, the wizard's statistics are AC 12, touch 12, flat-footed 10.

Statistics

Str 12, Dex 15, Con 12, Int 17, Wis 10, Cha 8

Base Atk +1; CMB +2; CMD 14

Feats Combat Casting, Point-Blank Shot, Scribe Scroll

Skills Acrobatics +4, Climb +2, Knowledge (arcana) +9, Knowledge (history) +7, Perception +5, Spellcraft +9 (+11 to identify magic item properties), Stealth +4

Languages Common, Draconic, Elven, Orc, Sylvan

SQ arcane bond (rapier), elven magic, weapon familiarity

Combat Gearpotion of cure moderate wounds, scroll of glitterdust, scroll of invisibility, scroll of magic weapon, scrolls of mirror image (2), scroll of obscuring mist, scroll of protection from evil, scroll of scorching ray, wand of mage armor (20 charges); Other Gear masterwork longbow with 20 arrows, masterwork rapier, spellbook, 113 gp

These mercenary wizards are able to fill many roles, and demand a high fee for their versatility.

Investigator Wizard CR 3

XP 800

Human diviner 4

LN Medium humanoid (human)

Init +8; Senses Perception +5

Defense

AC 18, touch 14, flat-footed 15 (+4 armor, +1 deflection, +2 Dex, +1 dodge)

hp 22 (4d6+6)

Fort +2, Ref +3, Will +5

Offense

Speed 30 ft.

Melee club +1 (1d6–1)

Ranged light crossbow +4 (1d8/19–20)

Arcane School Spell-Like Abilities (CL 4th; concentration +8)

7/day—diviner's fortune (+2)

Diviner Spells Prepared (CL 4th; concentration +8)

2nd—cat's grace, detect thoughts (DC 16), web (2, DC 16)

1st—comprehend languages, feather fall, mage armor, magic missile (2)

0 (at will)—dancing lights, detect magic, detect poison, message

Opposition Schools illusion, necromancy

Tactics

Before Combat The wizard casts mage armor.

During Combat If surprised, the wizard uses forewarned to cast cat's grace in the surprise round. He uses web, color spray, or sleep against targets he intends to capture.

Base Statistics Without mage armor, the wizard's statistics are AC 14, touch 14, flat-footed 11.

Statistics

Str 8, Dex 14, Con 13, Int 18, Wis 12, Cha 10

Base Atk +2; CMB +1; CMD 15

Feats Combat Casting, Dodge, Improved Initiative, Scribe Scroll

Skills Diplomacy +4, Intimidate +4, Knowledge (arcana, local) +10, Knowledge (geography, history, nobility, religion) +8, Perception +5, Sense Motive +5, Spellcraft +11

Languages Common, Draconic, Dwarven, Elven, Orc

SQ arcane bond (ring of protection +1), forewarned

Combat Gearpotion of cure moderate wounds, scroll of detect thoughts, scroll of knock, scroll of locate object, scrolls of sleep (2), wand of color spray (20 charges); Other Gear club, light crossbow with 20 bolts, ring of protection +1, manacles, spellbook, 125 gp

The investigator mage works with city guards to investigate crimes.

Jungle Wizard CR 4

XP 1,200

Elf transmuter 5

NE Medium humanoid (elf)

Init +7; Senses low-light vision; Perception +7

Defense

AC 18, touch 13, flat-footed 15 (+4 armor, +3 Dex, +1 natural)

hp 28 (5d6+8)

Fort +2, Ref +6, Will +5; +2 vs. enchantments

Immune sleep

Offense

Speed 30 ft.

Melee mwk longsword +3 (1d8/19–20)

Ranged shortbow +5 (1d6/×3)

Arcane School Spell-Like Abilities (CL 5th; concentration +9)

7/day—telekinetic fist (1d4+2 bludgeoning)

Transmuter Spells Prepared (CL 5th; concentration +9)

3rd—beast shape I, empowered burning hands (DC 16), displacement

2nd—invisibility, spider climb, summon swarm, web (DC 16)

1st—burning hands (DC 16), feather fall, grease, mage armor, obscuring mist

0 (at will)—dancing lights, ghost sound (DC 14), mage hand, touch of fatigue (DC 14)

Opposition Schools divination, enchantment

Tactics

Before Combat The wizard casts mage armor. When she prepares spells, she uses physical enhancement to increase her Constitution. She studies the combat area for the best places to use spells like grease and web, then hides in ambush.

During Combat The wizard casts web on her opponents or in their path (especially if there is a pit or ravine present). She casts summon swarm into the web. If trapped opponents are escaping from the web, she casts empowered burning hands on them.

Base Statistics Without mage armor, the wizard's statistics are AC 14, touch 13, flat-footed 11.

Statistics

Str 10, Dex 16, Con 13, Int 18, Wis 12, Cha 8

Base Atk +2; CMB +2; CMD 15

Feats Empower Spell, Improved Initiative, Lightning Reflexes, Scribe Scroll, Spell Focus (evocation)

Skills Acrobatics +7, Climb +3, Fly +7, Knowledge (arcana) +12, Knowledge (geography) +10, Knowledge (history) +9, Knowledge (nature) +11, Perception +7, Spellcraft +12 (+14 to identify magic item properties), Survival +4, Swim +1

Languages Common, Draconic, Elven, Gnoll, Goblin, Orc

SQ arcane bond (monkey), elven magic, physical enhancement +2, weapon familiarity

Combat Gear potion of cure moderate wounds, potions of pass without trace (2), scroll of cat's grace, scroll of pyrotechnics, scroll of stinking cloud, scroll of web; Other Gear masterwork longsword, shortbow with 20 arrows, amulet of natural armor +1, spellbook, 104 gp

Jungle wizards live in harmony with nature. They're frequently mistaken for druids, and often use such misunderstandings to their advantage. Many jungle wizards use natural materials for their magical gear, such as large leaves or hides for spellbooks and scrolls, unworked tree branches for wands, or grasses that can be knotted into the shapes of rings.

Mandar Tamarice

Mandar is a hermit living in the jungle, content to go for weeks without speaking to anyone. When dealing with strangers, she deliberately acts savage and bestial so they underestimate her power and knowledge. She sometimes obtains valuable spell components or minor magic items by treating them like trinkets, thereby keeping anyone from realizing how valuable they actually are. Some assume that since Mandar lives in the wild she has a grudge against civilization, like many druids do. This isn't the case; she simply prefers solitude. In fact, she loves some creature comforts, and might trade spellcasting services or information to nearby villages in exchange for food, clothing, or sweets for both herself and her familiar, Eink. This monkey follows her everywhere, and usually shows better street smarts than his master.

Combat Encounters: Mandar attacks the PCs—or leads villagers to attack them—in order to protect her territory or a magical site. She has allies among both arcane scholars and the druids, and could appear alongside adventurers of either type (though both sides find her a little strange).

Roleplaying Suggestions: Mandar might spy on the PCs using beast shape or her monkey familiar before crossing their path to question them. If they notice her savagery is an act, she drops the pretense right away and shows the true depth of her knowledge.

Tribal Seer CR 5

XP 1,600

Half-orc diviner 6

N Medium humanoid (human, orc)

Init +8; Senses darkvision 60 ft., see invisibility; Perception +7

Defense

AC 16, touch 12, flat-footed 15 (+4 armor, +1 deflection, +1 Dex)

hp 41 (6d6+18)

Fort +5, Ref +4, Will +7

Defensive Abilities orc ferocity

Offense

Speed 30 ft.

Melee mwk falchion +3 (2d4–1/18–20)

Ranged light crossbow +4 (1d8/19–20)

Arcane School Spell-Like Abilities (CL 6th; concentration +10)

7/day—diviner's fortune (+3)

Diviner Spells Prepared (CL 6th; concentration +10)

3rd—clairaudience/clairvoyance, deep slumber (DC 18), haste (DC 17), hold person (DC 18)

2nd—flaming sphere (DC 16), fox's cunning, pyrotechnics (DC 16), see invisibility, touch of idiocy

1st—charm person (DC 16), detect undead, mage armor, magic missile, shield

0 (at will)—dancing lights, detect magic, detect poison, message

Opposition Schools illusion, necromancy

Tactics

Before Combat The wizard casts mage armor and see invisibility. If she has a few rounds to prepare, she casts fox's cunning on herself and uses her wand of enlarge person on her allies.

During Combat The wizard casts haste on her allies, hold person on her most dangerous opponent, and touch of idiocy on a spellcaster.

Base Statistics Without mage armor, the wizard's statistics are AC 12, touch 12, flat-footed 11.

Statistics

Str 8, Dex 12, Con 14, Int 18, Wis 13, Cha 10

Base Atk +3; CMB +2; CMD 14

Feats Brew Potion, Combat Casting, Improved Initiative, Scribe Scroll, Spell Focus (enchantment)

Skills Diplomacy +3, Heal +5, Intimidate +6, Knowledge (arcana) +11, Knowledge (geography, history, local, nature) +8, Knowledge (religion) +9, Perception +7, Sense Motive +3, Spellcraft +12, Survival +3

Languages Auran, Common, Draconic, Dwarven, Giant, Orc

SQ arcane bond (falchion), forewarned, orc blood, weapon familiarity

Combat Gearpotions of cat's grace (2), potions of cure light wounds (2), potion of cure moderate wounds, potion of protection from arrows, scroll of comprehend languages, scrolls of mage armor (2), scroll of mount, wand of enlarge person (20 charges); Other Gear light crossbow with 20 bolts, masterwork falchion, cloak of resistance +1, ring of protection +1, spellbook, 239 gp

The tribal seer speaks to hostile spirits and interprets omens that affect her tribe.

Greshek the Sighted

Greshek was trained by her father, the tribe's previous seer, and inherited his role when he died in a battle with an angry ghost. She tries to avoid violence and conflict, and would rather pacify an enemy to learn what it knows than kill it outright.

Combat Encounters: Greshek counsels her tribe to capture the PCs because of information she learned from an omen or by spying on them.

Roleplaying Suggestions: Greshek might have seen an omen or heard from a spirit that foretold that the PCs are vital to her or her tribe's survival.

Thunder Wizard CR 6

XP 2,400

Halfling evoker 7

LN Small humanoid (halfling)

Init +7; Senses Perception +10

Defense

AC 19, touch 15, flat-footed 16 (+4 armor, +1 deflection, +3 Dex, +1 size)

hp 37 (7d6+10)

Fort +5, Ref +7, Will +10; +2 vs. fear

DR 10/magic (ranged weapon attack only; 30 points)

Offense

Speed 20 ft.

Melee dagger +2 (1d3–2/19–20) or quarterstaff +2 (1d4–2)

Ranged dagger +7 (1d3–2/19–20)

Special Attacks intense spells (+3 damage)

Arcane School Spell-Like Abilities (CL 7th; concentration +10)

6/day—force missile (1d4+3)

Evoker Spells Prepared (CL 7th; concentration +10)

4th—black tentacles, shout (DC 17)

3rd—lightning bolt (2, DC 16), protection from energy, empowered shocking grasp

2nd—darkvision, mirror image, protection from arrows, scorching ray (2)

1st—color spray (DC 14), expeditious retreat, feather fall, mage armor, shocking grasp (2)

0 (at will)—dancing lights, flare (DC 13), mage hand, mending

Opposition Schools divination, necromancy

Tactics

Before Combat The wizard casts mage armor and protection from arrows. If she has an ally who attacks in melee, she casts protection from energy (electricity) on that ally to protect him from her lightning bolt spells; otherwise, she casts it on herself (warding against fire).

During Combat The wizard tries to catch multiple opponents with black tentacles, then follows up with a lightning bolt to hit as many targets as possible. She uses her imp to invisibly deliver shocking grasp and empowered shocking grasp.

Base Statistics Without mage armor, the wizard's statistics are AC 15, touch 15, flat-footed 12.

Statistics

Str 6, Dex 16, Con 12, Int 16, Wis 13, Cha 12

Base Atk +3; CMB +0; CMD 14

Feats Combat Casting, Empower Spell, Improved Familiar, Improved Initiative, Iron Will, Scribe Scroll

Skills Acrobatics +5 (+1 when jumping), Bluff +6, Climb +0, Knowledge (arcana) +13, Knowledge (dungeoneering) +9, Knowledge (engineering) +7, Knowledge (planes) +8, Perception +10, Spellcraft +13, Stealth +10, Use Magic Device +5

Languages Common, Draconic, Dwarven, Goblin, Halfling, Infernal

SQ arcane bond (imp)

Combat Gearpearl of power (1st), potion of cure moderate wounds, potion of lesser restoration, scroll of black tentacles, scrolls of invisibility (2), scrolls of lightning bolt (2), scrolls of mirror image (2), scroll of protection from energy; Other Gear dagger, quarterstaff, cloak of resistance +1, ring of protection +1, spellbook, 186 gp

The thunder wizard manipulates sound and electricity to destroy her enemies.

Zuket Amaral

Zuket is an unexceptional adventuring wizard with a loud, outgoing personality. She loves visiting new places and exploring, and isn't embarrassed to stare open-mouthed at wondrous cities or landmarks. She likes things that are big and loud, from thunderstorms to parades to monsters.

Combat Encounters: Zuket attacks the PCs to drive them away from a halfling village or a cache of noisy magic items she wants.

Roleplaying Suggestions: Zuket doesn't like bullies, and she might intervene on behalf of a PC, even without being asked, if she sees that the PC is in trouble and thinks he needs help.

Seductive Enchanter CR 7

XP 3,200

Elf enchanter 8

NE Medium humanoid (elf)

Init +7; Senses low-light vision; Perception +9

Defense

AC 19, touch 14, flat-footed 16 (+4 armor, +1 deflection, +3 Dex, +1 natural)

hp 40 (8d6+10)

Fort +4, Ref +6, Will +8; +2 vs. enchantments

Immune sleep

Offense

Speed 30 ft.

Melee rapier +4 (1d6/18–20)

Ranged dagger +7 (1d4/19–20)

Special Attacks aura of despair (8 rounds/day)

Arcane School Spell-Like Abilities (CL 8th; concentration +12)

7/day—dazing touch

Enchanter Spells Prepared (CL 8th; concentration +12)

4th—confusion (DC 19), dimension door, greater invisibility, phantasmal killer (DC 18)

3rd—deep slumber (DC 18), dispel magic, hold person (DC 18), phantom steed, suggestion (DC 18)

2nd—alter self, daze monster (DC 17), hideous laughter (DC 17), invisibility, resist energy

1st—charm person (2, DC 16), color spray (DC 15), mage armor, shield, ventriloquism (DC 15)

0 (at will)—daze (DC 15), mage hand, resistance, touch of fatigue (DC 14)

Opposition Schools divination, necromancy

Tactics

Before Combat The wizard casts mage armor.

During Combat The wizard uses charm person, confusion, and suggestion to turn opponents against each other. By casting greater invisibility on herself, she can remain hidden while she manipulates her targets. She uses her wand of touch of idiocy against enemy spellcasters.

Base Statistics Without mage armor, the wizard's statistics are AC 15, touch 14, flat-footed 12.

Statistics

Str 10, Dex 16, Con 12, Int 18, Wis 8, Cha 12

Base Atk +4; CMB +4; CMD 18

Feats Combat Casting, Craft Wand, Improved Initiative, Iron Will, Scribe Scroll, Spell Focus (enchantment)

Skills Acrobatics +8, Bluff +9, Diplomacy +6, Knowledge (arcana) +15, Knowledge (local, nobility) +11, Perception +9, Perform (dance) +4, Sense Motive +3, Spellcraft +15 (+17 identify magic item properties)

Languages Common, Draconic, Elven, Gnome, Orc, Sylvan

SQ arcane bond (viper), elven magic, enchanting smile, weapon familiarity

Combat Gearpotion of cure moderate wounds, potion of invisibility, scroll of dispel magic, scroll of suggestion, wand of charm person (20 charges), wand of fox's cunning (10 charges), wand of touch of idiocy (10 charges); Other Gear dagger, rapier, amulet of natural armor +1, cloak of resistance +1, ring of protection +1, spellbook, 303 gp

Seductive enchanters use magic so they can enjoy mortal pleasures. This usually means influencing people to give them things. These wizards can be found anywhere they can get the finer things in life. Many of them become connoisseurs of one particular pleasure, going from place to place and scamming people into giving them the rarest gems or pieces from master artists, or coercing kisses from the most attractive nobles.

Vaeleus the Charmer

Vaeleus has a reputation for getting what she wants—fine food, quality wine, even sex. What she can't manage to get with ordinary looks, words, and caresses, she gets by using magic. Many people in whatever town she resides in might consider themselves her greatest lover, best friend, or trusted confidant. Vaeleus has gotten used to her lies and tricks eventually falling apart; she often has to leave town in a hurry when lovers or merchants realize they've been compelled against their will. For Vaeleus, it's a simple enough matter to just find a new town with new targets and new pleasures to experience. She doesn't waste time worrying about the bridges she's burned—after all, those people aren't worth anything to her now.

Combat Encounters: The PCs might fight Vaeleus because she took advantage of one of their friends or allies. If she has really sunken her claws in, though, that friend might take her side and fight against the PCs.

Roleplaying Suggestions: In certain circles, Vaeleus is well respected, and can do no wrong. People might recommend the PCs talk to her for information or contacts. She seems to know everyone, and can pull all sorts of strings for the right fee. Of course, she'd rather just take the fee and not do any work, using enchantments to skip the hard part.

Cave Wizard CR 8

XP 4,800

Dwarf evoker 9

NE Medium humanoid (dwarf)

Init +3; Senses Perception +12

Defense

AC 15, touch 10, flat-footed 15 (+4 armor, +1 deflection, –1 Dex, +1 natural)

hp 92 (9d6+58)

Fort +8, Ref +2, Will +9; +2 vs. poison, spells, and spell-like abilities

Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants); Immune fire (108 points)

Offense

Speed 20 ft.

Melee battleaxe +5 (1d8+1/×3)

Special Attacks +1 on attack rolls against goblinoid and orc humanoids, intense spells (+4 damage)

Arcane School Spell-Like Abilities (CL 9th; concentration +13)

At will—elemental wall (9 rounds/day)

7/day—force missile (1d4+4)

Evoker Spells Prepared (CL 9th; concentration +13)

5th—cone of cold (DC 20), transmute rock to mud

4th—empowered acid arrow, greater invisibility, resilient sphere (DC 19), stone shape

3rd—dispel magic, fireball (DC 18), gaseous form, ray of exhaustion (DC 17), stinking cloud (DC 17)

2nd—acid arrow, bear's endurance, protection from energy, scorching ray, spider climb, summon swarm

1st—burning hands (2, DC 16), color spray (DC 15), feather fall, mage armor, ray of enfeeblement (DC 15)

0 (at will)—acid splash, dancing lights, detect magic, mage hand

Opposition Schools enchantment, necromancy

Tactics

Before Combat The wizard casts bear's endurance, mage armor, and protection from energy (fire).

During Combat The wizard casts greater invisibility, then uses transmute rock to mud to trap foes. He casts area damage spells at trapped targets and uses stinking cloud and resilient sphere to hinder those who escape the mud.

Base Statistics Without bear's endurance, mage armor, and protection from energy (fire), the wizard's statistics are AC 11, touch 10, flat-footed 11; hp 74; Fort +6; Immune none; Con 16.

Statistics

Str 12, Dex 8, Con 20, Int 18, Wis 16, Cha 8

Base Atk +4; CMB +5; CMD 15 (19 vs. bull rush or trip)

Feats Combat Casting, Empower Spell, Improved Initiative, Scribe Scroll, Spell Focus (evocation), Spell Penetration, Toughness

Skills Appraise +15 (+17 to assess nonmagical metals or gemstones), Climb +4, Craft (alchemy) +12, Fly +6, Knowledge (arcana, dungeoneering) +16, Knowledge (engineering) +12, Perception +12 (+14 to notice unusual stonework), Sense Motive +4, Spellcraft +16

Languages Common, Dwarven, Goblin, Terran, Undercommon

SQ arcane bond (bat)

Combat Gearpotion of cure moderate wounds, scroll of clairaudience/clairvoyance, scroll of solid fog, scroll of stinking cloud, scroll of stone shape; Other Gear battleaxe, amulet of natural armor +1, headband of vast intelligence +2, ring of protection +1, spellbook, 665 gp

The cave wizard manipulates the energy of deep rock.

Caracheck the Caustic

Caracheck has always felt an affinity for earth, stone, gems, and digging. Uninterested in serving an earth deity or the druidic power of elemental earth, he wanted to bend living rock to his will and chose an arcane path. Now he uses his magic to locate the earth's treasures and scour away the worthless rock around them. If he can't easily reach a prized vein of ore or gems, he collapses the area around it, preventing others from reaching it and giving him time to improve his extraction skills.

Prankster Illusionist CR 9

XP 6,400

Gnome illusionist 10

CN Small humanoid (gnome)

Init +6; Senses low-light vision; Perception +9

Defense

AC 20, touch 15, flat-footed 17 (+4 armor, +1 deflection, +2 Dex, +1 dodge, +1 natural, +1 size)

hp 73 (10d6+36)

Fort +7, Ref +6, Will +10; +2 vs. illusions

Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)

Offense

Speed 20 ft.

Melee mwk dagger +5 (1d3–2/19–20)

Ranged mwk dagger +9 (1d3–2/19–20)

Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids

Gnome Spell-Like Abilities (CL 10th; concentration +11)

1/day—dancing lights, ghost sound, prestidigitation, speak with animals

Arcane School Spell-Like Abilities (CL 10th; concentration +14)

At will—invisibility field (10 rounds/day)

7/day—blinding ray

Illusionist Spells Prepared (CL 10th; concentration +14)

5th—cloudkill (DC 19), persistent image (DC 21), teleport

4th—greater invisibility, phantasmal killer (DC 20), empowered scorching ray, solid fog, stone shape

3rd—dispel magic, displacement, fly, haste (DC 17), major image (DC 19)

2nd—detect thoughts (DC 16), glitterdust (DC 16), hypnotic pattern (DC 18), magic mouth, mirror image, scorching ray

1st—color spray (2, DC 17), feather fall, grease, magic missile, silent image (DC 17)

0 (at will)—dancing lights, detect magic, ghost sound (DC 16), mage hand

Opposition Schools enchantment, necromancy

Tactics

Before Combat The wizard casts mage armor from her wand.

During Combat The wizard prefers to prank others rather than cause deliberate harm. She casts greater invisibility, then harasses and annoys her targets with glitterdust, grease, major image, persistent image, and solid fog. If attacked with lethal force, she retaliates with cloudkill, empowered scorching ray, and magic missile.

Base Statistics Without mage armor, the wizard's statistics are AC 16, touch 15, flat-footed 13.

Statistics

Str 6, Dex 14, Con 16, Int 18, Wis 14, Cha 12

Base Atk +5; CMB +2; CMD 16

Feats Combat Casting, Craft Wand, Craft Wondrous Item, Dodge, Empower Spell, Improved Initiative, Scribe Scroll, Spell Focus (illusion)

Skills Acrobatics +7 (+3 when jumping), Appraise +12, Craft (sculptures) +14, Fly +12, Knowledge (arcana) +17, Knowledge (geography, local, nature) +10, Perception +9, Perform (oratory) +6, Spellcraft +17, Stealth +11

Languages Common, Draconic, Dwarven, Elven, Gnome, Sylvan

SQ arcane bond (raven), extended illusions (+5 rounds)

Combat Gearpotion of cure moderate wounds, potion of cure serious wounds, scroll of displacement, scroll of empowered scorching ray, scroll of teleport, wand of burning hands (CL 5th, 20 charges), wand of invisibility (20 charges), wand of mage armor (20 charges); Other Gear masterwork dagger, amulet of natural armor +1, belt of mighty constitution +2, cloak of resistance +1, headband of vast intelligence +2, ring of protection +1, spellbook, jade dust for magic mouth (worth 50 gp), 998 gp

These irreverent illusionists are the bane of humorless adventurers. Their tricks are sometimes mistaken for enemy attacks, and even in dangerous situations, their own amusement comes first.

Miet Silvervein

Miet is an artist who sculpts clay, light, and sound. She is fascinated with the play of light and shadow on physical things, and intensely studies people and objects in order to memorize and understand their shapes and surfaces. She claims that she can create a flawless illusion of anyone she has ever met and anything she has ever touched, and has used her talents for illusion to befuddle, entertain, and confound people for years. She doesn't let herself take anything seriously, even the destruction of her creations—she is comfortable with the ephemeral and impermanent visualizations of her mind's eye, and knows she can always recreate something that was lost.

Combat Encounters: Miet enjoys pranks and often doesn't know when she's pushed things too far. What is innocent play in her mind might be interpreted by the PCs as an attack from a hostile, unseen force.

Roleplaying Suggestions: Miet might volunteer to travel with the PCs (especially if they are famous) so she can study what they look like or examine strange new monsters.

Undead Creator CR 10

XP 9,600

Human necromancer 11

LN Medium humanoid (human)

Init +5; Senses darkvision 60 ft., see invisibility; Perception +4

Defense

AC 16, touch 11, flat-footed 15 (+4 armor, +1 Dex, +1 natural)

hp 100 (11d6+59)

Fort +10, Ref +6, Will +10

Resist fire 30

Offense

Speed 30 ft.

Melee mwk dagger +6 (1d4/19–20)

Special Attacks channel negative energy (DC 17, 8/day)

Arcane School Spell-Like Abilities (CL 11th; concentration +16)

8/day—grave touch (5 rounds)

Necromancer Spells Prepared (CL 11th; concentration +16)

6th—create undead, eyebite (DC 23)

5th—baleful polymorph (DC 20), magic jar (DC 22), teleport, waves of fatigue

4th—animate dead, enervation, fear (DC 21), solid fog, wall of fire

3rd—blink, fireball (DC 18), fly, ray of exhaustion (DC 20), vampiric touch (2)

2nd—blindness/deafness (DC 19), false life, resist energy, see invisibility, scare (DC 19), scorching ray

1st—alarm, burning hands (DC 16), cause fear (DC 18), detect undead, expeditious retreat, mage armor, magic missile

0 (at will)—bleed (DC 17), detect magic, read magic, touch of fatigue (DC 17)

Opposition Schools enchantment, illusion

Tactics

Before Combat The wizard casts mage armor, false life, resist energy (fire), and see invisibility.

During Combat The wizard casts solid fog on a group of enemies, then casts wall of fire in a circle (focused inward) around the solid fog. As opponents leave the fog, he attacks them directly with eyebite and enervation. He might cast fear to drive opponents through the wall of fire, or cast fireball on a group of opponents grouped together.

Base Statistics Without false life, mage armor, resist energy, and see invisibility, the wizard's statistics are Senses darkvision 60 ft.; AC 12, touch 11, flat-footed 11; hp85; Resist none.

Statistics

Str 10, Dex 12, Con 16, Int 20, Wis 8, Cha 14

Base Atk +5; CMB +5; CMD 16

Feats Brew Potion, Combat Casting, Command Undead, Craft Wondrous Item, Greater Spell Focus (necromancy), Improved Channel, Improved Initiative, Iron Will, Scribe Scroll, Spell Focus (necromancy), Toughness

Skills Craft (alchemy) +19, Fly +5, Heal +4, Intimidate +7, Knowledge (arcana) +19, Knowledge (dungeoneering, engineering, geography, history, local, nature, nobility, planes) +13, Knowledge (religion) +18, Perception +4, Spellcraft +19

Languages Aklo, Common, Dwarven, Elven, Goblin, Infernal

SQ arcane bond (rat), life sight (10 feet, 11 rounds/day)

Combat Gearpotions of cure moderate wounds (2), potion of displacement, potion of invisibility, robe of bones; Other Gear masterwork dagger, amulet of natural armor +1, belt of mighty constitution +2, cloak of resistance +2, goggles of night, headband of vast intelligence +2, spellbook, crystal for magic jar (worth 100 gp), onyx gems (worth 300 gp), 623 gp

The undead creator dispassionately crafts unlife out of dead flesh and bone.

Tyrek Glodfer

Tyrek's love of necromancy is not due to evil motives or megalomaniacal goals, but rather stems from his clinical view of other creatures as mere objects to be manipulated in either life or death. He is as likely to purchase an unusual corpse from a poor family as he is to raid a graveyard for the parts he needs. Though working with negative energy will eventually corrupt him and turn him fully evil, for now he is an amoral scholar of the thin line between life, death, and undeath.

Combat Encounters: Tyrek is usually found with undead minions he created, allied undead creatures, or death cultists paying him for his services. He rarely believes the stakes of a battle are high enough to get involved, unless he's attacked or his enemies threaten to stop him from continuing his work.

Roleplaying Suggestions: Tyrek is willing to join adventurers if their travels involve strange or new kinds of undead for him to examine or capture for further study. If any of his allies die, he's more likely to examine the corpse, raise it from the dead, or use it for parts than to mourn.

Toothy Transmuter CR 11

XP 12,800

Half-orc transmuter 12

CE Medium humanoid (human, orc)

Init +4; Senses darkvision 60 ft., see invisibility; Perception +11

Defense

AC 15, touch 11, flat-footed 15 (+4 armor, +1 deflection)

hp 102 (12d6+58)

Fort +9, Ref +6, Will +11

Defensive Abilities orc ferocity; DR 10/magic (ranged weapon attack only; 100 points); Immune fire (120 points)

Offense

Speed 30 ft.

Melee+1 greataxe +11/+6 (1d12+5/×3)

Arcane School Spell-Like Abilities (CL 12th; concentration +18)

At will—change shape (beast shape III/elemental body II, 12 rounds/day)

9/day—telekinetic fist (1d4+6 bludgeoning)

Transmuter Spells Prepared (CL 12th; concentration +18)

6th—chain lightning (DC 22), disintegrate (2, DC 22), transformation

5th—cone of cold (DC 21), telekinesis, telepathic bond, teleport, wall of stone

4th—black tentacles, fire shield, greater invisibility, ice storm, mass enlarge person (DC 20)

3rd—dispel magic, fly, haste, lightning bolt (2, DC 19), protection from energy

2nd—blur, bull's strength, invisibility, levitate, protection from arrows, scorching ray, see invisibility

1st—burning hands (DC 17), feather fall, mage armor, magic missile (2), reduce person (DC 17), true strike

0 (at will)—detect magic, mage hand, message, read magic

Opposition Schools enchantment, necromancy

Tactics

Before Combat The wizard casts mage armor, protection from arrows, protection from energy (fire), and see invisibility. He uses physical enhancement to increase his Constitution.

During Combat The wizard casts mass enlarge person on allies, then casts black tentacles, disintegrate, and area damage spells. If out of attack spells, he casts transformation and enters melee.

Base Statistics Without mage armor, protection from arrows, protection from energy (fire), and see invisibility, the wizard's statistics are Senses darkvision 60 ft.; AC 11, touch 11, flat-footed 11; DR none; Immune none.

Statistics

Str 16, Dex 10, Con 16, Int 22, Wis 12, Cha 8

Base Atk +6; CMB +9; CMD 20

Feats Brew Potion, Combat Casting, Craft Wondrous Item, Improved Initiative, Power Attack, Scribe Scroll, Toughness, Vital Strike, Weapon Focus (greataxe)

Skills Climb +8, Fly +8, Handle Animal +4, Intimidate +11, Knowledge (arcana) +19, Knowledge (dungeoneering, geography, history, local, nature) +14, Perception +11, Sense Motive +6, Spellcraft +19, Stealth +3, Survival +6, Swim +8

Languages Abyssal, Common, Draconic, Giant, Goblin, Infernal, Orc

SQ arcane bond (amulet), orc blood, physical enhancement +3, weapon familiarity

Combat Gearpotions of bear's endurance (4), potions of bull's strength (4), potion of cure moderate wounds, potions of invisibility (4), scroll of greater dispel magic, scroll of transformation; Other Gear+1 greataxe, cloak of resistance +2, gloves of arrow snaring, headband of vast intelligence +4, ring of protection +1, spellbook, 930 gp

A toothy transmuter leads savages to victory in battle.

Garashing Tusk-Taker

Garashing believes that every enemy slain by someone he makes bigger or stronger is a testament to his skill as a mage. His allies clear out the chaff, allowing him to directly attack enemy leaders.

Pyromaniac Mage CR 12

XP 19,200

Human evoker 13

CE Medium humanoid (human)

Init +6; Senses Perception +12

Defense

AC 19, touch 14, flat-footed 16 (+4 armor, +1 deflection, +2 Dex, +1 dodge, +1 natural)

hp 81 (13d6+33)

Fort +9, Ref +11, Will +12

Immune fire (120 points); Resist fire 30

Offense

Speed 40 ft.

Melee club +6/+1 (1d6)

Special Attacks intense spells (+6 damage)

Arcane School Spell-Like Abilities (CL 13th; concentration +19)

At will—elemental wall (13 rounds/day)

9/day—force missile (1d4+6)

Evoker Spells Prepared (CL 13th; concentration +19)

7th—delayed blast fireball (DC 25), statue

6th—elemental body III, maximized fireball (2, DC 21), greater dispel magic

5th—passwall, maximized scorching ray (2), telekinesis, waves of fatigue

4th—maximized burning hands (2, DC 19), greater invisibility, phantasmal killer (DC 20), shout (DC 22), wall of fire

3rd—dispel magic, explosive runes, fireball (DC 21), flame arrow, fly, protection from energy

2nd—flaming sphere (DC 20), gust of wind (DC 20), pyrotechnics (2, DC 18), resist energy, scorching ray, web (DC 18)

1st—burning hands (DC 19), expeditious retreat, grease, mage armor, magic missile (2), ray of enfeeblement (DC 17)

0 (at will)—bleed (DC 16), dancing lights, mage hand, open/close

Opposition Schools divination, enchantment

Tactics

Before Combat The wizard casts mage armor, protection from energy (fire), resist energy (fire), and statue.

During Combat The wizard casts greater invisibility, fly, and maximized fireball. He follows up with phantasmal killer, shout, and necromantic rays.

Base Statistics Without mage armor, protection from energy, and resist energy, the wizard's statistics are AC 15, touch 14, flat-footed 12; Immune none; Resist none.

Statistics

Str 10, Dex 14, Con 14, Int 22, Wis 9, Cha 12

Base Atk +6; CMB +6; CMD 20

Feats Combat Casting, Craft Wondrous Item, Dodge, Greater Spell Focus (evocation), Improved Initiative, Iron Will, Lightning Reflexes, Maximize Spell, Point-Blank Shot, Scribe Scroll, Spell Focus (evocation)

Skills Climb +5, Craft (alchemy) +19, Fly +18, Knowledge (arcana) +21, Knowledge (engineering, planes) +19, Knowledge (geography, history, local, religion) +14, Perception +12, Sense Motive +4, Spellcraft +19, Stealth +12, Survival +4

Languages Abyssal, Common, Draconic, Dwarven, Goblin, Ignan, Infernal

SQ arcane bond (ring of protection +1)

Combat Gearelemental gem (fire), potions of cure moderate wounds (2), potion of invisibility, scrolls of protection from energy (2), scrolls of resist energy (2), wand of burning hands (CL 5th, 20 charges), alchemist's fire (10); Other Gear club, amulet of natural armor +1, boots of striding and springing, bracers of armor +3, cloak of resistance +3, headband of vast intelligence +4, ring of protection +1, spellbook, 1,100 gp

These mages love to cause collateral damage with fires.

Mage Sniper CR 13

XP 25,600

Half-elf evoker 14

LN Medium humanoid (elf, human)

Init +4; Senses darkvision 60 ft., low-light vision, see invisibility; Perception +27

Defense

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

Offense

Speed 30 ft.

Melee dagger +8/+3 (1d4+1/19–20)

Ranged light crossbow +11 (1d8/19–20)

Special Attacks intense spells (+7 damage)

Arcane School Spell-Like Abilities (CL 14th; concentration +20)

At will—elemental wall (14 rounds/day)

9/day—force missile (1d4+7)

Evoker Spells Prepared (CL 14th; concentration +20)

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)

0 (at will)—dancing lights, detect magic, mage hand, message

Opposition Schools enchantment, necromancy

Tactics

Before Combat The wizard casts darkvision, endure elements, mage armor, nondetection, resist energy (electricity, fire), see invisibility, and spell turning.

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.

Base Statistics 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.

Statistics

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 Gearpotion 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

The mage sniper kills with spells at extreme range.

Hiroki Darshan

Hiroki is a lethal sniper. He hunts only lawbreakers and rabble-rousers, and is insulted when called an assassin. His magic allows him to kill or capture dangerous people who evade or overcome common soldiers, but he considers preparation his greatest weapon.

Combat Encounters: Hiroki might target a PC who has broken a law or reneged on an oath. He usually sets an ambush, possibly aided by other mercenaries, in an area he has studied carefully.

Roleplaying Suggestions: Hiroki sells his services as long-range spellcasting support, though he must be convinced the purpose is legal and serves the cause of justice.

Cruel Conjurer CR 14

XP 38,400

Human conjurer 15

LE Medium humanoid (human)

Init +6; Sensessee invisibility; Perception +15

Defense

AC 22, touch 15, flat-footed 19 (+4 armor, +2 deflection, +2 Dex, +1 dodge, +3 natural)

hp 125 (15d6+70)

Fort +11, Ref +10, Will +12

Defensive Abilities magic circle against good; Immune fire (120 points); Resist electricity 30

Offense

Speed 30 ft.

Melee mwk quarterstaff +7/+2 (1d6–1)

Arcane School Spell-Like Abilities (CL 15th; concentration +21)

At will—dimensional steps (450 feet/day)

9/day—acid dart (1d6+7 acid)

Conjurer Spells Prepared (CL 15th; concentration +21)

8th—incendiary cloud (DC 26), summon monster VIII

7th—extended acid fog, widened black tentacles, mass hold person (DC 23)

6th—quickened acid arrow, acid fog, disintegrate (DC 22), quickened invisibility, summon monster VI

5th—cloudkill (DC 23), dismissal (DC 21), shadow evocation (DC 21), summon monster V, teleport, widened glitterdust (DC 20)

4th—arcane eye, confusion (DC 20), dimension door, greater invisibility, phantasmal killer (DC 20), solid fog

3rd—displacement, magic circle against good, protection from energy, slow (DC 19), stinking cloud (2, DC 21)

2nd—acid arrow, glitterdust (DC 20), knock, mirror image, resist energy, see invisibility, web (DC 20)

1st—charm person (DC 17), color spray (DC 17), expeditious retreat, feather fall, grease, mage armor, mount

0 (at will)—acid splash, detect magic, mage hand, read magic

Opposition Schools evocation, necromancy

Tactics

Before Combat The wizard casts mage armor, magic circle against good, protection from energy (fire), resist energy (electricity), and see invisibility.

During Combat The wizard leads with mass hold person, followed by widened black tentacles or incendiary cloud if opponents are immune to enchantments. He banishes creatures summoned by foes, charms enemies with his staff, summons allies to protect him, turns uncharmed enemies against each other with confusion, and targets leaders with disintegrate or phantasmal killer.

Base Statistics Without mage armor, magic circle against good, protection from energy (fire), resist energy (electricity), and see invisibility, the wizard's statistics are Senses normal; AC 18, touch 15, flat-footed 15; Defensive Abilities none; Immune none; Resist none.

Statistics

Str 8, Dex 14, Con 16, Int 23, Wis 10, Cha 12

Base Atk +7; CMB +6; CMD 21

Feats Augment Summoning, Combat Casting, Craft Wondrous Item, Dodge, Extend Spell, Greater Spell Focus (conjuration), Improved Initiative, Quicken Spell, Scribe Scroll, Spell Focus (Conjuration), Spell Penetration, Toughness, Widen Spell

Skills Bluff +16, Diplomacy +16, Fly +10, Knowledge (arcana, planes) +24, Knowledge (dungeoneering, geography) +14, Knowledge (nature, religion) +19, Perception +15, Ride +7, Sense Motive +10, Spellcraft +24

Languages Abyssal, Aquan, Auran, Common, Ignan, Infernal, Terran

SQ arcane bond (staff), summoner's charm (7 rounds)

Combat Gearpotion of cure serious wounds, potion of invisibility, scroll of summon monster VIII, staff of charming; Other Gearamulet of natural armor +3, belt of mighty constitution +2, cloak of resistance +3, headband of vast intelligence +4, ring of protection +2, spellbook, 2,150 gp

A cruel conjurer directs his minions as if they were pawns in a game.

Alexi the Stern

Alexi prefers to work alone or in a position of command. He considers few beings to be his equals, perhaps because of the lifetime he's spent compelling obedience or summoning monstrous slaves to do his bidding. He prefers to be blunt and direct, and knows how to ask favors in a way that leaves no question that the request is actually an order.

Deep Marshal CR 15

XP 51,200

Dwarf abjurer 16

LN Medium humanoid (dwarf)

Init +6; Senses darkvision 60 ft., see invisibility; Perception +17

Defense

AC 26, touch 17, flat-footed 23 (+4 armor, +4 deflection, +2 Dex, +1 dodge, +3 natural, +2 shield)

hp 130 (16d6+72)

Fort +13, Ref +11, Will +18; +4 vs. mind-affecting, +2 vs. poison, spells, and spell-like abilities

Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants), energy absorption (48/day), mind blank; DR 10/adamantine (150 points); Immune fire (120 points); Resist cold 10, electricity 30

Offense

Speed 20 ft.

Melee+1 spell storing warhammer +8/+3 (1d8/×3)

Ranged light crossbow +10 (1d8/19–20)

Special Attacks +1 on attack rolls against goblinoid and orc humanoids

Abjurer Spells Prepared (CL 16th; concentration +22)

8th—quickened charm monster (DC 23), mind blank, prismatic wall

7th—banishment (DC 23), quickened haste, mass hold person (DC 25), phase door

6th—globe of invulnerability, greater dispel magic, greater heroism, mass bull's strength, mass suggestion (DC 24)

5th—break enchantment, stilled dimension door, dominate person (2, DC 23), telepathic bond, wall of stone

4th—arcane eye, charm monster (DC 22), confusion (DC 22), remove curse, solid fog, stoneskin

3rd—dispel magic, haste (DC 19), hold person (2, DC 21), protection from energy, wind wall

2nd—acid arrow, hideous laughter (DC 20), invisibility, levitate, resist energy (2), see invisibility

1st—alarm, charm person (DC 19), expeditious retreat, feather fall, grease, mage armor, true strike

0 (at will)—dancing lights, detect magic, message, resistance

Opposition Schools evocation, necromancy

Tactics

Before Combat The wizard casts mage armor, mind blank, protection from energy (fire), resist energy (electricity), see invisibility, and stoneskin. She casts telepathic bond on allies.

During Combat The wizard's warhammer contains hold person.

Base Statistics Without mage armor, mind blank, protection from energy, resist energy, see invisibility, and stoneskin, the wizard's statistics are Senses darkvision 60 ft.; AC 22, touch 17, flat-footed 19; Fort +13, Ref +11, Will +18; +2 vs. poison, spells, and spell-like abilities; Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants), energy absorption (48/day); DR none; Immune none; Resist cold 10.

Statistics

Str 8, Dex 14, Con 18, Int 22, Wis 14, Cha 8

Base Atk +8; CMB +7; CMD 24 (28 vs. bull rush or trip)

Feats Combat Casting, Craft Wondrous Item, Dodge, Forge Ring, Greater Spell Focus (enchantment), Improved Initiative, Iron Will, Quicken Spell, Scribe Scroll, Spell Focus (enchantment), Spell Penetration, Still Spell

Skills Appraise +14 (+16 to assess nonmagical metals or gemstones), Climb +2, Craft (sculpture) +14, Knowledge (arcana, dungeoneering, engineering) +24, Knowledge (geography, history, planes) +19, Perception +17 (+19 to notice unusual stonework), Sense Motive +12, Spellcraft +24, Survival +7, Swim +2

Languages Common, Dwarven, Giant, Gnome, Goblin, Orc, Terran, Undercommon

SQ arcane bond (warhammer), protective ward (6 rounds, +4 deflection, 9/day)

Combat Gearpotion of cure moderate wounds, scroll of maze, scroll of summon monster VIII; Other Gear+1 spell storing warhammer, amulet of natural armor +3, bag of holding (type I), belt of mighty constitution +2, cloak of resistance +4, gloves of arrow snaring, headband of vast intelligence +4, ring of force shield, ring of protection +4, spellbook, diamond dust (worth 500 gp), 700 gp

These wizards protect underground communities.

Mage Spy CR 16

XP 76,800

Gnome wizard 17

NE Small humanoid (gnome)

Init +7; Senses darkvision 60 ft., low-light vision; Perception +19

Defense

AC 24, touch 17, flat-footed 20 (+4 armor, +2 deflection, +3 Dex, +1 dodge, +3 natural, +1 size)

hp 79 (17d6+17)

Fort +10, Ref +12, Will +16; +2 vs. illusions

Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants), moment of prescience, nondetection; Immunedetect thoughts, discern lies, alignment detection

Offense

Speed 20 ft.

Melee+1 dagger +10/+5 (1d3+1/19–20)

Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids, hand of the apprentice (9/day), metamagic mastery (5/day)

Wizard Spells Prepared (CL 17th; concentration +23)

9th—power word kill

8th—horrid wilting (DC 24), moment of prescience

7th—quickened hold person (DC 24), insanity (DC 24), statue

6th—chain lightning (DC 22), disintegrate (DC 23), greater dispel magic, mass suggestion (DC 23), true seeing

5th—baleful polymorph (DC 22), stilled dimension door, dominate person (DC 22), passwall, prying eyes

4th—bestow curse (DC 20), confusion (DC 21), greater invisibility, locate creature, solid fog

3rd—clairaudience/clairvoyance, dispel magic, hold person (DC 20), nondetection, slow (DC 20)

2nd—alter self, darkvision, detect thoughts (DC 18), invisibility (2), knock

1st—charm person (DC 18), feather fall, grease, mage armor, magic missile, obscuring mist

0 (at will)—detect magic, detect poison, mage hand, open/close

Tactics

Before Combat The wizard casts darkvision, mage armor, moment of prescience, nondetection, and statue.

During Combat The wizard prefers to evade combat by casting dimension door or greater invisibility.

Base Statistics Without darkvision, mage armor, and moment of prescience, the wizard's statistics are Senses low-light vision; AC 20, touch 17, flat-footed 16; Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants).

Statistics

Str 10, Dex 16, Con 12, Int 22, Wis 14, Cha 10

Base Atk +8; CMB +7; CMD 23

Feats Combat Casting, Combat Expertise, Craft Wondrous Item, Dodge, Extend Spell, Improved Initiative, Quicken Spell, Scribe Scroll, Silent Spell, Spell Focus (enchantment), Spell Focus (transmutation), Spell Penetration, Still Spell

Skills Bluff +15, Climb +5, Craft (alchemy) +14, Diplomacy +5, Disguise +10, Fly +13, Knowledge (arcana) +19, Knowledge (engineering, geography, history, local, nobility, religion) +14, Perception +19, Sense Motive +17, Spellcraft +19, Stealth +22, Use Magic Device +13

Languages Common, Draconic, Dwarven, Elven, Gnome, Halfling, Infernal, Orc, Sylvan

SQ arcane bond (lizard)

Combat Gearpearl of power (5th), potions of cure moderate wounds (2), potions of cure serious wounds (2), potions of delay poison (3), potion of glibness, potions of invisibility (2), scrolls of detect secret doors (2), scroll of dimension door, scrolls of fly (2), scroll of greater invisibility, scrolls of scorching ray (2), scrolls of see invisibility (2), scrolls of teleport (2), dark reaver powder (2), deathblade (2); Other Gear+1 dagger, amulet of natural armor +3, bag of holding (type I), belt of incredible dexterity +2, cloak of resistance +4, hat of disguise, headband of vast intelligence +4, ring of mind shielding, ring of protection +2, slippers of spider climbing, eye ointment for true seeing (worth 500 gp), silver mirror (worth 1,000 gp), spellbook, 1,823 gp

The mage spy is a diplomat and saboteur.

Grand Necromancer CR 17

XP 102,400

Human necromancer 18

NE Medium humanoid (human)

Init +5; Sensessee invisibility; Perception +24

Defense

AC 23, touch 16, flat-footed 22 (+4 armor, +4 deflection, +1 Dex, +1 insight, +3 natural)

hp 170 (18d6+105)

Fort +14, Ref +11, Will +17; +4 vs. mind-affecting

Defensive Abilitiesmind blank, spell turning; Resist cold 20, fire 30

Offense

Speed 30 ft.

Melee mwk silver dagger +9/+4 (1d4–1/19–20)

Special Attacks channel negative energy (DC 19, 11/day)

Arcane School Spell-Like Abilities (CL 18th; concentration +26)

11/day—grave touch (9 rounds)

Necromancer Spells Prepared (CL 18th; concentration +26)

9th—energy drain (DC 29), time stop, wail of the banshee (DC 29)

8th—create greater undead, horrid wilting (3, DC 28), mind blank

7th—ethereal jaunt, finger of death (DC 27), quickened fireball (DC 22), spell turning, waves of exhaustion

6th—chain lightning (DC 25), create undead, disintegrate (DC 24), eyebite (DC 26), maximized vampiric touch (2)

5th—cloudkill (DC 23), quickened magic missile, maximized scorching ray, teleport, wall of force, waves of fatigue

4th—animate dead, arcane eye, bestow curse (2, DC 24), dimension door, fire shield, maximized ray of enfeeblement

3rd—blink, dispel magic (2), fireball (2, DC 22), fly, vampiric touch

2nd—blindness/deafness (DC 22), darkvision, false life, glitterdust (DC 20), resist energy, scorching ray, see invisibility

1st—cause fear (DC 21), expeditious retreat, feather fall, grease, mage armor, magic missile, obscuring mist

0 (at will)—bleed (DC 20), detect magic, mage hand, read magic

Opposition Schools enchantment, illusion

Tactics

Before Combat The wizard casts false life, mage armor, mind blank, resist energy (fire), see invisibility, and spell turning.

During Combat The wizard casts time stop and energy drain on the most dangerous-looking target, then thins out the ranks of his enemies with chain lightning.

Base Statistics Without false life, mage armor, mind blank, resist energy (fire), see invisibility, and spell turning, the wizard's statistics are AC 19, touch 16, flat-footed 18; hp 155; Fort +14, Ref +11, Will +17; Defensive Abilities none; Resist cold 20.

Statistics

Str 8, Dex 12, Con 18, Int 26, Wis 14, Cha 10

Base Atk +9; CMB +8; CMD 23

Feats Alertness, Combat Casting, Command Undead, Craft Wondrous Item, Extra Channel, Forge Ring, Greater Spell Focus (necromancy), Improved Channel, Improved Initiative, Maximize Spell, Quicken Spell, Scribe Scroll, Spell Focus (evocation, necromancy), Toughness, Weapon Focus (ray)

Skills Fly +22, Heal +20, Intimidate +16, Knowledge (arcana, planes, religion) +29, Knowledge (history, local) +21, Perception +24, Sense Motive +24, Spellcraft +29, Stealth +19, Use Magic Device +18

Languages Aklo, Common, Draconic, Dwarven, Elven, Gnome, Goblin, Orc, Undercommon

SQ arcane bond (owl), life sight (30 feet, 18 rounds/day)

Combat Gearpotions of cure serious wounds (3), scroll of iron body, scroll of spell turning, scroll of wall of force, wand of inflict moderate wounds (20 charges), wand of invisibility (20 charges); Other Gearmasterwork silver dagger, amulet of natural armor +3, belt of mighty constitution +4, clear spindle ioun stone, cloak of resistance +4, dusty rose prism ioun stone, headband of vast intelligence +6, restorative ointment, ring of major energy resistance (cold), ring of protection +4, onyx gems (worth 2,000 gp), spellbook, 8,973 gp

These wizards are steeped in the evil of their profession.

Puppet Master CR 18

XP 153,600

Half-elf enchanter 19

CE Medium humanoid (elf, human)

Init +6; Senses low-light vision; Perception +24

Defense

AC 24, touch 16, flat-footed 21 (+4 armor, +3 deflection, +2 Dex, +1 dodge, +4 natural)

hp 139 (19d6+70)

Fort +13, Ref +12, Will +17; +2 vs. enchantments, +4 vs. mind-affecting

Defensive Abilitiesmind blank, misdirection, spell turning; Immune electricity (120 points), fire (120 points); Resist cold 30

Offense

Speed 35 ft.

Melee+1 dagger +9/+4 (1d4/19–20)

Special Attacks aura of despair (19 rounds/day)

Arcane School Spell-Like Abilities (CL 19th; concentration +27)

11/day—dazing touch

Enchanter Spells Prepared (CL 19th; concentration +27)

9th—dominate monster (DC 29), power word kill, summon monster IX, weird (DC 27)

8th—horrid wilting (DC 26), incendiary cloud (DC 26), irresistible dance, mind blank, polymorph any object (DC 26)

7th—extended acid fog, quickened hold person (2, DC 23), mass hold person (DC 27), project image (DC 25), spell turning

6th—disintegrate (DC 24), greater dispel magic, greater heroism, mass suggestion (DC 26), quickened mirror image, repulsion (DC 24)

5th—cloudkill (DC 23), dominate person (DC 25), feeblemind (DC 25), hold monster (DC 25), mind fog (DC 25), teleport

4th—bestow curse (DC 22), charm monster (2, DC 24), crushing despair (DC 24), enervation, greater invisibility, phantasmal killer (DC 22)

3rd—displacement, fly, hold person (DC 23), magic circle against good, protection from energy (2), slow (DC 21)

2nd—acid arrow (2), ghoul touch (DC 20), misdirection, resist energy, touch of idiocy, web (DC 20)

1st—charm person (DC 21), expeditious retreat, feather fall, mage armor, obscuring mist, ray of enfeeblement (DC 19), reduce person (DC 19)

0 (at will)—bleed (DC 18), daze (DC 20), mage hand, mending

Opposition Schools divination, evocation

Tactics

Before Combat The wizard casts mage armor, mind blank, misdirection, protection from energy (electricity, fire), resist energy (cold), and spell turning.

During Combat The wizard uses dominate monster, weird, and mass hold person to control enemies, plus incendiary cloud and horrid wilting if they resist enchantments. She uses polymorph any object to change the last survivor into a marionette for her collection.

Base Statistics Without mage armor, mind blank, misdirection, protection from energy, resist energy, and spell turning, the wizard's statistics are AC 20, touch 16, flat-footed 17; Defensive Abilities none; Immune none; Resist none.

Statistics

Str 8, Dex 14, Con 16, Int 26, Wis 10, Cha 14

Base Atk +9; CMB +8; CMD 24

Feats Combat Casting, Craft Wand, Craft Wondrous Item, Dodge, Extend Spell, Fleet, Forge Ring, Greater Spell Focus (enchantment), Improved Initiative, Improved Iron Will, Iron Will, Quicken Spell, Scribe Scroll, Skill Focus (Perception), Spell Focus (enchantment)

Skills Bluff +17, Craft (puppets) +16, Diplomacy +17, Disguise +12, Fly +15, Handle Animal +7, Intimidate +17, Knowledge (arcana) +26, Knowledge (dungeoneering, engineering, geography, nature, nobility, planes, religion) +16, Knowledge (history, local) +21, Perception +24, Perform (comedy) +12, Sense Motive +15, Spellcraft +21

Languages Common, Draconic, Dwarven, Elven, Giant, Goblin, Gnome, Halfling, Sylvan, Undercommon

SQ arcane bond (ring of protection +3), elf blood, enchanting smile

Combat Gearpotions of cure serious wounds (3), scrolls of mage's private sanctum (2), scroll of power word blind, scrolls of summon monster VI (2), wand of displacement (20 charges), wand of fly (20 charges), wand of tongues (20 charges); Other Gear+1 dagger, amulet of natural armor +4, belt of mighty constitution +4, cloak of resistance +4, figurine of wondrous power (obsidian steed), headband of vast intelligence +6, pearl of power (7th), pearl of power (4th), ring of protection +3, spellbook, 2,036 gp

The puppet master treats living minds like a child's toys.

Radillo

Radillo has always been able to manipulate people with sweet words and subtle promises. Having learned to enforce this with magic, she plays with thoughts for pleasure or power, and has contacts in many cities whose minds belong fully to her.

Master Universalist CR 19

XP 204,800

Elf wizard 20

N Medium humanoid (elf)

Init +5; Senses low-light vision; Perception +18

Defense

AC 26, touch 18, flat-footed 25 (+4 armor, +5 deflection, +1 Dex, +2 insight, +4 natural); never flat-footed

hp 172 (20d6+100)

Fort +14, Ref +14, Will +18; +2 vs. enchantments, +4 vs. mind-affecting

Defensive Abilitiesmind blank, moment of prescience, never surprised, spell turning; DR 10/adamantine (150 points); Immune fire (120 points), sleep; Resist cold 30, electricity 30

Offense

Speed 30 ft.

Melee quarterstaff +9/+4 (1d6–1)

Special Attacks hand of the apprentice (12/day), metamagic mastery (7/day)

Wizard Spells Prepared (CL 20th; concentration +29)

9th—maximized disintegrate (DC 25), foresight, meteor swarm (DC 28), summon monster IX, time stop

8th—discern location, greater shout (DC 29), mass charm monster (DC 27), mind blank, moment of prescience

7th—forcecage (2, DC 28), prismatic spray (2, DC 26), spell turning

6th—chain lightning (2, DC 27), greater dispel magic (2), true seeing

5th—baleful polymorph (DC 24), break enchantment, cloudkill (DC 24), feeblemind (DC 24), teleport, wall of force

4th—dimension door (2), greater invisibility, ice storm (2), stoneskin

3rd—dispel magic, protection from energy, stinking cloud (DC 22), suggestion (DC 22), tongues, vampiric touch

2nd—invisibility, mirror image, resist energy (2), shatter, web (DC 21)

1st—charm person (2, DC 20), mage armor (2), magic missile (3)

0 (at will)—detect magic, light, mage hand, read magic

Tactics

Before Combat The wizard casts foresight, mage armor, mind blank, moment of prescience, protection from energy (fire), resist energy (cold, electricity), spell turning, and stoneskin.

During Combat The wizard casts maximized disintegrate, meteor swarm, mass charm monster, and prismatic spray.

Base Statistics Without foresight, mage armor, mind blank, moment of prescience, protection from energy, resist energy, spell turning, and stoneskin, the wizard's base statistics are AC 20, touch 16, flat-footed 19; Fort +14, Ref +12, Will +18; +2 vs. enchantments; Defensive Abilities none; DR none; Immune sleep; Resist none; CMD 25.

Statistics

Str 8, Dex 12, Con 16, Int 28, Wis 12, Cha 13

Base Atk +10; CMB +9; CMD 27

Feats Combat Casting, Craft Staff, Craft Wondrous Item, Extend Spell, Forge Ring, Greater Spell Focus (evocation), Improved Initiative, Maximize Spell, Quicken Spell, Scribe Scroll, Silent Spell, Spell Focus (evocation), Spell Penetration, Still Spell, Toughness

Skills Diplomacy +16, Fly +14, Intimidate +11, Knowledge (arcana, history, planes) +32, Knowledge (geography, local, nature, nobility, religion) +22, Perception +18, Sense Motive +11, Spellcraft +32 (+34 to identify magic item properties), Stealth +11, Use Magic Device +21

Languages Aklo, Celestial, Common, Draconic, Dwarf, Elven, Giant, Gnome, Halfling, Orc, Sylvan

SQ arcane bond (ring of protection +5), elven magic, weapon familiarity

Combat Gearpotion of cure serious wounds, wand of cure moderate wounds (50 charges), wand of delay poison (20 charges), wand of restoration (20 charges), staff of evocation; Other Gearamulet of natural armor +4, bag of holding (type IV), belt of mighty constitution +4, cloak of resistance +5, gloves of arrow snaring, headband of vast intelligence +6, pearl of power (5th), ring of counterspells, ring of protection +5, diamond dust (worth 1,000 gp), eye ointment for true seeing (worth 500 gp), spellbook, 4,175 gp

The master universalist draws power and knowledge from all schools of magic.