Game Mastery Guide | Monsters | Adventurers | Battle Mage

Battle Mage

Super Race: human evoker 6. Cr: 5. Xp: 1,600. Alignment: N. Size: Medium. Creature Type: Humanoid.
Init: +6. Senses: Perception +6. Ac: 16, touch 12, flat-footed 14 (+4 mage armor, +2 Dex).
Hp: 33 (6d6+12).
Fortitude: +3. Reflex: +4. Will: +5.
Speed: 30 ft.. Melee: dagger +2 (1d4-1/19-20) or wand of shocking grasp +2 touch (1d6 electricity). Ranged: dagger +5 (1d4-1/19-20). Special Attacks: intense spells +3. Strength: 9. Dexterity: 14. Constitution: 12. Intelligence: 17. Wisdom: 10. Charisma: 13.
Base Attack: +3. Cmb: +2. Cmd: 17.
Feats: Combat Casting, Craft Wand, Defensive Combat Training, Improved Initiative, Scribe Scroll, Spell Focus (evocation).
Skills: Craft (Armor) +10, Craft (Weapons) +10, Fly +11, Knowledge (arcana) +12, Knowledge (engineering) +7, Knowledge (geography) +7, Knowledge (history) +7, Perception +6, Ride +6, Spellcraft +12.
Languages: Common, Draconic, Elven, Giant. Special Qualities: arcane bond (wand). Combat Gear: scrolls of fly (2), invisibility (2), minor image (2), wand of magic missile (CL 5, 50 charges, arcane bond item), wand of shocking grasp (50 charges), tanglefoot bags (3). Other Gear: daggers (2), 20 gp. Boon: A battle mage can create scrolls at a 10% discount..
arcane school spell-like abilities: (CL 6th; concentration +9); 6/day-force missile (1d4+3) wizard spells prepared: (CL 6th; concentration +9)

3rd-dispel magic, fly, haste, fireball (2) (DC 17)

2nd-flaming sphere (DC 16), glitterdust (DC 15), mirror image, protection from arrows, scorching ray (DC 16)

1st-burning hands (DC 15), color spray (DC 14), expeditious retreat, mage armor (already cast), shocking grasp

0 (at will)-dancing lights, detect magic, light, message


Prohibited Schools

enchantment, necromancy

A battle mage is always ready for a fight. She knows that the one who strikes first strikes best. Never lacking in firepower, her versatility on the battlefield is always appreciated. Battle mages make excellent military fire support and magical bodyguards. They can be found alone, guarding a traveling merchant (CR 7) or guide (CR 8) or adventuring with a medium or minstrel, monster hunter or gladiator, and tomb raider (CR 9). A squad of four battle mages (CR 9) might be attached to an army.