NPC Codex | Rules | Prestige Class NPCs

Prestige Class NPCs

Prestige Classes

Prestige classes allow you to customize characters in very specialized ways. However, the prerequisites mean characters with a prestige class tend to be higher level and might require specific kinds of multiclassing to be effective. The NPC Codex saves busy GMs the time it would take to create NPCs with prestige classes.

This section gives you useful and interesting NPCs at prestige class levels 2, 4, 7, and 10 for each of the 10 prestige classes detailed in the Core Rulebook. The NPCs are character levels 9, 13, 17, and 20, allowing you to use them over a wide range of levels in the campaign.

All of the NPCs in this chapter use the "heroic" set of base ability scores (15, 14, 13, 12, 10, 8), and the value of their gear has been determined using the Heroic Level column of the NPC Gear table.

In general, the NPCs do not list mundane gear such as rope, torches, belt pouches, and so on unless it is vital to the character (clerics have a holy symbol, rogues with Disable Device have thieves' tools, and so on). You can assume that an NPC is geared appropriately for his or her profession or adventuring career, and if cost is ever a factor, you can mark off some of the character's extra gear for this purpose or swap it for expendable items such as potions, nearly expended wands, and so on.

As with the core classes, the three most common uses for NPCs in this chapter are as enemies, allies, and player characters, and the same guidelines explained there apply to this chapter. If your campaign requires PCs to train with a member of a prestige class before they can take levels in that prestige class, you may wish to use these NPCs as mentors or trainers for PCs interested in pursuing these specific courses of study.

Notes on Classes

As with the core classes, you always have the option to alter or add to these characters to make them even more useful to your campaign. If you're considering swapping a character's core class abilities for those of another class or archetype, be sure the altered character still qualifies for the prestige class. For example, the arcane trickster class requires a character to have sneak attack +2d6, so don't use a class or rogue archetype that removes the character's sneak attack ability.

The remainder of this section examines specific alternative class and archetype choices for each of the classes in this chapter.

Arcane Archer

This prestige class requires the ability to cast 1st-level arcane spells, so all four of the arcane archers in this chapter have at least one level in bard, sorcerer, or wizard. If you want to alter the flavor of these characters, you can swap levels in these core classes for levels in a similar arcane spellcasting class such as summoner or witch. You can even hand-wave the minor math differences between the classes (such as the Hit Die type of a summoner compared to that of a wizard) and create an NPC with a very different feel. For example, the tournament champion (arcane archer 4) is a bard/sorcerer, but could easily be a summoner/sorcerer or a bard/witch, which presents a very different concept for the character.

Arcane Trickster

This prestige class requires sneak attack +2d6, so all of the arcane tricksters presented here have at least three levels in the rogue class. The requirement that the character must be able to cast mage hand means the character must have levels in bard, sorcerer, or wizard, so all of the arcane tricksters are multiclassed with rogue and one of those three classes. You could, however, replace the rogue levels in any of these characters with ninja. levels, since the ninja is a modified rogue. The sandman bard archetype and vivisectionist alchemist archetype also give the sneak attack ability and would be interesting class swaps for arcane tricksters.

Assassin

This prestige class has the easiest requirements to meet (in terms of game mechanics) out of any of the core classes, so the four assassins presented here have a variety of base classes—a cleric/rogue, a druid/fighter, a monk, and a rogue. This gives you many options when it comes to quickly customizing these assassins to suit your campaign without altering much of the math. The cleric/rogue could be an oracle/rogue, a cleric/bard, or druid/rogue. The monk could be a fighter, ranger, or rogue. The druid/fighter could be a druid/barbarian, druid/ranger, or cleric/fighter. The rogue could be a bard, ninja, or even a summoner.

Dragon Disciple

This class requires levels in a spontaneous-casting arcane class (of which there are only two core examples, the bard and sorcerer), and if the character has sorcerer levels, it requires him to have the draconic bloodline, so this prestige class is perhaps the most specialized from the Core Rulebook. Fortunately, changing the character's dragon type is very easy, allowing you to use these four characters as any of the 10 dragon types listed in the sorcerer class.

Duelist

This class requires three combat feats, so it is naturally suited for fighters (and to a lesser extent rogues, who can use rogue talents to gain extra combat feats). Its reliance on using intelligent tactics, wearing light or no armor, wielding a light or one-handed piercing weapon, and having a free hand makes it a suboptimal choice for barbarians (whose rage-based abilities are a poor thematic match), monks (as they can fight without weapons, and there is only one monk weapon they can use with duelist class abilities), paladins (who usually wear heavier armor), and rangers (who for the most part either are archers or fight in melee with two weapons). Therefore, the four duelists presented here all have fighter or rogue levels. Because the duelist doesn't use specific fighter or rogue class features as requirements, you can easily swap out these features with those of another archetype, such as the free hand fighter, mobile fighter, acrobat rogue, or rake rogue, to create a new duelist with this stat block.

Eldritch Knight

This class requires proficiency in all martial weapons and 3rd-level arcane spellcasting, so the character must have levels in barbarian, fighter, paladin, or ranger (the only way to gain proficiency in all martial weapons from the Core Rulebook), and levels in bard, sorcerer, or wizard. Though the theme of this class is mostly taken over by the magus base class, using the prestige class lets you do things that you can't do as a single-classed magus, such as using higher-level spells or arcane spells that aren't on the magus spell list, mixing arcane and divine magic (as the champion of magic eldritch knight does), and using barbarian rage. In most cases, you can swap out the character's spellcasting class for another (such as replacing conjurer levels with summoner levels or sorcerer levels with bard levels) or swap her martial class levels for another martial class (ranger for barbarian, cavalier for fighter, and so on).

Loremaster

Because this class's skill, feat, and spell requirements are very specific and its unique class abilities are not particularly useful in combat, characters of this class are often relegated to NPC status as sages or mentors. The four loremasters presented here focus on knowledge of the gods, nature, humanoid history, and the planes. However, because the prestige class abilities don't alter the base class's abilities or have specific ties to the character's field of study, you can swap out class levels or change the knowledge focus to whatever you need for your campaign. For example, if you need a 9th-level planar expert, use the divine loremaster and swap her Knowledge (planes) and Knowledge (religion) skill bonuses.

Mystic Theurge

This class requires three or more levels of investment in two different spellcasting classes, and a character interested in this path usually can't afford to dip into other classes on the way to taking prestige class levels. One of the two unique class abilities of the mystic theurge is the ability to use spell slots from one class to cast spells from the character's other class. However, because doing so makes the spell use a higher-level spell slot than normal, this is a suboptimal choice—the character would normally do this only if he needed extra castings of certain spells and didn't have enough spell slots of the right class. Rather than presenting an underpowered character with weaker-than-normal spells, the four mystic theurges in this chapter are not depicted as using that class ability. Feel free to alter their spell lists to take advantage of this ability if it suits your campaign.

Pathfinder Chronicler

This class requires a small skill investment and a roleplaying or background requirement that doesn't need a specific class ability and has no effect on the character's stat block; therefore, the example Pathfinder chroniclers represent a variety of classes. As with the example assassin characters, this means you can easy swap base classes to customize these Pathfinder chroniclers to suit your campaign, such as by changing the mad prophet from a cleric to a conjurer, the master storycrafter from a sorcerer to an illusionist, or the battle skald from a barbarian/bard to a ranger/bard.

Shadowdancer

This class requires three combat feats and a small skill investment, so while it is mainly suited for martial characters, it is within reach for spellcasters as well. However, many of the shadowdancer's class abilities— darkvision, evasion, proficiencies, rogue talents, and uncanny dodge—are available from other classes or races (or can be emulated with other class abilities), so many characters who take levels in this class will have redundant abilities. Creating an effective shadowdancer requires careful selection of base classes and feats to avoid this; if you swap out earlier levels, make sure you minimize the number of these abilities the character gains from two different sources.

Arcane Archer

Arcane Archers

Green Warden

Super Race: elf fighter 5/conjurer 2/arcane archer 2. Cr: 8. Xp: 4,800. Alignment: N. Size: Medium. Creature Type: Humanoid. Creature Subtype: elf.
Init: +5. Senses: low-light vision; Perception +14. Ac: 19, touch 15, flat-footed 14 (+4 armor, +5 Dex).
Hp: 51 (5d10+2d6+2d10).
Fortitude: +7. Reflex: +9. Will: +10; +2 vs. enchantments, +1 vs. fear. Defensive Abilities: bravery +1. Dr: 10/magic (ranged weapon attack only; 30 points). Immune: sleep.
Speed: 30 ft.. Melee: +2 short sword +14/+9 (1d6+4/19–20). Ranged: mwk composite longbow +18/+13 (1d8+5/×3). Special Attacks: enhance arrows (magic), imbue arrow, weapon training (bows +1). Strength: 14. Dexterity: 21. Constitution: 10. Intelligence: 12. Wisdom: 13. Charisma: 8.
Base Attack: +8. Cmb: +10. Cmd: 25.
Feats: Arcane Armor Training, Iron Will, Manyshot, Point-Blank Shot, Precise Shot, Rapid Shot, Scribe Scroll, Weapon Focus (longbow), Weapon Specialization (longbow).
Skills: Climb +10, Knowledge (arcana, nature) +9, Perception +14, Spellcraft +9 (+11 to identify magic items), Stealth +14, Swim +10.
Languages: Common, Elven, Goblin. Special Qualities: arcane bond (masterwork composite longbow), armor training 1, elven magic, summoner's charm (1 round), weapon familiarity. Combat Gear: +1 frost arrows (5), +1 human-bane arrows (5), +1 shock arrows (5), potion of cure moderate wounds, scroll of heroism, scrolls of invisibility (2), scroll of protection from arrows. Other Gear: +1 studded leather, +2 short sword, masterwork composite longbow with 50 arrows, belt of incredible dexterity +2, spell component pouch, spellbook, 165 gp.
conjurer spells prepared: (CL 3rd; concentration +4; arcane spell failure 15%)

2nd-glitterdust (DC 13), web (DC 13)

1st-burning hands (2, DC 12), color spray (2, DC 12)

0 (at will)-bleed (DC 11), dancing lights, ghost sound (DC 11), mage hand

Opposition Schools divination, necromancy

conjurer spell-like abilities: (CL 3rd; concentration +4)

4/day-acid dart


Tactics

Before Combat The arcane archer attempts to start combat from a hard-to-reach spot, such as a high tree branch or steep elevation. He casts heroism and protection from arrows on himself from scrolls.

During Combat The archer keeps his distance and uses his magic arrows first. He casts glitterdust and web to slow down any approaching enemies, using imbue arrow to increase the range of such spells if needed. He uses Arcane Armor Training each round.

Base Statistics Without heroism and protection from arrows, the archer's base statistics are

Senses Perception +12

Fort +5

Ref +7

Will +8

DR none

Melee +2 short sword +12/+7 (1d6+4/19-20)

Ranged mwk composite longbow +16/+11 (1d8+5/×3)

Skills Climb +8, Knowledge (arcana, nature) +7, Perception +12, Spellcraft +7 (+9 to identify magic item properties), Stealth +12, Swim +8.

Protectors of the forest, green wardens are sworn to defend their sylvan homes from enemy encroachment, using magic arrows to kill from the trees' canopy.

Tournament Champion

Super Race: half-elf bard 7/sorcerer 2/arcane archer 4. Cr: 12. Xp: 19,200. Alignment: N. Size: Medium. Creature Type: Humanoid. Creature Subtype: elf, human.
Init: +7. Senses: low-light vision; Perception +25. Ac: 21, touch 15, flat-footed 17 (+6 armor, +1 deflection, +4 Dex).
Hp: 86 (7d8+2d6+4d10+22).
Fortitude: +6. Reflex: +15. Will: +11; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic.
Speed: 30 ft.. Melee: mwk rapier +11/+6 (1d6/18–20). Ranged: +2 longbow +21/+16 (1d8+2/×3). Special Attacks: bardic performance 19 rounds/day (move action; countersong, distraction, fascinate, inspire competence +3, inspire courage +2, suggestion), enhance arrows (elemental, magic), imbue arrow, seeker arrow (1/day).. Strength: 10. Dexterity: 24. Constitution: 13. Intelligence: 8. Wisdom: 12. Charisma: 16.
Base Attack: +10. Cmb: +10. Cmd: 28.
Feats: Deadly Aim, Eschew Materials, Far Shot, Manyshot, Point-Blank Shot, Precise Shot, Rapid Shot, Skill Focus (Perception), Weapon Focus (longbow).
Skills: Knowledge (geography) +6, Knowledge (local, nobility) +8, Perception +25, Perform (oratory, sing) +19, Spellcraft +3, Swim +0, Use Magic Device +7.
Languages: Common, Elven. Special Qualities: arcane bond (+2 longbow), bardic knowledge +3, bloodline arcana (+1 DC for spells with metamagic feats that increase spell level), elf blood, lore master 1/day, versatile performance (oratory, sing). Combat Gear: +1 human-bane arrow (2), +1 magical beast-bane arrow (4), potion of haste. Other Gear: +2 chain shirt, +2 longbow with 40 arrows, masterwork rapier, belt of incredible dexterity +2, cloak of resistance +1, lesser bracers of archery, ring of protection +1, 309 gp.
sorcerer spells known: (CL 2nd; concentration +5; arcane spell failure 20%)

1st (5/day)-magic missile, true strike

0 (at will)-arcane mark, daze (DC 13), ghost sound (DC 13), open/close, read magic

Bloodline arcane

bard spells known: (CL 10th; concentration +13)

4th (1/day)-greater invisibility, shout (DC 17)

3rd (4/day)-charm monster (DC 16), crushing despair (DC 16), cure serious wounds (DC 16), deep slumber (DC 16)

2nd (5/day)-cat's grace, eagle's splendor, invisibility, shatter, silence (DC 15)

1st (6/day)-charm person (DC 14), feather fall, grease, lesser confusion (DC 14), unseen servant

0 (at will)-dancing lights, detect magic, flare (DC 13), mage hand, mending, prestidigitation


Tactics

Before Combat The arcane archer casts cat's grace and drinks her potion of haste. She typically prepares shock arrows as her enhance arrows ability.

During Combat The archer's favorite tactic is to cast greater invisibility, then make shots from a distance using true strike.

Base Statistics Without cat's grace, the arcane archer's statistics are

Init +5

Ref +13

Ranged +2 longbow +19/+14 (1d8+2/×3)

Dex 20

CMD 26.

These half-elves travel from fair to fair, entertaining crowds with archery prowess, arcane flourishes, and epic ballads.

Clairian Arrowsong

The daughter of a pair of academics, Clairian Arrowsong was never interested in the studious pursuits her parents encouraged. From an early age, Clairian showed promise as both an excellent archer and bard, despite her parents' misgivings about both "hobbies." In the hours she was supposed to be studying in solitude, she escaped to hear the orators and bards who congregated outside of the city's university. But not until she saw her first archery tournament did she find her real passion. None but her parents were surprised when, as a young woman, she ran away with a sorcerer who served as a soothsayer on the tournament circuit.

Combat Encounters

For extra coin and adventure, Clairian hires herself out as an archer to local princelings, bandit lords, and thieves' guilds. Though she serves with skill, she would rather surrender than die for another's cause.

Roleplaying Suggestions

Quick with song and laughter, Clairian doesn't take the plights of others too seriously. She would rather live the good life and have fun than be tied down to lords or obligations.

Undead Bane

Super Race: human ranger 9/sorcerer 1/arcane archer 7. Cr: 16. Xp: 76,800. Alignment: N. Size: Medium. Creature Type: Humanoid. Creature Subtype: human.
Init: +9. Senses: Perception +22. Ac: 26, touch 17, flat-footed 21 (+6 armor, +1 deflection, +4 Dex, +1 dodge, +1 insight, +3 natural).
Hp: 138 (9d10+1d6+7d10+43).
Fortitude: +16. Reflex: +17. Will: +11. Defensive Abilities: evasion.
Speed: 30 ft.. Melee: +1 short sword +17/+12/+7/+2 (1d6+1/19–20). Ranged: +2 flaming shock shortbow +24/+19/+14/+9 (1d6+2/×3 plus 1d6 electricity and 1d6 fire). Special Attacks: enhance arrows (distance, elemental, elemental burst, magic), favored enemy (humans +2, undead +4), imbue arrow, phase arrow (1/day), seeker arrow (2/day). Strength: 10. Dexterity: 20. Constitution: 14. Intelligence: 8. Wisdom: 14. Charisma: 14.
Base Attack: +16. Cmb: +16. Cmd: 34.
Feats: Deadly Aim, Dodge, Endurance, Eschew Materials, Great Fortitude, Greater Vital Strike, Improved Initiative, Improved Vital Strike, Manyshot, Point-Blank Shot, Precise Shot, Rapid Shot, Vital Strike, Weapon Focus (shortbow).
Skills: Climb +12, Heal +15, Intimidate +12, Knowledge (religion) +9, Perception +22, Stealth +17, Survival +15, Swim +12.
Languages: Common. Special Qualities: bloodline arcana (gains a luck bonus on saves when casting personal-range spells), evasion, favored terrain (forest +2, underground +4), hunter's bond (companions), swift tracker, track +4, wild empathy +11, woodland stride. Combat Gear: +1 ghost touch arrows (10), +1 undead-bane arrows (10), potion of cure moderate wounds, potion of cure serious wounds, potion of lesser restoration, potion of remove disease, scrolls of greater invisibility (2), scrolls of invisibility (2), wand of fly (10 charges), wand of shield (20 charges), holy water (10). Other Gear: +2 chain shirt, +2 flaming shock shortbow with 20 arrows, +1 short sword, amulet of natural armor +1, belt of physical might +2 (Dex, Con), cloak of resistance +2, dusky rose prism ioun stone, efficient quiver, ring of feather fall, ring of protection +1, 238 gp.
bloodline spell-like abilities: (CL 6th; concentration +8)

5/day-touch of destiny

ranger spells prepared: (CL 6th; concentration +8)

2nd-barkskin, snare

1st-alarm, entangle, resist energy

sorcerer spells known: (CL 6th; concentration +8; arcane spell failure 20%)

3rd (3/day)-slow (DC 15)

2nd (6/day)-false life, mirror image

1st (7/day)-burning hands (DC 13), detect undead, silent image (DC 13), true strike

0 (at will)-acid splash, disrupt undead, light, mage hand, message, open/close, resistance

Bloodline destined


Tactics

Before Combat The arcane archer casts barkskin and uses her wand of shield. She prepares frost burst arrows using her enhance arrows ability.

During Combat Preferring to stay out of the reach and sight of powerful enemies, the arcane archer casts fly and greater invisibility on herself, takes flight, and pelts her enemies with arrows from relative safety.

Base Statistics Without barkskin, the arcane archer's statistics are

AC 24, touch 17, flat-footed 19

Though these archers primarily hunt undead, they are dangerous foes for any creatures.

Sorina Kalthorin

Sorina believes undeath is a scourge and corruption that must be purged. As long as the undead spread their filth, all other moral questions are moot. She sees it as her sacred duty to destroy all undead she comes across. To this end, she is constantly in search of crypts and ruins that hide her hated foes.

Chaos Arrow

Super Race: gnome rogue 6/sorcerer 4/arcane archer 10. Cr: 19. Xp: 204,800. Alignment: CE. Size: Small. Creature Type: Humanoid. Creature Subtype: gnome.
Init: +11. Senses: low-light vision, see invisibility; Perception +26. Ac: 31, touch 21, flat-footed 24 (+7 armor, +3 deflection, +6 Dex, +1 dodge, +3 natural, +1 size).
Hp: 140 (6d8+4d6+10d10+40).
Fortitude: +13. Reflex: +21. Will: +13; +2 vs. illusions. Defensive Abilities: defensive training (+4 dodge bonus to AC vs. giants), evasion, trap sense +2, uncanny dodge.
Speed: 20 ft.. Melee: dagger +17/+12/+7/+2 (1d3/19–20). Ranged: +2 frost shock shortbow +27/+22/+17/+12 (1d4+2/×3 plus 1d6 cold and 1d6 electricity). Special Attacks: +1 on attack rolls against goblinoid and reptilian humanoids, arrow of death, enhance arrows (aligned, distance, elemental, elemental burst, magic), imbue arrow, phase arrow (3/day), seeker arrow (4/day), sneak attack +3d6. Strength: 10. Dexterity: 24. Constitution: 14. Intelligence: 10. Wisdom: 13. Charisma: 18.
Base Attack: +16. Cmb: +15. Cmd: 36.
Feats: Deadly Aim, Dodge, Eschew Materials, Improved Initiative, Mobility, Pinpoint Targeting, Point-Blank Shot, Precise Shot, Rapid Shot, Shot on the Run, Vital Strike, Weapon Focus (shortbow).
Skills: Bluff +27, Craft (bows) +8, Disguise +13, Knowledge (local, nature) +8, Perception +26, Spellcraft +8, Stealth +34, Swim +8, Use Magic Device +12.
Languages: Common, Gnome. Special Qualities: bloodline arcana (+2 DC for compulsion spells), rogue talents (bleeding attack +3, combat trick, surprise attack), trapfinding +3, woodland stride. Combat Gear: +1 dwarf-bane arrows (10), +1 elf-bane arrows (10), +1 human-bane arrows (10), +1 holy arrows (5), +1 unholy arrows (5), dust of illusion, potions of cure serious wounds (3). Other Gear: +3 mithral chain shirt, +2 frost shock shortbow with 20 arrows, daggers (3), amulet of natural armor +3, belt of physical might +4 (Dex, Con), cloak of resistance +3, deck of illusions, efficient quiver, hat of disguise, headband of alluring charisma +2, ring of protection +3, rope of climbing, 621 gp.
bloodline spell-like abilities: (CL 11th; concentration +15)

7/day-laughing touch

sorcerer spells known: (CL 11th; concentration +15; arcane spell failure 10%)

5th (4/day)-cloudkill (DC 19), teleport

4th (7/day)-confusion (DC 20), greater invisibility, shout (DC 18)

3rd (7/day)-explosive runes, haste, heroism, stinking cloud (DC 17)

2nd (7/day)-darkvision, glitterdust (DC 16), rope trick, see invisibility, web (DC 16)

1st (7/day)-color spray (DC 16), entangle (DC 15), expeditious retreat, magic missile, reduce person (DC 15), true strike

0 (at will)-bleed (DC 14), detect magic, flare (DC 14), light, mage hand, message, prestidigitation, ray of frost, read magic

Bloodline fey

gnome spell-like abilities: (CL 20th; concentration +24)

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


Tactics

Before Combat The arcane archer casts see invisibility and haste. She prepares flaming burst arrows as her enhance arrows ability.

During Combat A arcane archer uses imbue arrows to fire off cloudkill, stinking cloud, and entangle from a distance.

Base Statistics Without see invisibility, the arcane archer's statistics are

Senses low-light vision; Perception +26.

Often whimsical in their destruction, chaos arrows roam the world playing the cruelest pranks for their own twisted amusement.

Tris Darkjester

It's said that even a few demons that have crossed Tris's path found her a little too malicious for their taste. The gnome's odd looks hide the heart of a capricious and sadistic killer. She enjoys watching other creatures die, burning in arcane fire or crackling and freezing from the energy of her dangerous bow.

Combat Encounters

Tris often strikes without any clear reason or purpose. She does it just to feed her morbid sense of fun, or to see if she can find a new way to murder.

Roleplaying Suggestions

Though she doesn't like to be, Tris can be patient. She sometimes joins a group of adventurers on some quest or another just to see how she can subtly bring about the demise of a few members before they find her out and she can slay them with impunity.

Arcane Trickster

Arcane Tricksters

Stage Magician

Super Race: half-orc bard 4/rogue 3/arcane trickster 2. Cr: 8. Xp: 4,800. Alignment: N. Size: Medium. Creature Type: Humanoid. Creature Subtype: human, orc.
Init: +9. Senses: darkvision 60 ft.; Perception +13. Ac: 21, touch 17, flat-footed 15 (+3 armor, +1 deflection, +5 Dex, +1 dodge, +1 natural).
Hp: 51 (4d8+3d8+2d6+9).
Fortitude: +6. Reflex: +15. Will: +7; +4 vs. bardic performance, language-dependent, and sonic. Defensive Abilities: evasion, orc ferocity, trap sense +1.
Speed: 30 ft.. Melee: +1 light mace +9/+4 (1d6+1). Ranged: dagger +13 (1d4/19–20) or

light mace +13 (1d6)

. Special Attacks: bardic performance 12 rounds/day (countersong, distraction, fascinate, inspire competence +2, inspire courage +1), sneak attack +3d6. Strength: 10. Dexterity: 21. Constitution: 13. Intelligence: 14. Wisdom: 8. Charisma: 14.
Base Attack: +6. Cmb: +6. Cmd: 23.
Feats: Catch Off-Guard, Combat Casting, Dodge, Improved Initiative, Throw Anything.
Skills: Acrobatics +19, Disable Device +19, Escape Artist +19, Handle Animal +5, Intimidate +6, Knowledge (arcana) +13, Perception +13, Perform (comedy) +11, Ride +8, Sense Motive +8, Sleight of Hand +19, Stealth +19, Swim +6, Use Magic Device +16.
Languages: Celestial, Common, Goblin. Special Qualities: bardic knowledge +2, orc blood, ranged legerdemain, rogue talents (ledge walker), trapfinding +1, versatile performance (comedy), weapon familiarity. Combat Gear: potion of delay poison, potion of heroism, potions of invisibility (2), potion of pass without trace, scrolls of summon monster I (3), acid (4), holy water (4), smokesticks (4), tanglefoot bags (4), thunderstones (4). Other Gear: +1 leather armor, +1 light mace, dagger (6), light mace (6), amulet of natural armor +1, ring of protection +1, everburning torches (4), masterwork thieves' tools, spell component pouch, 53 gp.
bard spells known: (CL 6th; concentration +8)

2nd (4/day)-cat's grace, cure moderate wounds (DC 14), eagle's splendor, suggestion (DC 14)

1st (5/day)-animate rope, charm person (DC 13), silent image (DC 13), sleep (DC 13)

0 (at will)-dancing lights, detect magic, lullaby (DC 12), mage hand, mending, prestidigitation


Tactics

Before Combat The arcane trickster drinks his potion of heroism and casts cat's grace on himself.

During Combat The trickster starts by throwing the light maces he uses for his juggling act, then casts charm person and suggestion to help even the odds.

Base Statistics Without heroism, the arcane trickster's statistics are

Init +7

Fort +4

Ref +11

Will +5

Melee +1 light mace +7/+2 (1d6+1)

Ranged dagger +9 (1d4/19-20) or light mace +9 (1d6)

Dex 17

CMD 21

Skills Acrobatics +15, Disable Device +15, Escape Artist +15, Handle Animal +3, Intimidate +4, Knowledge (arcana) +11, Perception +11, Perform (comedy) +9, Ride +4, Sense Motive +6, Sleight of Hand +15, Stealth +15, Swim +4, Use Magic Device +14.

Stage magicians use their skills to entertain nobles in theaters and crowds of commoners on street corners.

Arcanothief

Super Race: halfling rogue 4/sorcerer 5/arcane trickster 4. Cr: 12. Xp: 19,200. Alignment: N. Size: Small. Creature Type: Humanoid. Creature Subtype: halfling.
Init: +4. Senses: Perception +16. Ac: 22, touch 16, flat-footed 18 (+5 armor, +1 deflection, +4 Dex, +1 natural, +1 size).
Hp: 111 (4d8+5d6+4d6+44).
Fortitude: +9. Reflex: +16. Will: +10; +2 vs. fear. Defensive Abilities: evasion, trap sense +1, uncanny dodge.
Speed: 20 ft.. Melee: mwk rapier +7/+2 (1d4–2). Ranged: +1 heavy crossbow +13 (1d8+1/19–20). Special Attacks: impromptu sneak attack 1/day, sneak attack +4d6. Strength: 6. Dexterity: 18. Constitution: 16. Intelligence: 13. Wisdom: 10. Charisma: 16.
Base Attack: +7. Cmb: +4. Cmd: 19.
Feats: Arcane Armor Training, Eschew Materials, Extend Spell, Improved Lightning Reflexes, Lightning Reflexes, Nimble Moves, Skill Focus (Disable Device), Still Spell.
Skills: Acrobatics +15 (+11 when jumping), Climb +9, Disable Device +26, Escape Artist +11, Knowledge (arcana) +10, Perception +16, Stealth +24, Swim +7, Use Magic Device +12.
Languages: Common, Draconic, Halfling. Special Qualities: arcane bond (+1 heavy crossbow), bloodline arcana (+1 DC for spells with metamagic feats that increase spell level), metamagic adept (1/day), ranged legerdemain, rogue talents (quick disable, trap spotter), trapfinding +2. Combat Gear: +1 construct-bane bolts (3), +1 undead-bane bolts (3), potions of cure serious wounds (2), scroll of neutralize poison, scroll of remove curse, scroll of remove disease, scroll of teleport, wand of delay poison (10 charges), antitoxin (5), holy water (5), tindertwigs (5). Other Gear: +1 mithral chain shirt, +1 heavy crossbow with 20 bolts, masterwork rapier, amulet of natural armor +1, belt of incredible dexterity +2, cloak of resistance +2, gloves of arrow snaring, ring of protection +1, everburning torch, masterwork thieves' tools, spell component pouch, 56 gp.
sorcerer spells known: (CL 9th; concentration +12; arcane spell failure 10%)

4th (4/day)-arcane eye, dimension door

3rd (7/day)-dispel magic, flame arrow, gaseous form

2nd (7/day)-false life, invisibility, knock, locate object, spider climb

1st (7/day)-detect secret doors, erase, feather fall, floating disk, identify, unseen servant

0 (at will)-acid splash, detect magic, detect poison, light, mage hand, open/close, prestidigitation, ray of frost

Bloodline arcane


Tactics

Before Combat The arcane trickster casts false life.

During Combat The arcane trickster stays out of melee, using invisibility, gaseous form, and dimension door to keep her distance while pelting foes with crossbow bolts. When in dire straits, she uses her scroll of teleport to flee.

Base Statistics Without false life, the arcane trickster's statistics are

hp 97.

Masters at breaking into wizard towers and sorcerer societies, arcanothieves steal magic items, supplying local fences or selling directly to visiting adventurers.

Jilis Quickfingers

A strange little thief, Jilis cares little for the money or magic she steals. Instead, she enjoys the pure challenge of larceny. She started with simple scores, but her love of thieving quickly turned into an addiction. Like most addicts, she needed more potent fixes over time. It didn't take her long to discover that wizards, sorcerers, and other arcane spellcasters are extremely crafty when safeguarding their treasures. They present unique challenges that, when overcome, provide the rush she craves.

Vaultbreaker

Super Race: human rogue 6/transmuter 4/arcane trickster 7. Cr: 16. Xp: 76,800. Alignment: NE. Size: Medium. Creature Type: Humanoid. Creature Subtype: human.
Init: +5. Senses: Perception +21. Ac: 24, touch 18, flat-footed 18 (+4 armor, +2 deflection, +5 Dex, +1 dodge, +2 natural).
Hp: 109 (6d8+4d6+7d6+40).
Fortitude: +9. Reflex: +19. Will: +13. Defensive Abilities: evasion, trap sense +2, uncanny dodge.
Speed: 40 ft.. Melee: +1 frost rapier +15/+10 (1d6/18–20). Ranged: mwk dagger +15 (1d4–1/19–20). Special Attacks: impromptu sneak attack 2/day, sneak attack +6d6. Strength: 9. Dexterity: 20. Constitution: 14. Intelligence: 20. Wisdom: 12. Charisma: 10.
Base Attack: +9. Cmb: +8. Cmd: 26.
Feats: Arcane Strike, Dodge, Fleet (2), Lightning Reflexes, Mobility, Point-Blank Shot, Scribe Scroll, Spell Focus (transmutation), Spring Attack, Vital Strike, Weapon Finesse.
Skills: Acrobatics +18 (+22 when jumping), Appraise +18, Climb +12, Disable Device +25, Disguise +8, Escape Artist +13, Knowledge (arcana, geography, history, local, nature, nobility, planes, religion) +13, Knowledge (dungeoneering, engineering) +18, Perception +21, Sleight of Hand +13, Spellcraft +18, Stealth +25, Survival +6, Swim +7, Use Magic Device +13.
Languages: Celestial, Common, Draconic, Dwarven, Elf, Gnome, Goblin. Special Qualities: arcane bond (+1 frost rapier), physical enhancement +1 (Strength), ranged legerdemain, rogue talents (finesse rogue, surprise attack, trap spotter), trapfinding +3, tricky spells 4/day. Combat Gear: potions of cure serious wounds (2), scrolls of dispel magic (3). Other Gear: +2 leather armor, +1 frost rapier, masterwork daggers (5), amulet of natural armor +2, belt of incredible dexterity +4, boots of speed, chime of opening, cloak of resistance +2, headband of vast intelligence +2, lens of detection, ring of protection +2, spell component pouch, spellbook, 167 gp.
transmuter spells prepared: (CL 11th; concentration +16; arcane spell failure 10%)

6th-antimagic field, disintegrate (DC 22)

5th-passwall, prying eyes, teleport, transmute rock to mud

4th-beast shape II, charm monster (DC 19), dimension door, greater invisibility, illusory wall (DC 19)

3rd-blink, dispel magic, fly, slow (DC 19), stinking cloud (DC 18), water breathing

2nd-flaming sphere (DC 17), invisibility, knock, levitate, mirror image, spider climb

1st-comprehend languages, detect secret doors, expeditious retreat, feather fall, obscuring mist, shield, sleep (DC 16),

0 (at will)-detect magic, ghost sound, mage hand, open/close

Opposition Schools evocation, necromancy

transmuter spell-like abilities: (CL 11th; concentration +16)

8/day-telekinetic fist


Assassin

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