Adventurer (Battle Mage)
Defense
AC: 16, touch 12, flat-footed 14 (+4 mage armor, +2 Dex)
HP: 33 (6d6+12)
Fort: +3 Ref: +4 Will: +5
Offense
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
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
Statistics
Str: 9 Dex: 14 Con: 12 Int: 17 Wis: 10 Cha: 13
Base Atk: +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
SQ: arcane bond (wand)
Languages: Common, Draconic, Elven, Giant
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
Description
Human evoker 6
Boon A battle mage can create scrolls at a 10% discount.
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.
Source: GameMastery Guide, p. 256
