Cyphermage
Defense
AC: 12, touch 12, flat-footed 10 (+2 Dex)
HP: 57 (9 HD; 5d6+4d6+23)
Fort: +7 Ref: +6 Will: +10, +2 vs. enchantments
Immune: sleep
Offense
Speed: 30 ft.
Melee: mwk dagger +4 (1d4–1/19–20)
Ranged: mwk dagger +7 (1d4–1/19–20)
Special Attacks: cypher lore* (defensive scrollcaster, enhance scroll 1/day, focused scroll 1/day, swift scroll), hand of the apprentice (8/day)
Spells Prepared: (CL 9th; concentration +14) 5th—cone of cold (DC 20), wall of force 4th—dimension door, lesser globe of invulnerability, wall of fire 3rd—dispel magic, fireball (DC 18), protection from energy, summon monster III 2nd—acid arrow, false life, glitterdust (DC 17), locate object, scorching ray 1st—feather fall, grease (DC 16), mage armor, ray of enfeeblement (DC 16), shield, shocking grasp 0 (at will)—detect magic, light, mage hand, read magic
Statistics
Str: 8 Dex: 14 Con: 12 Int: 20 Wis: 14 Cha: 10
Base Atk: +4 CMB: +3 CMD: 15
Feats: Craft Wand, Craft Wondrous Item, Cypher Magic, Great Fortitude, Magical Aptitude, Scribe Scroll, Skill Focus (Use Magic Device), Toughness
Skills: Climb +10, Disable Device +12, Fly +6, Knowledge (arcana, dungeoneering, geography, history, planes) +13, Linguistics +13, Perception +16, Spellcraft +19, Use Magic Device +17
SQ: arcane bond (wand of magic missile), elf blood
Languages: Abyssal, Aklo, Celestial, Common, Draconic, Elven, Giant, Goblin, Infernal, Thassilonian, Undercommon, Varisian
Combat Gear: scrolls of break enchantment, charm monster, charm person, detect secret doors, expeditious retreat, fly, identify, invisibility, knock, lightning bolt, see invisibility, stoneskin, suggestion, and teleport
Other Gear: magic missile (CL 9th, 40 charges)
Description
Half-elf wizard 5/cyphermage 4
Cypher Magic The cyphermage casts spells from scrolls as 1 caster level higher than the scroll’s caster level, even scrolls she created (all listed scrolls). Additionally, she gains a +2 bonus on caster level checks to activate a scroll that has a higher caster level than her own.
The cyphermages of the pirate town of Riddleport are students of ancient Thassilonian history and runic lore. Members of the mysterious Order of Cyphers, they pursue lost knowledge and keep their discoveries secret from outsiders—and in their overwhelming ambition to be the first to solve great mysteries, keep secrets even from the other members of their enigmatic order.
Because all cyphermages are especially attuned to runes— whether the runes are newly scribed or ancient carvings in Thassilonian ruins like Riddleport’s Cyphergate— they have unusual skill at using written magic such as scrolls, and can draw extra power from these items.
Source: Inner Sea NPC Codex, p. 16
