Mercenary Magician
Defense
AC: 12, touch 12, flat-footed 10 (+2 Dex)
HP: 8 (1d6+2)
Fort: +3 Ref: +2 Will: +3
Offense
Speed: 30 ft.
Melee: quarterstaff +0 (1d6)
Ranged: dart +2 (1d4)
Spells Known: (CL 1st; concentration +4) 1st (4/day)—color spray (DC 14), magic missile 0 (at will)—daze (DC 13), detect magic, ray of frost, read magic Bloodline arcane
Statistics
Str: 10 Dex: 14 Con: 13 Int: 12 Wis: 8 Cha: 17
Base Atk: +0 CMB: +0 CMD: 12
Feats: Alertness, Combat Casting, Eschew Materials, Iron Will
Skills: Bluff +7, Intimidate +7, Knowledge (local) +5, Perception +1, Sense Motive +1, Spellcraft +5
SQ: arcane bond (familiar [rat named Slivikin]), bloodline arcana (+1 DC for metamagic spells that increase spell level)
Languages: Common, Draconic
Combat Gear: potion of cure light wounds, scrolls of disguise self (2), scrolls of shield (2), wand of sleep (11 charges), alchemist’s fire (2)
Other Gear: darts (5), quarterstaff, 33 gp
Description
Human sorcerer 1
During Combat: The sorcerer casts color spray to neutralize groups of foes, followed by magic missile at any foes left standing.
The mercenary magician serves whoever can pay her, but is not particularly loyal to her employers.
Maron Blackthorne: Though she’s fond of gambling, Maron doesn’t always have the best luck. When the odds turn against her, she leaves town in a hurry to avoid paying her debts, and picks jobs that get her quickly out of range of collectors, even if those jobs are dangerous.
Source: NPC Codex, p. 160
