Stage Magician
Defense
AC: 21, touch 17, flat-footed 15 (+3 armor, +1 deflection, +5 Dex, +1 dodge, +1 natural)
HP: 51 (4d8+3d8+2d6+9)
Fort: +6 Ref: +15 Will: +7, +4 vs. bardic performance, language-dependent, and sonic
Defensive Abilities: evasion, orc ferocity, trap sense +1
Offense
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
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
Statistics
Str: 10 Dex: 21 Con: 13 Int: 14 Wis: 8 Cha: 14
Base Atk: +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
SQ: bardic knowledge +2, orc blood, ranged legerdemain, rogue talents (ledge walker), trapfinding +1, versatile performance (comedy), weapon familiarity
Languages: Celestial, Common, Goblin
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
Description
Half-orc bard 4/rogue 3/arcane trickster 2
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.
Source: NPC Codex, p. 204
