Street Magician
Defense
AC: 13, touch 13, flat-footed 11 (+1 Dex, +1 dodge, +1 size)
HP: 14 (2d6+5)
Fort: +2 Ref: +1 Will: +2, +2 vs. illusions
Defensive Abilities: defensive training (+4 dodge bonus to AC vs. giants)
Offense
Speed: 20 ft.
Melee: dagger +3 (1d3+1/19–20)
Ranged: light crossbow +4 (1d6/19–20)
Special Attacks: +1 on attack rolls against goblinoid and reptilian humanoids
Spell-Like Abilities: (CL 2nd; concentration +3) 1/day—dancing lights, ghost sound, prestidigitation, speak with animals Arcane (CL 2nd; concentration +4) 5/day—dazing touch
Spells Prepared: (CL 2nd; concentration +4) 1st—charm person (DC 13), color spray (DC 14), grease, sleep (DC 13) 0 (at will)—dancing lights, ghost sound (2, DC 13), mage hand Opposition Schools abjuration, necromancy
Statistics
Str: 12 Dex: 13 Con: 14 Int: 15 Wis: 8 Cha: 12
Base Atk: +1 CMB: +1 CMD: 13
Feats: Dodge, Scribe Scroll
Skills: Bluff +3, Knowledge (arcana, geography, history) +6, Knowledge (local) +7, Perception +2, Spellcraft +6
SQ: arcane bond (amulet), enchanting smile
Languages: Common, Dwarven, Gnome, Halfling
Combat Gear: potions of cure light wounds (2), scrolls of disguise self (2), scrolls of expeditious retreat (2), scroll of invisibility, scrolls of obscuring mist (2), alchemist’s fire (2), thunderstones (2)
Other Gear: dagger, light crossbow with 10 masterwork bolts, brooch of shielding (10 charges), smokesticks (2), spellbook, 67 gp
Description
Gnome enchanter 2
During Combat: The wizard casts color spray, then casts grease between himself and foes. If threatened, he drinks his potion of invisibility.
The street magician uses his talents to make money.
Source: NPC Codex, p. 178
