Characters

Technic League Captain

CR: 9 XP: 6,400


CE Medium humanoid (human)


Init: +2 Senses: Perception +12


Defense

AC: 21, touch 13, flat-footed 19 (+4 armor, +1 deflection, +2 Dex, +4 shield)


HP: 73 (10d6+36)


Fort: +5 Ref: +5 Will: +6


Offense

Speed: 30 ft., fly 40 ft. (good)


Melee: mwk dagger +6 (1d4/19-20)


Ranged: +1 stun gun +8 (1d8+1 nonlethal)


Special Attacks: hand of the apprentice (7/day)


Spells Prepared: (CL 10th; concentration +14) 5th—overland flight, telekinesis (DC 19) 4th—charm monster (DC 18), dimension door, fear (DC 18), locate creature 3rd—discharge, dispel magic, lightning bolt (DC 17), locate object, suggestion (DC 17) 2nd—knock, make whole, mirror image, scorching ray, whispering wind 1st—mage armor, magic missile (2), shield, unseen servant 0 (at will)—arcane mark, detect magic, light, message


Statistics

Str: 10 Dex: 14 Con: 14 Int: 18 Wis: 8 Cha: 12


Base Atk: +5 CMB: +5 CMD: 18


Feats: Arcane Strike, Craft Magic Arms and Armor, Craft Technological Arms and Armor, Craft Technological Item, Exotic Weapon Proficiency (firearms), Scribe Scroll, Skill Focus (Knowledge [engineering]), Technologist, Toughness


Skills: Craft (mechanical) +15 (+19 with technology), Disable Device +15 (+19 with technology), Fly +10, Intimidate +13, Knowledge (arcana) +17, Knowledge (engineering) +23 (+27 with technology), Knowledge (geography) +17, Linguistics +8 (+12 with technology), Perception +12, Spellcraft +17


SQ: arcane battery, arcane bond (amulet [Technic League badge]), efficient construction, recondition (brown nanite hypogun, commset), recycle technology, study technology, technic spell mastery (discharge), technical expertise


Languages: Androffan, Aklo, Common, Draconic, Hallit, Infernal, Orc


Combat Gear: scroll of discharge, scroll of lightning bolt (CL 9th), scrolls of technomancy (4), hemochem (grade III, 2 doses), soft grenades (2), torpinal (3 doses)


Other Gear: +1 stun gun, mwk dagger, ring of protection +1, batteries (4), green access card, timeworn brown nanite hypogun, timeworn commset, Technic League badge worth 50 gp


Description

Human wizard 6/technomancer 4

Before Combat: A Technic League captain casts mage armor, shield, and overland flight before entering combat.

During Combat: The captain prefers to use a stun gun or ranged spells in combat, allowing any minions at hand to keep foes engaged in melee.

Morale: A Technic League captain flees if reduced to 20 hit points or fewer—whether or not the captain resurfaces later is up to you, but this adventure assumes that captains who escape don’t return to further vex the PCs.

There is no description for this NPC.

Source: Pathfinder #89: Palace of Fallen Stars, p. 33