Trickster Mage
Defense
AC: 16, touch 14, flat-footed 13 (+2 armor, +2 Dex, +1 dodge, +1 size)
HP: 46 (8d6+16)
Fort: +3 Ref: +4 Will: +10, +2 vs. illusions
Defensive Abilities: defensive training (+4 dodge bonus to AC vs. giants)
Offense
Speed: 20 ft.
Melee: sickle +3 (1d4–2)
Ranged: mwk light crossbow +8 (1d6/19–20)
Special Attacks: +1 on attack rolls against goblinoid and reptilian humanoids
Spell-Like Abilities: (CL 8th; concentration +12) 1/day—dancing lights, ghost sound (DC 15), prestidigitation, speak with animals 7/day—laughing touch
Spells Known: (CL 8th; concentration +12) 4th (4/day)—phantasmal killer (DC 21) 3rd (6/day)—deep slumber (DC 19), major image (DC 20), suggestion (DC 19) 2nd (7/day)—hideous laughter (DC 18), hypnotic pattern (DC 19), mirror image, scorching ray 1st (7/day)—charm person (DC 15), color spray (DC 18), entangle (DC 15), magic missile, shield, ventriloquism (DC 18) 0 (at will)—daze (DC 16), detect magic, flare (DC 14), mage hand, message, ray of frost, read magic, touch of fatigue (DC 14) Bloodline fey
Statistics
Str: 6 Dex: 14 Con: 12 Int: 12 Wis: 14 Cha: 18
Base Atk: +4 CMB: +1 CMD: 14
Feats: Dodge, Eschew Materials, Greater Spell Focus (illusion), Iron Will, Mobility, Spell Focus (illusion)
Skills: Bluff +12, Knowledge (arcana) +8, Knowledge (nature) +5, Perception +10, Spellcraft +8, Use Magic Device +11
SQ: bloodline arcana (+2 DC for compulsion spells), gnome magic, woodland stride
Languages: Common, Elven, Gnome, Sylvan
Combat Gear: potion of cure moderate wounds, screaming bolts (3), wand of grease (20 charges), wand of invisibility (21 charges)
Other Gear: masterwork light crossbow with 10 bolts, sickle, bracers of armor +2, book of pressed fairy wings, 168 gp
Description
Gnome sorcerer 8
During Combat: The sorcerer casts mirror image, then attempts to control or humiliate opponents with charm person, hideous laughter, suggestion, or his wand of grease.
The trickster mage thinks everyone deserves to be the butt of his jokes, even if they don’t want to be.
Qualzar Jallarimple: Qualzar’s heritage includes mischievous fey who tie shoelaces, curdle milk, and generally make nuisances of themselves. He claims to not understand why other creatures find his humor malicious, but in truth he doesn’t care. He’s willing to hurt others for the sake of a pun or punch line, and has a book of plucked fairy wings to prove it.
Combat Encounters: Qualzar may try to annoy the PCs in a city or woodland, either for spite or as part of some elaborate, cruel joke. If one of his victims is injured in a funny way, he laughs even harder. His actions could be incidental to another encounter—he might appear just long enough to make trouble during a fight, then leave and not be seen again for weeks.
Roleplaying Encounters: Qualzar could lead a troupe of gnomes or be a recent outcast from a famous circle of allies. He might make catcalls at PCs to undermine their diplomatic efforts, or arrange to humiliate them at a time when they can’t retaliate.
Source: NPC Codex, p. 165
