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Mage Slayer

Mage Slayer CR 15

Source NPC Codex pg. 155
XP 51,200
Half-orc rogue 16
NE Medium humanoid (human, orc)
Init +8; Senses darkvision 60 ft.; Perception +20

Defense

AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 123 (16d8+48)
Fort +12, Ref +19, Will +13
Defensive Abilities improved evasion, improved uncanny dodge, orc ferocity, trap sense +5

Offense

Speed 30 ft.
Melee sword of subtlety +18/+13/+8 (1d6+5/17–20)
Ranged mwk dagger +17 (1d4+4/19–20)
Special Attacks sneak attack +8d6
Spell-Like Abilities (CL 16th; concentration +16)
3/day—detect magic
2/day—shield

Tactics

Before Combat The rogue drinks a potion of resist energy if he expects his target to use energy attacks and uses shield on himself.
During Combat The rogue uses Sickening Critical or Intimidate to hinder opponents so he can use Shatter Defenses to sneak attack them. If the opponent has magical protections, the rogue uses the dispelling attack rogue talent to break those defenses.

Statistics

Str 18, Dex 18, Con 14, Int 10, Wis 12, Cha 8
Base Atk +12; CMB +16; CMD 30
Feats Critical Focus, Dazzling Display, Improved Critical (short sword), Improved Initiative, Improved Iron Will, Iron Will, Shatter Defenses, Sickening Critical, Step Up, Weapon Finesse, Weapon Focus (short sword)
Skills Acrobatics +23, Disable Device +25, Fly +20, Intimidate +20, Knowledge (arcana) +16, Perception +20, Spellcraft +16, Stealth +23
Languages Common
SQ orc blood, rogue talents (combat trick, dispelling attack [CL 16th], feat, improved evasion, major magic, minor magic, slippery mind, weapon training), trapfinding +8, weapon familiarity
Combat Gear potions of cure serious wounds (2), potion of fly, potion of invisibility, potions of resist energy (acid, cold, fire); Other Gear +1 studded leather, sword of subtlety, masterwork dagger, belt of incredible dexterity +2, brooch of shielding, cloak of resistance +5, masterwork thieves’ tools, 1,413 gp

The mage slayer is trained and equipped to murder arcane spellcasters. Each one has some minor magical training, either from a church or arcane study.

Skanrak

Skanrak was raised by a cult of religious zealots who believe arcane magic is a profane offense to the gods. He hates all arcane spellcasters with a passion, no matter what their class is, whether their magic is trained or natural, or toward what ends the magic is used. His hatred includes monsters that use arcane magic, such as nagas and dragons, and especially those that use magic to bypass the natural laws of death by becoming undead. He is very knowledgeable about arcane magic, recognizing signs of magic and quickly identifying a caster’s class, bloodline, or favored school. He knows that a split-second hesitation could cost him his life, so he never makes witty chatter during a fight, instead going about his business with a grim and brutal efficiency.

Combat Encounters: Skanrak often works alone, targeting vulnerable individuals (like a solitary wizard crafting a magic item) who he can then isolate and attack. He might ally with priests of his cult, especially if they can ward him against hostile magic (such as with death ward, spell immunity, and spell resistance). He has no particular hatred for nonmagical creatures, but never gives more than one warning to stay out of his way, and frequently waives that warning if it’s clear someone intends to stop him.

Roleplaying Suggestions: Skanrak may agree to a truce with a magic-wielding PC in exchange for help killing a dangerous opponent he cannot defeat alone, but the truce expires as soon as his objective is met.