Mage SniperMage Sniper CR 13Source NPC Codex pg. 189 XP 25,600 Half-elf evoker 14 LN Medium humanoid (elf, human) Init +4; Senses darkvision 60 ft., low-light vision, see invisibility; Perception +27DefenseAC 21, touch 16, flat-footed 17 (+4 armor, +2 deflection, +4 Dex, +1 natural) hp 69 (14d6+18) Fort +7, Ref +10, Will +11; +2 vs. enchantments Defensive Abilities nondetection, spell turning; Resist electricity 30, fire 30OffenseSpeed 30 ft. Melee dagger +8/+3 (1d4+1/19–20) Ranged light crossbow +11 (1d8/19–20) Special Attacks intense spells (+7 damage) Spell-Like Abilities (CL 14th; concentration +20) At will—elemental wall (14 rounds/day) 9/day—force missile (1d4+7) Evoker Spells Prepared (CL 14th; concentration +20) 7th—enlarged maximized fireball (DC 21), prismatic spray, spell turning 6th—disintegrate (DC 23), greater dispel magic, enlarged maximized scorching ray (2), enlarged telekinesis (DC 22) 5th—maximized acid arrow, enlarged black tentacles, maximized scorching ray, teleport, wall of force 4th—arcane eye, dimension door, greater invisibility, enlarged lightning bolt (DC 21), maximized magic missile, shout (DC 22) 3rd—clairaudience/clairvoyance (2), dispel magic, fly, nondetection, wind wall 2nd—acid arrow, darkness, darkvision, glitterdust (DC 18), resist energy (2), see invisibility 1st—endure elements, expeditious retreat, mage armor, magic missile, shield, true strike (2) 0 (at will)—dancing lights, detect magic, mage hand, message Opposition Schools enchantment, necromancyTacticsBefore Combat The wizard casts darkvision, endure elements, mage armor, nondetection, resist energy (electricity, fire), see invisibility, and spell turning. During Combat The wizard uses tactics specific to his quarry, choosing spells with saving throws that target his prey’s weakest defenses. When facing a target he knows little about, he casts greater invisibility and then enlarged black tentacles to give him time to find the perfect spell. Against single targets, he casts disintegrate, enlarged maximized scorching ray, or maximized magic missile. He uses telekinesis to hurl boulders if the kill is supposed to look like an accident. Base Statistics Without darkvision, mage armor, resist energy (electricity, fire), and see invisibility, the wizard’s statistics are AC 17, touch 16, flat-footed 13; Senses low-light vision; Defensive Abilities none; Resist none.StatisticsStr 12, Dex 18, Con 13, Int 22, Wis 10, Cha 8 Base Atk +7; CMB +8; CMD 24 Feats Craft Wondrous Item, Enlarge Spell, Greater Spell Focus (evocation), Maximize Spell, Point-Blank Shot, Precise Shot, Scribe Scroll, Skill Focus (Perception), Spell Focus (evocation, transmutation), Spell Penetration Skills Acrobatics +9, Climb +11, Fly +17, Handle Animal +4, Knowledge (arcana) +23, Knowledge (geography) +14, Knowledge (local) +19, Knowledge (nature) +15, Perception +27, Spellcraft +23, Stealth +18, Survival +10, Swim +6 Languages Common, Draconic, Dwarven, Elven, Gnome, Halfling, Orc SQ arcane bond (ring of protection +2), elf blood Combat Gear potion of cure serious wounds (2), potion of invisibility, potion of pass without trace, scrolls of teleport (2), wand of scorching ray (CL 11th, 20 charges); Other Gear dagger, light crossbow with 10 bolts, amulet of natural armor +1, bag of holding (type II), belt of incredible dexterity +2, cloak of resistance +2, eyes of the eagle, headband of vast intelligence +4, ring of protection +2, ring of sustenance, spellbook, 1,937 gp
The mage sniper kills with spells at extreme range.Hiroki DarshanHiroki is a lethal sniper. He hunts only lawbreakers and rabble-rousers, and is insulted when called an assassin. His magic allows him to kill or capture dangerous people who evade or overcome common soldiers, but he considers preparation his greatest weapon.
Combat Encounters: Hiroki might target a PC who has broken a law or reneged on an oath. He usually sets an ambush, possibly aided by other mercenaries, in an area he has studied carefully.
Roleplaying Suggestions: Hiroki sells his services as long-range spellcasting support, though he must be convinced the purpose is legal and serves the cause of justice.
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