Mage for HireCreature 3
Source Pathfinder NPC Core
Perception +7
Languages Common
Skills Arcana +11, Society +9, Stealth +7, Thievery +9
Str +0, Dex +2, Con +1, Int +4, Wis +1, Cha +1
AC 17; Fort +8; Reflex +9; Will +10;
HP 30
Speed 25 feet
Staff
+7 (+2, -3) to hit (two hand d8) 1d4 BludgeoningArcane Prepared Spells (DC 20, +12 to hit)
Cantrips (2nd Level): Daze, Detect Magic, Electric Arc, Light, Message, Shield, Telekinetic Hand
1st Level: Force Barrage, Grease, Mystic Armor, Sure Strike
2nd Level: Floating Flame, Knock, See the Unseen
Some mercenaries sell magical talents to earn a living. While there are many types of mages for hire, some of the sneakiest are specialized in scrying, using their skills for infiltration and sabotage.
Whether they're hired to wage war, protect a caravan, or infiltrate an impenetrable fortress, there's ample work for mercenaries all over Golarion.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
HumanA creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.