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Mage KillerCreature 8


MediumHumanHumanoid
Source Pathfinder NPC Core
Perception +16
Languages Common
Skills Acrobatics +17, Arcana +13, Athletics +16, Stealth +18
Str +4, Dex +5, Con +2, Int +1, Wis +2, Cha +0

AC 25; Fort +16; Reflex +17; Will +16;
HP 145
Speed 25 feet

Dagger One Action +19 (+15, +11) to hit (agile, finesse, versatile s) 1d4+10 Piercing
Dagger One Action +19 (+15, +11) to hit (agile, finesse, thrown 10, versatile s) 1d4+10 Piercing
Rapier One Action +20 (+15, +10) to hit (deadly d8, disarm, finesse, magical) 2d6+10 Piercing
Fist One Action +19 (+15, +11) to hit (agile, finesse, nonlethal, unarmed) 1d4+10 Bludgeoning

Spell Dodge Reaction

Trigger The mage killer is targeted by a spell


Effect The mage killer gains a +2 circumstance bonus to AC and saving throws against the triggering spell.

Spell Interception Reaction

Trigger A creature within 10 feet of the mage killer Casts a Spell


Effect The mage killer makes a melee Strike or thrown dagger Strike against the triggering creature. If it hits, the spell is disrupted.

Magical Static (arcane, mental)

The mage killer's Strikes deal an additional 1d8 mental damage to a creature that has Cast (or attempted to Cast) a Spell within the last round, and on a critical hit, the creature is Stupefied 1 for 1 minute.

Shift Energy Runes One Action (arcane, concentrate)

Frequency once per hour


Effect The mage killer alters the magical countermeasures in the runes on their armor. They change their resistance to the energy type of their choice (acid, cold, electricity, fire, force, sonic, vitality, or void).

Sudden Charge Two Actions

The mage killer Strides twice. If they end their movement within melee reach of at least one enemy, they can make a melee Strike against it.


Whenever high command needs an enemy spellcaster taken off the board in the midst of battle, they send in a mage killer.


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

Common

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.

Human

A 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.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.