Stage Magician CR 8
Half-orc bard 4
Arcane trickster 2
N Medium humanoid (human, orc)
Init +9; Senses darkvision 60 ft.; Perception +13
AC 21, touch 17, flat-footed 15 (+3 armor, +1 deflection, +5 Dex, +1 dodge, +1 natural)
hp 51 (4d8+3d8+2d6+9)
Fort +6, Ref +15, Will +7; +4 vs. bardic performance, language-dependent, and sonic
Defensive Abilities evasion, orc ferocity, trap sense +1
Speed 30 ft.
Melee +1 light mace +9/+4 (1d6+1)
Ranged dagger +13 (1d4/19–20) or
light mace +13 (1d6)
Special Attacks bardic performance 12 rounds/day (countersong, distraction, fascinate, inspire competence +2, inspire courage +1), sneak attack +3d6
Bard Spells Known (CL 6th; concentration +8)
Base Statistics Without heroism, the arcane trickster's statistics are Init +7; Fort +4, Ref +11, Will +5; Melee +1 light mace +7/+2 (1d6+1); Ranged dagger +9 (1d4/19–20) or light mace +9 (1d6); Dex 17; CMD 21; Skills Acrobatics +15, Disable Device +15, Escape Artist +15, Handle Animal +3, Intimidate +4, Knowledge (arcana) +11, Perception +11, Perform (comedy) +9, Ride +4, Sense Motive +6, Sleight of Hand +15, Stealth +15, Swim +4, Use Magic Device +14.
Str 10, Dex 21, Con 13, Int 14, Wis 8, Cha 14
Base Atk +6; CMB +6; CMD 23
Skills Acrobatics +19, Disable Device +19, Escape Artist +19, Handle Animal +5, Intimidate +6, Knowledge (arcana) +13, Perception +13, Perform (comedy) +11, Ride +8, Sense Motive +8, Sleight of Hand +19, Stealth +19, Swim +6, Use Magic Device +16
Languages Celestial, Common, Goblin
SQ bardic knowledge +2, orc blood, ranged legerdemain, rogue talents (ledge walker), trapfinding +1, versatile performance (comedy), weapon familiarity
Combat Gear potion of delay poison, potion of heroism, potions of invisibility (2), potion of pass without trace, scrolls of summon monster I (3), acid (4), holy water (4), smokesticks (4), tanglefoot bags (4), thunderstones (4); Other Gear +1 leather armor, +1 light mace, dagger (6), light mace (6), amulet of natural armor +1, ring of protection +1, everburning torches (4), masterwork thieves' tools, spell component pouch, 53 gp
Stage magicians use their skills to entertain nobles in theaters and crowds of commoners on street corners.
Arcanothief CR 12
Halfling rogue 4
Arcane trickster 4
N Small humanoid (halfling)
Init +4; Senses Perception +16
AC 22, touch 16, flat-footed 18 (+5 armor, +1 deflection, +4 Dex, +1 natural, +1 size)
hp 111 (4d8+5d6+4d6+44)
Fort +9, Ref +16, Will +10; +2 vs. fear
Defensive Abilities evasion, trap sense +1, uncanny dodge
Speed 20 ft.
Melee mwk rapier +7/+2 (1d4–2)
Ranged +1 heavy crossbow +13 (1d8+1/19–20)
Special Attacks impromptu sneak attack 1/day, sneak attack +4d6
Sorcerer Spells Known (CL 9th; concentration +12; arcane spell failure 10%)
Before Combat The arcane trickster casts false life.
During Combat The arcane trickster stays out of melee, using invisibility, gaseous form, and dimension door to keep her distance while pelting foes with crossbow bolts. When in dire straits, she uses her scroll of teleport to flee.
Base Statistics Without false life, the arcane trickster's statistics are hp 97.
Str 6, Dex 18, Con 16, Int 13, Wis 10, Cha 16
Base Atk +7; CMB +4; CMD 19
Languages Common, Draconic, Halfling
SQ arcane bond (+1 heavy crossbow), bloodline arcana (+1 DC for spells with metamagic feats that increase spell level), metamagic adept (1/day), ranged legerdemain, rogue talents (quick disable, trap spotter), trapfinding +2
Combat Gear +1 construct-bane bolts (3), +1 undead-bane bolts (3), potions of cure serious wounds (2), scroll of neutralize poison, scroll of remove curse, scroll of remove disease, scroll of teleport, wand of delay poison (10 charges), antitoxin (5), holy water (5), tindertwigs (5); Other Gear +1 mithral chain shirt, +1 heavy crossbow with 20 bolts, masterwork rapier, amulet of natural armor +1, belt of incredible dexterity +2, cloak of resistance +2, gloves of arrow snaring, ring of protection +1, everburning torch, masterwork thieves' tools, spell component pouch, 56 gp
Masters at breaking into wizard towers and sorcerer societies, arcanothieves steal magic items, supplying local fences or selling directly to visiting adventurers.
A strange little thief, Jilis cares little for the money or magic she steals. Instead, she enjoys the pure challenge of larceny. She started with simple scores, but her love of thieving quickly turned into an addiction. Like most addicts, she needed more potent fixes over time. It didn't take her long to discover that wizards, sorcerers, and other arcane spellcasters are extremely crafty when safeguarding their treasures. They present unique challenges that, when overcome, provide the rush she craves.
Combat Encounters:Jilis is not alone in her love for challenging theft. She often recruits like-minded rogues, sellswords, and even other spellcasters to aid her with particularly difficult capers.
Roleplaying Suggestions:Jolly and personable, Jilis is a fixture in many taverns favored by arcane spellcasters. She sidles up to patrons, plies them with drinks, and worms her way into their confidence to learn about how to trick magical wards and locals who might make good marks.
Vaultbreaker CR 16
Human rogue 6
Arcane trickster 7
NE Medium humanoid (human)
Init +5; Senses Perception +21
AC 24, touch 18, flat-footed 18 (+4 armor, +2 deflection, +5 Dex, +1 dodge, +2 natural)
hp 109 (6d8+4d6+7d6+40)
Fort +9, Ref +19, Will +13
Defensive Abilities evasion, trap sense +2, uncanny dodge
Speed 40 ft.
Melee +1 frost rapier +15/+10 (1d6/18–20)
Ranged mwk dagger +15 (1d4–1/19–20)
Special Attacks impromptu sneak attack 2/day, sneak attack +6d6
Transmuter Spell-Like Abilities (CL 11th; concentration +16)
Transmuter Spells Prepared (CL 11th; concentration +16; arcane spell failure 10%)
Opposition Schools evocation, necromancy
During Combat The arcane trickster uses teleport, greater invisibility, blink, and fly to keep out of melee. If forced into melee, she uses Spring Attack and Vital Strike to make quick, devastating attacks before leaping away.
Str 9, Dex 20, Con 14, Int 20, Wis 12, Cha 10
Base Atk +9; CMB +8; CMD 26
Skills Acrobatics +18 (+22 when jumping), Appraise +18, Climb +12, Disable Device +25, Disguise +8, Escape Artist +13, Knowledge (arcana, geography, history, local, nature, nobility, planes, religion) +13, Knowledge (dungeoneering, engineering) +18, Perception +21, Sleight of Hand +13, Spellcraft +18, Stealth +25, Survival +6, Swim +7, Use Magic Device +13
Languages Celestial, Common, Draconic, Dwarven, Elf, Gnome, Goblin
SQ arcane bond (+1 frost rapier), physical enhancement +1 (Strength), ranged legerdemain, rogue talents (finesse rogue, surprise attack, trap spotter), trapfinding +3, tricky spells 4/day
Combat Gear potions of cure serious wounds (2), scrolls of dispel magic (3); Other Gear +2 leather armor, +1 frost rapier, masterwork daggers (5), amulet of natural armor +2, belt of incredible dexterity +4, boots of speed, chime of opening, cloak of resistance +2, headband of vast intelligence +2, lens of detection, ring of protection +2, spell component pouch, spellbook, 167 gp
Masters at breaking into treasure vaults, many arcane tricksters are more interested in the challenge of such break-ins than the riches they gain from them.
A true professional, Delant is meticulous and organized, and hates it when her compatriots improvise or otherwise fail to follow her carefully laid plans.
God Stealer CR 19
Elf rogue 3
Arcane trickster 10
NE Medium humanoid (elf)
Init +8; Senses low-light vision; Perception +25
AC 23, touch 17, flat-footed 19 (+5 armor, +3 deflection, +4 Dex, +1 natural)
hp 163 (3d8+7d6+10d6+87)
Fort +13, Ref +19, Will +16; +2 vs. enchantments
Defensive Abilities evasion, trap sense +1; DR 10/adamantine (150 points); Immune sleep
Speed 30 ft.
Melee +1 unholy rapier +15/+10 (1d6/18–20)
Ranged ray +15 (by spell)
Special Attacks impromptu sneak attack 2/day, sneak attack +7d6, surprise spells
Enchanter Spell-Like Abilities (CL 17th; concentration +25)
Enchanter Spells Prepared (CL 17th; concentration +25)
Opposition Schools divination, transmutation
Before Combat The arcane trickster casts stoneskin.
Base Statistics Without stoneskin, the arcane trickster's statistics are DR none.
Str 8, Dex 18, Con 18, Int 26, Wis 10, Cha 13
Base Atk +10; CMB +9; CMD 26
Feats Combat Casting, Empower Spell, Greater Spell Focus (enchantment), Heighten Spell, Improved Initiative, Improved Iron Will, Iron Will, Lightning Reflexes, Point-Blank Shot, Scribe Scroll, Spell Focus (enchantment), Weapon Finesse, Weapon Focus (ray)
Skills Acrobatics +27, Bluff +14, Climb +7, Disable Device +27, Escape Artist +27, Fly +10, Intimidate +14, Knowledge (arcana, dungeoneering, engineering, history, local) +16, Knowledge (religion) +21, Perception +25, Sense Motive +8, Sleight of Hand +27, Spellcraft +21 (+23 to identify magic item properties), Stealth +27, Survival +10, Swim +12, Use Magic Device +24
Languages Abyssal, Celestial, Common, Dwarven, Elf, Giant, Goblin, Ignan, Infernal
SQ arcane bond (+1 unholy longsword), elven magic, enchanting smile, invisible thief (10 rounds/day), ranged legerdemain, rogue talents (finesse rogue), trapfinding +1, tricky spell 5/day, weapon familiarity
Combat Gear potions of cure serious wounds (2), wand of lightning bolt (15 charges); Other Gear +1 unholy rapier, amulet of natural armor +1, bag of holding (type II), belt of physical might +4 (Dex, Con), bracers of armor +5, cloak of resistance +3, headband of vast intelligence +6, ring of protection +3, 805 gp
Often serving the priesthood of vile cults, these tricksters steal from powerful good temples.
While Bellinos works with evil cults, in truth he hates all religions. He sees gods as powerful liars who treat mortals as pawns in their sick games.