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Ninth Army War MageCreature 3

Source Pathfinder Society Scenario #3-16: Escape from Oppara
Perception +7
Languages Common
Skills Arcana +11, Crafting +11, 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 31
Speed 25 feet

Staff One Action +7 (+2, -3) to hit (two hand d8) 1d4 Bludgeoning

Arcane Prepared Spells (DC 20, +12 to hit)

Cantrips (2nd Level): Dancing Lights, Daze, Detect Magic, Electric Arc, Mage Hand, Message, Shield
1st Level: Burning Hands, Magic Missile
2nd Level: Acid Arrow, Glitterdust, See Invisibility

Wizard School Spell (DC 20, +12 to hit)

1st Level: Force Bolt

Not all mercenaries sell brawn and intimidating glares. Some sell their magical talents to earn a living. While there are many types of mages for hire, some of the sneakiest are specialized in divination, using their skills for infiltration and sabotage.

A broad category that includes those wielding arms, spells, or even guile and cunning, mercenaries hire themselves and their expertise to those with the gold to pay for it.



Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.


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