P.R.A.N.K.S.T.E.R.S. Agent CR 12
Male halfling wizard 3/rogue 3/shadow dancer 1/arcane trickster 6
CN Small humanoid (halfling)
Init+6; Perception +15
AC 23, touch 19, flat-footed 16 (+4 armor, +1 deflection, +6 Dex, +1 dodge, + 1 size)
hp 91 (3d6+3d8+1d8+6d6+42)
Fort +6, Ref +14, Will +7; +2 vs. fear
Speed 30 ft.
Melee +1 rapier +8/+3 (1d4+1, Crit 18-20/x2), mwk dagger +8/+3 (1d3, Crit 19-20/x2)
Ranged +1 frost shortbow+14/+7 (1d4+1 plus 1d6 cold, Crit x3, Range 60 ft.)
Space 2.5 ft.; Reach 5 ft.
Special Attacks sneak attack +5d6
Spell-Like Abilities (CL 9th; concentration +12)
6/day—blinding ray (ranged touch, 30 ft., blind one round; dazzle if HD exceeds 9)
Spells Prepared(CL 9th; concentration +12; 10% spell chance failure)
0th—acid splash, detect magic, light; ghost sound
1st—magic missile (3), charm person, shield; silent image
2nd—detect thoughts, invisibility, obscure object; minor image (3)
3rd—dispel magic, fly, nondetection, suggestion; major image
4th—charm monster, stoneskin; greater invisibility
5th—dominate person; mirage arcana
Prohibited Schools conjuration, necromancy
Str 10, Dex 22, Con 12, Int 16, Wis 10, Cha 10
Base Atk +6; CMB +5; CMD 20
Feats Combat Reflexes, Dodge, Mobility, Skill Focus (Sleight of Hand), Stealthy, Toughness (2); Scribe Scroll
Skills Acrobatics +16 (+21 jump), Appraise +7, Bluff +11, Climb +6, Diplomacy +4, Disable Device +19, Disguise +4, Escape Artist +26, Knowledge (arcana) +10, Perception +15, Perform (dance) +5, Sense Motive +11, Sleight of Hand +28, Spellcraft +11, Stealth +30, Swim +4; Racial Bonuses +2 Acrobatics, +2 Climb, +2 Perception; Size Bonus Stealth +4
Languages Common, Gnome, Halfling, Klavekian, Pradj
SQ Arcane bond (ring of protection +2), arcane school (illusion), cantrips, evasion, hide in plain sight, ranged legerdemain, rogue talent (fast stealth), trapfinding, trap sense +1, weapon familiarity (halfling)
Gear +1 rapier, +2 leather, boots of striding and springing, dust of tracelesness, hat of disguise, handy haversack, potion of cure critical wounds, ring of protection +2
Extended Illusions (Su) Any illusion spells the P.R.A.N.K.S.T.E.R.S. agent casts that have a duration of “concentration” last 4 rounds after they stop maintaining concentration.
Impromptu Sneak Attack (Ex) Once per day, the P.R.A.N.K.S.T.E.R.S. agent can declare one melee or ranged attack they make to be a sneak attack (the target can be no more than 30 feet distant if the impromptu sneak attack is a ranged attack). The target of an impromptu sneak attack loses any Dexterity bonus to AC, but only against that attack. The power can be used against any target, but creatures that are not subject to critical hits take no extra damage (though they still lose any Dexterity bonus to AC against the attack).
Tricky Spells (Su) Three times per day, the P.R.A.N.K.S.T.E.R. agent can cast their spells without the somatic or verbal components, as if using the Still Spell and Silent Spell feats. Spells cast using this ability do not increase in spell level or casting time. The P.R.A.N.K.S.T.E.R.S. agent decides to use this ability at the time of casting.
P.R.A.N.K.S.T.E.R.S. agents always have a prime directive or goal to accomplish and are rarely found without at least one pepfralcon at their disposal. Typically they remain to the shadows, manipulating events with illusion spells until an opportunity for them to acquire their charge presents itself. They avoid combat whenever possible, attempting to instead turn allies against one another with dominate person and suggestion—a P.R.A.N.K.S.T.E.R.S. agent only enters the fray when the chaos reaches a fevered pitch, laying low any opponents that have noticed or perceived them first.