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P.R.A.N.K.S.T.E.R. Operative CR11 XP 12,800 Female elf arcanist 12 NE Medium humanoid (elf) Init +4; Senses low-light vision; Perception +7
DEFENSE AC 20, touch 16, flat-footed 15 (+1 deflection, +4 Dex, +1 dodge, +4 mage armor) hp 80 (12d6+36) Fort +6, Ref +9, Will +9 Immune sleep
OFFENSE Speed 30 ft. Melee+1 elven curve blade +6 (1d10, Crit 18-20/x2) Ranged acid jet+10 ranged touch (6d6+4 acid, Range 30 ft., Fort DC 20 or sickened 1d4 rounds) Special Attacks arcane reservoir (9/day, max 15), consume spells Arcanist Spells Prepared (CL 12th; concentration +16) 6th—mass suggestion 5th—dominate person (2) 4th—bestow curse, charm monster, dimension door, improved invisibility 3rd—blink, fireball, fly, major image, suggestion 2nd—blindness/deafness, detect thoughts, invisibility, mad hallucination, touch of idiocy, twisted space 1st—charm person, disguise self, liberating command, mage armor, magic missile, shield 0th—acid splash, bleed, dancing lights, detect magic, detect poison, mage hand, mending, prestidigitation, spark
TACTICS Before Combat A PRANKSTER Operative uses Silent Spell and Still Spell with her enchantments, attempting to keep any disruption of her cover to a minimum. During Combat A PRANKSTER Operative casts improved invisibility and then uses bestow curse, dominate person, and blindness/deafness to incapacitate foes before she dispatches them with her elven curve blade. Morale PRANKSTER Operatives are highly valued by the cabal but avoid capture at all costs, fighting to the death if they cannot flee when reduced to 12 hit points or less.
STATISTICS Str 8, Dex 18, Con 12, Int 15, Wis 10, Cha 18 Base Atk +6; CMB +5; CMD 21 Feats Combat Casting, Dodge, Eschew Materials, Silent Spell, Still Spell, Toughness Skills Bluff +12, Disguise +12, Knowledge (all) +6, Linguistics +6, Perception +7, Spellcraft +15, Stealth +14, Use Magic Device +11; Racial Modifiers +2 Perception Languages Common, Draconic, Dwarven, Elven SQ arcanist exploits (acid jet, arcane barrier, counterspell, dimensional slide, greater counterspell, spell resistance), cantrips, elven magic, keen senses, weapon familiarity Combat Gearpotion of cure serious wounds; Other Gear+1 elven curve blade, belt of dexterity +2,cloak of resistance +1, glove of storing, periapt of charisma +2, ring of protection +1
When the tactful force of a PRANKSTER Agent is unnecessary or an even more subtle hand is needed, the cabal dispatches a PRANKSTER Operative to infiltrate, reconnoiter, and more often than not, sabotage.
Use the statistics for a Mage but replace shield with disguise self and add Bluff +6, Disguise +6, and Stealth +6 to skills.
When the royal canines have been dealt with it seems like the party is no longer in danger, but 1d4 minutes after the encounter ends a storm of hail begins raining down on the city—at their reduced size, the weather may be a deadly hazard for the PCs! Taking cover in the nearest building brings the PCs to a large common hall for palace workers, a 40 ft. by 60 ft. hall with a large table surrounded by tree-stump stools and supplies lining the far wall.
A cursory search of the barrels and crates with a DC 14 Perception check reveals that one of the containers is a contraband cypher, a sure sign that the P.R.A.N.K.S.T.E.R.S. are nearby! Any PC that exceeds a check result of 25 also finds a piercing needle stuck in the crease between the floorboards and the wall. Though the adventurers might want to immediately track down the nearest criminal agent, a DC 12 Intelligence check deduces a few reasons not to; with their reduced mobility the adventurers won’t be able to search very quickly or effectively and moreover, at their reduced stature, the chances of being overwhelmed by the ne’er-do-wells are much greater than normal.
1d4 hours after finding this room, a servant appears with bowls, cups, and spoons in hand, setting the huge table for a meal attended by eight palace workers. A DC 20 Sense Motive check notices that one of the individuals—a woman named Vesra, a menial laborer in the Red Palace—is acting slightly out of sorts. If the PCs fail this check there’s a 50% chance she accidentally drops a PRANKSTERS coin onto the floor for a few seconds; while it is unlikely any regular-sized folks see its face, the party instantly recognizes the criminal token for what it is.
Today happens to be Vesra’s turn to clean up after the meal and after the rest of the workers file out of the room, she makes several trips with used dishes before approaching the contraband cypher. The party has ample time to try and block the doorways out of the chamber and with no means of escape, a criminal they can interrogate to learn more of the cabal’s plans in Mohkba—provided they can subdue the prattling PRANKSTER! [Tomorrow’s Statblock Sunday, folks! —MM]
A DC 13 Intelligence (Geography) check confirms the party’s location in Mohkba. A DC 11 Wisdom (Perception) check notes the presence of a contraband cypher. A DC 9 Intelligence check deduces that waiting for a moment to strike may be a better tactic. A DC 16 Wisdom (Insight) check notices Vesra’s out-of-place demeanor.