Type mechanical; Perception DC 28; Disable Device DC 29 Trigger location; Reset repair
Effect 15d6 damage and gain the pinned condition, DC 28 Reflex Save negates. If pinned, a DC 28 StrengthorEscape Artist check is required
Common items which are harmless to normal sized characters become downright deadly when the characters are very small. This mouse trap was discarded in the woods and set. The cheese was long ago removed, and the vegetation has made this trap very hard to spot, even for small characters.
This 1-inch polished emerald marble is translucent green and flawlessly crafted. Not a single nick, scratch or scuff marks its surface.
This enchanted shooter marble was created to give its user an edge when playing a popular game of marbles known as “Mohkba Mamba” which is played by wealthy children who live in its namesake city. The magic shooter marble provides its user with a +5 bonus to skill checks related to playing the game.
When used by a Minuscule or Infinitesimal creature, the marble instead functions as a portable ram granting the user a +2 circumstance bonus on Strength checks made to attempts to batter objects and break open doors (or door-like objects such as grates, shutters or lids). If a second person helps, this bonus is automatically increased by +2. The magic shooter marble can be rolled at a distance towards any target within 10 ft. of the user and will still function as a portable ram.
If the magic shooter marble is within 10 ft. of its user when a command word is spoken it gently returns to its user. When returning it rolls upon the ground and around or over any obstacles that do not completely block its path. If the only viable path to return to the user would result in damaging the marble, it instead waits for another viable path to become available before continuing.
CONSTRUCTION Requirements Craft Wondrous Item, a solid emerald shooter marble worth 500 gp, mage hand; Cost 2,500 gp
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.