Once strong and handsome, this man is now old and feeble, his brown hair stringy, his voice ragged from constant coughing. He dressess like a common merchant, but he clutches an aged book to his chest.
HADDIN JA-LAFFA CR 8
Male Human Wizard 9
NE Medium Humanoid (Human)
Init - 1; Senses Perception + 12
AC 9, touch 9, flat-footed 9 (- 1 Dex)
hp 20 (9d6 – 18)
Fort + 1, Ref + 2, Will + 9
Spd 30 ft.
Melee Dagger + 4 (1d4/19-20/x2) and
Unarmed Strike + 4 (1d3/20/x2)
Wizard Spells Known (CL 9, 4 melee touch, 3 ranged touch):
5 (2/day) Dominate Person (DC 22), Dominate Person (DC 22), Dominate Person (DC 22)
4 (3/day) Stone Shape, Stone Shape, Stone Shape
3 (4/day) Charm Person, Silent, Still (DC 20), Charm Person, Silent, Still (DC 20), Detect Thoughts, Silent (DC 18), Detect Thoughts, Silent (DC 18), Charm Person, Silent, Still (DC 20)
2 (5/day) Knock, Knock, Detect Thoughts (DC 17), Detect Thoughts (DC 17), Charm Person, Silent (DC 19), Charm Person, Silent (DC 19)
1 (6/day) Charm Person (DC 18), Charm Person (DC 18), Charm Person (DC 18), Charm Person (DC 18), Charm Person (DC 18), Charm Person (DC 18), Charm Person (DC 18)
0 (at will) Read Magic, Read Magic, Read Magic, Read Magic
During Combat Haddin’s options are highly limited because the only spells he has available are those he memorized with Spell Mastery — a list of spells intended to let him escape if he was ever captured. Basically he just tries to mind control people.
Str 10, Dex 9, Con 7, Int 20, Wis 17, Cha 11
Base Atk + 4; CMB + 4; CMD 13
Feats Combat Casting, Eschew Materials, Greater Spell Focus: Enchantment, Scribe Scroll, Silent Spell, Spell Focus: Enchantment, Spell Mastery, Still Spell, Wizard Weapon Proficiencies
Skills Appraise + 17, Bluff + 12, Craft: Painting + 15, Diplomacy + 3, Fly + 11, Intimidate + 3, Knowledge: Arcana + 17, Knowledge: History + 17, Knowledge: Local + 17, Perception + 12, Spellcraft + 17
Languages Common, Dwarven, Elven, Goblin, Orc, Undercommon
SQ Aura of Despair (9 rounds/day) (Su), Bonded Object: Ring (1/day) (Sp), Cold weather outfit, Dazing Touch (8/day) (Sp), Enchanting Smile + 3 (Su), Enchantment, Illusion, Necromancy
Combat Gear Dagger; Other Gear Aged Book, Cold weather outfit, Ring
Aura of Despair (9 rounds/day) (Su) 30’ aura, enemies take – 2 penalty to many checks while inside.
Bonded Object: Ring (1/day) (Sp) DC 20 + spell level to cast spells without the bonded object. Once per day, you can cast any spell in your spellbook for free.
Cold weather outfit + 5 Fort save vs. cold weather.
Combat Casting + 4 to Concentration checks to cast while on the defensive.
Dazing Touch (8/day) (Sp) Touch attack dazes for 1 round.
Enchanting Smile +3 (Su) + 3 to Bluff, Diplomacy, and Intimidate. Turn Spells.
Enchantment The enchanter uses magic to control and manipulate the minds of his victims.
Eschew Materials Cast without materials, if material cost is <= 1gp.
Greater Spell Focus: Enchantment + 1 to the Save DC of spells from one school.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Silent Spell Cast a spell with no verbal components. +1 Level.
Spell Focus: Enchantment Spells from one school of magic have + 1 to their save DC.
Spell Mastery You can prepare spells without a spellbook.
Still Spell You can cast a spell with no somatic components. + 1 Level.
Aged Book Aged book (not his spellbook, which he destroyed in anger, but rather a sketchbook from when he was still a good man, in love with his wife and daughter)
Special Note Haddin’s advanced age and limited spell selection, as well as his lack of magical gear, makes his challenge rating (3) much lower than would be indicated by his level.
Spell Mastery Charm person, detect thoughts, dominate person, knock, stone shape.