Pathfinder: Kingmaker Wiki
Advertisement


Bandit Conjurer
No image yet

Chaotic Neutral (Human)

7 Wizard
Size
Medium
Speed
30 ft.
Initiative
+9
STR
10
DEX
13
CON
20
INT
18
WIS
12
CHA
8

Skills
14 Perception
10 Stealth

56 experience points

Defense
67 Hit points
AC
18

Flat-footed
17
Touch
14
Fortitude
+9
Will
+8
Reflex
+5

Offense
Range: Light Crossbow
Range: 50 ft.
Attack: +8
Damage: 1-8 Piercing 1d8

BASE ATTACK BONUS
+3
COMBAT MANEUVER
+7 Bonus 17 Defense

Features and Abilities
Charge, Coup de Grace, Demoralize (Persuasion), Treat Affliction, Acid Splash, Ray of Frost, Jolt (Spell), Daze, Resistance, Touch of Fatigue, Light, Disrupt Undead, Flare, Acid Dart
Fighting Defensively, Acrobatics (Mobility)
Human, Feat, Skilled, Coup de Grace, Wizard Bonus Feat, Cantrips (Wizard), Specialist School, Wizard Proficiencies, Arcane Bond, Detect Magic, Specialist School - Conjuration, Specialist School - Conjuration, Acid Dart, Opposition School, Augment Summoning, Superior Summoning, Opposition School - Necromancy, Opposition School - Divination, Combat Casting, Improved Initiative

Analyze Skill: Lore (Nature) DC 17

CR6_BanditConjurerLevel7 (81ff21d9e0fac9840aca9f6fc1a6e3f5)

Bandit Conjurer is an enemy in Pathfinder: Kingmaker.

Description[ | ]

Bandits are the scourge of the highway, robbing the rich and poor alike. Freebooting scoundrels simply out for a good time, bandits care only about themselves and their band of rogues. They accost and shake down innocent travelers, hijack poorly-guarded merchant caravans, charge tolls at remote bridges, or simply plunder isolated farmsteads and villages.

Bandits can be deserters from an army, disaffected huntsmen, rootless drifters with no taste for hard work, cattle rustlers or horse thieves, or even folk-hero freedom fighters who rob from the rich to feed the poor.

Notes[ | ]

Locations[ | ]

Loot[ | ]

Advertisement