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From Pathfinder Adventure Path: Hellbreakers, which isn't enabled.

Skirmancer Mage

CREATURE 5

Variant watchmage

A watchmage uses a mix of magic and martial training to enforce the law. They magically detect invisible criminals, locate stolen property, and counter illegal spells.


Larger societies rely on those with the authority and the ability to interpret and enforce laws. Some carry out these duties fairly, but others are harsh and cruel, imposing severe punishments on anyone unable to pay for clemency.


Perception +15
Languages Common
Skills Arcana +13, Athletics +10, Intimidation +9, Legal Lore +13, Society +11
Str +1, Dex +4, Con +2, Int +4, Wis +1, Cha +0
Arcane Watch

The watchmage can either Investigate or Search while using the Detect Magic exploration activity.


AC 21; Fort +9, Ref +12, Will +14
HP 70
Counter Escape (arcane)
Trigger A creature Casts a Spell with the teleportation trait or as a reaction

Effect The watchmage expends a spell slot of the same rank or higher as the trigger creature's spell and attempts to counteract the triggering spell (counteract modifier +11).

Speed 25 feet
Melee Fist +15 (agile, finesse, nonlethal, unarmed), Damage 1d6+5 bludgeoning
Ranged Shortbow +15 (deadly d10, magical, reload 0, range increment 60 feet), Damage 1d6+4 piercing
Eldritch Arms (concentrate)

In a brief ritual that takes 10 minutes, the watchmage chooses a single weapon or unarmed attack through which they can focus their magic. Strikes the watchmage makes with that weapon are magical and deal 1d6 additional force damage.

Spellbound Strike
Requirements The watchmage is wielding the weapon chosen with Eldritch Arms

Effect The watchmage Casts a Spell that takes 1 or 2 actions to cast, imbuing that spell into the weapon. The watchmage Strikes with the required weapon. This counts as two attacks for the watchmage's multiple attack penalty. On a hit, the target is also affected by the spell, though the target gets any normal defenses allowed by the spell.

If the spell is targeted, it targets the creature that was hit and no one else. If the spell is an area, the target must be in the area. A burst is centered on a corner of the target's square if the target is Medium or smaller, or the corner of a square closest to the creature's center if it's Large or larger. A cone or line emits from a square of the watchmage's choice adjacent to the target.

Pathfinder Adventure Path: HellbreakersORC