Elite Germanian Aerial Mage
This mighty aerial mage holds a long, cruel rifle in his hands, and in his eyes a pitiless glare.
Aerial Mage, Germanian Elite
CR 12
XP 19,200
LE human or devil
Init +30; Senses magic 52,800 ft., Perception +24
Aura ace of aces (DC 16, 26,400 ft.)
Defense
AC 54, touch 36, (+7 Dexterity, +50 insight, +30 magic decoys, −34 momentum)
hp 8 (1d6+2)
Fort +1, Ref +20, Will +0
DR 1200/incorporeal or electricity (mage shield), Resist cold 3, sonic 10, fire 1,000 (mirror)
Weaknesses anti-air battlespace saturation, overwhelming ambush, exhaustion
Offense
Speed 30; fly 4,380 (perfect)
Melee mage blade +25/+23+21 touch (1d4+1/15-20 x100)
Ranged rifle +45/+43/+41/+39/+37/+35 (4d10/19-20) range 1,300
Explosive Shot 45/+43 (4d10+50/17-20) range 1,300
AP shot +45/+43 touch (6d10/19-20) range 800
Optical attack +47 (1d10+400 fire) range 2,000
See mage hunter
Special Attacks plunging devil, dervish melee, wipeout
Tactics
These elite mages always employ the best possible tactics, often surprising their opposition. In the unlikely event of being defeated they will successfully flee before taking significant casualties, while their rearguard inflicts unexpectedly heavy losses.
Statistics
Str 12, Dex 24, Con 12, Int 16, Wis 10, Cha 10
CMB +30; CMD +10
Skills Acrobatics +3, Bluff +15, Diplomacy -10, Escape Artist +20, Fly +40, Heal +1, Intimidate +15, Perception +32, Stealth +10, Use Magic Device +30
Languages Germanian, radio 52,800 ft.
SQ High flier, mage hunter, mage shield, speed, deep insertion
Gear Mondragón M1908 auto-loading rifle; Luger P08 pistol; top secret Germanian computation orb (retrieval TOP PRIORITY)
Ecology
Environment any airspace
Organization pair (2) or platoon (4) or company (12) or battalion (36)
Treasure Imperial chocolate rations
Special Abilities
Mage blade (Su) the mage grows a several inch long force field from any part of any limb. It cuts all matter without resistance. Mage blades pass through mage shields and other mage blades.
Explosive Shot (Su) the mage enchants a rifle shot to explode on impact or at preset range. The mage can instead choose to cause a weak explosion and an opaque smoke cloud 300ft wide.
Armor Piercing Shot (Su) the mage enchants a rifle shot to greatly increase velocity. Penetrates 3-5 cm of steel plate and non-Russy mage shells.
Artillery Shot (Su) a mage battalion creates a rolling curtain of explosive shots in a synchronized maneuver.
Optical attack (Su) the mage creates a visible light beam, heating the target. Power scales with charging time. Requires line of sight. Targets a point at a known distance, not a direction.
Magic Decoys (Su) the mage creates an illusion of himself (Spellcraft DC 20). It can move independently within 400 ft. of the caster. It can be visually and/or magically distinct (creating the impression of another mage) or mimic him (creating uncertainty about his location).
High Flier (Su) Germanian mages have been recorded flying at 11,000 ft.
Plunging Devil (Ex) From a superior position, the mage accelerates sharply down towards his target. His rifle shots during this time have +5 to hit and +10 to damage. As he passes his target, he attacks with his mage blade.
Dervish Melee (Ex) A group of mages charges into an enemy flight, disrupting their formation and rapidly attacking with mage blades while their targets cannot use ranged attacks for fear of hitting each other.
Wipeout (Ex) These elite Germanian mages have an uncanny knack for wiping out entire opposing formations, leaving no survivors.
Ace of Aces (Ex) any enemy mage recorded as downing 50 or more Allied mages has their personal mana signatures disseminated to all combatants. This allows a prudent retreat if their presence is detected on the battlefield.
Deep Insertion (Ex) sometimes a unit of elite Germanian mages suddenly appears deep in the enemy rear to strike at a vital installation at the worst possible moment before disappearing just as mysteriously.
Mage Hunter (Su) magic detection grants the mage +40 to ranged attacks against aerial mages and other mana signatures, including ground radar.
Mage Shield (Su) the mage creates a sphere 6 ft. in diameter around himself which blocks solid matter from entering. This also blocks touch attacks. Taking sufficient damage should destroy it.
Mirror (Su) the mage creates a near-perfect mirror reflecting all light and heat coming from a given direction.
Speed (Su) the mage can catalyze intracranial methamphetamine production for a short duration.