Valentine (3.5e NPC)

"Lets juggle ethics."

Common Tactics
The low hit point total of 67 at 16th level looks like a sever drawback; but noting that most abilities do not require Valentine to be in a similar area as players this issue should rarely come up. He has a 70% miss chance and an AC of 34 when Mind out of Body feature is active, as well as spell resistance of 15.

Wizard
Familiar: Starcatcher Fae

Spells/day: six 2nd, six 3rd, five 4th, three 5th, two 6th:

Typical 2nd-Level Spells Prepared:
 * Rope Trick: As many as eight creatures hide in extradimensional space.
 * Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
 * Eagle's Splendor: Subject gains +4 to Cha for 1 min./level.
 * Eagle's Splendor: Subject gains +4 to Cha for 1 min./level.
 * Detect Thoughts: Allows “listening” to surface thoughts.
 * Bear's Endurance: Subject gains +4 to Con for 1 min./level.

Typical 3rd-Level Spells Prepared:
 * Summon Monster III: Calls extraplanar creature to fight for you.
 * Summon Monster III: Calls extraplanar creature to fight for you.
 * Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
 * Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
 * Fireball: 1d6 damage per level, 20-ft. radius.
 * Fireball: 1d6 damage per level, 20-ft. radius.

Typical 4th-Level Spells Prepared:
 * Summon Monster IV: Calls extraplanar creature to fight for you.
 * Summon Monster IV: Calls extraplanar creature to fight for you.
 * Resilient Sphere: Force globe protects but traps one subject.
 * Resilient Sphere: Force globe protects but traps one subject.
 * Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects.

Typical 5th-Level Spells Prepared:
 * Mind Fog: Subjects in fog get –10 to Wis and Will checks.
 * Mind Fog: Subjects in fog get –10 to Wis and Will checks.
 * Baleful Polymorph: Transforms subject into harmless animal.

Typical 6th-Level Spells Prepared:
 * Repulsion: Creatures can’t approach you.
 * Antimagic Field: Negates magic within 10 ft.

Viveka Spectre
Moralist rank: 16
 * Alien Hand: Will DC 60
 * Duration: 5d3 (10)
 * Master DC: 39
 * Duration: 8d3 (16)
 * Search: 26
 * Possess DC: 56
 * Duration: until the subject passes their save or Valentine removes

Spells
Spells/day: nine 2nd, nine 3rd, nine 4th, eight 5th and five 6th.

Spells Known:

2nd:
 * Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.
 * Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
 * Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.
 * Disguise Self: Changes your appearance.
 * Darkness: 20-ft. radius of supernatural shadow.
 * Calm Emotions: Calms creatures, negating emotion effects.

3rd:
 * Tongues: Speak any language.
 * Telepathic Bond: Link lets allies communicate.
 * Suggestion: Compels subject to follow stated course of action.
 * Sibling Rivalry (3.5e Spell): Target grows jealous of allies and attacks them.
 * Good Hope1: Subjects gain +2 on attack rolls, damage rolls, saves, and checks.
 * Feather (3.5e Spell): Lightens the target's load.

4th:
 * Mark of Justice: Designates action that will trigger curse on subject.
 * Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.
 * Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like).
 * Fear: Subjects within cone flee for 1 round/level.
 * Confusion: Subjects behave oddly for 1 round/level.
 * Charm Monster: Makes monster believe it is your ally.

5th:
 * Symbol of Pain: Triggered rune wracks nearby creatures with pain.
 * Seeming1: Changes appearance of one person per two levels.
 * Phantasmal Assassin (3.5e Spell)1: Implant a Sentient Illusion in the target's mind to assault their sanity directly, or just gather some information.
 * Persistent Image: As major image, but no concentration required.

6th:
 * Morality Test (3.5e Spell): The target will die unless they do something you specify. Or maybe they'll only die if they do that thing. It's hard to know.
 * Mislead: Turns you invisible and creates illusory double.

Variants used for this NPC:
 * 32 point buy
 * Plucky: +1Will, -1Fort
 * Slow: -15 base land speed, +1HP/lvl
 * Balanced Wealth (3.5e Variant Rule)