This vice switches between his sickle and staff. The magic vice likes to steal from his victims before escaping.
Magic Vice (CR 7)
Vice Thief 8
NE Medium Humanoid (Goblinoid)
Init +4; Senses Darkvision 60 ft.; Perception +10
AC 21, touch 15, flat-footed 16 (+4 armor, +4 dex, +2 natural, +1 dodge)
hp 65 (8d8+24)
Fort +5, Ref +10, Will +3
Defensive Abilities Danger Sense (+2);
Speed 40 ft.
Melee Mwk Sickle +11/+6 (1d6+4) or Mwk Quarterstaff +9/+4 (1d6+2)
Ranged Mwk Shortbow +11/+6 (1d6)
Special Attacks Greater Magic Hammer, Sneak Attack (+4d6), Debilitating Injury
Special Abilities Mark, Measure the Mark
Str 14, Dex 18, Con 16, Int 14, Wis 12, Cha 8
Base Atk +6/+1; CMB +8; CMD 22
Feats Combat Expertise, Dodge, Greater Steal, Improved Steal, Quick Steal, Weapon Finesse (Sickle)
Skills Acrobatics +13, Climb +11, Disable Device +13 (+15 vs traps), Disguise +8, Escape Artist +13, Perception +10 (+12 vs surprise attacks, +14 vs trap finding), Sense Motive +10, Sleight of Hand +19, Stealth +13, Use Magic Device +8; Racial Modifiers +4 competence bonus on Steal combat maneuvers and Sleight of Hand
Language Common, Goblin, Undercommon
SQ Trapfinding, Finesse Training (Sickle), Escape, Evasion, Improved Theft (+2), Skilled Liar, Thief’s Edge (Slight of Hand), Thief Talent (Combat Swipe, Fast Fingers, Fast Getaway, Maneuver Mastery [Steal]), Uncanny Dodge
Combat Gear cure potions (2), mwk sickle, mwk quarterstaff, mwk shortbow, quiver (20 arrows), chain shirt and 7d10 gil
Vice are slightly faster at escaping from their foes and have their speed increased by 10 ft. They tend to escape after they successfully steal an item or lower than 6 hp.
Greater Magic Hammer (Su)
3/day, a magic vice can summon a magical hammer and launches (+10 ranged touch attack) it at a single target within 30 feet for 3d4 points of MP damage. Blue mages may learn this ability as a 3rd level spell (Knowledge: Local DC 21).