And here is my idea for NPC... for magical support...
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Casper
3rd level Human Magic User (Rat Shaman)
Background: Street
Real Name: Teddy Caspian, Age: 19, Sex: Male
Languages: English, Spanish
Strength: 11 (+0), Dexterity: 14 (+2), Constitution: 12 (+1), Intelligence: 10 (+0), Wisdom: 16 (+3), Charisma: 14 (+2)
Weapons: Colt Manhunter – attack +4, damage 2d8+2* ballistic
Combat Knife – attack +4, damage 1d6+2 slashing or piercing
Collapsible Baton – attack +4, damage 1d6+2 bludgeoning
Astral Strike - attack +2, damage 1d6
*laser sight reroll 1s on damage die
Armor Class: 13 (base 11+dex; Hardness 1/+1)
Initiative: +2
Hit Points: 21 (HD 3d6)
Second Wind: 1d6+4
Karma: 7
Base Speed: 30ft
Saving Throws: Intelligence +2, Wisdom +5
Wound Damage Threshold: 18
Proficiencies: Light Firearms, Simple Weapons
Skills (*proficiency in skill): Acrobatics (Dex) +2, Animal Handling (Wis) +3, Arcana (*Int) +2, Athletics (Str) +0, Computer Use (Int) +0, Deception* (Cha) +4, Gather Information (Cha) +2, History (Int) +0, Initiative (Dex) +2, Insight (*Wis) +5, Intimidate (Cha) +2, Investigation (Int) +0, Life Science (Int) +0, Medicine (Wis) +3, Perception (*Wis) +5, Performance (Cha) +2, Persuasion (Cha) +2, Physical Science (Int) +0, Religion (Int) +0, Sleight of Hands (Dex) +2, Stealth (*Dex) +6, Survival (*Wis) +5, Technology (Int) +0
Tools: Wheeled vehicle (+3)
Racial Bonuses: Attribute bonus, bonus skill proficiency, bonus feat, outgoing.
Talents: Astral Perception & Projection (Astral Str 10, Dex 14, Con 16, AC 14, HP base +3, Hardness 2, Unarmed damage 1d6), Mentor Spirit (Illusion spells cost 1 less magic point to cast, +2 to Stealth), Spell Casting (Magical attack roll +5, Save DC 13), Summoning (Conjuring check +4)
Feats: Additional Magic Points (+5 MP), New Spell, Point Blank Shot (+1 to hit and damage with firearms within basic range), Quick Refresh
Spells: Charm (Mana/Illusion, Casting 1 action, Magnitude 1, Range 30ft, Concentration up to 1 hour), Death Touch (magical attack roll touch +2, Mana/Necromancy, Casting 1 action, Magnitude 2 per 1d8 necromantic damage, Range Touch, instant), Invisibility (Mana/Illusion, Casting 1 action, Magnitude 2, Touch, Concentration up to 1 hour), Mage Hand (Physical/Conjuration, Casting 1 action, Magnitude 1, Range 30ft, Concentration up to 10 minutes. Invisible hand that can lift up to 10lbs).
Spirit Types: Air and Beast; Conjuring Check: +5
Magnitude: 3 (max 6); Magic Points: 29 (recover 3d8/6d4)
Magic Attack Roll: +6 (+1 for focus); Magic Saving DC: 13
Gear: Armored Clothing (Wt. 8lbs), Colt Manhunter (DT, reload 18m, range 50/250, Wt. 4lbs), Concealable Hostler (½lb), 100 regular rounds, 2 extra magazines (Wt. ½lb), Magic Focus (+1 to Magic attack rolls, Wt. ½lb), Combat Knife (1lb), Collapsible Baton (finesse, holdout, light, Wt. 1lb), Comlink (Wt. ½lb, broadcast 100yds, Firewall 15, Intelligence 12, Wis 10, Pro +2, skills), One set of lower-class clothing, a backpack, bedroll blanket.
Total Weight Carried: 15 lbs (basic carrying load is 50lbs)
Extra Cash on Hand: ¥210
Contacts: Fixer (Shadow Cat), Tailsmonger (Bone Collector)