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DL 11 - 15

Abjurant Warden, Elite

(Medium Winged Elf)

A winged elf that specializes in martial combat against those who wield magic.

Hit Dice: 15d10+75 (162 hp)
Initiative: +4
Movement: 30 ft. / 60 ft. Fly (Average)
Armor Class: 29 (+4 Dex, +8 Armor, +3 Natural, +3 Deflection, +1 Parry)
Base Attack/Grapple: +15/+21
Attack: Melee +26 Guisarme (1d10+14)
Full Attack: Melee +26/+21/+16
Space/Reach: 5 ft. / 5 ft. or 10 ft. with pole weapon
Abilities: Improved Valour
Special Qualities: Damage Reduction 2/-, Spell Resistance 26, Universal Resistance 25, 4 extra counter spells per day, and a +7 on opposed strengths for trip attacks.
Saves: Fort +10, Ref +17, Will +15
Attributes: Str 22, Dex 18, Con 12, Int 26, Wis 14, Cha 12
Skills: Acrobatics +19, Balance +15, Bushcraft +14, Concentration +15, Discern Intent +14, Diplomacy +17, Escape Artist +17, Gather Information +15, Haggle +3, Investigate +20, Knowledge (Arcana) +20, Knowledge (High Class) +20, Listen +14, Ride +15, Sabotage Device +10, Spot +16, and Swim +7
Feats: Armor Training (Light), Weapon Fixation (Pole Weapon: Hook), Weapon Defensive (Pole Weapon: Hook), Weapon Offensive (Pole Weapon: Hook), Improved Defensive Fighting, Improved Trip, Improved Weapon Fixation (Pole Weapon Hook), Weapon Casting, Swift Spell, Improved Metamagic
Environment: Any
Organization: Solitary, Pair, or Gang (3-7)
Difficulty Level: 15
Possessions: Bright Sweeping Guisarme +3, Moderate Universally Resistant Light Plate +4, Potion Belt of Strength +5, Goggles of Intelligence +6, Cloak of Resistance +4, Ring of Protection +3, Amulet of Natural Armor +3, Fox Fire Grenade (CL 10) x3, healing touch potion (CL 6) x3. QGV 18,750gp - 22,250gp.
Spell/Attack Curve: Medium Attack, Standard Magic, Combat Focus.
Definitions: Wizardry (Abjurer) [Thaumaturgy and Evocation are forbidden], Wizard Associates, Wizard Baccalaureates, and Mystic Warrior


Improved Valour

Action: Automatic and immediate; see text
Range: Personal
Duration: Constant and 1 hour; see text

When threatened by two or more foes in combat, the warden gains a +3 dodge bonus to AC as well as a +3 circumstance bonus to attack against the threatening foes. If one of these foes is felled the warden will gain # Temporary HP. This temporary HP will last for 1 hour if not lost in combat. The maximum number of temporary HP cannot exceed the base 1HP of the warden. If the ability opportunist is used on the warden they can take an attack of opportunity on attacker. Non-touch spells do not provoke an attack of opportunity while in this position.

Spell Casting

Spell Proficiency: 2
Caster Level: 15 (17 for Abjuration spells)

Spells Known: 3 - 3/3/2/2/1/1
Spells Per Day: 7/6/6/5/3/3

Spell Level Simplex (DC 20)

Detect Magic
Arcane Tricks

Spell Level 1 (DC 21)

Arcane Armor
Minor Energy Warding
Combat Foresight
Discern Location
Conjure Tool

Spell Level 2 (DC 22)

Energy Flux
Lesser Signal Scramble
Fairy Flame

Spell Level 3 (DC 23)

Hands Off!!!
Lesser Dispel Magic
Please make more level 3 spells

Spell Level 4 (DC 24)

Combat Foresight, Swift
Counter Spell
Minor universal energy warding
Shield, Swift
Steel Skin
Orb of Fire

Spell Level 5 (DC 25)

Adamant Barrier
Fairy Flame, Swift
Missile Bulwark
Please Make more Level 5 Spells

Spell Level 6 (DC 26)

Haste, Swift x1
Pure Vision x1
Greater Dispel Magic
Mass Martial Reversal x1

Light Vagrant, Professional

(Medium Elf)

This is a traveling elf who specializes in common weaponry and basic magic.

Hit Dice: 13d10+91 (167 HP)
Initiative: +11
Movement: 50 ft.
Armor Class: 32 (+8 Dex, +5 Shield, +5 Armor, +2 Natural, +2 Deflection)
Base Attack/Grapple: +13/+16
Attack: Melee/Range +27 Multiple Weapons and damage; see this NPC's ability below.
Full Attack: Melee/Ranged +27/+22/+17 Multiple weapons see below.
Space/Reach: 5 ft. / 5 ft.
Abilities: Ephemeral Weapon
Special Qualities: Low-Light Vision
Saves: Fort +14, Ref +16, Will +10
Attributes: Str 16, Dex 27, Con 14, Int 16, Wis 14, Cha 12
Skills: Acrobatics +12, Balance +17, Bushcraft +18, Escape Artist +17, Haggle +10, Investigate +12, Knowledge (Geography) +15, Knowledge (Nature) +7, Listen +11, Spot +11, and Use Rope +17
Feats: Battle Prowess, Improved Defensive Fighting, Improved Drip, Alert, Weapon Group Fixation (Vagrant), Weapon Group Offensive (Vagrant), Improved Weapon Group Fixation (Vagrant), Improved Offensive Group Training (Vagrant), Careful Aim, Weapon Casting, and Disciplined Mind
Environment: Any
Organization: Solitary or in a caravan (2-17+)
Difficulty Level: 13
Possessions: Gloves of Dexterity +4, Buckler +4, Enduring Gambeson +4, Amulet of Natural Armor +2, Ring of Protection +2 and Cloak of Resistance +4
Spell/Attack Curve: High Attack, Basic Magic, Combat Focus.
Definitions: Melee Combatant, Bushmaster, and Speedy


Ephemeral Weapon
Use: Unlimited
Action: Swift; full round if dispelled
Target: Self
Duration: 24 hours or until dismissed; special see notes.
Dispel: Yes

This NPC can create an ephemeral from their weapon group that will grant a +4 enhancement bonus and often choose sweeping and an appropriate energy charge for their weapon.

Damage for the listed weapons are:
Quarterstaff - 1d8+12, attacks have a -2 to hit when buckler is used.
Hand Axe - 1d8+11 (x3)
Dagger - 1d6+11 (19-20 x2)
Shortbow - 2d6+11 (x3), attacks have a -2 to hit when buckler is used.

Spell Casting

Spell Proficiency: 1
Caster Level: 6

Spells Known: 2 - 2/1/1

Spells Per Day: 3/2/1

Simplex Spells DC (14)
Arcane Tricks
Know Direction

Level 1 Spells DC (15)
Healing Touch - 6d8+6 healing on touch
Conjure Tool

Level 2 Spells DC (16)
Energy Flux - Mitigate 130 incoming energy damage as immediate action

Level 3 Spells DC (17)

Melee Arcane Caster, Professional

(Medium Human)

This is a human trained in mixing the arcane and martial arts. They wear little armor and bear no obvious weapons.

Hit Dice: 12d8+84 (145 hp)
Initiative: +5
Movement: 30 ft.
Armor Class: 26 (+5 Dex, +7 Armor, +2 Natural, +2 Deflection)
Base Attack/Grapple: +9/+10
Attack: Unarmed Melee +18 (1d3+7 19-20 x2) or Energy Charge Unarmed Melee +26 (1d3+7+1d6[Force] 19-20 x2) or Melee Touch Attack +18 (6d4+18 [Cold])
Full Attack: Unarmed Melee +18/+13/+8 or Energy Charge Unarmed Melee +26/+21/+16 or Melee Touch Attack +18/+13/+8
Space/Reach: 5 ft. / 5 ft.
Abilities: Energy Charge, Arcane Blast
Special Qualities: Damage Reduction 6/-
Saves: Fort +9, Ref +8, Will +8
Attributes: Str 12, Dex 21, Con 18, Int 16, Wis 14, Cha 26
Skills: Acrobatics +11, Balance +11, Beguile +16, Concentration +20, Diplomacy +14, Discern Intent +8, Escape Artist +22, Diplomacy +16, Haggle +18, Knowledge (Arcane)+16, Swim +3
Feats: Lethal Unarmed Strike, Weapon Defensive (Unarmed), Weapon Fixation (Unarmed), Extra Simplex, Advanced Simplex (Energy Strike), Weapon Offensive (Unarmed), Improved Weapon Fixation (Unarmed), Improved Weapon Offensive (Unarmed), Improved Critical (Unarmed)
Environment: Any
Organization: Solitary, Pair, or gang (3-6)
Difficulty Level: 12
Possessions: Gloves of Dexterity +4, Cloak of Charisma +4, Mitigating Articulated Light Plate +4, Fist Wraps +4, Amulet of Natural Armor +2, Ring of Protection +2
Spell/Attack Curve: High Magic, Medium Attack1, Combat Focus
Definitions: Sorcery, Martial Magus, and Resistive Focus
1 - Modified by a definition


Energy Charge (Su)
Use: 10 per day
Action: Free action
Duration: 6 rounds

Energy charges gives +1d6 force damage with every melee attack while charged. Subject heals from force damage while charged. Any attacker takes 2d6 retaliation damage, fro all attacks, while charged. User also gains their Charisma Modifier to hit.

Arcane Blast Use: 3 per day
Action: Full Round
Range: 550 ft.
Target: One Creature
Saving Throw: Fort half; reflex Half (DC 27)

The Primary target of the spell takes 12d10+36 damage, fortitude half. Any creatures within 10 feet of the primary target must make a reflex save or take half the damage dealt to the main creature. This NPC can choose to have it not explode. It can also expend a 5th level spell slot while casting for extra effect.

Stun: Stun's primary target for 1 round/spell slot level if fortitude save is failed

Knock Back: pushes target back 5 ft/spell slot level if fortitude save is failed

Recover: Heal caster for 1d6/spell slot level

Regenerative Ward: Ward caster for PMA x spell slot level for rounds equal to 1 per 2 CL.

If struck while casting the concentration checks apply.

Spell Casting

Spell Proficiency: 3
Caster Level: 12

Spells Known: 1+5 – 6/5/5/4/4/3

Spells Per Day: 7/6/6/5/4/3

Simplex Spells DC (21)
Advanced Simplex - Energy Strike – Deals 6d4+18 cold damage
Free Hand
Resistance - +3 Resistance Bonus to all saves for 1 hour
Arcane Tricks
Distract - -1 circumstance penalty on AC and Attack rolls for 5 rounds

Level 1 Spells DC (22)
Shield +4 shield enhancement bonus for 12 minutes
Illusory Disguise
Mend Repairs object for 3d6+9
Minor Figment
Slow Fall
Electric Palm Burst 5d10+15 Electric Damage on melee touch
Combat Foresight +2 Insight bonus to Attack and Reflex saves for 12 rounds

Level 2 Spells DC (23)
Energy Flux Absorbs up to 120 energy damage
Sonic Mote Deals 8d6+24 damage, lasts for up to 6 rounds; concentration required.
Invisibility lasts for 12 minutes or until offensive action.
Fairy Flame
Tagging Hand

Level 3 Spells DC (24)
Hands Off!
Siphon Tether Lasts for 6 rounds, deals 2d8+6 damage to one target and heals an equal amount to the other; concentration required.
Palm Toss
Force Burst Deals 10d6+30 damage in 20 ft. Reflex save for half.

Level 4 Spells DC (25)
Sonic Cloak
Counter Spell: 1d20+15 for the counter roll
Greater Invisibility
Minor Universal Energy Warding Protects from 48 points of Acid, Cold, Electric, Heat, and Sonic damage.

Level 5 Spells DC (26)
Thoughtless Figment
Missile Bulwark
Disarcana Corpum
Adamant Barrier Wards for 24d6+72

Level 6 Spells DC (27)
Pure Vision
Mass Glamour
Mass Martial Reversal