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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: Ego +10, 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


Abilities

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)

Resistance
Detect Magic
Arcane Tricks

Spell Level 1 (DC 21)

Arcane Armor
Shield
Minor Energy Warding
Stifle
Combat Foresight
Discern Location
Conjure Tool

Spell Level 2 (DC 22)

Counterspell
Energy Flux
Secure
Lesser Signal Scramble
Scan
Fairy Flame

Spell Level 3 (DC 23)

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

Spell Level 4 (DC 24)

Combat Foresight, Swift
Counterspell
Minor universal energy warding
Shield, Swift
Steel Skin
Scry
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


Kobold Battle Priest, Elite

(Small Kobold)

A veteran war-priest who can carry an assault through hostile magic, shore up an entire battle line, and meet the enemy's champion beneath a raised holy symbol.

Hit Dice: 15d10+120 (203 hp)
Initiative: +1
Movement: 30 ft.
Armor Class: 32 (+1 Size, +1 Dex, +10 Armor, +7 Shield, +2 Natural, +1 Insight)
Base Attack/Grapple: +15/+17
Attack: Melee +24 Mace +4 (1d6+11 bludgeoning, x3)
Full Attack: Melee +24/+19/+14 Mace +4
Space/Reach: 5 ft. / 5 ft.
Abilities: Lay on Hands (Healing), Divine Providence, and Ally Shielding
Special Qualities: Opportunist bonus damage does not apply, Darkvision 120 ft., Natural Armor +2, Savant, never starts combat flat-footed, +4 competency to Listen and Spot, +4 on dispels, counterspells, and Knowledge (Arcana), +2 against spell resistance and defensive counterspell rolls, focused spells cast at +1 CL, and Healing Burst and Harming Burst cast at +2 CL and may each be cast once per day as a swift action without a spell slot
Saves: Ego +14, Fort +13, Ref +6, Will +20
Attributes: Str 16, Dex 12, Con 18, Int 14, Wis 26, Cha 14
Skills: Concentration +22, Heal +20, Knowledge (Arcana) +24, Knowledge (Religion) +20, Listen +30, and Spot +30
Feats: Weapon Group Training (Battle Priest), Weapon Fixation (Mace), Weapon Casting (Mace), Weapon Offensive (Mace), Spell Focus, Improved Weapon Fixation (Mace), Bolster Spell, Improved Weapon Offensive (Mace), Greater Spell Focus (Healing Burst and Harming Burst), and Spell Penetration
Languages: Common
Environment: Any temple, settlement, battlefield, or attached to another unit
Organization: Solitary, Pair, Shrine Guard (3-6), Field Ministry, Company Chaplain, or Temple Command
Difficulty Level: 15
Possessions: Masterwork Mace +4, Masterwork Full Shield +5 with mounted Cautious Learned Spell Focus +4, Comfortable Fortified Mobile Masterwork Medium Plate +5, Ring of Wisdom +7, Cape of Gumption +3, Potion Belt, and prayer book; 49 gp unspent
Spell/Attack Curve: Standard Magic, High Attack, Combat Focus
Definitions: Devout, Ward, Resistive Focus (Ego), Mystic Warrior, and Inhibitor (+4)
Casting Attribute: Wisdom
Spells: CL 15, CL 16 for selected Spell Focus spells, or CL 17 for Healing Burst and Harming Burst; Spell Proficiency 2; 7/6/6/5/3/3 spells per day plus four flexible spell levels from the mounted focus; every Divine Heal and Wound spell of an available level is known; commonly prepares Counterspell, Panacea, Anointed Weapon, Channeled Ward, Greater Dispel Magic, Holy Fire, Consecrated Recovery, Interposing Ward, and Divine Rush


Abilities

Divine Providence (Su)

Use: 3/day
Action: Immediate

After failing a saving throw, rerolls it with a +4 divine bonus and must accept the second result.

Lay on Hands (Healing) (Su)

Use: 240 healing points/day
Action: Standard
Range: Touch

Channels any amount remaining in the 240-point pool into a touched creature. The pool can also close wounds and remove injuries, diseases, poisons, or curses at the listed point costs.

Ally Shielding (Ex)

Use: 2/day
Action: Standard
Area: 30-ft. radius
Duration: 15 rounds

Grants every ally in the area 120 points of regenerative warding.


Elf Conduit, Elite


(Medium Elf)

A veteran elemental duelist whose swordplay fixes attention in place while fire and ruptured ground control every safer route away.

Hit Dice: 15d8+165 (233 hp)
Initiative: +4
Movement: 40 ft.
Armor Class: 32 (+4 Dex, +5 Armor, +7 Shield, +2 Insight, +2 Deflection, +1 Natural, +1 Parry)
Base Attack/Grapple: +15/+19
Attack: Melee +28 Honed Heat-Aura Ephemeral Straight Sword +4 (1d8+16 slashing plus 1d6 heat, 18-20/x2)
Full Attack: Melee +28/+23/+18 Honed Heat-Aura Ephemeral Straight Sword +4
Space/Reach: 5 ft. / 5 ft.
Abilities: Energy Charge (Fire), Energy Veil (Fire), Energy Echo (Fire), Energy Crescents (Fire), Natural Magic (Heat Energy Chain), and Improved Ephemeral Weapon
Special Qualities: Cold Resistance 10, Opportunist bonus damage does not apply, low-light vision, constant see invisibility, +1 Parry while wielding a one-handed weapon, and +1 Reflex against area effects not centered on the Conduit while using the Full Shield
Saves: Ego +15, Fort +9, Ref +13, Will +13
Attributes: Str 18, Dex 18, Con 18, Int 26, Wis 14, Cha 12
Skills: Acrobatics +21, Balance +21, Concentration +22, Craft (Imbuement) +26, Discern Intent +20, Diplomacy +19, Gather Information +19, Haggle +19, Investigate +26, Knowledge (Arcana) +26, Listen +20, and Spot +20
Feats: Weapon Group Fixation (One-Handed), Offensive Group Training (One-Handed), Weapon Group Defensive (One-Handed), Improved Weapon Group Fixation (One-Handed), Improved Offensive Group Training (One-Handed), Shield Training, Weapon Fixation (Straight Sword), Improved Weapon Fixation (Straight Sword), Weapon Offensive (Straight Sword), Improved Weapon Offensive (Straight Sword), Weapon Defensive (Straight Sword), Strong Constitution, Indomitable, and Disciplined Mind
Languages: Common and Elven
Environment: Any settlement or temperate region
Organization: Solitary, Pair, Cadre (3-6), or Company specialist
Difficulty Level: 15
Possessions: Honed Heat-Aura Ephemeral Straight Sword +4, Fortified Cold-Resistant Masterwork Full Shield +5 with mounted Spell Focus +4, Bracers of Armor +5, Circlet of Intelligence +7, Vest of Constitution +4, Cape of Gumption +4, Ring of Deflection +2, Necklace of Natural Armor +1, Potion Belt, three Excellent Potions of Healing (5d12), and spellbook containing Tremor Spike; 112 gp unspent
Spell/Attack Curve: Basic Magic, High Attack, Specialist
Definitions: Wizardry (Diviner), Wizard's Associate (Divination), Wizard's Baccalaureate (Divination), and Resistive Focus (Ego)
Casting Attribute: Intelligence
Spells: CL 7; 6/5/3/3 spells per day, plus four flexible spell levels from the focus; all Divination spells known at permitted levels; commonly prepares Energy Flux, Tremor Spike (Earth), Haste, and Scoria Spray (Fire)


Abilities

Energy Charge (Fire) (Su)

Use: 4/day
Action: Free
Target: Self
Duration: 7 rounds

While charged, attacks gain +8 attack and an additional +3d6 heat damage. Heat damage heals the Conduit, while cold vulnerability applies.

Energy Veil (Fire) (Su)

Use: 3/day
Action: Swift
Target: Self; may share reduced protection within 15 ft.
Duration: 7 rounds

Grants Energy Resistance 75, absorbs heat, creates cold vulnerability, and deals 2d6+2 heat retaliation damage to melee attackers.

Energy Echo (Fire) (Su)

Use: 2/day
Action: Standard
Range: 60 ft.
Save: DC 26 Will negates; DC 26 Reflex half on detonation

Marks a target as vulnerable to heat, then detonates after one, two, or three rounds for 7d6+7, 15d6+15, or 30d6+30 heat damage.

Energy Crescents (Fire) (Su)

Use: 6/day
Action: Standard to form; swift to release
Area: Three 5-ft. by 30-ft. lines
Save: DC 26 Reflex half

Each suspended crescent deals 6d6+6 heat damage when released.



Winged Elf Hunter, Elite

(Medium Winged Elf)

An elite quarry-killer who controls the battlefield from the air while a heavily armored Colfex pins down anything that survives the first volley.

Hit Dice: 15d10+90 (173 hp)
Initiative: +12
Movement: 50 ft.; fly 80 ft. (Average)
Armor Class: 27 (+9 Dex, +5 Armor, +2 Deflection, +1 Parry); 31 with Improved Petal Shroud
Base Attack/Grapple: +15/+18
Attack: Ranged +31 Electric-Aura Long Bow +5 (1d10+12 plus 1d6 electric, 19-20/x3); +39 and 1d10+20 plus 1d6 electric against Favored Target
Full Attack: Ranged +31/+26/+21 Electric-Aura Long Bow +5
Space/Reach: 5 ft. / 5 ft.
Abilities: Animal Companion (Colfex), Improved Petal Shroud, and Hail of Arrows
Special Qualities: Favored Target (Humanoid, Beast) +8, Bushmaster +4, Skulker +4, Careful Aim, Critical Focus (Long Bow), Speedy, Link, share spells, low-light vision, and Versatile
Saves: Ego +6, Fort +8, Ref +20, Will +10
Attributes: Str 16, Dex 28, Con 12, Int 14, Wis 20, Cha 12
Skills: Bushcraft +27, Conceal +31, Knowledge (Nature) +24, Listen +26, Move Silently +31, Ride +27, and Spot +26
Feats: Weapon Group Fixation (Archer), Weapon Group Defensive (Archer), Careful Aim, Offensive Group Training (Archer), Alert, Forceful Shot, Improved Weapon Group Fixation (Archer), Improved Offensive Group Training (Archer), Deadly Accuracy (Long Bow), and Critical Focus (Long Bow)
Languages: Common and Elven
Environment: Forest, hills, mountains, plains, or frontier settlements
Organization: Pair (Hunter and Colfex), patrol (2-4 pairs), or hunting flight (5+ pairs)
Difficulty Level: 15
Possessions: Electric-Aura Long Bow +5, Gloves of Dexterity +5, Ring of Wisdom +4, Bracelet of Armor +5, Ring of Deflection +2, Cape of Fitness +2, 20 arrows, and spellbook
Wealth: 40,000 gp starting gold; 26,643 gp spent on the Hunter, 13,260 gp spent on the Colfex, and 97 gp unspent
Spell/Attack Curve: High Attack, Basic Magic, Generalist
Definitions: Hunter, Bushmaster +4, Skulker +4, and Speedy (+20 ft.)
Casting Attribute: Wisdom
Spells: CL 7; Spell Proficiency 1; 6/4/2/2 spells per day; Animal Tongue, Eagle Eyes, Renew, Ghillie Step, Bolster Dexterity, Heal Injury, and Unbound known; commonly prepares Detect Traps, Panacea, and Mana Dew


Abilities

Hail of Arrows (Ex)

5/day, make one highest-bonus bow attack and compare it against every selected creature within 10 ft. of the target square.

Improved Petal Shroud (Su)

Up to 30 rounds per day, gain +4 natural armor, a 20% miss chance against ranged attacks, fast healing 10 in direct sunlight, and vine attacks at +24 dealing 1d6+9 plus 1d6 corrosive damage.

Colfex Companion, Elite

(Medium Animal; paired with the preceding Hunter)

Hit Dice: 15d8+150 (218 hp)
Initiative: +7
Movement: 50 ft.
Armor Class: 36 (+4 Dex, +10 Natural, +9 Armor, +1 Deflection, +2 Parry)
Base Attack/Grapple: +15/+29
Attack: Melee +31 Natural +3 (1d8+19, x3)
Full Attack: Melee +31/+26/+21 Natural +3
Space/Reach: 5 ft. / 5 ft.
Abilities: Gumption, Endure, and Animal Companion
Special Qualities: DR 12/- (10/- innate and 2/- barding), Natural Armor +10, +3 inherent to Initiative, Listen, and Spot, +2 Parry, Link, share spells, Quick Feet, Devotion, Improved Shove, Grappler, and Improved Trample
Saves: Ego +7, Fort +15, Ref +15, Will +8
Attributes: Str 30, Dex 18, Con 19, Int 3, Wis 16, Cha 14
Skills: Acrobatics +26, Escape Artist +8, Listen +24, Spot +24, and Swim +30
Feats: Weapon Fixation (Natural), Reckless Abandon, Weapon Offensive (Natural), Improved Shove, Improved Trample, Alert, Improved Weapon Fixation (Natural), Improved Weapon Offensive (Natural), Grappler, Interrupting Grapple, Weapon Defensive (Natural), Improved Defensive Fighting, Weapon Mastery (Natural), and Improved Trip
Difficulty Level: 15
Possessions: Masterwork Light Plate Barding +5, Saddle of Strength +4, Ankle Bangles +3 (natural weapons), Caparison of Fitness +2, and Stirrups of Deflection +1
Companion Adjustments: +8 natural armor and +4 Strength and Dexterity; all companion abilities through Improved Trample

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: Improved Ephemeral Weapon
Special Qualities: Low-Light Vision
Saves: Ego +9, 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 (Common) +15, Knowledge (Nature) +7, Listen +11, Spot +11, and Use Rope +17
Feats: Battle Prowess, Improved Defensive Fighting, Improved Trip, Alert, Weapon Group Fixation (Vagrant), Offensive Group Training (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

Abilities

Improved 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 attack when buckler is used.
Hand Axe - 1d8+11 (x3)
Dagger - 1d6+11 (19-20 x2)
Short Bow - 2d6+11 (x3), attacks have a -2 to attack 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
Light
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)
Haste



Human Mage Killer, Elite

(Medium Human)

A veteran hunter of dangerous casters who advances behind a shield, catches rays on its face, and answers exposed spellwork with a binding grapple.

Hit Dice: 15d12+135 (233 hp)
Initiative: +4
Movement: 30 ft.
Armor Class: 31 (+1 Dex, +10 Armor, +9 Shield, +1 Natural)
Base Attack/Grapple: +15/+25
Attack: Melee +28 Straight Sword +4 (1d8+18 slashing, 19-20/x2)
Full Attack: Melee +28/+23/+18 Straight Sword +4
Space/Reach: 5 ft. / 5 ft.
Abilities: Counterspell, Spell Theft, Greater Dispel Magic, and Fay Space
Special Qualities: DR 10/-, Cold Resistance 10, Opportunist bonus damage does not apply, +3 Initiative, +4 on counterspell, dispel, and Knowledge (Arcana), +1 Reflex against area effects not centered on the Mage Killer while using the Full Shield, one Counterspell each round does not consume the immediate action, initiate grapples without provoking, replace attacks of opportunity triggered by casting with grapple attempts, and apply Shield AC against magical touch attacks
Saves: Ego +11, Fort +11, Ref +6, Will +11
Attributes: Str 23, Dex 12, Con 14, Int 21, Wis 14, Cha 16
Skills: Acrobatics +23, Balance +18, Concentration +20, Discern Intent +20, Escape Artist +18, Investigate +23, Knowledge (Arcana) +27, Listen +23, Spot +23, and Swim +23
Feats: Alert, Weapon Group Fixation (One-Handed), Offensive Group Training (One-Handed), Improved Weapon Group Fixation (One-Handed), Improved Offensive Group Training (One-Handed), Weapon Fixation (Straight Sword), Improved Weapon Fixation (Straight Sword), Weapon Offensive (Straight Sword), Improved Weapon Offensive (Straight Sword), Practiced Counterspell, Shield Focus (Full Shield), Improved Shield Focus (Full Shield), Grappler, Interrupting Grapple, Ray Guard, and Strong Constitution
Languages: Common
Environment: Any
Organization: Solitary, Pair, Patrol (3-6), dedicated hunting party, or attached to another unit
Difficulty Level: 15
Possessions: Masterwork Straight Sword +4, Fortified Cold-Resistant Masterwork Full Shield +5 with mounted Countering Spell Focus +4, Mobile Greater-Mitigating Masterwork Medium Plate +5, Belt of Strength +5, Necklace of Natural Armor +1, Potion Belt, three Excellent Potions of Healing (5d12), three Good Potions of Healing (3d12), and spellbook; 14 gp unspent
Spell/Attack Curve: Basic Magic, High Attack, Combat Focus
Definitions: Mage Killer, Nullifier, Inhibitor (+4), and Resistive Focus (Ego)
Casting Attribute: Intelligence
Spells: CL 7; 6/4/2/2 spells per day, plus four flexible spell levels from the focus; commonly prepares Interdiction, Energy Flux, Haste, Null Strike, and other anti-caster support


Abilities

Counterspell (Su)

Use: 8/day
Action: Immediate; one attempt per round does not consume this action
Range: 60 ft.

Challenges a spell being cast with a counterspell roll of 1d20+23, treating Counterspell as a 6th-level spell when comparing spell levels.

Greater Dispel Magic (Sp)

Use: 3/day
Action: Standard
Range: 250 ft.
Save: DC 26 Will negates; harmless

Removes 2d10+2 levels of active spell effects, beginning with the highest-level effects on an unwilling target.

Spell Theft (Ex)

Use: 3/day
Action: Immediate

Captures a directly targeted spell after a successful save or converts it into usable spell levels.


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: Ego +16, 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 +16, Discern Intent +8, Escape Artist +22, Haggle +18, Knowledge (Arcana) +16, and Swim +3
Feats: Lethal Unarmed Strike, Weapon Defensive (Unarmed), Weapon Fixation (Unarmed), Extra Simplex Spell, Advance Simplex Spell (Energy Strike), Weapon Offensive (Unarmed), Improved Weapon Fixation (Unarmed), Improved Weapon Offensive (Unarmed), and Deadly Accuracy (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

Abilities

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 attack.

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
Light
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.
Scan
Invisibility lasts for 12 minutes or until offensive action.
Fairy Flame
Tagging Hand

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

Level 4 Spells DC (25)
Sonic Cloak
Scry
Counterspell: 1d20+15 for the counter roll
Greater Invisibility
Universal Energy Warding, Minor protects from 48 points of Corrosive, 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



Nouriling Spellward, Elite

(Medium Nouriling)

A veteran ward-master who can protect a formation, deny enemy casters at long range, and reflect directed magic back along its own path.

Hit Dice: 15d8+90 (158 hp)
Initiative: +3
Movement: 30 ft.
Armor Class: 27 (+3 Dex, +5 Armor, +2 Insight, +3 Deflection, +4 Natural); 33 with Arcane Armor and Shield
Base Attack/Grapple: +7/+8
Attack: Dancing Star (5d6+15 heat, DC 29 Reflex half), or Melee +10 Dagger (1d4+1 piercing, 19-20/x2)
Full Attack: Dancing Star or Melee +10/+5 Dagger
Space/Reach: 5 ft. / 5 ft.
Abilities: Ally Shielding, Dancing Stars, and Spell Theft
Special Qualities: Blindsight 30 ft., DR 10/Pure Iron, SR 26, Mystic, Natural Armor +2, +2 innate Ego/Fortitude/Reflex, +4 against spell resistance and defensive counterspell rolls, two Counterspell attempts may be made in one round, four bonus uses of Counterspell each day, and directed spells reflect to their caster after a successful save
Saves: Ego +13, Fort +10, Ref +10, Will +15
Attributes: Str 12, Dex 16, Con 16, Int 28, Wis 14, Cha 14
Skills: Concentration +23, Craft (Imbuement) +27, Investigate +27, Knowledge (Arcana) +27, Listen +25, and Spot +27
Feats: Spell Focus (Abjuration), Spell Penetration, Untouchable, Practiced Counterspell, Unbreakable, Unshakable, Swift Spell, Greater Spell Focus (Arcane Armor and Shield), Greater Spell Penetration, and Improved Metamagic
Languages: Common
Environment: Any settlement, fortification, battlefield, or attached to another unit
Organization: Solitary, Pair, Ward Detail (3-6), Mage-Hunting Cell, or Siege Command
Difficulty Level: 15
Possessions: Enlightened Countering Spell Focus +5, Bracers of Armor +5, Circlet of Intelligence +7, Cape of Gumption +4, Ring of Deflection +3, Necklace of Natural Armor +2, Goggles of Awareness, Potion Belt, one Excellent Potion of Healing (5d12), three Good Potions of Healing (3d12), Dagger, and spellbook; 39.75 gp unspent
Spell/Attack Curve: Advanced Magic, Low Attack, Combat Focus
Definitions: Wizardry (Abjuration; Compulsion and Thaumaturgy forbidden), Wizard's Associate, Wizard's Baccalaureate, and Wizard's Masters (Abjuration)
Casting Attribute: Intelligence
Spells: CL 15; Abjuration CL 19, or CL 20 for Arcane Armor and Shield; Spell Proficiency 3; 8/7/7/6/6/4/3/2 spells per day plus five flexible spell levels from the focus; all permitted Abjuration spells known; commonly casts Greater Dispel Magic, Energy Flux Grand, Adamant Barrier, Dispelling Burst, Anti-Magic Ray, and Counterspell Snare


Abilities

Counterspell

Use: 4 bonus uses/day or spell slots
Action: Immediate; two attempts may be made in one round
Range: 70 ft.

Challenges a spell being cast with a counterspell roll of 1d20+24 while wielding the Countering focus, before modifiers for spell-level differences.

Greater Dispel Magic

Action: Standard
Range: 290 ft.
Save: DC 28 Will negates; harmless

Removes 2d10+6 levels of active spell effects, beginning with the highest-level effects on an unwilling target.

Spell Theft (Ex)

Use: 3/day
Action: Immediate

Captures a directed spell after a successful save for later use or converts it into usable spell levels.

Ally Shielding (Ex)

Use: 2/day
Action: Standard
Area: 30-ft. radius
Duration: 15 rounds

Grants every ally in the area 135 points of regenerative warding.

Dancing Stars (Su)

Use: 3/day
Action: Standard to create; swift to release
Duration: 15 minutes
Save: DC 29 Reflex half

Creates four motes that can each deal 5d6+15 heat damage or grant 5d6+15 warding for 3 rounds.


Koshka Thief, Elite


(Medium Koshka)

A veteran infiltrator wrapped in silence and adaptive color, equally capable of entering an impossible vault or dismantling its defenders one exposed flank at a time.

Hit Dice: 15d8+120 (188 hp)
Initiative: +8
Movement: 30 ft.
Armor Class: 28 (+6 Dex, +5 Armor, +2 Parry, +3 Deflection, +2 Natural)
Base Attack/Grapple: +11/+13
Attack: Melee or Ranged +27 Phased Toxic Energy-Aura Dagger +5 (1d4+13 piercing plus 1d6 corrosive, 19-20/x2; plus 6d6 Opportunist)
Full Attack: Melee or Ranged +27/+22/+17 Phased Toxic Energy-Aura Dagger +5
Space/Reach: 5 ft. / 5 ft.
Abilities: Improved Opportunist, Fay Space, Piercer, Focus, and Hamstring
Special Qualities: DR 5/-, low-light vision, Acute Hearing 15, skill growth +1, trap finding, +6 AC and saves against traps, +4 Lock Picking, +4 Conceal and Move Silently, no hiding place required while wearing the Chameleon Gambeson, full-speed quiet movement, tracking DCs increase by 5, nine attacks of opportunity each round, improved flanking, and the Toxic Dagger can sicken each foe once (DC 22 Fortitude negates)
Saves: Ego +11, Fort +7, Ref +17, Will +9
Attributes: Str 14, Dex 27, Con 14, Int 21, Wis 10, Cha 22
Skills: Acrobatics +25, Beguile +24, Conceal +35, Disguise +26, Investigate +23, Lock Picking +30, Move Silently +35, Sabotage Device +25, Sleight of Hand +26, and Spot +25
Feats: Weapon Fixation (Dagger), Improved Feigned Strike, Weapon Offensive (Dagger), Weapon Defensive (Dagger), Battle Prowess, Improved Weapon Fixation (Dagger), Improved Weapon Offensive (Dagger), Weapon Mastery (Dagger), Improved Flanking, and Greater Feigned Strike
Languages: Common
Environment: Any settlement, ruin, fortress, or dungeon
Organization: Solitary, Pair, Guild Cell, or Mastermind's Retinue
Difficulty Level: 15
Possessions: Phased Toxic Corrosive-Aura Sheathing Masterwork Dagger +5, Chameleon Padded Masterwork Gambeson +3, Gloves of Dexterity +5, Circlet of Intelligence +4, Cloak of Charisma +4, Ring of Deflection +3, Necklace of Natural Armor +2, Bangles of Mitigation 3/-, Goggles of Awareness, Boots of Vaulting, Storage Belt, Potion Belt, Lock-Picking Kit, Disguise Kit, and two Excellent Potions of Healing (5d12); 126.75 gp unspent
Spell/Attack Curve: Null Magic, Medium Attack, Generalist
Definitions: Pilferer, Locksmith (+4), Infiltrator, and Skulker (+4)


Abilities

Improved Opportunist (Ex)

Action: Attack

Deals +6d6 damage with every attack against a flanked, flat-footed, or helpless foe.

Piercer (Ex)

Use: 3/day
Action: Standard
Target: One creature

Takes a 5-ft. step and makes a dagger attack that ignores 5 damage reduction and maximizes the dagger's base damage.

Focus (Ex)

Use: 7 focus points
Action: Standard
Target: One creature

Spends as many as four focus points to gain +3 attack and damage and one additional weapon die per point on a single attack.

Hamstring (Ex)

Use: 3/day
Action: Attack action
Save: DC 25 Fortitude negates

Takes -5 damage on one declared attack; a creature hit by it is permanently hamstrung on a failed save.

Fay Space (Su)

Action: Free to store or retrieve
Target: Self

Stores equipment in a private extradimensional space with a capacity equal to the Thief's medium load.


Human Valorous, Elite


(Medium Human)

A renowned commander and duelist called upon when raiders, monsters, or invading forces threaten the region.

Hit Dice: 15d12+165 (263 hp)
Initiative: +1
Movement: 50 ft.
Armor Class: 30 (+13 Armor, +3 Deflection, +2 Natural, +2 Parry)
Base Attack/Grapple: +15/+24
Attack: Melee +32 Sonic Aura Spear +4 (1d10+25 piercing plus 1d6 sonic, 19-20/x3, plus 2d10 on a critical hit)
Full Attack: Melee +32/+27/+27 Sonic Aura Spear +4; Weapon Grand Master applies +5 to the third attack
Space/Reach: 5 ft. / 10 ft.
Abilities: Improved Valour
Special Qualities: DR 5/-, Opportunist attacks deal half damage, +4 AC against critical confirmation rolls, never flat-footed during a surprise round, +2 Parry with the Spear, Spear damage die increases by one category, +5 to confirm critical hits, cannot be disarmed except by another Weapon Grand Master, and may use the Spear while grappled but not pinned
Saves: Ego +11, Fort +14, Ref +6, Will +11
Attributes: Str 28, Dex 12, Con 21, Int 16, Wis 14, Cha 14
Skills: Acrobatics +28, Balance +6, Discern Intent +10, Gather Information +9, Listen +24, Ride +8, Spot +24, Swim +28, and Use Rope +7
Feats: Weapon Fixation (Spear), Weapon Offensive (Spear), Weapon Defensive (Spear), Weapon Group Fixation (Foot Soldier), Offensive Group Training (Foot Soldier), Improved Weapon Fixation (Spear), Improved Weapon Offensive (Spear), Improved Weapon Group Fixation (Foot Soldier), Improved Offensive Group Training (Foot Soldier), Weapon Mastery (Spear), Critical Focus (Spear), Rending Critical (Spear), Deadly Accuracy (Spear), and Weapon Grand Master (Spear)
Languages: Common
Environment: Any
Organization: Solitary, Pair, Squad (3-8), or Company (9+)
Difficulty Level: 15
Possessions: Sonic Aura Spear +4, Reinforced Mobile Minor-Mitigating Masterwork Heavy Plate +5, Belt of Strength +7, Vest of Constitution +5, Cape of Gumption +4, Ring of Deflection +3, Necklace of Natural Armor +2, Potion Belt, and six Good Potions of Healing (3d12); 204 gp unspent
Spell/Attack Curve: Null Magic, High Attack, Combat Focus
Definitions: Melee Combatant, Ward (+4), Athlete (+4), and Speedy (+20 ft.)


Abilities

Improved Valour (Ex)

Action: Constant and immediate; see text
Target: Self
Duration: Constant and 1 hour; see text

While threatened by two or more foes, gain +3 dodge AC against those foes and +3 circumstance attack against them while flanked. Felling a foe under either condition grants 25 temporary hp for 1 hour, limited by maximum hp. Opportunist used against this NPC provokes an attack of opportunity.




Ha-Seht War Mage, Elite


(Medium Ha-Seht)

A veteran arcane officer who can erase a fortified position, protect a formation from the answer, and punish anyone reckless enough to close into hand-to-hand range.

Hit Dice: 15d8+75 (143 hp)
Initiative: +4
Movement: 30 ft.
Armor Class: 33 (+4 Dex, +9 Armor, +8 Shield, +2 Deflection)
Base Attack/Grapple: +7/+8
Attack: Arcane Blast (15d10+45 force, DC 30 Fortitude half; optional 10-ft. burst, DC 30 Reflex half), or Dancing Star (5d6+15 heat, DC 30 Reflex half)
Full Attack: Arcane Blast or Dancing Star
Space/Reach: 5 ft. / 5 ft.
Abilities: Arcane Blast, Ally Shielding, and Dancing Stars
Special Qualities: DR 2/-, Opportunist bonus damage does not apply, Scent, Mystic, Acute Hearing 30, +8 Shield AC against ranged touch attacks, +3 against spell resistance, casts in threatened squares without provoking, and threatens adjacent squares with Harming Touch for attacks of opportunity
Saves: Ego +19, Fort +7, Ref +13, Will +7
Attributes: Str 12, Dex 18, Con 14, Int 14, Wis 14, Cha 30
Skills: Concentration +20, Intimidate +28, Knowledge (Arcana) +20, and Listen +20
Feats: Shield Training, Shield Focus (Full Shield), Ray Guard, Signless Spell, Soundless Spell, Mixed Metamagic, Swift Spell, Bolster Spell, and Improved Metamagic (twice)
Languages: Common
Environment: Any settlement, fortification, battlefield, or attached to another unit
Organization: Solitary, Pair, Fire Team (3-6), Regimental Support, Siege Cadre, or Arcane Command
Difficulty Level: 15
Possessions: Cautious Heightening Spell Focus +5, Masterwork Full Shield +5, Fortified Masterwork Light Plate +5, Cloak of Charisma +7, Ring of Deflection +2, Potion Belt, two Excellent Potions of Healing (5d12), and one Good Potion of Healing (3d12); 42 gp unspent
Spell/Attack Curve: Advanced Magic, Low Attack, Combat Focus
Definitions: Sorcery, Resistive Focus (Reflex), Observant Caster, and Spell Flanker (Harming Touch)
Casting Attribute: Charisma
Spells: CL 15; Spell Proficiency 3; 8/8/7/6/6/5/3/2 spells per day; cannot prepare spells; commonly knows Shield, Counterspell, Energy Flux, Channeled Ward, Energy Burst, Haste, Slow, Orb of Energy (Heat), Invisibility, Greater, Frost Wall, Wall of Fire, Energy Chain, Bulwark of Force, Interposing Ward, Ray Reversal, Greater Magic Missile, Energy Flux, Grand, Disintegrate, Adamant Barrier, Dispelling Burst, Chaos Orb, Anti-Magic Ray, and Black Flames


Abilities

Arcane Blast (Su)

Use: 3/day
Action: Full-round
Range: 625 ft.
Save: DC 30 Fortitude half; DC 30 Reflex half in the optional burst

Deals 15d10+45 force damage to one target. A spell slot of 5th level or higher can add stun, knockback, recovery, or regenerative warding.

Dancing Stars (Su)

Use: 3/day
Action: Standard to create; swift to release
Duration: 15 minutes
Save: DC 30 Reflex half

Creates four motes that can each deal 5d6+15 heat damage or grant 5d6+15 warding for 3 rounds.

Ally Shielding (Ex)

Use: 2/day
Action: Standard
Area: 30-ft. radius
Duration: 15 rounds

Grants every ally in the area 150 points of regenerative warding.

DL 11 - 15