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HD 16 - 20

Kobold Battle Priest, Master

(Small Kobold)

A high priest of the war-host whose arrival can restore a shattered company, turn aside hostile sorcery, and place divine judgment within reach of a mace.

Hit Dice: 20d10+260 (370 hp)
Initiative: +4
Movement: 60 ft.
Armor Class: 43 (+1 Size, +3 Dex, +10 Armor, +7 Shield, +5 Natural, +3 Deflection, +2 Insight, +2 Parry)
Base Attack/Grapple: +20/+27
Attack: Melee +36 Honed Sonic-Aura Mace +5 (1d6+19 bludgeoning plus 1d6 sonic, 19-20/x3)
Full Attack: Melee +36/+31/+26/+21 Honed Sonic-Aura Mace +5
Space/Reach: 5 ft. / 5 ft.
Abilities: Lay on Hands (Healing), Divine Providence, Ally Shielding, and Apotheosis
Special Qualities: DR 7/-, SR 30, Darkvision 120 ft., Natural Armor +2, Savant, never starts combat flat-footed, +6 competency to Listen and Spot, +6 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 +18, Fort +21, Ref +10, Will +27
Attributes: Str 27, Dex 19, Con 28, Int 14, Wis 33, Cha 14
Skills: Concentration +32, Heal +35, Knowledge (Arcana) +31, Knowledge (Religion) +25, Listen +45, and Spot +45
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), Spell Penetration, Weapon Defensive (Mace), Improved Metamagic, and Weapon Mastery (Mace)
Languages: Common
Environment: Any
Organization: Solitary, Pair, Shrine Guard, Field Ministry, Temple Command, or Army High Command
Difficulty Level: 20
Possessions: Honed Sonic-Aura Masterwork Mace +5, Masterwork Full Shield +5 with mounted Cautious Enlightened Spell Focus +5, Comfortable Fortified Mobile Masterwork Medium Plate +5, Belt of Strength +7, Vest of Constitution +7, Gloves of Dexterity +7, Ring of Wisdom +7, Cape of Gumption +4, Ring of Deflection +3, Necklace of Natural Armor +3, Bangles of Mitigation 7/-, Expedient Boots, Goggles of Awareness, Cautious Maximizing Spell Focus +5 (Healing Burst), Cautious Heightening Spell Focus +5, Tattoo of Heal +10, Reliable Ready-Pack, Potion Belt, Healing Kit (Elite), eight Flawless Potions of Healing (8d12+24), one Excellent Potion of Healing (5d12+10), two Good Potions of Healing (3d12+6), eleven Average Potions of Healing (2d10+2), and prayer book; 5 gp unspent Spell/Attack Curve: Standard Magic, High Attack, Combatant
Definitions: Devout, Ward, Resistive Focus (Ego), Mystic Warrior, Inhibitor (+6), and Magic Resistant

Inherent Attribute Upgrades: +5 Wis, +4 Str, +3 Con

Abilities

Divine Providence (Su)

Use: 3/day
Action: Immediate

After failing a saving throw, rerolls it with a +6 divine bonus and must accept the second result.

Lay on Hands (Healing) (Su)

Use: 440 healing points/day
Action: Standard
Range: Touch

Channels any amount remaining in the 440-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: 3/day
Action: Standard
Area: 30-ft. radius
Duration: 20 rounds

Grants every ally in the area 220 points of regenerative warding.

Apotheosis (Ex)

Use: 1/day
Action: Immediate
Target: Self

When below half health, heals to full and gains +5 divine attack, damage, and saves, 80-ft. movement, and the ability to cast two spells each round. The Battle Priest takes 50 bleed damage at the end of each round until the task is complete or they fall.

Spell Casting

Casting Attribute: Wisdom
Spell Proficiency: 3
Caster Level: 20, 21 for selected Spell Focus spells, or 22 for Healing Burst and Harming Burst
Spells Known: the level-by-level repertoire listed below, including every available Divine Heal and Wound spell
Spells Per Day: 8/8/8/6/6/5 spells per day plus five flexible spell levels from the wielded focus


Elf Conduit, Master

(Medium Elf)

A master of controlled devastation who can turn a courtyard into burning hazards, split the ground beneath an advance, and still meet survivors blade to blade.

Hit Dice: 20d8+280 (370 hp)
Initiative: +7
Movement: 70 ft.
Armor Class: 41 (+7 Dex, +6 Armor, +8 Shield, +3 Insight, +3 Deflection, +3 Natural, +1 Parry)
Base Attack/Grapple: +20/+26
Attack: Melee +38 Honed Heat-Aura Ephemeral Straight Sword +6 (1d8+20 slashing plus 1d6 heat, 18-20/x2; critical hits automatically confirm)
Full Attack: Melee +38/+33/+28/+23 Honed Heat-Aura Ephemeral Straight Sword +6
Space/Reach: 5 ft. / 5 ft.
Abilities: Energy Charge (Fire), Energy Veil (Fire), Energy Echo (Fire), Energy Crescents (Fire), Greater Ephemeral Weapon (Shatter Burst), Natural Magic (Heat Energy Chain, Grand Energy Flux, and Earth Area Denial)
Special Qualities: Cold Resistance 10, Opportunist bonus damage does not apply, low-light vision, constant see invisibility, all critical hits automatically confirm, +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 +21, Fort +13, Ref +19, Will +21
Attributes: Str 22, Dex 25, Con 24, Int 33, Wis 21, Cha 12
Skills: Acrobatics +28, Balance +29, Concentration +30, Craft (Imbuement) +34, Discern Intent +28, Diplomacy +24, Gather Information +24, Haggle +24, Investigate +34, Knowledge (Arcana) +34, Listen +33, and Spot +33
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, Shield Focus (Full Shield), 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, Disciplined Mind, and Weapon Casting
Languages: Common and Elven
Environment: Any
Organization: Solitary, Pair, Cadre (3-6), Company specialist, or Army command
Difficulty Level: 20
Possessions: Honed Heat-Aura Ephemeral Straight Sword +6, Fortified Cold-Resistant Masterwork Full Shield +5 with mounted Cautious Heightening Spell Focus +5, Bracers of Armor +6, Circlet of Intelligence +7, Vest of Constitution +7, Gloves of Dexterity +7, Ring of Wisdom +7, Cape of Gumption +4, Ring of Deflection +3, Necklace of Natural Armor +3, Expedient Boots, Goggles of Awareness, Potion Belt, one Flawless Potion of Healing (8d12+24), four Excellent Potions of Healing (5d12+10), and spellbook containing Tremor Spike and Scoria Spray; 37 gp unspent Spell/Attack Curve: Basic Magic, High Attack, Specialist
Definitions: Wizardry (Diviner), Wizard's Associate (Divination), Wizard's Baccalaureate (Divination), Wizard's Masters (Divination), Resistive Focus (Ego), and Defiant

Inherent Attribute Upgrades: +5 Int, +4 Str, +3 Con

Abilities

Energy Charge (Fire) (Su)

Use: 5/day
Action: Free
Target: Self
Duration: 10 rounds

While charged, attacks gain +11 attack and an additional +4d6 heat damage. Heat damage heals the Conduit, while cold vulnerability applies. Remaining rounds may be exerted in a 20-ft. radius for 3d6+6 heat damage per round expended, DC 33 Reflex half.

Energy Veil (Fire) (Su)

Use: 3/day
Action: Swift
Target: Self; may share reduced protection within 15 ft.
Duration: 10 rounds

Grants Energy Resistance 100, absorbs heat, creates cold vulnerability, and deals 2d6+4 heat retaliation damage to melee attackers.

Energy Echo (Fire) (Su)

Use: 3/day
Action: Standard
Range: 75 ft.
Save: DC 33 Will negates; DC 33 Reflex half on detonation

Marks a target as vulnerable to heat, then detonates after one, two, or three rounds for 10d6+20, 20d6+40, or 40d6+80 heat damage.

Energy Crescents (Fire) (Su)

Use: 7/day
Action: Standard to form; swift to release
Area: Three 5-ft. by 30-ft. lines
Save: DC 33 Reflex half

Each suspended crescent deals 7d6+14 heat damage when released.

Natural Magic: Earth Area Denial (Sp)

Use: 11/day, shared among Natural Magic
Action: Standard
Range: 300 ft.
Save: DC 26 Reflex half

Turns six selected squares into concealed hazards for 20 rounds. Entering one deals 20d8+40 desiccation damage.

Greater Ephemeral Weapon: Shatter Burst (Su)

Use: 3/day
Action: Attack action
Target: One creature struck
Save: DC 33 Reflex half

The sword explodes for 20d6+40 slashing damage and reforms at the start of the following round.

Spell Casting

Casting Attribute: Intelligence
Spell Proficiency: 2
Caster Level: 10
Spells Known: the level-by-level repertoire listed below, including all permitted Divination spells
Spells Per Day: 8/7/5/4 spells per day, plus five flexible spell levels from the focus


Winged Elf Hunter, Master

(Medium Winged Elf)

A legendary hunter whose first arrow names the prey and whose command turns a fully equipped Colfex into an unstoppable pursuit weapon.

Hit Dice: 20d10+200 (310 hp)
Initiative: +16
Movement: 50 ft.; fly 80 ft. (Average)
Armor Class: 35 (+13 Dex, +5 Armor, +3 Natural, +3 Deflection, +1 Parry); 38 with Greater Petal Shroud
Base Attack/Grapple: +20/+26
Attack: Ranged +40 Honed Rupturing Seeking Energy-Detonating Electric-Aura Long Bow +5 (1d10+22 plus 2d6 electric, 18-20/x3; +2d10 on a critical hit); +50 and 1d10+32 plus 2d6 electric against Favored Target
Full Attack: Ranged +40/+35/+30/+25; Crack Shot +38/+38/+33/+28/+23
Space/Reach: 5 ft. / 5 ft.
Abilities: Animal Companion (Colfex), Greater Petal Shroud, Hail of Arrows, and Unleash
Special Qualities: DR 7/-, Favored Target (Humanoid, Beast) +10, Bushmaster +6, Skulker +6, Ward +6, Careful Aim, Critical Focus (Long Bow), Speedy, Link, share spells, low-light vision, and Versatile
Saves: Ego +7, Fort +15, Ref +29, Will +15
Attributes: Str 23, Dex 37, Con 21, Int 14, Wis 28, Cha 12
Skills: Bushcraft +38, Conceal +42, Knowledge (Nature) +31, Listen +41, Move Silently +42, Ride +36, and Spot +41
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), Critical Focus (Long Bow), Rending Critical (Long Bow), and Crack Shot
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: 20
Possessions: Honed Rupturing Seeking Energy-Detonating Electric-Aura Long Bow +5, Gloves of Dexterity +7, Ring of Wisdom +7, Bracelet of Armor +5, Ring of Deflection +3, Cape of Fitness +4, Vest of Constitution +7, Bangles of Mitigation 7/-, Necklace of Natural Armor +3, Belt of Strength +7, Goggles of Awareness, 20 arrows, and spellbook
Spell/Attack Curve: High Attack, Basic Magic, Generalist
Definitions: Hunter, Bushmaster +6, Skulker +6, Speedy (+20 ft.), and Ward +6

Inherent Attribute Upgrades: +5 Dex, +5 Wis, +2 Con

Abilities

Unleash (Ex)

As a standard action, designate a foe within 90 ft. The Colfex gains +6 circumstance attack, damage, and dodge AC against that foe and immediately moves without provoking attacks of opportunity.

Hail of Arrows (Ex)

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

Greater Petal Shroud (Su)

Up to 40 rounds per day, gain +6 natural armor, a 50% miss chance against ranged attacks, fast healing 10 in direct sunlight, and vine attacks at +34 dealing 1d10+14 plus 1d6 corrosive damage.

Spell Casting

Casting Attribute: Wisdom
Spell Proficiency: 2
Caster Level: 10
Spells Known: the level-by-level repertoire listed below
Spells Per Day: 8/6/4/4 spells per day

Colfex Companion, Master

(Medium Animal; paired with the preceding Hunter)

Hit Dice: 20d8+340 (430 hp)
Initiative: +9
Movement: 50 ft.
Armor Class: 45 (+6 Dex, +12 Natural, +3 Natural Enhancement, +9 Armor, +3 Deflection, +2 Parry); 51 against the target of Unleash
Base Attack/Grapple: +20/+38
Attack: Melee +42 Natural +5 (1d8+25, 19-20/x3; +2d10 on a critical hit); +48 and 1d8+31 against the target of Unleash
Full Attack: Melee +42/+37/+32/+27 Natural +5; +48/+43/+38/+33 against the target of Unleash
Space/Reach: 5 ft. / 5 ft.
Abilities: Gumption, Endure, Shattering Feedback, and Animal Companion
Special Qualities: DR 17/- (10/- innate, 2/- barding, and 5/- bangles), Energy Resistance 5, Natural Armor +12, +3 inherent to Initiative, Listen, and Spot, +2 Parry, +5 to confirm natural-weapon critical hits, Link, share spells, Quick Feet, Devotion, Improved Shove, Grappler, and Improved Trample
Saves: Ego +8, Fort +29, Ref +22, Will +9
Attributes: Str 39, Dex 22, Con 32, Int 3, Wis 16, Cha 14
Skills: Acrobatics +34, Escape Artist +10, Listen +29, Spot +29, and Swim +39
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), Improved Trip, Unbreakable, Deadly Accuracy (Natural), Rending Critical (Natural), and Critical Focus (Natural)
Difficulty Level: 20
Possessions: Masterwork Light Plate Barding +5, Saddle of Strength +7, Peytral of Constitution +7, Ankle Bangles +5 (natural weapons), Caparison of Fitness +4, Stirrups of Deflection +3, Collar of Natural Armor +3, Bangles of Mitigation 5/-, and Armlets of Energy Resistance 5
Companion Adjustments: +10 natural armor and +5 Strength and Dexterity; all companion abilities through Improved Trample
Inherent Attribute Upgrades: +5 Str, +4 Con, +3 Dex

Abilities

Gumption (Ex)

6 Gumption. Spend 1 as an immediate action to add +11 Constitution to an advanced combat maneuver or reroll a failed Fortitude save.

Endure (Ex)

Spend 1 Gumption as an immediate action for DR 110/- for 1 round, DR 33/- for 5 rounds, or DR 11/- for 10 rounds.

Shattering Feedback (Ex)

Spend 2 Gumption to use Endure and reflect prevented damage into an attacking weapon; DC 31 Reflex negates.


Human Mage Killer, Master

(Medium Human)

A master anti-mage entrusted with ending magical threats that armies cannot approach. Their work is patient: deny the spell, remove the protection, then take hold of the person beneath it.

Hit Dice: 20d12+260 (390 hp)
Initiative: +7
Movement: 30 ft.
Armor Class: 40 (+4 Dex, +10 Armor, +9 Shield, +3 Deflection, +3 Natural, +1 Insight)
Base Attack/Grapple: +20/+34
Attack: Melee +38 Expanded Corrosive-Aura Straight Sword +5 (1d8+23 slashing plus 1d6 corrosive, 19-20/x2)
Full Attack: Melee +38/+33/+28/+23 Expanded Corrosive-Aura Straight Sword +5
Space/Reach: 5 ft. / 10 ft.
Abilities: Counterspell, Spell Theft, Greater Dispel Magic, Fay Space, and Ally Shielding
Special Qualities: DR 7/-, Spell Resistance 30, Cold Resistance 10, prevents 25 damage from the first energy type that strikes each round, Opportunist bonus damage does not apply, +3 Initiative, +2 inherent Ego, +6 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 +23, Fort +24, Ref +14, Will +23
Attributes: Str 30, Dex 19, Con 23, Int 35, Wis 21, Cha 16
Skills: Acrobatics +32, Balance +26, Concentration +29, Discern Intent +28, Escape Artist +36, Investigate +35, Knowledge (Arcana) +41, Listen +36, Spot +36, and Swim +32
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, Strong Constitution, Indomitable, and Unbreakable
Languages: Common
Environment: Any
Organization: Solitary, Pair, dedicated hunting party, military command, or attached to a major institution
Difficulty Level: 20
Possessions: Expanded Corrosive-Aura Masterwork Straight Sword +5, Fortified Cold-Resistant Masterwork Full Shield +5 with mounted Cautious Learned Countering Spell Focus +5, Mobile Moderate-Universally-Resistant Masterwork Medium Plate +5, Belt of Strength +7, Circlet of Intelligence +7, Vest of Constitution +7, Gloves of Dexterity +7, Ring of Wisdom +7, Cape of Gumption +4, Ring of Deflection +3, Necklace of Natural Armor +3, Bracers of Fitness +4, Bangles of Mitigation 7/-, Expedient Boots, Goggles of Awareness, Tattoo of Escape +10, Reliable Ready-Pack, Potion Belt, ten Flawless Potions of Healing (8d12+24), six Excellent Potions of Healing (5d12+10), and spellbook; 19 gp unspent Spell/Attack Curve: Basic Magic, High Attack, Combatant
Definitions: Mage Killer, Nullifier, Inhibitor (+6), Resistive Focus (Ego), and Magic Resistant (30)

Inherent Attribute Upgrades: +5 Int, +5 Str, +2 Con

Abilities

Counterspell (Su)

Use: 10/day
Action: Immediate; one attempt per round does not consume this action
Range: 75 ft.

Challenges a spell being cast with a counterspell roll of 1d20+31, treating Counterspell as a 6th-level spell when comparing spell levels.

Greater Dispel Magic (Sp)

Use: 3/day
Action: Standard
Range: 300 ft.
Save: DC 36 Will negates; harmless

Removes 2d10+4 levels of active spell effects, beginning with the highest-level effects on an unwilling target.

Spell Theft (Ex)

Use: 4/day
Action: Immediate

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

Ally Shielding (Ex)

Use: 3/day
Action: Standard
Area: 30-ft. radius
Duration: 20 rounds

Grants every ally in the area 240 points of regenerative warding.

Spell Casting

Casting Attribute: Intelligence
Spell Proficiency: 2
Caster Level: 10
Spells Known: the level-by-level anti-caster repertoire listed below
Spells Per Day: 8/7/5/5 spells per day, plus five flexible spell levels from the focus


Nouriling Spellward, Master

(Medium Nouriling)

A master of magical denial surrounded by layered wards, prepared foci, and enough arcane resistance to stand at the center of a spell war.

Hit Dice: 20d8+240 (330 hp)
Initiative: +9
Movement: 60 ft.
Armor Class: 31 (+6 Dex, +5 Armor, +2 Insight, +3 Deflection, +5 Natural); 39 with Arcane Armor and Shield
Base Attack/Grapple: +10/+11
Attack: Dancing Star (6d6+24 heat, DC 36 Reflex half), or Melee +16 Dagger (1d4+1 piercing, 19-20/x2)
Full Attack: Dancing Star or Melee +16/+11 Dagger
Space/Reach: 5 ft. / 5 ft.
Abilities: Ally Shielding, Dancing Stars, Spell Theft, and Energy Veil (Heat)
Special Qualities: Blindsight 30 ft., DR 10/Pure Iron, Cold Resistance 35, SR 35, 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, six bonus uses of Counterspell each day, directed spells reflect to their caster after a successful save, and +3 Initiative, Listen, and Spot
Saves: Ego +14, Fort +21, Ref +18, Will +22
Attributes: Str 12, Dex 23, Con 28, Int 35, Wis 23, Cha 14
Skills: Concentration +44, Craft (Imbuement) +35, Investigate +35, Knowledge (Arcana) +45, Listen +37, and Spot +49
Feats: Spell Focus (Abjuration), Spell Penetration, Untouchable, Practiced Counterspell, Unbreakable, Unshakable, Swift Spell, Greater Spell Focus (Arcane Armor and Shield), Greater Spell Penetration, Improved Metamagic, Perfect Spell, and Alert
Languages: Common
Environment: Any
Organization: Solitary, Pair, Ward Detail, Mage-Hunting Cell, Siege Command, or Arcane High Command
Difficulty Level: 20
Possessions: Enlightened Countering Spell Focus +5, Cautious Heightening Spell Focus +5, Cautious Maximizing Spell Focus +5 (Channeled Ward), Bracers of Armor +5, Circlet of Intelligence +7, Vest of Constitution +7, Gloves of Dexterity +7, Ring of Wisdom +7, Cape of Gumption +4, Ring of Deflection +3, Necklace of Natural Armor +3, Goggles of Awareness, Expedient Boots, Armlet of Cold Resistance 35, Tattoos of Concentration, Knowledge (Arcana), and Spot +10, Tattoo of Fitness +4, Reliable Ready-Pack, Potion Belt, twelve Flawless Potions of Healing (8d12+24), Dagger, and spellbook; 19.75 gp unspent Spell/Attack Curve: Advanced Magic, Low Attack, Combatant
Definitions: Wizardry (Abjuration; Compulsion and Thaumaturgy forbidden), Wizard's Associate, Wizard's Baccalaureate, Wizard's Masters (Abjuration), and Magic Resistant

Inherent Attribute Upgrades: +5 Int, +5 Con, +2 Wis

Abilities

Counterspell

Use: 6 bonus uses/day or spell slots
Action: Immediate; two attempts may be made in one round
Range: 85 ft.

Challenges a spell being cast with a counterspell roll of 1d20+29 while wielding the Countering focus, before modifiers for spell-level differences.

Greater Dispel Magic

Action: Standard
Range: 340 ft.
Save: DC 32 Will negates; harmless

Removes 2d10+8 levels of active spell effects, beginning with the highest-level effects on an unwilling target.

Spell Theft (Ex)

Use: 4/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: 3/day
Action: Standard
Area: 30-ft. radius
Duration: 20 rounds

Grants every ally in the area 240 points of regenerative warding.

Dancing Stars (Su)

Use: 3/day
Action: Standard to create; swift to release
Duration: 20 minutes
Save: DC 36 Reflex half

Creates six motes that can each deal 6d6+24 heat damage or grant 6d6+24 warding for 3 rounds.

Energy Veil (Heat) (Su)

Use: 3/day
Action: Swift
Target: Self; may share reduced protection within 15 ft.
Duration: 10 rounds

Grants Energy Resistance 100, absorbs heat, creates cold vulnerability, and deals 2d6+8 heat retaliation damage to melee attackers. Allies may receive Energy Resistance 50 and the associated absorption and vulnerability.

Spell Casting

Casting Attribute: Intelligence
Spell Proficiency: 4
Caster Level: 20
Spells Known: the level-by-level repertoire listed below, including all permitted Abjuration spells
Spells Per Day: 8/8/8/8/7/7/7/7/5 spells per day plus five flexible spell levels from the wielded focus
Special: Abjuration CL 24, or CL 25 for Arcane Armor and Shield


Estrellan Goblin Spellwright, Master

(Small Estrellan Goblin)

A master Spellwright surrounded by the quiet evidence of obsessive preparation: layered defenses, a platinum-latticed arcane weapon, a ready pack full of devices, and spell slots meant to become anything but spells.

Hit Dice: 20d4+260 (310 hp)
Initiative: +8
Movement: 60 ft.
Armor Class: 36 (+1 Size, +4 Dex, +9 Armor, +6 Shield, +3 Deflection, +3 Natural)
Base Attack/Grapple: +15/+14
Attack: Ranged touch +34 Advanced Improvised Arcane Device (20d8+40 damage or 140 maximized damage, DC 38 Reflex half), or Little Helper ranged touch +33 (3d10+18 piercing)
Full Attack: Ranged touch +34 Advanced Improvised Arcane Device
Space/Reach: 5 ft. / 5 ft.
Abilities: Personal Construct, Improvised Arcane Device, Spell Thrower, Advanced Improvised Arcane Device, Little Helper, and Forms of the Recondite
Special Qualities: DR 7/-, force resistance 35, SR 30, Versatile, goblin weapon proficiency, Fortified, +4 against spell resistance and defensive counterspell rolls, +2 innate Fortitude, +2 innate Reflex, Master of None, and never provokes attacks of opportunity for casting in a threatened square
Saves: Ego +12, Fort +20, Ref +16, Will +18
Attributes: Str 10, Dex 27, Con 26, Int 39, Wis 23, Cha 14
Skills: Concentration +31, Craft (Alchemy) +37, Craft (Imbuement) +37, Craft (Mechanisms) +37, Investigate +37, Knowledge (Arcana) +37, Knowledge (Engineering) +37, Knowledge (The Reflections) +37, Listen +34, Profession (Artificer) +29, Sabotage Device +37, and Spot +34 Feats: Grenadier, Spell Penetration, Strong Constitution, Untouchable, Maximize Improvised Arcane Device, Unbreakable, Greater Spell Penetration, Weapon Casting, and Tenth Level Spell Slot
Languages: Common and Goblin
Environment: Estrellan workshops, universities, cities, or expeditions
Organization: Pair (Spellwright and construct), workshop team (2-4 pairs), or expedition cadre
Difficulty Level: 20
Possessions: Heightening Spell Focus +5, Circlet of Intelligence +7, Vest of Constitution +7, Gloves of Dexterity +7, Ring of Wisdom +7, Cape of Gusto +4, Ring of Deflection +3, Necklace of Natural Armor +3, Fortified Masterwork Light Plate +5, Masterwork Buckler +5, Bangles of Mitigation 7, Armlet of Force Resistance 35, Expedient Boots, Goggles of Awareness, Reliable Ready-Pack, Alchemy Kit, Potion Belt, five Flawless Potions of Healing (8d12+24), one Excellent Potion of Healing (5d12+10), nine Average Potions of Healing (2d10+2), and spellbook Spell/Attack Curve: Advanced Magic, Medium Attack, Specialist
Definitions: Diffuse Background, Artificer, Master of None, Martial Magus, Magic Resistant, and Observant Caster
Inherent Attribute Upgrades: +5 Intelligence, +4 Dexterity, and +3 Constitution

Abilities

Advanced Improvised Arcane Device (Su)

A 10th-level spell slot can produce 20d8+40 damage. It can instead maximize the damage of a seventh-level device for 140 damage. Each spell level moved from damage can buy an allowed effect without changing the DC 38 save set by the original slot.

Little Helper (Su)

Use: 3/day
Action: Standard
Duration: 200 minutes

Creates a Small helper with AC 42, 100 HP, a 20-foot speed, and a ranged touch attack of +33 that deals 3d10+18 piercing damage.

Forms of the Recondite (Su)

Sacrifices spell slots as a swift action to enter Hard, Soft, Stone, or Mirror Form. The Spellwright chooses the form that best answers the current attack instead of spending the slot on ordinary casting.

Spell Casting

Casting Attribute: Intelligence
Spell Proficiency: 4
Caster Level: 20
Spells Known: the level-by-level repertoire listed below; other Generalist spells may be prepared from a spellbook
Spells Per Day: 9/9/8/8/8/8/7/7/6 spells per day, three 10th-level spell slots, and five flexible spell levels from the Heightening Spell Focus

Floating Arcane Construct, Master

(Small Construct; paired with the preceding Spellwright)

A platinum lattice turns this flawless geometric stone into a brilliant electric circuit. Its runes flare as the heavily enchanted bolt-launcher corrects its own aim and tears open whatever it strikes.

Hit Dice: 20d12+170 (300 hp)
Initiative: +11
Movement: Fly 20 ft. (Perfect)
Armor Class: 46 (+1 Size, +11 Dex, +5 Armor, +6 Shield, +10 Natural, +3 Deflection)
Base Attack/Grapple: +20/+20
Attack: Ranged +40 Seeking Honed Rupturing Energy-Detonating Electric-Aura Bolt-Launcher +5 (1d6+16 piercing plus 2d6 electric, 14-20/x2; +1d10 piercing and +1d8 electric on a critical hit, 75 ft.); +41 and 1d6+17 piercing plus 2d6 electric within 30 ft.
Full Attack: Ranged +40/+35/+30/+25 Seeking Honed Rupturing Energy-Detonating Electric-Aura Bolt-Launcher +5
Space/Reach: 5 ft. / 5 ft.
Abilities: Electric Energy Absorption, Energy Vent, Energy Ray, Energy Shield, and Accelerate
Special Qualities: Construct traits, DR 10/-, Natural Armor +10, and Forceful Shot
Saves: Ego +6, Fort +6, Ref +23, Will +11
Attributes: Str 12, Dex 32, Con -, Int -, Wis 21, Cha 10
Skills: None
Feats: Crack Shot, Weapon Fixation (Bolt-Launcher), Weapon Offensive (Bolt-Launcher), Improved Weapon Fixation (Bolt-Launcher), Improved Weapon Offensive (Bolt-Launcher), Deadly Accuracy (Bolt-Launcher), and Rending Critical (Bolt-Launcher)
Languages: None
Environment: Any; usually accompanies its creator
Organization: Paired with its creator
Difficulty Level: 20
Possessions: Seeking Honed Rupturing Energy-Detonating Electric-Aura Bolt-Launcher +5, Bracelet of Armor +5, Masterwork Buckler +5, attached Ring of Deflection +3, and attached Gloves of Dexterity +2; 136 gp unspent
Spell/Attack Curve: Null, High Attack, Combatant
Definitions: Construct
Inherent Attribute Upgrades: +5 Dexterity, +5 Wisdom, and +2 Strength
Personal Construct Adjustments: +10 natural armor, +50 HP, DR 10/-, Electric Energy Absorption, Energy Vent, Energy Ray, Energy Shield, Accelerate, and Forceful Shot; these statistics include every adjustment

Abilities

Energy Vent (Su)

Use: 6/day
Action: Standard
Area: Every adjacent square
Save: DC 34 Reflex half

Deals 5d6 electric damage.

Energy Ray (Su)

Use: 14/day
Action: Standard
Attack: Ranged touch +32

Deals 10d6 electric damage.

Energy Shield (Su)

Use: 1/day
Action: Standard
Target: Its creator

Grants 280 points of warding and immunity to electric damage.

Accelerate (Su)

Use: 1/day
Action: Free
Duration: 14 rounds, which need not be consecutive

The construct acts as if affected by Haste. Electric damage instead repairs it because of Energy Absorption.


Koshka Thief, Master

(Medium Koshka)

A legendary thief able to cross a battlefield as a living shadow, open the most hostile vaults in the world, and turn a moment's distraction into a fatal series of strikes.

Hit Dice: 20d8+240 (330 hp)
Initiative: +12
Movement: 60 ft.
Armor Class: 35 (+12 Dex, +5 Armor, +2 Parry, +3 Deflection, +3 Natural)
Base Attack/Grapple: +15/+17
Attack: Melee or Ranged +35 Expanded Corrosive-Aura Dagger +5 (1d4+13 piercing plus 1d6 corrosive, 19-20/x2; plus 10d6 Opportunist)
Full Attack: Melee +35/+30/+25 Expanded Corrosive-Aura Dagger +5, or Ranged +35/+30/+25 Fanning Toxic Dagger +5 (1d4+13 piercing, 19-20/x2; plus 10d6 Opportunist)
Space/Reach: 5 ft. / 10 ft. with the Expanded Dagger
Abilities: Greater Opportunist, Fay Space, Piercer, Focus, Hamstring, Shadow Fade, and Poultice of Sluggishness
Special Qualities: DR 7/-, low-light vision, Acute Hearing 18, skill growth +1, trap finding, +7 AC and saves against traps, +6 Lock Picking, +6 Conceal and Move Silently, tracking DCs increase by 5, full-speed quiet movement, thirteen attacks of opportunity each round, supreme flanking, no damage on a successful Reflex save against effects that normally deal half, and one established cover identity with +10 Beguile and Disguise
Saves: Ego +13, Fort +12, Ref +24, Will +15
Attributes: Str 14, Dex 34, Con 23, Int 31, Wis 17, Cha 25
Skills: Acrobatics +25, Beguile +30 (+40 as the cover identity), Conceal +51, Disguise +32 (+42 as the cover identity), Escape Artist +24, Investigate +33, Lock Picking +51, Move Silently +51, Sabotage Device +45, Sleight of Hand +35, and Spot +33
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, Greater Feigned Strike, Supreme Flanking, and Quick Feet
Languages: Common
Environment: Any
Organization: Solitary, Pair, Guildmaster with Retinue, or Legendary Crew
Difficulty Level: 20
Possessions: Expanded Corrosive-Aura Sheathing Masterwork Dagger +5, Fanning Toxic Sheathing Masterwork Dagger +5, Bracers of Armor +5, Gloves of Dexterity +7, Circlet of Intelligence +7, Cloak of Charisma +7, Vest of Constitution +7, Ring of Wisdom +7, Ring of Deflection +3, Necklace of Natural Armor +3, Bangles of Mitigation 7/-, Expedient Boots, Goggles of Awareness, Tattoos of Conceal, Escape Artist, Lock Picking, Move Silently, and Sabotage Device +10, Storage Belt, Potion Belt, Lock-Picking Kit, Disguise Kit, and eleven Flawless Potions of Healing (8d12+24); 14.5 gp unspent Spell/Attack Curve: Null, Medium Attack, Generalist
Definitions: Pilferer, Locksmith (+6), Infiltrator, Skulker (+6), and Cover Identity
Inherent Attribute Upgrades: +5 Dex, +5 Int, +2 Con

Abilities

Greater Opportunist (Ex)

Action: Attack

Deals +10d6 damage with every attack against a flanked, flat-footed, or helpless foe.

Piercer (Ex)

Use: 4/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: 8 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 32 Fortitude negates

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

Shadow Fade (Su)

Use: 8 shadow points
Action: Standard
Target: Self
Duration: 20 rounds
Save: DC 30 Fortitude negates

Becomes a shadow moving at twice ground speed with a Spot DC of 42. The first attack after emerging can deal 4 Strength damage and stun for 1 round; spending a second point also deals 4 Dexterity damage and adds another stun round.

Poultice of Sluggishness (Ex)

Use: 1/day
Action: Swift
Range: Touch
Duration: 1 minute
Save: DC 32 Fortitude negates

On a successful touch attack, reduces movement by 20 ft. and imposes -2 AC, Reflex, attack, and damage.

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, Master

(Medium Human)

A master-at-arms whose name is known far beyond their homeland. Years of discipline have made them patient, precise, and terrifyingly efficient at close quarters.

Hit Dice: 20d12+340 (470 hp)
Initiative: +8
Movement: 80 ft.
Armor Class: 32 (+13 Armor, +4 Deflection, +3 Natural, +2 Parry)
Base Attack/Grapple: +20/+32
Attack: Melee +41 Honed Sonic Aura Spear +5 (1d10+31 piercing plus 1d6 sonic, 18-20/x3, plus 2d10 on a critical hit)
Full Attack: Melee +41/+36/+36/+26 Honed Sonic Aura Spear +5; Weapon Grand Master applies +5 to the third attack
Space/Reach: 5 ft. / 10 ft.
Abilities: Greater Valour
Special Qualities: DR 4/-, Opportunist bonus damage does not apply, 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, may use the Spear while grappled but not pinned, considered Large when resisting Shove and Trample, may reroll failed Will saves against compulsion, and Heat Resistance 35
Saves: Ego +15, Fort +21, Ref +11, Will +21
Attributes: Str 35, Dex 21, Con 28, Int 16, Wis 21, Cha 14
Skills: Acrobatics +38, Balance +12, Discern Intent +15, Gather Information +12, Listen +42, Ride +14, Spot +42, Swim +38, and Use Rope +12
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), Weapon Grand Master (Spear), Alert, Strong Constitution, Indomitable, and Disciplined Mind
Languages: Common
Environment: Any
Organization: Solitary, Pair, Squad (3-8), Company (9+), or Army command
Difficulty Level: 20
Possessions: Honed Sonic Aura Spear +5, Comfortable Fortified Mobile Masterwork Heavy Plate +5, Belt of Strength +7, Vest of Constitution +7, Gloves of Dexterity +7, Ring of Wisdom +7, Cape of Gumption +4, Ring of Deflection +4, Necklace of Natural Armor +3, Expedient Boots, Goggles of Awareness, Armlet of Heat Resistance 35, Potion Belt, two Flawless Potions of Healing (8d12+24), and four Excellent Potions of Healing (5d12+10); 39 gp unspent Spell/Attack Curve: Null, High Attack, Combatant
Definitions: Melee Combatant, Ward (+6), Athlete (+6), Speedy (+20 ft.), and Defiant
Inherent Attribute Upgrades: +5 Str, +5 Con, +2 Dex

Abilities

Greater 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 +4 dodge AC against those foes and +4 circumstance attack against them while flanked. Felling a foe under either condition, or being missed by Opportunist, grants 35 temporary hp for 1 hour, limited by maximum hp. Opportunist used against this NPC provokes an attack of opportunity, and the NPC gains two additional attacks of opportunity each round while flanked.

Ha-Seht War Mage, Master

(Medium Ha-Seht)

A legendary engine of battlefield magic who moves with the advance, layers spells faster than lesser casters can answer them, and leaves entire strongpoints burning behind the line.

Hit Dice: 20d8+200 (290 hp)
Initiative: +9
Movement: 80 ft.
Armor Class: 39 (+4 Dex, +9 Armor, +8 Shield, +3 Deflection, +3 Natural, +2 Insight)
Base Attack/Grapple: +10/+11
Attack: Arcane Blast (20d10+80 force, DC 37 Fortitude half; optional 10-ft. burst, DC 37 Reflex half), or Dancing Star (6d6+24 heat, DC 37 Reflex half)
Full Attack: Arcane Blast or Dancing Star
Space/Reach: 5 ft. / 5 ft.
Abilities: Arcane Blast, Ally Shielding, Dancing Stars, and Magic Capacitor
Special Qualities: DR 7/-, Opportunist bonus damage does not apply, Scent, Mystic, Acute Hearing 53, +8 Shield AC against ranged touch attacks, +4 against spell resistance, casts in threatened squares without provoking, threatens adjacent squares with Harming Touch for attacks of opportunity, and Improved Metamagic reduces Signless and Soundless Spell to no slot increase and other known metamagic increases by 3 to a minimum of 1
Saves: Ego +25, Fort +13, Ref +21, Will +11
Attributes: Str 12, Dex 28, Con 25, Int 21, Wis 21, Cha 37
Skills: Concentration +40, Intimidate +46, Knowledge (Arcana) +38, and Listen +43
Feats: Shield Training, Shield Focus (Full Shield), Ray Guard, Signless Spell, Soundless Spell, Mixed Metamagic, Swift Spell, Bolster Spell, Improved Metamagic (three times), and Perfect Spell
Languages: Common
Environment: Any
Organization: Solitary, Pair, Fire Team, Regimental Support, Siege Cadre, Arcane Command, or Army High Command
Difficulty Level: 20
Possessions: Masterwork Full Shield +5 with mounted Cautious Enlightened Spell Focus +5, Cautious Heightening Spell Focus +5, Cautious Maximizing Spell Focus +5 (Energy Burst), Comfortable Fortified Mobile Masterwork Light Plate +5, Cloak of Charisma +7, Vest of Constitution +7, Gloves of Dexterity +7, Circlet of Intelligence +7, Ring of Wisdom +7, Ring of Deflection +3, Necklace of Natural Armor +3, Bangles of Mitigation 7/-, Expedient Boots, Goggles of Awareness, Tattoos of Concentration, Intimidate, Knowledge (Arcana), and Listen +10, Reliable Ready-Pack, Potion Belt, three Flawless Potions of Healing (8d12+24), three Excellent Potions of Healing (5d12+10), one Good Potion of Healing (3d12+6), and one Average Potion of Healing (2d10+2); 8 gp unspent Spell/Attack Curve: Advanced Magic, Low Attack, Combatant
Definitions: Sorcery, Resistive Focus (Reflex), Observant Caster, Spell Flanker (Harming Touch), and Speedy (+20 ft.)

Inherent Attribute Upgrades: +5 Cha, +4 Con, +3 Dex

Abilities

Arcane Blast (Su)

Use: 4/day
Action: Full-round
Range: 750 ft.
Save: DC 37 Fortitude half; DC 37 Reflex half in the optional burst

Deals 20d10+80 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: 20 minutes
Save: DC 37 Reflex half

Creates six motes that can each deal 6d6+24 heat damage or grant 6d6+24 warding for 3 rounds.

Ally Shielding (Ex)

Use: 3/day
Action: Standard
Area: 30-ft. radius
Duration: 20 rounds

Grants every ally in the area 260 points of regenerative warding.

Magic Capacitor (Su)

Use: Limited by available spell slots
Action: 1 minute
Target: One charged magical item

Expends spell slots to restore charges to a magical item at a rate of twice the expended spell level.

Spell Casting

Casting Attribute: Charisma
Spell Proficiency: 4
Caster Level: 20
Spells Known: the level-by-level repertoire listed below; this NPC cannot prepare spells
Spells Per Day: 9/8/8/8/8/7/7/7/6 spells per day
Special: cannot prepare spells