HD 6 - 10
Archer, Journeyman
(Medium Winged Elf)
A bow specialist trained with military discipline. Regimented and firm in their attacks.
Hit Dice: 9d12+72 (131 hp)
Initiative: +10
Movement: 30 ft and 60 ft. Fly (Average)
Armor Class: 23 (+7 Dex, +4 Armor, +1 Deflection, +1 Natural)
Base Attack/Grapple: +9/+10
Attack: Melee +19 Scimitar (1d6+6 15-20 x2) or Ranged +19 Longbow (1d10+6+1d6 electric 19-20 x3)
Full Attack: Melee +19/+14 Scimitar or Ranged +19/+14 Longbow
Space/Reach: 5 ft. / 5 ft.
Abilities: Hamstring
Special Qualities: Damage Reduction 2/-
Saves: Ego +8, Fort +8, Ref +16, Will +8
Attributes: Str 12, Dex 24, Con 14, Int 16, Wis 14, Cha 14
Skills: Acrobatics +9, Balance +13, Escape Artist +15, Investigate +10, Knowledge (Tactics) +10, Listen +15, Move Silently +15, Ride +13, Sabotage Device +5, Spot +17, and Swim +9
Feats: Weapon Group Fixation (Archer), Offensive Group Training (Archer), Alert, Careful Aim, Crack Shot, Improved Weapon Group Fixation (Archer), Improved Offensive Group Training (Archer), Forceful Shot, Deadly Accuracy (Longbow), and Deadly Accuracy (One-Handed: Curved Sword)
Environment: Any
Organization: Solitary, Pair, or Gang (3-7)
Difficulty Level: 9
Possessions: Long bow of Energy Aura +1, Scimitar +1, Articulated Gambeson +2, Cloak of Resistance +3, Gloves of Dexterity +2, Ring of Protection +1, Amulet of Natural Armor +1, Potion Belt, and Potion of healing touch (CL 5) x3. QGV 3,200gp - 4000gp
Spell/Attack Curve: High Attack, Null, Combatant
Definitions: Ranged Combatant and Ward
Abilities
Hamstring (Ex)
Use: 2 per day
Action: Attack Action
Target: Single Target
Duration: Instantaneous and permanent; see text.
An archer shoots at their target's Achilles tendon. The attack takes a -5 penalty to damage but cannot deal less than 1 damage, even if the target has damage reduction. The target must then make a DC 21 Fortitude save or gain the hamstrung affliction.
Kobold Battle Priest, Professional
(Small Kobold)
A seasoned battle chaplain who advances behind layered steel, carrying restorative magic for the formation and a consecrated mace for anything that reaches it.
Hit Dice: 10d10+80 (135 hp)
Initiative: +1
Movement: 30 ft.
Armor Class: 26 (+1 Size, +1 Dex, +8 Armor, +4 Shield, +2 Natural)
Base Attack/Grapple: +10/+12
Attack: Melee +17 Mace +2 (1d6+7 bludgeoning, x3)
Full Attack: Melee +17/+12 Mace +2
Space/Reach: 5 ft. / 5 ft.
Abilities: Lay on Hands (Healing), Divine Providence, and Ally Shielding
Special Qualities: DR 4/-, Darkvision 120 ft., Natural Armor +2, Savant, never starts combat flat-footed, +3 competency to Listen and Spot, and focused Heal, Wound, and protective spells cast at +1 CL
Saves: Ego +9, Fort +11, Ref +4, Will +13
Attributes: Str 16, Dex 12, Con 18, Int 14, Wis 22, Cha 14
Skills: Concentration +17, Heal +15, Knowledge (Arcana) +15, Knowledge (Religion) +15, Listen +22, and Spot +22
Feats: Weapon Group Training (Battle Priest), Weapon Fixation (Mace), Weapon Casting (Mace), Weapon Offensive (Mace), Spell Focus, Improved Weapon Fixation (Mace), and Bolster Spell
Languages: Common
Environment: Any temple, settlement, battlefield, or attached to another unit
Organization: Solitary, Pair, Shrine Guard (3-6), Field Ministry, or Company Chaplain
Difficulty Level: 10
Possessions: Masterwork Mace +2, Masterwork Full Shield +2 with mounted Spell Focus +2, Mobile Minor-Mitigating Masterwork Medium Plate +3, Ring of Wisdom +4, Potion Belt, and prayer book; 49 gp unspent
Spell/Attack Curve: Standard Magic, High Attack, Combatant
Definitions: Devout, Ward, Resistive Focus (Ego), and Mystic Warrior
Abilities
Divine Providence (Su)
Use: 2/day
Action: Immediate
After failing a saving throw, rerolls it with a +3 divine bonus and must accept the second result.
Lay on Hands (Healing) (Su)
Use: 120 healing points/day
Action: Standard
Range: Touch
Channels any amount remaining in the 120-point pool into a touched creature. The pool can also close wounds or remove stronger afflictions at the listed point costs.
Ally Shielding (Ex)
Use: 2/day
Action: Standard
Area: 30-ft. radius
Duration: 10 rounds
Grants every ally in the area 60 points of regenerative warding.
Spell Casting
Casting Attribute: Wisdom
Spell Proficiency: 2
Caster Level: 10, or 11 for selected Spell Focus spells
Spells Known: the level-by-level repertoire listed below, including every available Divine Heal and Wound spell
Spells Per Day: 6/5/3/3/1 spells per day plus two flexible spell levels from the mounted focus
Simplex
Level 1
Level 2
Level 3
Elf Conduit, Professional
(Medium Elf)
An experienced battle-mage who reads a fight moments ahead, then drives fire through the opening before an enemy can close it.
Hit Dice: 10d8+90 (135 hp)
Initiative: +4
Movement: 40 ft.
Armor Class: 26 (+4 Dex, +4 Armor, +5 Shield, +2 Insight, +1 Parry)
Base Attack/Grapple: +10/+14
Attack: Melee +21 Honed Heat-Aura Ephemeral Straight Sword +3 (1d8+11 slashing plus 1d6 heat, 18-20/x2)
Full Attack: Melee +21/+16 Honed Heat-Aura Ephemeral Straight Sword +3
Space/Reach: 5 ft. / 5 ft.
Abilities: Energy Charge (Fire), Energy Veil (Fire), Energy Echo (Fire), Natural Magic (Heat Energy Chain), and Improved Ephemeral Weapon
Special Qualities: Cold Resistance 10, Opportunist attacks deal half damage, +4 AC against critical confirmation rolls, low-light vision, +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 +10, Fort +5, Ref +11, Will +8
Attributes: Str 18, Dex 18, Con 14, Int 20, Wis 14, Cha 12
Skills: Acrobatics +16, Balance +16, Concentration +15, Craft (Imbuement) +18, Discern Intent +15, Diplomacy +14, Gather Information +14, Haggle +14, Investigate +18, Knowledge (Arcana) +18, Listen +15, and Spot +15
Feats: Weapon Group Fixation (One-Handed), Offensive Group Training (One-Handed), Weapon Group Defensive (One-Handed), Shield Training, Weapon Fixation (Straight Sword), Improved Weapon Fixation (Straight Sword), Weapon Offensive (Straight Sword), Weapon Defensive (Straight Sword), Strong Constitution, and Indomitable
Languages: Common and Elven
Environment: Any settlement or temperate region
Organization: Solitary, Pair, Cadre (3-6), or Company specialist
Difficulty Level: 10
Possessions: Honed Heat-Aura Ephemeral Straight Sword +3, Reinforced Cold-Resistant Masterwork Full Shield +3 with mounted Spell Focus +2, Bracers of Armor +4, Circlet of Intelligence +2, Cape of Gumption +1, Potion Belt, and two Good Potions of Healing (3d12+6); 42 gp unspent
Spell/Attack Curve: Basic Magic, High Attack, Specialist
Definitions: Wizardry (Diviner), Wizard's Associate (Divination), and Resistive Focus (Ego)
Abilities
Energy Charge (Fire) (Su)
Use: 3/day
Action: Free
Target: Self
Duration: 5 rounds
While charged, attacks gain +5 attack and an additional +2d6 heat damage. Heat damage heals the Conduit, while cold vulnerability applies.
Energy Veil (Fire) (Su)
Use: 2/day
Action: Swift
Target: Self
Duration: 5 rounds
Grants Energy Resistance 50, 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: 50 ft.
Save: DC 21 Will negates; DC 21 Reflex half on detonation
Marks a target as vulnerable to heat, then detonates after one, two, or three rounds for 5d6+5, 10d6+10, or 20d6+20 heat damage.
Natural Magic: Heat Energy Chain (Sp)
Use: 5/day, shared with other Natural Magic
Action: Standard
Range: 50 ft.
Save: DC 20 Reflex half
Deals 10d10+10 heat damage among as many as six nearby targets.
Spell Casting
Casting Attribute: Intelligence
Spell Proficiency: 1
Caster Level: 5
Spells Known: all Divination spells known at permitted levels, with Energy Flux and Energy Imbuement commonly prepared
Spells Per Day: 5/3/1 spells per day, plus two flexible spell levels from the focus
Winged Elf Hunter, Professional
(Medium Winged Elf)
A seasoned aerial predator who hides behind a living storm of petals while directing a fully grown Colfex into the enemy line.
Hit Dice: 10d10+60 (115 hp)
Initiative: +10
Movement: 30 ft.; fly 60 ft. (Average)
Armor Class: 21 (+6 Dex, +4 Armor, +1 Parry); 24 with Improved Petal Shroud
Base Attack/Grapple: +10/+13
Attack: Ranged +22 Electric-Aura Long Bow +3 (1d10+10 plus 1d6 electric, x3); +28 and 1d10+16 plus 1d6 electric against Favored Target
Full Attack: Ranged +22/+17 Electric-Aura Long Bow +3
Space/Reach: 5 ft. / 5 ft.
Abilities: Animal Companion (Colfex) and Improved Petal Shroud
Special Qualities: Favored Target (Humanoid, Beast) +6, Bushmaster +3, Skulker +3, Careful Aim, Link, share spells, low-light vision, and Versatile
Saves: Ego +4, Fort +5, Ref +15, Will +6
Attributes: Str 16, Dex 24, Con 12, Int 14, Wis 17, Cha 12
Skills: Bushcraft +19, Conceal +23, Knowledge (Nature) +18, Listen +19, Move Silently +23, Ride +20, and Spot +19
Feats: Weapon Group Fixation (Archer), Weapon Group Defensive (Archer), Careful Aim, Offensive Group Training (Archer), Alert, Forceful Shot, Improved Weapon Group Fixation (Archer), and Improved Offensive Group Training (Archer)
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: 10
Possessions: Electric-Aura Long Bow +3, Masterwork Gambeson +2, Gloves of Dexterity +2, Ring of Wisdom +1, Cape of Fitness +1, 20 arrows, and spellbook
Spell/Attack Curve: High Attack, Basic Magic, Generalist
Definitions: Hunter, Bushmaster +3, and Skulker +3
Abilities
Improved Petal Shroud (Su)
Up to 20 rounds per day, gain +3 natural armor, a 20% miss chance against ranged attacks, fast healing 10 in direct sunlight, and vine attacks at +16 dealing 1d6+6 plus 1d6 corrosive damage.
Spell Casting
Casting Attribute: Wisdom
Spell Proficiency: 1
Caster Level: 5
Spells Known: the level-by-level repertoire listed below
Spells Per Day: 4/3/1 spells per day
Level 1
Level 2
Colfex Companion, Professional
(Medium Animal; paired with the preceding Hunter)
Hit Dice: 10d8+100 (145 hp)
Initiative: +6
Movement: 40 ft.
Armor Class: 26 (+3 Dex, +7 Natural, +6 Armor)
Base Attack/Grapple: +10/+22
Attack: Melee +22 Natural +2 (1d8+14, x3)
Full Attack: Melee +22/+17 Natural +2
Space/Reach: 5 ft. / 5 ft.
Abilities: Gumption, Endure, and Animal Companion
Special Qualities: DR 7/- (5/- innate and 2/- barding), Natural Armor +7, +3 inherent to Initiative, Listen, and Spot, Link, share spells, Quick Feet, Devotion, and Improved Shove
Saves: Ego +5, Fort +11, Ref +10, Will +6
Attributes: Str 27, Dex 17, Con 18, Int 3, Wis 16, Cha 14
Skills: Acrobatics +20, Escape Artist +7, Listen +19, Spot +19, and Swim +23
Feats: Weapon Fixation (Natural), Reckless Abandon, Weapon Offensive (Natural), Improved Shove, Improved Trample, Alert, Improved Weapon Fixation (Natural), Improved Weapon Offensive (Natural), Grappler, and Interrupting Grapple
Difficulty Level: 10
Possessions: Masterwork Light Plate Barding +2, Saddle of Strength +2, and Ankle Bangles +2 (natural weapons)
Companion Adjustments: +5 natural armor and +3 Strength and Dexterity; companion abilities through Improved Shove
Human Mage Killer, Professional
(Medium Human)
A seasoned anti-mage who carries a shield into the spell line, tears protections away, and closes their hand around a caster before the next incantation is finished.
Hit Dice: 10d12+90 (155 hp)
Initiative: +4
Movement: 30 ft.
Armor Class: 25 (+1 Dex, +8 Armor, +6 Shield)
Base Attack/Grapple: +10/+18
Attack: Melee +17 Straight Sword (1d8+12 slashing, 19-20/x2)
Full Attack: Melee +17/+12 Straight Sword
Space/Reach: 5 ft. / 5 ft.
Abilities: Counterspell, Spell Theft, Lesser Dispel Magic, and Fay Space
Special Qualities: DR 7/-, Cold Resistance 10, Opportunist attacks deal half damage, +4 AC against critical confirmation rolls, +3 Initiative, +3 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, and use HD in place of caster level for counterspell and dispel effects
Saves: Ego +5, Fort +9, Ref +4, Will +9
Attributes: Str 18, Dex 12, Con 14, Int 20, Wis 14, Cha 16
Skills: Acrobatics +16, Balance +13, Concentration +15, Discern Intent +15, Escape Artist +13, Investigate +18, Knowledge (Arcana) +21, Listen +18, Spot +18, and Swim +16
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), Grappler, and Strong Constitution
Languages: Common
Environment: Any
Organization: Solitary, Pair, Patrol (3-6), or attached to another unit
Difficulty Level: 10
Possessions: Straight Sword, Reinforced Cold-Resistant Masterwork Full Shield +3, Mobile Moderate-Mitigating Masterwork Medium Plate +3, Potion Belt, six Good Potions of Healing (3d12+6), and spellbook; 64 gp unspent
Spell/Attack Curve: Basic Magic, High Attack, Combatant
Definitions: Mage Killer, Nullifier, and Inhibitor (+3)
Abilities
Counterspell (Su)
Use: 5/day
Action: Immediate; one attempt per round does not consume this action
Range: 50 ft.
Challenges a spell being cast with a counterspell roll of 1d20+13, treating Counterspell as a 6th-level spell when comparing spell levels.
Lesser Dispel Magic (Sp)
Use: 3/day
Action: Standard
Range: 200 ft.
Save: DC 22 Will negates; harmless
Removes 1d10+1 levels of active spell effects, beginning with the highest-level effects on an unwilling target.
Spell Theft (Ex)
Use: 2/day
Action: Immediate
Captures a directly targeted spell after a successful save or converts it into usable spell levels.
Fay Space (Su)
Action: Free to store or retrieve
Stores a reasonable medium load outside ordinary space where it cannot be stolen by mundane means.
Spell Casting
Casting Attribute: Intelligence
Spell Proficiency: 1
Caster Level: 5
Spells Known: the level-by-level anti-caster repertoire listed below
Spells Per Day: 5/3/1 spells per day
Simplex
Level 1
Level 2
Level 3
Sorcerer, Professional
(Medium Human)
A natural with magic that specializes in making their problems go away, with explosive prejudice.
Hit Dice: 10d4+70 (95 hp)
Initiative: +3
Movement: 30 ft.
Armor Class: 23 (+3 Dex, +4 Insight, +3 Armor, +2 Deflection, +1 Natural)
Base Attack/Grapple: +5/+6
Attack: Melee +8 Dagger (1d4+1 19-20 x2)
Full Attack: Melee +8 Dagger
Space/Reach: 5 ft. / 5 ft.
Abilities: Improved Suppression Field and Greater Breath Weapon
Special Qualities: Re-roll failed will saves and 15 Cold Resistance
Saves: Ego +9, Fort +11, Ref +6, Will +9
Attributes: Str 12, Dex 16, Con 18, Int 16, Wis 18, Cha 22
Skills: Beguile +16, Concentration +14, Counterfeit +13, Craft (Alchemy) +13, Discern Intent +14, Diplomacy +22, Disguise +18, Escape Artist +13, Gather Information +8, Haggle +18, Intimidate +16, Knowledge (Arcana) +13, Perform (Flute) +16, Perform (Dance) +16, and Ride +13.
Feats: Signless Spell, Soundless Spell, Mixed Metamagic, Indomitable, and Disciplined Mind
Environment: Any
Organization: Solitary, Pair, or Gang (3-7)
Difficulty Level: 10
Possessions: Bracers of Armor +3, Gloves of Dex +2, Amulet of Wisdom +2, Cloak of Charisma +2, Advanced Simplex Vajra +2, Ring of Protection +2, Amulet of Natural Armor +1, and a dagger. QGV 4,400gp - 5,300gp
Spell/Attack Curve: Low Attack, Advanced Magic, Specialist
Definitions: Sorcery, Draconic Bloodline, and Unarmored Dervish
Abilities
Greater Breath Weapon (Ex)
Use: 5 per day
Action: 1 Standard Action
Target: 180 ft. Line
Duration: Instantaneous Reflex Save: DC 19 for half damage
Line breath weapon deals 6d10 cold damage in a 180 ft. line.
Improved Suppression Field (Su)
Use: 7 per day
Action: Swift Action Effect: 20 ft. radius Self
Duration: 10 hours Will Save: DC 21
Any non-ally in this field suffers a -3 morale penalty to Attacks and AC. Other effects below have a Charisma-based save. Once a non-ally enters the field they must roll a save against it, if they succeed they become immune for 24 hours. If they fail they remain failed for 24 hours or until the effect changes. Only one effect can be active at a time, and it is a swift action to change it.
Vulnerability: Become vulnerable to a selected energy type, Heat, Cold, Electric, Acid, or Sonic. Subjects will also take 1d4 damage of the selected type around.
Wounding: Any time a non-ally takes damage, they will take another 3 damage.
Mire: Non-allies have their movement speeds reduced by 10
Armor Breaking: Non-allies have all physical damage reductions reduced by 9
Ruiner: Non-allies gain a -3 luck penalty to any one of the following; Will, Fortitude, Reflex.
Spell Casting
Spell Proficiency: 2
Caster Level: 10
Spells Known: 4 - 5/5/4/4/3
Spells Per Day: 7/6/4/4/3
Advanced Simplex (from Focus) (DC 18)
Simplex (DC 18)
Spell Level 1 (DC 19)
Spell Level 2 (DC 20)
Spell Level 3 (DC 21)
Spell Level 4 (DC 22)
Spell Level 5 (DC 23)
Nouriling Spellward, Professional
(Medium Nouriling)
A professional arcane bodyguard who layers wards around allies, strips hostile enchantments, and steals directed spells that survive the first counter.
Hit Dice: 10d8+60 (105 hp)
Initiative: +3
Movement: 30 ft.
Armor Class: 18 (+3 Dex, +2 Armor, +1 Insight, +2 Natural); 25 with Arcane Armor and Shield
Base Attack/Grapple: +5/+6
Attack: Dancing Star (3d6+6 heat, DC 23 Reflex half), or Melee +8 Dagger (1d4+1 piercing, 19-20/x2)
Full Attack: Dancing Star or Melee +8 Dagger
Space/Reach: 5 ft. / 5 ft.
Abilities: Ally Shielding, Dancing Stars, and Spell Theft
Special Qualities: Blindsight 30 ft., DR 5/Pure Iron, SR 21, Mystic, Natural Armor +2, +2 innate Ego/Fortitude/Reflex, two Counterspell attempts may be made in one round, and three bonus uses of Counterspell each day
Saves: Ego +7, Fort +8, Ref +8, Will +9
Attributes: Str 12, Dex 16, Con 16, Int 22, Wis 14, Cha 14
Skills: Concentration +18, Craft (Imbuement) +19, Investigate +19, Knowledge (Arcana) +19, Listen +15, and Spot +17
Feats: Spell Focus (Abjuration), Spell Penetration, Untouchable, Practiced Counterspell, Unbreakable, Unshakable, and Swift Spell
Languages: Common
Environment: Any settlement, fortification, battlefield, or attached to another unit
Organization: Solitary, Pair, Ward Detail (3-6), or Mage-Hunting Cell
Difficulty Level: 10
Possessions: Learned Countering Spell Focus +4, Bracers of Armor +2, Circlet of Intelligence +2, Potion Belt, four Good Potions of Healing (3d12+6), Dagger, and spellbook; 54.75 gp unspent
Spell/Attack Curve: Advanced Magic, Low Attack, Combatant
Definitions: Wizardry (Abjuration; Compulsion and Thaumaturgy forbidden), Wizard's Associate (Abjuration), and Wizard's Baccalaureate (Abjuration)
Abilities
Counterspell
Use: 3 bonus uses/day or spell slots
Action: Immediate; two attempts may be made in one round
Range: 55 ft.
Challenges a spell being cast with a counterspell roll of 1d20+17 while wielding the Countering focus, before modifiers for spell-level differences.
Lesser Dispel Magic
Action: Standard
Range: 230 ft.
Save: DC 21 Will negates; harmless
Removes 1d10+2 levels of active spell effects, beginning with the highest-level effects on an unwilling target.
Spell Theft (Ex)
Use: 2/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: 10 rounds
Grants every ally in the area 60 points of regenerative warding.
Dancing Stars (Su)
Use: 2/day
Action: Standard to create; swift to release
Duration: 10 minutes
Save: DC 23 Reflex half
Creates three motes that can each deal 3d6+6 heat damage or grant 3d6+6 warding for 3 rounds.
Spell Casting
Casting Attribute: Intelligence
Spell Proficiency: 2
Caster Level: 10
Spells Known: the level-by-level repertoire listed below, including all permitted Abjuration spells
Spells Per Day: 7/6/4/4/3 spells per day plus four flexible spell levels from the focus
Special: Abjuration CL 13
Level 1
Level 2
Level 4
Estrellan Goblin Spellwright, Professional
(Small Estrellan Goblin)
A professional arcane engineer whose silver-latticed construct pins down distant targets while its creator shapes powerful spell slots into grenades, traps, and specialized ammunition.
Hit Dice: 10d4+80 (105 hp)
Initiative: +3
Movement: 30 ft.
Armor Class: 21 (+1 Size, +3 Dex, +5 Armor, +2 Shield)
Base Attack/Grapple: +7/+6
Attack: Ranged touch +19 Advanced Improvised Arcane Device (up to 10d8+10 damage, DC 26 Reflex half)
Full Attack: Ranged touch +19 Advanced Improvised Arcane Device
Space/Reach: 5 ft. / 5 ft.
Abilities: Personal Construct, Improvised Arcane Device, Spell Thrower, and Advanced Improvised Arcane Device
Special Qualities: DR 2/-, Versatile, goblin weapon proficiency, +2 against spell resistance and defensive counterspell rolls, +2 innate Fortitude, +2 innate Reflex, and Master of None
Saves: Ego +5, Fort +8, Ref +8, Will +10
Attributes: Str 10, Dex 16, Con 16, Int 28, Wis 16, Cha 14
Skills: Concentration +16, Craft (Alchemy) +22, Craft (Imbuement) +22, Craft (Mechanisms) +22, Investigate +22, Knowledge (Arcana) +22, Knowledge (Engineering) +22, Knowledge (The Reflections) +22, Listen +16, Profession (Artificer) +16, Sabotage Device +22, and Spot +16
Feats: Grenadier, Spell Penetration, Strong Constitution, Untouchable, Maximize Improvised Arcane Device, and Unbreakable
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: 10
Possessions: Circlet of Intelligence +4, Spell Focus +3, Masterwork Light Plate +1, Masterwork Buckler +1, Alchemy Kit, Potion Belt, one Good Potion of Healing (3d12+6), five Average Potions of Healing (2d10+2), and spellbook; 1 gp unspent
Spell/Attack Curve: Advanced Magic, Medium Attack, Specialist
Definitions: Diffuse Background, Artificer, Master of None, and Martial Magus
Abilities
Advanced Improvised Arcane Device (Su)
A fifth-level spell slot can produce 10d8+10 damage. Each spell level moved from damage can instead buy an allowed effect without changing the DC 26 save set by the original slot.
Spell Thrower (Su)
Converts spell slots into barrier, spread, directed, or stun-web charges and can hold as many as five charges.
Spell Casting
Casting Attribute: Intelligence
Spell Proficiency: 2
Caster Level: 10
Spells Known: the level-by-level repertoire listed below; other Generalist spells may be prepared from a spellbook
Spells Per Day: 8/6/5/5/4 spells per day plus three flexible spell levels from the Spell Focus
Simplex
Level 2
Level 3
Level 4
Level 5
Floating Arcane Construct, Professional
(Small Construct; paired with the preceding Spellwright)
A silver lattice carries electric force through a smooth rune-carved stone. Its seeking bolt-launcher turns in midair independently of the armored body beneath it.
Hit Dice: 10d12+85 (150 hp)
Initiative: +6
Movement: Fly 20 ft. (Perfect)
Armor Class: 30 (+1 Size, +6 Dex, +4 Armor, +3 Shield, +5 Natural, +1 Deflection)
Base Attack/Grapple: +10/+9
Attack: Ranged +21 Electric-Aura Bolt-Launcher +1 (1d6+3 piercing plus 1d6 electric, 18-20/x2, 75 ft.); +22 and 1d6+4 piercing plus 1d6 electric within 30 ft.
Full Attack: Ranged +21/+16 Electric-Aura Bolt-Launcher +1
Space/Reach: 5 ft. / 5 ft.
Abilities: Electric Energy Absorption, Energy Vent, and Energy Ray
Special Qualities: Construct traits, DR 7/- (5/- Personal Construct and 2/- armor), Natural Armor +5, and Forceful Shot
Saves: Ego +3, Fort +3, Ref +13, Will +6
Attributes: Str 10, Dex 22, Con -, Int -, Wis 16, Cha 10
Skills: None
Feats: Crack Shot, Weapon Fixation (Bolt-Launcher), Weapon Offensive (Bolt-Launcher), and Improved Weapon Fixation (Bolt-Launcher)
Languages: None
Environment: Any; usually accompanies its creator
Organization: Paired with its creator
Difficulty Level: 10
Possessions: Electric-Aura Bolt-Launcher +1, Masterwork Gambeson +2, Masterwork Buckler +2, and attached Ring of Deflection +1; 3 gp unspent
Spell/Attack Curve: Null, High Attack, Combatant
Definitions: Construct
Personal Construct Adjustments: +5 natural armor, +25 HP, DR 5/-, Electric Energy Absorption, Energy Vent, Energy Ray, and Forceful Shot; these statistics include every adjustment
Abilities
Energy Vent (Su)
Use: 3/day
Action: Standard
Area: Every adjacent square
Save: DC 24 Reflex half
Deals 5d6 electric damage.
Energy Ray (Su)
Use: 9/day
Action: Standard
Attack: Ranged touch +17
Deals 5d6 electric damage. Electric damage instead repairs the construct because of Energy Absorption.
Swift-blade, Journeyman
Medium Elf
An elf with lethal looking poise, ready to flash into action with a small weapon of some sort.
Hit Dice: 9d8+72 (116 hp)
Initiative: +11
Movement: 30 ft
Armor Class: 26 (+8 Dex, +1 Parry, +5 Shield, +1 Deflection, +1 Natural)
Base Attack/Grapple: +6/+7
Attack: Melee +18 Short Sword (1d6+7 19-20 x2)
Full Attack: Melee +18/+13 Short Sword
Space/Reach: 5 ft. / 5 ft.
Abilities: Improved Opportunist (+4d6 Damage on disadvantaged foes), Tincture of Vigor, and Leaping Assault
Special Qualities: Immune to flanking by creatures level 14 and lower.
Saves: Ego +7, Fort +11, Ref +16, Will +7
Attributes: Str 12, Dex 26, Con 16, Int 16, Wis 14, Cha 14
Skills: Acrobatics +18, Balance +23, Beguile +10, Conceal +16, Counterfeit +11, Craft (Alchemy) +11, Diplomacy +4, Disguise +12, Escape Artist +22, Gather Information +12, Knowledge (Common) +11, Investigate +11, Listen +10, Sleight of Hand +16, Profession (Locksmith) +10, Sabotage Device +5, Spot +12, and Swim +3
Feats: Weapon Fixation (Short Sword), Weapon Offensive (Short Sword), Alert, Improved Weapon Fixation (Short Sword), Improved Weapon Offensive (Short Sword), Weapon Defensive (Short Sword), and Shield Focus (Buckler)
Environment: Any
Organization: Solitary, Pair, or Gang (3-6) Difficulty Level DL 9
Possessions: Buckler +3, Short Sword +2, Gloves of Dexterity +2, Amulet of Constitution +2, Ring of Protection +1, Cloak of Resistance +2, and Ring of Natural Armor +1
Spell/Attack Curve: Medium Attack, Null, Generalist
Definitions: Acrobat and Nimble
Special note: When Fighting Defensively, a Journeyman Swift-blade suffers a -2 penalty to all attacks but gains +3 Dodge bonus to AC
Leaping Assault (Ex)
Uses: 3 per day
Action: Full Round
Range: 45 ft.
Target: Single Target
Duration: Instantaneous
Through methods specific to your character, they leap with tremendous force. In a round, a leaping character can jump as far as their maximum range and half as high at the jump's zenith. This action does not require a running start or provoke an attack of opportunity. It can also be used offensively. When your character lands, if there is an enemy in a threatened square, they can make a single attack against that enemy. If this attack hits, it deals an extra 3d6 + Strength modifier.
Opportunist (Ex) Action: Attack
Gain +4d6 with whatever attack was made against a sufficiently disadvantaged foe. This includes flanked foes, foes that are flat footed, or helpless foes. This will apply to multiple attacks. Whatever the primary damage type is, is the type of damage Opportunist gives. If this is done with a piercing weapon the bonus damage is piercing. With a touch spell it becomes whatever primary damage type the spell is e.g. heat damage.
Tincture of Vigor (Ex)
Use: 3 per day
Range: Touch
Target: Target Touched
Action: Standard
Duration: 1 minute
Either with magic, alchemy, or other means; your character applies the substance to themselves or an ally to gain greater effectiveness in combat. For the duration the character's movement speed is increased by 20 ft, dodge bonus is increased by +2, and they gain a +2 haste bonus to attack and damage. The movement bonus does not stack with Haste, but the attack and damage bonus does.
Koshka Thief, Professional
(Medium Koshka)
A professional infiltrator who moves through guarded sites without slowing down and carries a poisoned blade for anyone who forces a confrontation.
Hit Dice: 10d8+80 (125 hp)
Initiative: +7
Movement: 30 ft.
Armor Class: 23 (+6 Dex, +4 Armor, +1 Parry, +1 Deflection, +1 Natural)
Base Attack/Grapple: +7/+9
Attack: Melee or Ranged +18 Toxic Sheathing Dagger +2 (1d4+8 piercing, 19-20/x2; plus 5d6 Opportunist)
Full Attack: Melee or Ranged +18/+13 Toxic Sheathing Dagger +2
Space/Reach: 5 ft. / 5 ft.
Abilities: Improved Opportunist, Fay Space, Piercer, and Focus
Special Qualities: DR 2/-, low-light vision, Acute Hearing 10, skill growth +1, trap finding, +4 AC and saves against traps, +3 Lock Picking, no hiding place required while wearing the Chameleon Gambeson, climb at half speed, Move Silently at full speed, ignore applicable total check penalties below 5, eight attacks of opportunity each round, and the Toxic Dagger can sicken each foe once (DC 17 Fortitude negates)
Saves: Ego +7, Fort +5, Ref +16, Will +9
Attributes: Str 14, Dex 25, Con 14, Int 18, Wis 10, Cha 18
Skills: Acrobatics +15, Beguile +17, Conceal +25, Disguise +19, Investigate +17, Lock Picking +23, Move Silently +20, Sabotage Device +19, Sleight of Hand +20, and Spot +15
Feats: Weapon Fixation (Dagger), Improved Feigned Strike, Weapon Offensive (Dagger), Weapon Defensive (Dagger), Battle Prowess, Improved Weapon Fixation (Dagger), and Improved Weapon Offensive (Dagger)
Languages: Common
Environment: Any settlement, ruin, or dungeon
Organization: Solitary, Pair, Crew (3-6), or Guild Cell
Difficulty Level: 10
Possessions: Toxic Sheathing Masterwork Dagger +2, Chameleon Masterwork Gambeson +2, Gloves of Dexterity +3, Circlet of Intelligence +2, Cape of the Performer +2, Ring of Deflection +1, Necklace of Natural Armor +1, Storage Belt, Potion Belt, Lock-Picking Kit, Disguise Kit, four Excellent Potions of Healing (5d12+10), and two Good Potions of Healing (3d12+6); 56.75 gp unspent
Spell/Attack Curve: Null, Medium Attack, Generalist
Definitions: Pilferer, Locksmith (+3), and Infiltrator
Abilities
Improved Opportunist (Ex)
Action: Attack
Deals +5d6 damage with every attack against a flanked, flat-footed, or helpless foe.
Piercer (Ex)
Use: 2/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: 5 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.
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, Professional
(Medium Human)
A seasoned veteran with a reputation for bringing difficult assaults and dangerous escorts to a successful end.
Hit Dice: 10d12+90 (155 hp)
Initiative: +1
Movement: 30 ft.
Armor Class: 24 (+12 Armor, +2 Parry)
Base Attack/Grapple: +10/+17
Attack: Melee +23 Spear +2 (1d10+20 piercing, x3)
Full Attack: Melee +23/+18 Spear +2
Space/Reach: 5 ft. / 10 ft.
Abilities: Improved Valour
Special Qualities: DR 5/-, never flat-footed during a surprise round, +2 Parry with the Spear, Spear damage die increases by one category, and may run at five times speed in light or medium armor or four times speed in heavy armor
Saves: Ego +6, Fort +10, Ref +4, Will +6
Attributes: Str 24, Dex 12, Con 16, Int 16, Wis 14, Cha 14
Skills: Acrobatics +20, Balance +4, Discern Intent +8, Gather Information +7, Listen +18, Ride +6, Spot +18, Swim +20, and Use Rope +5
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), and Weapon Mastery (Spear)
Languages: Common
Environment: Any
Organization: Solitary, Pair, Squad (3-8), or Company (9+)
Difficulty Level: 10
Possessions: Spear +2, Mobile Minor-Mitigating Masterwork Heavy Plate +4, Belt of Strength +4, Cape of Gumption +1, Potion Belt, and five Good Potions of Healing (3d12+6); 14 gp unspent
Spell/Attack Curve: Null, High Attack, Combatant
Definitions: Melee Combatant, Ward (+3), and Athlete (+3)
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, Professional
(Medium Ha-Seht)
A professional siege-mage who works comfortably inside a shield wall, counters hostile artillery, and releases orbiting stars while another spell is already forming.
Hit Dice: 10d8+50 (95 hp)
Initiative: +4
Movement: 30 ft.
Armor Class: 26 (+4 Dex, +6 Armor, +5 Shield, +1 Insight)
Base Attack/Grapple: +5/+6
Attack: Arcane Blast (10d10+20 force, DC 23 Fortitude half; optional 10-ft. burst, DC 23 Reflex half), or Dancing Star (3d6+6 heat, DC 23 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/-, Scent, Mystic, Acute Hearing 25, +5 Shield AC against ranged touch attacks, +2 against spell resistance, +4 on counterspell rolls while wielding the Countering focus, and casts in threatened squares without provoking attacks of opportunity
Saves: Ego +13, Fort +5, Ref +11, Will +5
Attributes: Str 12, Dex 18, Con 14, Int 14, Wis 14, Cha 23
Skills: Concentration +15, Intimidate +19, Knowledge (Arcana) +15, and Listen +15
Feats: Shield Training, Shield Focus (Full Shield), Ray Guard, Signless Spell, Soundless Spell, Mixed Metamagic, and Swift Spell
Languages: Common
Environment: Any settlement, fortification, battlefield, or attached to another unit
Organization: Solitary, Pair, Fire Team (3-6), Regimental Support, or Siege Cadre
Difficulty Level: 10
Possessions: Learned Countering Spell Focus +4, Masterwork Full Shield +2, Masterwork Light Plate +2, Cloak of Charisma +1; 7 gp unspent
Spell/Attack Curve: Advanced Magic, Low Attack, Combatant
Definitions: Sorcery, Resistive Focus (Reflex), and Observant Caster
Abilities
Arcane Blast (Su)
Use: 2/day
Action: Full-round
Range: 500 ft.
Save: DC 23 Fortitude half; DC 23 Reflex half in the optional burst
Deals 10d10+20 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: 2/day
Action: Standard to create; swift to release
Duration: 10 minutes
Save: DC 23 Reflex half
Creates three motes that can each deal 3d6+6 heat damage or grant 3d6+6 warding for 3 rounds.
Ally Shielding (Ex)
Use: 2/day
Action: Standard
Area: 30-ft. radius
Duration: 10 rounds
Grants every ally in the area 60 points of regenerative warding.
Spell Casting
Casting Attribute: Charisma
Spell Proficiency: 2
Caster Level: 10
Spells Known: the level-by-level repertoire listed below; this NPC cannot prepare spells
Spells Per Day: 7/6/4/4/3 spells per day
Special: cannot prepare spells