TEXT: PC Codex
  PC Codex
  PC Codex
  
  PC Codex
  PC Codex
  PC Codex
  
  PC Codex
  PC Codex
  PC Codex
  CREDITS
  Lead Designer: Jason Bulmahn
  Designers: Stephen Radney-MacFarland and Sean K Reynolds
  Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, Jason Nelson,  
  Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, and Russ Taylor
  Cover Artist: Wayne Reynolds
  Interior Artists: Joewie Aderes, Eric Belisle, Branko Bistrovic, Christopher Burdett, Víctor Pérez Corbella, Josh Corpuz,  
  Alberto Dal Lago, Simon Eckert, Steve Ellis, Jason Engle, Nadia Enis, Jorge Fares, Gonzalo Flores, Mariusz Gandzel, Fabio Gorla, Grafit, 
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  Damien Mammoliti, Diana Martinez, Kate Maximovich, Jim Nelson, Miroslav Petrov, Roberto Pitturru, Emiliano Pretrozzi, Scott Purdy, 
  Maichol Quinto, Jason Rainville, Jean-Baptiste Reynaud, Wayne Reynolds, Denman Rooke, Kostja Schleger, Lydia Schuchmann,  
  Chris Seaman, Kyushik Shin, Bryan Sola, Dean Spencer, Florian Stitz, Allison Theus, Tyler Walpole, and Eva Widermann
  Creative Director: James Jacobs
  Editor-in-Chief: F. Wesley Schneider
  Senior Editor: James L. Sutter
  Development: Logan Bonner, Jason Bulmahn, Adam Daigle, Mark Moreland,  
  Stephen Radney-MacFarland, Sean K Reynolds, and James L. Sutter
  Editing: Judy Bauer, Logan Bonner, Christopher Carey, and Patrick Renie
  Editorial Assistance: Rob McCreary
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  Special Thanks: Ryan Dancey, Clark Peterson, and the proud participants of the open gaming movement.
  This game is dedicated to Gary Gygax and Dave Arneson.
  Based on the original roleplaying game rules designed by Gary Gygax and Dave Arneson and inspired by the third edition of the game 
  designed by Monte Cook, Jonathan Tweet, Skip Williams, Richard Baker, and Peter Adkison.
  This game would not be possible without the passion and dedication of the thousands of gamers who helped playtest and develop it. 
  Thank you for all of your time and effort.
  Paizo Publishing, LLC
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  This product makes use of the Pathfinder RPG Core Rulebook. These rules can be found online as part of the Pathfinder Roleplaying Game Reference Document at paizo.
  com/prd. This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or the 3.5 edition of the world’s 
  oldest fantasy roleplaying game. 
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: 
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  defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in 
  any form without written permission.
  Pathfinder Roleplaying Game NPC Codex is published by Paizo Publishing, LLC under the Open Game License version 1.0a © 2000 Wizards of the Coast, Inc. Paizo Publishing, LLC, 
  the Paizo golem logo, Pathfinder, GameMastery, and Pathfinder Society are registered trademarks of Paizo Publishing, LLC; Pathfinder Roleplaying Game, Pathfinder Campaign 
  Setting, Pathfinder Module, Pathfinder Player Companion, and Pathfinder Tales are trademarks of Paizo Publishing, LLC. © 2012 Paizo Publishing, LLC. 
  First printing October 2012.
  Printed in China.
  
  INTRODUCTION	
  4
  CHAPTER	1:	CORE	CLASSES	
  8
  Barbarian	
  10
  Bard	
  26
  Cleric	
  44
  Druid	
  62
  Fighter	
  80
  Monk	
  96
  Paladin	
  112
  Ranger	
  128
  Rogue	
  144
  Sorcerer	
  160
  Wizard	
  178
  CHAPTER	2:	PRESTIGE	CLASSES	
  198
  Arcane	Archer	
  200
  Arcane	Trickster	
  204
  Assassin	
  208
  Dragon	Disciple	
  212
  Duelist	
  216
  Eldritch	Knight	
  220
  Loremaster	
  224
  Mystic	Theurge	
  228
  Pathfinder	Chronicler	
  232
  Shadowdancer	
  236
  TABLE	OF	CONTENTS
  CHAPTER	3:	NPC	CLASSES	
  242
  Adept	
  244
  Aristocrat	
  250
  Commoner	
  256
  Expert	
  260
  Warrior	
  266
  CHAPTER	4:	ICONIC	CHARACTERS	
  274
  Amiri	(Barbarian)	
  276
  Lem	(Bard)	
  278
  Kyra	(Cleric)	
  280
  Lini	(Druid)	
  282
  Valeros	(Fighter)	
  284
  Sajan	(Monk)	
  286
  Seelah	(Paladin)	
  288
  Harsk	(Ranger)	
  290
  Merisiel	(Rogue)	
  292
  Seoni	(Sorcerer)	
  294
  Ezren	(Wizard)	
  296
  APPENDICES	
  298
  Appendix	1:	Animal	Companions	
  298
  Appendix	2:	Encounter	Groups	
  308
  Appendix	3:	Class	Feature	Index	
  315
  INDEX	
  316
  
  4
  Introduction
  This book will save you hours and hours of number 
  crunching! If you’re a GM, one of the more time-
  consuming aspects of running a campaign is creating 
  NPC stat blocks. Monster books such as the Pathfinder RPG 
  Bestiary are great at giving you ready-to-use monster stat 
  blocks, but they’re little help when you need a barbarian, 
  cleric, or wizard. That’s where the NPC Codex comes in, 
  giving you more than 300 complete stat blocks for the core 
  classes, prestige classes, and NPC classes presented in the 
  Pathfinder RPG Core Rulebook. Whether you need bruisers 
  to guard the thieves’ guild, rough-and-tumble locals for 
  a barroom brawl, or a high-powered death priest for your 
  campaign’s climax, this book has you covered. 
  Each character in this book is built only using options 
  in the Core Rulebook. If you like using other sourcebooks 
  in your campaign (such as Pathfinder RPG Ultimate Magic 
  or Pathfinder RPG Ultimate Combat), you can easily swap 
  out or add material from those books to these NPCs.
  NAVIGATING THIS BOOK
  The NPC Codex is organized by character class. Presented 
  below is a brief overview of each chapter.
  Chapter 1—Core Classes: This chapter presents NPCs 
  from levels 1 to 20 for the barbarian, bard, cleric, druid, 
  fighter, monk, paladin, ranger, rogue, sorcerer, and 
  wizard character classes.
  Chapter 2—Prestige Classes: This chapter presents 
  characters with 2, 4, 7, and 10 levels in the arcane archer, 
  arcane trickster, assassin, dragon disciple, duelist, 
  eldritch knight, loremaster, mystic theurge, Pathfinder 
  chronicler, and shadowdancer prestige classes.
  Chapter 3—NPC Classes: This chapter presents NPCs 
  from levels 1 to 10 for the adept, aristocrat, commoner, 
  expert, and warrior NPC classes.
  Chapter 4—Iconic Characters: This chapter presents 
  levels 1, 7, and 12 for the iconic bard (Lem), barbarian 
  (Amiri), cleric (Kyra), druid (Lini), fighter (Valeros), monk 
  (Sajan), paladin (Seelah), ranger (Harsk), rogue (Merisiel), 
  sorcerer (Seoni), and wizard (Ezren).
  Appendix: The appendix includes stat blocks for animal 
  companions, suggested encounters using the stat blocks 
  from this book, an index of all character class abilities, 
  and an index of all characters in this book organized 
  alphabetically by character class.
  HOW TO USE THIS BOOK
  Each character on the following pages uses the same format, 
  split into three specific areas: Stat Block, Description, and 
  Example Character. The NPCs are presented alphabetically 
  by character class, then by class level, lowest to highest 
  (barbarian 1, barbarian 2, and so on).
  Stat Block
  This is where you’ll find all of the information you need 
  to run the NPC in an encounter. A stat block is organized 
  as follows. Note that in cases where a line in a stat block 
  has no value, that line is omitted.
  Name and CR: The character’s name is presented first, 
  along with his or her Challenge Rating (CR). Challenge Rating 
  is a numerical indication of how dangerous a character is—
  the higher the number, the deadlier the character.
  Race, Class, and Level: This lists the character’s race 
  (dwarf, elf, and so on), class, and level.
  XP: Listed here are the total experience points that PCs 
  earn for defeating the character.
  Size, Type, and Alignment: This lists the character’s 
  size, type, and alignment. The alignments listed for each 
  character in this book represent what is normal for those 
  characters, but you can change them to serve the needs 
  of your campaign. Of course, some classes may have 
  restrictions on what alignments they can have, and some 
  character concepts don’t make sense for certain alignments.
  Init and Senses: The character’s initiative modifier is 
  followed by any special senses and his or her Perception 
  check modifier.
  Aura: If the character has a magical or exceptional 
  aura, it is listed here.
  AC: This lists the character’s Armor Class, touch 
  Armor Class, and flat-footed Armor Class. The modifiers 
  that generate the character’s AC are listed in parentheses 
  at the end of this entry.
  hp: This lists the character’s hit points, followed by his 
  or her Hit Dice (including modifiers from Constitution, 
  favored class levels, the Toughness feat, magic such 
  as a false life spell, and so on). Characters with PC class 
  levels receive maximum hit points for their first Hit Die, 
  but all other Hit Dice rolls are assumed to be average. 
  Fast healing and regeneration values, if any, follow the 
  character’s HD.
  Saving Throws: The character’s Fortitude, Reflex, and 
  Will saves appear here, followed by situational modifiers.
  Defensive Abilities/DR/Immune/Resist/SR: This lists 
  all of the character’s unusual defensive abilities. Damage 
  reduction, immunities, resistances, and spell resistance 
  are called out separately as necessary.
  Weaknesses: All of the character’s unusual weaknesses 
  are listed here.
  Speed: The character’s land speed appears here, plus 
  additional speeds as necessary for the character.
  Melee: The character’s melee attacks are listed here, 
  with his or her attack roll modifier listed after the attack’s 
  name followed by the damage in parentheses.
  Ranged: As Melee above, but for ranged attacks.
  
  5
  Space/Reach: The character’s space and reach appear 
  only if they aren’t the standard (one 5-foot square and a 
  reach of 5 feet).
  Special Attacks: The character’s special attacks listed 
  here are explained fully in the Core Rulebook in the 
  description of the character’s class.
  Spell-Like Abilities: This lists the spell-like ability 
  caster level and concentration modifier. Constant spell-
  like abilities function at all times but can be dispelled. A 
  character can reactivate a constant spell-like ability as a 
  swift action.
  Spells Known/Spells Prepared: This lists the caster 
  level and concentration check bonus for a spellcaster, 
  followed by the spells the character knows or typically 
  has prepared.
  Tactics: This section gives suggestions on how to best use 
  the character in combat. Before Combat indicates which of 
  the character’s duration-based abilities or magic items are 
  active when combat starts. During Combat explains which 
  abilities the character prefers to use during combat. Base 
  Statistics lists the character’s statistics without any of the 
  effects of the Before Combat line.
  Ability Scores: The character’s ability scores are listed 
  here. Ability scores might be modified by level (Core 
  Rulebook 30), race, spells, or magic items.
  Base Atk/CMB/CMD: These values represent the 
  character’s base attack, Combat Maneuver Bonus, and 
  Combat Maneuver Defense scores.
  Feats: The character’s feats are listed here.
  Skills: The character’s skills are listed here.
  Languages: The character’s languages are listed here.
  SQ: Any special qualities the character has are listed 
  here, such as class abilities or racial traits.
  Combat Gear: Any equipment the character would 
  reasonably expect to use during combat is listed here—
  alchemical weapons, expendable combat magic items, 
  special ammunition, helpful potions, and so on.
  Other Gear: The rest of the character’s gear goes here, 
  including armor and weapons, passive magic items (such 
  as a cloak of resistance), items the character isn’t likely to 
  use during combat (such as thieves’ tools), and coins or 
  other valuables carried by the character.
  Description
  Following most stat blocks is a short description of the 
  type of character represented by the statistics.
  Example Character
  If there is space on the page for more information, 
  the next section gives the name and background of an 
  example character represented by that stat block.
  Combat Encounters: This gives a scenario to illustrate 
  how the PCs could encounter the example character in a 
  combat situation.
  Roleplaying Suggestions: This offers roleplaying 
  suggestions for the example character.
  
  66
  
  7 7
  H
  old your ground, damn 
  you!” 
  Holgarth’s 
  axe 
  swung a wide arc, cleaving blood 
  and feathers from a bird-thing’s 
  wing. The creature’s screech of 
  pain was more eagle than man.
  “What ground?” Alekis shot 
  back. Beneath them, more stones 
  sloughed off the wall, their mortar 
  blasted and melted away by the 
  strix’s magical storm. “This pile 
  of stones isn’t worth my spit, let 
  alone my blood!”
  Holgarth growled. “It’ll be our 
  burial cairn if you don’t shut up 
  and fight.” Without bothering 
  to turn, the half-orc flung up his 
  axe, shearing through the arm of 
  an attacker reaching for his back. 
  Through the howl of the wind, his 
  sigh was barely audible.
  “The things I do for love...”
  Core Classes 
  
  CORE CLASSES
  The Pathfinder RPG gives you a phenomenal number of 
  character options—battle or healing clerics, greatsword 
  or longbow fighters, pickpocket or trap-finding rogues, 
  mind-controller or undead-creator wizards, and so on.
  This chapter gives you useful and interesting NPCs 
  at levels 1–20 for each of the 11 core classes in the Core 
  Rulebook. In general, if an NPC’s character level is odd, 
  the character is a fairly normal example of that class. 
  For example, the 3rd-level wizard is a universalist “battle 
  mage” and the 5th-level wizard is a typical transmuter, 
  either of which is suitable for any common situation 
  where you need a wizard stat block in a combat. NPCs with 
  even-numbered character levels get more experimental 
  and thematic. For example, the 2nd-level wizard is an 
  enchanter “street magician,” and the 4th-level wizard is a 
  diviner “investigator,” which have more specialized uses. 
  This structure means that no matter what CR you need 
  for an encounter, at most you’re just one character level 
  away from a standard character. For example, if you need 
  a CR 3 (4th-level) wizard, you could add a level to the 3rd-
  level wizard or subtract a level from the 5th-level wizard 
  (of course, adding a level is easier than subtracting a level).
  All of the NPCs in this chapter use the “heroic” set 
  of base ability scores (15, 14, 13, 12, 10, 8) and have gear 
  according to the Heroic Level column of Table 14–9: NPC 
  Gear on page 454 of the Core Rulebook.
  In general, the NPCs do not list mundane gear such 
  as rope, torches, belt pouches, and so on unless it is vital 
  to the character (clerics have a holy symbol, rogues with 
  Disable Device have thieves’ tools, and so on). You can 
  assume that an NPC is geared appropriately for his or 
  her profession or adventuring career, and if cost is ever a 
  factor, you can mark off some of the character’s extra gear 
  for this purpose or for expendable items such as potions, 
  nearly expended wands, and so on.
  HOW TO USE THIS CHAPTER
  The three most common uses for NPCs in this chapter 
  are as antagonists, allies, and player characters.
  ANTAGONISTS
  If you need someone for your PCs to fight, just pick 
  an NPC stat block and you’re ready to go—they’re all 
  designed with combat in mind (even if some of them 
  are cowardly or rely on minions or allies). Each includes 
  battle tactics specific to that character, preparations he 
  or she makes before combat (if any), and gear appropriate 
  to the character’s level.
  For most stat blocks (where space permits), there’s 
  additional information about an example character using 
  those statistics. This is useful if you have to create an NPC 
  on the spot and need a few words of background or goals 
  to make that character feel more lifelike to your players—
  enough to turn a generic “street magician” into “Berwick 
  Thimblethane the enchanter-thief.”
  ALLIES
  NPC allies may have brief or lengthy roles in the campaign 
  story. The mayor of the campaign’s starting town might 
  be a retired adventuring blacksmith (fighter 6) and 
  recurring mentor character in the PCs’ lives, or a noble 
  crusader (cleric 5) could join the PCs for just one dungeon 
  encounter. In a game where danger is only a die roll away, 
  it’s useful to have stat blocks for long-term and one-shot 
  NPCs in a campaign—after all, if goblins overrun the 
  town, the mayor’s going to come out of retirement and 
  help the PCs save the day. You can use all of these NPCs 
  as is for this purpose, and they’re good as cohorts as well.
  Remember that you can always change an NPC’s goals, 
  personality, alignment, abilities, or gear to suit your 
  campaign, and doing so is faster than creating a new 
  NPC from scratch. It doesn’t take much to change the stat 
  block for an evil mother of beasts (cleric 10) into a benign 
  animal- or elemental-themed cleric who’ll help the PCs.
  PLAYER CHARACTERS
  If you’re in a hurry, you can use these characters as 
  PCs instead of NPCs. However, NPCs have much less 
  wealth than PCs of the same level, and if you use these 
  characters as PCs, you should add to or upgrade their 
  gear to make up for this difference. Compare the total 
  gp value for the NPC’s heroic level (Core Rulebook 454) to 
  the amount listed in Table 12–4: Character Wealth by 
  Level (Core Rulebook 399).
  NOTES ON CLASSES
  Remember that you always have the option to alter or add 
  to these characters to make them even more useful to your 
  campaign. It’s easy to replace some of a character’s feats, 
  spells, and magic items from another source. In many 
  cases, swapping class abilities for those of an archetype is 
  fairly easy, as is altering a character’s race.
  Depending on the nature of the alteration, you might 
  not need to adjust the stat block at all. For example, if the 
  stat block is for a human character and you need a half-
  elf, each of those races has a bonus to one ability score 
  of your choice, so you don’t have to alter the character’s 
  ability scores. Unless you let your players see the stat 
  block, they probably won’t notice that the “half-elf” has 
  a different feat instead of Skill Focus and more skill 
  points than she should. If you use a human as a dwarf 
  or a half-orc as a gnome, you usually can hand-wave the 
  minor differences between the races and just use the stat 
  block as presented.
  8
  
  The remainder of this section explains specific choices 
  for each of the classes in this chapter.
  BARBARIAN
  The barbarian stat blocks are presented with the assumption 
  that the barbarian is raging (Core Rulebook 32). Use the Base 
  Statistics line for the barbarian’s non-raging statistics.
  BARD
  Other than spells, bards have few class ability choices 
  that have a significant impact on the stat block. The type 
  of Perform skill the bard uses is mostly cosmetic, and 
  changing the versatile performance skill selection (Core 
  Rulebook 38) is just a matter of replacing the new skill’s 
  bonus with the bard’s Perform skill bonus.
  CLERIC
  Each cleric worships one of the 20 deities listed in the 
  cleric section on page 43 of the Core Rulebook, and has 
  two domains and channels positive or negative energy 
  appropriate to that deity. You can use these clerics as 
  worshipers of a similar deity or as clerics of divine 
  concepts (godless clerics). You may instead change the 
  cleric’s listed domains, energy channeling, and prepared 
  spells to suit your campaign; for example, you could change 
  the alignment of the noble crusader (cleric 5) to lawful evil, 
  her deity to an evil war deity, and her channel energy from 
  positive to negative to create an evil priest-general.
  DRUID
  Each druid is built with the nature bond (domain) class 
  ability instead of an animal companion. If you need a 
  druid with an animal companion, ignore the domain 
  spells and granted powers listed in the druid’s stat block 
  and select an animal companion of the appropriate level 
  from Appendix 1.
  FIGHTER
  Other than feats, the only fighter class ability that 
  significantly affects the stat block is the character’s 
  choices for weapon training. As most fighters choose 
  their best weapons for this ability, if you swap the fighter’s 
  weapon for different one with the same enhancement 
  bonus (such as a +1 battleaxe for a +1 longsword), you can 
  use the listed attack bonus for the new weapon.
  MONK
  Each monk is presented with a normal attack routine 
  (with a weapon or unarmed strike) and a flurry of blows 
  attack routine. You can swap monk weapons or unarmed 
  strikes with the same enhancement bonus (such as a +1 
  kama for an unarmed strike with a +1 amulet of mighty fists) 
  without changing the math on the stat block.
  PALADIN
  The divine bond and mercy paladin class abilities don’t 
  have much effect on the character’s stat block. You can 
  easily swap out the paladin’s mercies for other mercies. If 
  the paladin’s divine bond is with a weapon and you want 
  to change it to be with a mount, consider spending some 
  of the character’s wealth on barding for the mount. If 
  the divine bond is with a mount and you change it to be 
  with a weapon, allocate any wealth for barding or other 
  mount-related items to abilities on the paladin’s weapon.
  RANGER
  Each ranger is built with the hunter’s bond (companion) 
  class ability instead of an animal companion. If you need 
  a ranger with an animal companion, select an animal 
  companion of the appropriate level (ranger level – 3) from 
  Appendix 1.
  ROGUE
  Many rogue talents (Core Rulebook 68)—especially talents 
  that modify sneak attack—don’t change any numbers in 
  the character’s stat block, and they are easy swaps when 
  customizing an NPC. Watch out for combat trick, finesse 
  rogue, and weapon training, which affect the rogue’s feats 
  and could alter the character’s melee or ranged attacks—
  or even invalidate the use of a particular weapon.
  SORCERER
  A sorcerer’s bloodline has a significant impact on the 
  character’s stat block, affecting spells known, a class 
  skill, feats, and providing one or more bloodline arcana 
  and bloodline powers. Changing a sorcerer’s bloodline is 
  not a simple matter unless you’re just altering the type 
  of dragon or elemental for the draconic and elemental 
  bloodlines. Fortunately, by using colorful descriptions 
  for the special abilities, your players probably won’t 
  notice the difference, so you can use these stat blocks for 
  multiple purposes without rebuilding them.
  WIZARD
  A wizard’s school specialization affects the character’s 
  special abilities and spells prepared, and could have an 
  impact on which feats are useful. You can easily change a 
  wizard’s focus as long as you don’t change the oppositional 
  schools. Some of the wizards in this chapter have familiars; 
  you can replace the familiar with an arcane bonded item. 
  This book does not include stat blocks for familiars because 
  a familiar’s abilities are very dependent on the wizard’s 
  statistics. The wizard’s spellbook is included in his gear; 
  assume the spellbook holds all the spells the wizard has 
  prepared, plus spells from any scrolls the wizard has that he 
  is high enough level to cast. Most level-appropriate scrolls 
  carried are priced as if the wizard had scribed them.
  9
  CORE CLASSES
  INTRODUCTION
  
  Init +2; Senses Perception +7
  DEFENSE
  AC 18, touch 10, flat-footed 16 (+6 armor, +2 Dex, –2 rage, +2 shield)
  hp 28 (2d12+10)
  Fort +7, Ref +2, Will +4; +2 vs. poison, spells, and spell-like abilities
  Defensive Abilities defensive training (+4 dodge bonus to AC vs. 
  giants), uncanny dodge
  OFFENSE
  Speed 30 ft.
  Melee mwk dwarven waraxe +7 (1d10+4/×3) or 
  mwk dwarven waraxe +5 (1d10+4/×3), armor spikes +4 (1d6+2) or 
  spiked heavy steel shield +4 (1d8+4)
  Ranged throwing axe +4 (1d6+4)
  Special Attacks +1 on attack rolls against goblinoid and orc 
  humanoids, rage (8 rounds/day), rage powers (knockback)
  TACTICS
  During Combat The barbarian uses his shield primarily for defense.
  Base Statistics When not raging, the barbarian’s statistics are AC 
  20, touch 12, flat-footed 18; hp 24; Fort +5, Will+2; Melee mwk 
  dwarven waraxe +5 (1d10+2/×3) or mwk dwarven waraxe +3 
  (1d10+2/×3), armor spikes +2 (1d6+1) or spiked heavy shield +2 
  (1d8+2); Ranged throwing axe +4 (1d6+2); Str 14, Con 15; CMB +4; 
  Skills Climb +1.
  STATISTICS
  Str 18, Dex 15, Con 19, Int 10, Wis 14, Cha 6
  Base Atk +2; CMB +6; CMD 16 (20 vs. bull rush or trip)
  Feats Two-Weapon Fighting
  Skills Climb +3, Knowledge 
  (dungeoneering, engineering) +2, 
  Perception +7 (+9 to notice unusual 
  stonework), Survival +6
  Languages Common, Dwarven
  SQ fast movement
  Combat Gear acid; Other Gear 
  masterwork breastplate with armor 
  spikes, spiked heavy steel shield, 
  masterwork dwarven waraxe, 
  throwing axe, 2 gp
  The most adventurous, 
  t h r i l l-seek i n g , 
  and foolhardy 
  dwarves can 
  go a little 
  mad, roaming 
  the land in 
  their search 
  for 
  blood 
  and battle.
  Init +1; Senses Perception +5
  DEFENSE
  AC 15, touch 9, flat-footed 14 (+6 armor, +1 Dex, –2 rage)
  hp 17 (1d12+5)
  Fort +6, Ref +1, Will +3
  OFFENSE
  Speed 30 ft.
  Melee greatsword +6 (2d6+7/19–20) or 
  heavy flail +6 (1d10+7/19–20)
  Special Attacks rage (6 rounds/day)
  TACTICS
  During Combat The barbarian favors her greatsword and Power 
  Attack when fighting monsters, but uses her flail against weapon-
  using foes to make disarm and trip combat maneuvers.
  Base Statistics When not raging, the barbarian’s statistics are AC 17, 
  touch 11, flat-footed 16; hp 15; Fort +4, Will+1; Melee greatsword +4  
  (2d6+4/19–20) or heavy flail +4 (1d10+4/19–20); Ranged sling +2 
  (1d4+3); Str 17, Con 14; CMB +4; Skills Climb +3, Swim +3.
  STATISTICS
  Str 21, Dex 13, Con 18, Int 10, Wis 12, Cha 8
  Base Atk +1; CMB +6; CMD 15
  Feats Cleave, Power Attack
  Skills Climb +5, Knowledge (nature) +4, Perception +5, Survival +5, 
  Swim +5
  Languages Common
  SQ fast movement
  Combat Gear potion of cure light wounds, potion 
  of remove fear, alchemist’s fire; Other Gear 
  breastplate, greatsword, heavy 
  flail, sling with 10 bullets, 
  5 gp
  This cold, merciless 
  barbarian fights for 
  gold and glory.
  ARJANA
  This mercenary 
  once roamed the 
  wilderness, but now 
  fights to pay for the 
  comforts of civilization.
  Combat Encounters: 
  Arjana may be in the hire of a 
  merchant lord, local princeling, 
  or cult leader. She offers no quarter 
  and expects none.
  Roleplaying Suggestions: Arjana 
  is amiable if she feels respected.
  SAVAGE MERCENARY
  CR 1/2
  HUMAN BARBARIAN 1
  XP 200
  Medium humanoid (human)
  CN
  DWARVEN RAGER
  CR 1
  DWARF BARBARIAN 2
  XP 400
  Medium humanoid (dwarf)
  CN
  1010
  
  Init +3; Senses Perception +10
  DEFENSE
  AC 18, touch 12, flat-footed 15 (+5 armor, +3 Dex, –2 rage, +1 shield, +1 size)
  hp 43 (4d12+12)
  Fort +8, Ref +5, Will +5; +3 vs. spells and spell-like or supernatural 
  abilities, +2 vs. fear
  Defensive Abilities trap sense +1, uncanny dodge
  OFFENSE
  Speed 30 ft.
  Melee lance +9 (1d6+4/×3)
  Ranged +1 halfling sling staff +10 (1d6+5/×3)
  Space 5 ft.; Reach 5 ft. (10 ft. with lance)
  Special Attacks rage (11 rounds/day), rage powers (superstition +3, 
  surprise accuracy +2)
  TACTICS
  Before Combat The barbarian applies oil of magic weapon.
  During Combat The barbarian keeps his distance, pelting enemies 
  with bullets. If ranged attacks fail, he charges with his lance.
  Base Statistics When not raging and without magic weapon, the 
  barbarian’s statistics are AC 20, touch 14, flat-
  footed 17; hp 35; Fort +6, Will+3; Melee 
  lance +7 (1d6+2/×3); Ranged mwk 
  halfling sling staff +10 (1d6+2/×3); Str 14, 
  Con 13; CMB +5; Skills Climb +9, Swim +5.
  STATISTICS
  Str 18, Dex 16, Con 17, Int 10,  
  Wis 12, Cha 10
  Base Atk +4; CMB +7; 
  CMD 18
  Feats Deadly Aim, Weapon 
  Focus (halfling sling staff)
  Skills Acrobatics +11, 
  Handle Animal +6, 
  Perception +10, Ride +9, 
  Stealth +10, Survival +5
  SQ fast movement
  Combat Gear oils of 
  magic weapon (2),  
  potions of cure light 
  wounds (2); Other Gear 
  +1 chain shirt, masterwork 
  buckler, lance, masterwork 
  halfling sling staff with 20 
  bullets, riding dog with riding 
  saddle and leather barding, 55 gp
  Small and adept at skirmish 
  maneuvers, a dog rider is a 
  deadly and cautious warrior.
  Init +1; Senses darkvision 60 ft.; Perception +6
  DEFENSE
  AC 15, touch 9, flat-footed 14 (+6 armor, +1 Dex, –2 rage)
  hp 40 (3d12+15)
  Fort +7, Ref +2, Will +3
  Defensive Abilities orc ferocity, trap sense +1, uncanny dodge
  OFFENSE
  Speed 30 ft.
  Melee mwk greataxe +9 (1d12+7/×3)
  Ranged mwk sling +5 (1d4+5)
  Special Attacks rage (10 rounds/day), rage powers (intimidating glare)
  TACTICS
  During Combat The barbarian uses intimidating glare each round, 
  attacking first, then focusing her glare upon the uninjured.
  Base Statistics When not raging, the barbarian’s statistics are AC 
  17, touch 11, flat-footed 16; hp 34; Fort +5, Will+1; Melee mwk 
  greataxe +7 (1d12+4/×3); Ranged mwk sling +5 (1d4+3); Str 17, 
  Con 14; CMB +6; Skills Climb +5, Intimidate +12, Swim +3.
  STATISTICS
  Str 21, Dex 13, Con 18, Int 8, Wis 10, Cha 12
  Base Atk +3; CMB +8; CMD 17
  Feats Intimidating Prowess, Power Attack
  Skills Climb +7, Intimidate +14, Perception +6, Survival +4, Swim +5
  Languages Common, Orc
  SQ fast movement, orc blood, 
  weapon familiarity
  Combat Gear potion of cure light 
  wounds, potion of lesser restoration, 
  potion of protection from 
  good; Other Gear mwk 
  chainmail, mwk greataxe, 
  mwk sling with 10 bullets, 
  climber’s kit, 250 gp
  There are few things more 
  terrifying than a half-orc 
  barbarian with a greataxe.
  BLOODY BARRU
  Bloody Barru licks the blood from her 
  axe each time she fells a foe.
  Combat 
  Encounters: 
  Bloody 
  Barru allies with almost anyone 
  who promises excessive carnage.
  Roleplaying Suggestions: Barru 
  is hard to get along with. 
  She would rather kill a 
  person than engage in 
  conversation.
  AXE WARRIOR
  CR 2
  HALF-ORC BARBARIAN 3
  XP 600
  Medium humanoid (human, orc)
  CE
  DOG RIDER
  CR 3
  HALFLING BARBARIAN 4
  XP 800
  Small humanoid (halfling)
  N
  1111
  CR
  CORE CLASSES
  BARBARIANS
  1/2
  1
  2
  3
  
  Init +4; Senses low-light vision; Perception +12
  DEFENSE
  AC 17, touch 12, flat-footed 13 (+5 armor, +4 Dex, –2 rage)
  hp 68 (6d12+24)
  Fort +8, Ref +6, Will +5; +2 vs. enchantments
  Defensive Abilities improved uncanny dodge, trap sense +2; 
  Immune sleep
  OFFENSE
  Speed 50 ft.
  Melee mwk elven curve blade +10/+5 (1d10+4/18–20)
  Ranged +1 composite longbow +11/+6 (1d8+4/×3)
  Special Attacks rage (15 rounds/day), rage powers (rolling dodge +2, 
  swift foot +10 feet)
  TACTICS
  During Combat The barbarian 
  switches freely between bow and 
  blade as the situation warrants.
  Base Statistics When not raging, the 
  barbarian’s statistics are AC 19, touch 14, 
  flat-footed 15; hp 56; Fort +6, Will+3; Melee 
  mwk elven curve blade +8/+3 (1d10+1/18–20); 
  Ranged +1 composite longbow +11/+6 (1d8+2/×3); 
  Str 13, Con 12; CMB +7; Skills Climb +8.
  STATISTICS
  Str 17, Dex 18, Con 16, Int 10, Wis 12, Cha 10
  Base Atk +6; CMB +9; CMD 21
  Feats Deadly Aim, Point-Blank Shot, 
  Power Attack
  Skills Acrobatics +12 (+20 when 
  jumping), Climb +10, Craft (bows) +5, 
  Handle Animal +5, Knowledge (nature) +5,  
  Perception +12, Stealth +5, Survival +5
  Languages Common, Elven
  SQ elven magic, fast movement, weapon 
  familiarity
  Combat Gear potions of cure light 
  wounds (2), potions of longstrider (2), 
  alchemist’s fire (2); Other Gear  
  +1 chain shirt, +1 composite longbow 
  (+3 Str) with 20 arrows, masterwork 
  elven curve blade, climber’s kit, 2 gp
  This barbarian guards the fringes of 
  wooded territories, protecting creatures 
  and people from those who would 
  despoil the land and steal from 
  its inhabitants. They distrust all 
  outsiders, but must also guard 
  against their own kin.
  WILD LANCER
  CR 4
  HALF-ELF BARBARIAN 5
  XP 1,200
  Medium humanoid (elf, human)
  NE
  FOREST GUARDIAN
  CR 5
  ELF BARBARIAN 6
  XP 1,600
  Medium humanoid (elf)
  CN
  Init +1; Senses low-light vision; Perception +11
  DEFENSE
  AC 18, touch 9, flat-footed 17 (+7 armor, +1 Dex, –2 rage, +2 shield)
  hp 63 (5d12+25)
  Fort +9, Ref +3, Will +5; +3 vs. spells and spell-like and supernatural 
  abilities, +2 vs. enchantments
  Defensive Abilities improved uncanny dodge, trap sense +1; 
  Immune sleep
  OFFENSE
  Speed 30 ft.
  Melee mwk lance +12 (1d8+6/×3) or 
  armor spikes +11 (1d6+6)
  Ranged javelin +6 (1d6+6)
  Space 5 ft.; Reach 5 ft. (10 ft. with lance)
  Special Attacks rage (14 rounds/day), rage 
  powers (quick reflexes, superstition +3)
  TACTICS
  During Combat The barbarian makes charge 
  attacks whenever possible. If prevented 
  from charging, she maneuvers to maximize 
  attacks of opportunity caused by her 
  extended reach. Her armor spikes are a 
  weapon of last resort.
  Base Statistics When not raging, the barbarian’s 
  statistics are AC 20, touch 11, flat-footed 19; 
  hp 53; Fort +7, Will+3; no bonus vs. spells and 
  spell-like or supernatural abilities; Melee 
  mwk lance +10 (1d8+4/×3) or armor spikes +9 
  (1d6+4); Ranged javelin +6 (1d6+4); Str 18, 
  Con 14; CMB +9; Skills Climb +10, Swim +5.
  STATISTICS
  Str 22, Dex 13, Con 18, Int 10, Wis 12, Cha 8
  Base Atk +5; CMB +11; CMD 20
  Feats Mounted Combat, Ride-By Attack, Skill Focus 
  (Ride), Spirited Charge
  Skills Acrobatics +2, Climb +12, Perception +11, 
  Ride +8, Survival +5, Swim +7
  Languages Common, Elven
  SQ elf blood, fast movement
  Combat Gear acid; Other Gear +1 breastplate 
  with armor spikes, masterwork heavy 
  wooden shield, javelins (5), masterwork 
  lance, cloak of resistance +1, heavy horse 
  (combat trained) with military 
  saddle and masterwork studded 
  leather barding, 310 gp
  Some barbarians are most at 
  home on horseback.
  1212
  
  Init +1; Senses low-light vision; Perception +12
  DEFENSE
  AC 17, touch 10, flat-footed 16 (+7 armor, +1 Dex, –2 rage, +1 size)
  hp 105 (8d12+48)
  Fort +12, Ref +4, Will +5; +4 vs. spells and spell-like or supernatural 
  abilities, +2 vs. illusions
  Defensive Abilities defensive training (+4 dodge bonus to AC vs. 
  giants); improved uncanny dodge, trap sense +2; DR 2/—
  OFFENSE
  Speed 25 ft.
  Melee mwk cold iron glaive +15/+10 (1d8+7/×3) or
  kukri +14/+9 (1d3+5/18–20)
  Ranged mwk composite longbow +11/+6 (1d6+5/×3)
  Space 5 ft.; Reach 5 ft. (10 ft. with glaive)
  Special Attacks +1 on attack rolls against goblinoid and reptilian 
  humanoids, rage (21 rounds/day), rage powers (clear mind, 
  knockback, quick reflexes, superstition +4)
  TACTICS
  During Combat The barbarian leads with trip maneuvers, seeking to 
  trigger attacks of opportunity. He uses knockback to force creatures 
  to advance on him again through the threatened area of his glaive.
  Base Statistics When not raging, the barbarian’s statistics are AC 19, 
  touch 12, flat-footed 18; hp 89; Fort +10, Will+3; no bonus vs. spells 
  and spell-like or supernatural abilities; Melee mwk cold iron 
  glaive +13/+8 (1d8+4/×3) or kukri +12/+7 (1d3+3/18–20); 
  Ranged mwk composite longbow +11/+6 (1d6+3/×3); Str 16,  
  Con 16; CMB +10 (+14 trip); Skills Climb +6, Swim +8.
  STATISTICS
  Str 20, Dex 13, Con 20, Int 13, Wis 10, 
  Cha 10
  Base Atk +8; CMB +12 (+16 trip); 
  CMD 21 (23 vs. trip)
  Feats Combat Expertise, Greater 
  Trip, Improved Trip, Power Attack
  Skills Acrobatics +5, Climb +8, Craft  
  (ships) +5, Intimidate +5, Knowledge 
  (nature) +10, Linguistics +3, 
  Perception +12, Profession (sailor) +5, 
  Survival +10, Swim +10
  Languages Aquan, Auran, Common, 
  Gnome, Sylvan
  SQ fast movement
  Combat Gear oil of magic weapon, 
   potion of cure light wounds; Other 
  Gear +1 breastplate, kukri, masterwork 
  cold iron glaive, masterwork composite 
  longbow (+5 Str) with 20 arrows, belt of 
  giant strength +2, cloak of resistance +1, 
  climber’s kit, 50 gp
  SUNDERING AXE
  CR 6
  DWARF BARBARIAN 7
  XP 2,400
  Medium humanoid (dwarf)
  NE
  GLAIVE RAGER
  CR 7
  GNOME BARBARIAN 8
  XP 3,200
  Small humanoid (gnome)
  CN
  Init +1; Senses Perception +12
  DEFENSE
  AC 18, touch 9, flat-footed 17 (+9 armor, +1 Dex, –2 rage)
  hp 93 (7d12+42)
  Fort +11, Ref +4, Will +7; +2 vs. poison, spells, and spell-like abilities
  Defensive Abilities defensive training (+4 dodge bonus to AC vs. 
  giants), improved uncanny dodge, trap sense +2; DR 1/—
  OFFENSE
  Speed 20 ft.
  Melee mwk adamantine greataxe +13/+8 (1d12+7/×3)
  Ranged light hammer +8 (1d4+5) or 
  throwing axe +8 (1d6+5)
  Special Attacks +1 on attack rolls against goblinoid and orc 
  humanoids, rage (19 rounds/day), rage powers (guarded stance +2, 
  knockback, strength surge +7)
  TACTICS
  During Combat The barbarian uses her guarded stance and 
  alternates between dealing damage and sundering weapons.
  Base Statistics When not raging, the barbarian’s statistics are AC 20,  
  touch 11, flat-footed 19; hp 79; Fort +9, Will+5; Melee mwk 
  adamantine greataxe +11/+6 (1d12+4/×3); Ranged light 
  hammer +8 (1d4+3) or throwing axe +8 (1d6+3); Str 16, Con 16; 
  CMB +10 (+14 sunder); Skills Climb +8.
  STATISTICS
  Str 20, Dex 13, Con 20, Int 10, Wis 14, Cha 6
  Base Atk +7; CMB +12 (+16 sunder); CMD 21 (25 vs. 
  bull rush or trip, 23 vs. sunder)
  Feats Armor Proficiency (heavy), Greater Sunder, 
  Improved Sunder, Power Attack
  Skills Acrobatics +5 (+1 when jumping), 
  Climb +10, Craft (weapons) +10, 
  Knowledge (dungeoneering) +5, 
  Perception +12 (+14 to notice 
  unusual stonework)
  Languages Common, Dwarven
  SQ fast movement
  Combat Gear oil of magic weapon, 
  potion of cure light wounds, 
  potion of shield of faith, acid 
  (3); Other Gear masterwork 
  full plate, light hammer (2), 
  masterwork adamantine 
  greataxe, throwing axe (2),  
  cloak of resistance +1, climber’s kit, 
  masterwork artisan’s tools, 2 gp
  A sundering axe whittles away at her 
  enemies’ abilities to attack and 
  defend themselves.
  1313
  CR
  4
  5
  6
  7
  CORE CLASSES
  BARBARIANS
  
  Init +2; Senses low-light vision, scent; Perception +19
  DEFENSE
  AC 14, touch 10, flat-footed 12 (+4 armor, +2 Dex, –2 rage)
  hp 109 (9d12+45)
  Fort +11, Ref +6, Will +6; +4 vs. spells and spell-like and supernatural 
  abilities, +2 vs. enchantments
  Defensive Abilities improved uncanny dodge, trap sense +3; DR 1/—; 
  Immune sleep
  OFFENSE
  Speed 40 ft.
  Melee +1 longspear +16/+11 (2d4+10/×3) or 
  spiked gauntlet +15/+10 (1d4+6)
  Ranged +1 composite longbow +12/+7 
  (1d8+7/×3)
  Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
  Special Attacks rage (22 rounds/day), rage 
  powers (quick reflexes, raging swimmer +9, 
  scent, superstition +4)
  TACTICS
  During Combat The barbarian prefers to fight in the 
  water, outswimming foes or using the water for cover 
  as she attacks landward opponents her bow or longspear 
  (using Lunge). She eschews full attacks in favor of Vital Strike 
  attacks against a lone target or Great Cleave attacks against 
  groups. She forces enemies to approach through the guard of her 
  longspear, provoking attacks of opportunity.
  Base Statistics When not raging, the barbarian’s statistics are 
  Senses no scent; AC 16, touch 12, flat-footed 14; hp 91; Fort +9,  
  Will+4; no bonus vs. spells and spell-like or supernatural 
  abilities; Melee +1 longspear +14/+9 (2d4+7/×3) or spiked gauntlet 
  +13/+8 (1d4+4); Ranged +1 composite longbow +12/+7 (1d8+5/×3); 
  Str 18, Con 14; CMB +13; Skills Climb +8, Swim +9.
  STATISTICS
  Str 22, Dex 14, Con 18, Int 12, Wis 10, Cha 8
  Base Atk +9; CMB +15; CMD 25
  Feats Cleave, Great Cleave, Lunge, Power Attack, 
  Skill Focus (Acrobatics), Vital Strike
  Skills Acrobatics +16 (+20 when jumping), 
   Climb +10, Handle Animal +10, Knowledge  
  (nature) +5, Linguistics +3, Perception +19, Ride +5, Stealth +10, 
  Survival +4, Swim +20
  Languages Aquan, Common, Elven, Sylvan
  SQ elf blood, fast movement
  Combat Gear oil of align weapon (lawful), potion of cure light 
  wounds, potion of lesser restoration, alchemical silver arrows 
  (10), cold iron arrows (10); Other Gear masterwork chain shirt, 
  +1 composite longbow (+6 Str) with 20 arrows, +1 longspear, 
  masterwork longspear, spiked gauntlet, cloak of resistance +1, 
  eyes of the eagle, 1 gp
  Adept at combat on land or in the water, the raging 
  swimmer attacks foes when they are most vulnerable.
  DORREMERA SALIN
  Dorremera is a child of the waves, sired by an aquatic elf 
  who abandoned her human mother. Raised along the sea, 
  Dorremera took to the water as if born to it, and considers 
  the beasts of the sea and shore her kin. She has little patience 
  for the niceties of society—whether human or elven—and 
  lashes out at almost everyone who crosses her path. 
  Combat Encounters: Dorremera has no compunctions 
  about stealing from landlubbers, or killing those who 
  chase or surprise her.
  Roleplaying Suggestions: Though it is hard to get 
  through to her, Dorremera sometimes parleys with 
  adventuring groups that treat her respectfully, show great 
  battle prowess, or are particularly kind to sea creatures.
  RAGING SWIMMER
  CR 8
  HALF-ELF BARBARIAN 9
  XP 4,800
  Medium humanoid (elf, human)
  N
  1414
  
  Init +5; Senses Perception +14
  DEFENSE
  AC 21, touch 14, flat-footed 16 (+5 armor, +5 Dex, –2 rage, +2 shield, 
  +1 size)
  hp 120 (10d12+50)
  Fort +13, Ref +10, Will +8; +4 vs. spells and spell-like or supernatural 
  abilities, +2 vs. fear
  Defensive Abilities improved uncanny dodge, trap sense +3; DR 2/—; 
  Immune nauseated, sickened
  OFFENSE
  Speed 30 ft.
  Melee mwk scimitar +15/+10 (1d4+3/18–20)
  Ranged +1 composite longbow +15/+15/+10 (1d6+4/19–20/×3) or
  +1 composite longbow +17/+12 (1d6+4/19–20/×3)
  Special Attacks rage (24 rounds/day), rage powers (clear 
  mind, internal fortitude, raging climber +10, rolling dodge +2, 
  superstition +4)
  TACTICS
  During Combat The barbarian uses Climb and Acrobatics to rain 
  death upon enemies from above. She snipes from cover or 
  concealment to begin her attack, but after that is concerned solely 
  with maximizing the intensity of her deadly barrage. She activates 
  her rolling dodge to evade enemy counterfire.
  Base Statistics When not raging, the barbarian’s statistics are AC 23, 
  touch 16, flat-footed 18; hp 100; Fort +11, Will+6; no bonus vs. 
  spells and spell-like or supernatural abilities; Immune —; Melee 
  mwk scimitar +13/+8 (1d4+1/18–20); Ranged +1 composite 
  longbow +15/+15/+10 (1d6+2/19–20/×3) or +1 composite 
  longbow +17/+12 (1d6+2/19–20/×3); Str 12, Con 14; CMB +10; 
  Skills Climb +18, Swim +5.
  STATISTICS
  Str 16, Dex 20, Con 18, Int 10, Wis 12, Cha 10
  Base Atk +10; CMB +12; CMD 25
  Feats Deadly Aim, Improved Critical (composite longbow), Manyshot, 
  Point-Blank Shot, Rapid Shot
  Skills Acrobatics +20, Climb +30, Perception +14, Stealth +19, 
  Survival +5, Swim +7
  Languages Common, Halfling
  SQ fast movement
  Combat Gear potions of cure light wounds (2), potion of 
  protection from arrows, potion of shield of faith, alchemical 
  silver arrows (10), alchemist’s fire (2), cold iron arrows (10), 
  drow poison (3), tanglefoot bag; Other Gear +1 mithral chain 
  shirt, +1 buckler, +1 composite longbow (+3 Str) with 60 arrows, 
  masterwork scimitar, belt of incredible dexterity +2, cloak of 
  resistance +1, climber’s kit, 300 gp
  Rare tribes of halfling cannibals stalk deep jungles 
  in search of sentient prey.
  LANANI SHABU
  When newcomers objecting to his matriarchal tribe’s 
  cannibalistic ways wiped out his kin, Lanani had no choice 
  but to ritualistically take on new leadership—and a new 
  gender. Now “Mother Lanani” hunts the jungle, punishing 
  humans and recruiting halflings to her new tribe.
  Combat Encounters: Lanani can stalk quarry for days, 
  slowly weakening those she is not able to knock out with 
  her poison. Other times, she heads a hunting band.
  Roleplaying Suggestions: Lanani rarely interacts with 
  the outside world, but in desperate times she ventures 
  into civilization to lure prey closer to her tribe.
  CANNIBALISTIC HUNTER
  CR 9
  HALFLING BARBARIAN 10
  XP 6,400
  Small humanoid (halfling)
  NE
  1515
  CR
  8
  9
  CORE CLASSES
  BARBARIANS
  
  Init +4; Senses darkvision 60 ft.; Perception +15
  DEFENSE
  AC 17, touch 12, flat-footed 13 (+5 armor, +4 Dex, –2 rage)
  hp 142 (11d12+65)
  Fort +14, Ref +9, Will +9; +4 vs. spells and spell-like or 
  supernatural abilities
  Defensive Abilities improved uncanny dodge, orc ferocity, trap 
  sense +3; DR 3/—
  OFFENSE
  Speed 40 ft.
  Melee +1 orc double axe +19/+14/+9 (1d8+10/19–20/×3) or
  +1 orc double axe +17/+12/+7 (1d8+7/19–20/×3), +1 orc double 
  axe +17/+12 (1d8+7/19–20/×3), bite +12 (1d4+3)
  Ranged mwk composite longbow +16/+11/+6 
  (1d8+6/×3)
  Special Attacks greater rage (26 rounds/
  day), rage powers (animal fury, increased 
  damage reduction +1, no escape, raging 
  leaper +11, superstition +4)
  TACTICS
  During Combat The barbarian charges into the heart of battle, 
  using one end of his double axe two-handed when charging or 
  moving, and switching back to a double weapon grip when making 
  full attacks. He uses his leaping and Acrobatics to enter melee 
  quickly, using his no escape ability to chase down cowards.
  Base Statistics When not raging, the barbarian’s statistics are AC 
  19, touch 14, flat-footed 15; hp 109; Fort +11, Will +6; no bonus 
  vs. spells and spell-like or supernatural abilities; DR 2/—; Melee 
  +1 orc double axe +16/+11/+6 (1d8+5/19–20/×3) or +1 orc double 
  axe +14/+9/+4 (1d8+4/19–20/×3), +1 orc double axe +14/+9 
  (1d8+4/19–20/×3), bite +9 (1d4+1); Ranged mwk composite 
  longbow +16/+11/+6 (1d8+3/×3); Str 16, Con 14; CMB +14; CMD 28; 
  Skills Acrobatics +17 (+21 when jumping) Climb +8, Swim +8.
  STATISTICS
  Str 22, Dex 18, Con 20, Int 10, Wis 12, Cha 8
  Base Atk +11; CMB +17; CMD 29
  Feats Double Slice, Improved Critical (orc double axe), Improved 
  Two-Weapon Fighting, Two-Weapon Fighting, Two-Weapon Rend, 
  Weapon Focus (orc double axe)
  Skills Acrobatics +17 (+32 when jumping), Climb +11, Intimidate +10, 
  Perception +15, Ride +7, Stealth +14, Survival +5, Swim +11
  SQ fast movement, orc blood, weapon familiarity
  Combat Gear potions of blur (2), potion of fly; Other Gear +1 chain 
  shirt, +1/+1 orc double axe, masterwork composite longbow (+7 Str) 
  with 20 arrows, belt of giant strength +2, cloak of resistance +2, 
  climber’s kit, 50 gp
  This half-orc barbarian savagely rips though weaker 
  opponents with unquenchable bloodlust.
  GRAUN QUOR
  Graun the pit fighter was raised in lawless borderlands 
  where control changed hands frequently and unpredictably. 
  The one constant was the thirst for blood sports, and any 
  youth with a hard edge and more greed and ambition 
  than fear could make a name and a fortune so long as he 
  survived. Graun mastered many weapons throughout his 
  career, but loves best the orc double axe he took as a prize 
  in an early championship bout. Having long since bought 
  his freedom, Graun wanders the borderlands selling his 
  skills to the highest bidder. A few orc tribes have offered 
  Graun leadership roles, but he has little patience for such 
  things and cares nothing for the welfare of his allies.
  Combat Encounters: Graun can be 
  found at the head of an orc band on 
  rare occasions, either a tribe he has 
  adopted for a short time or who 
  serve as fodder for his hunts. 
  Other times he stalks the wild 
  lands looking for opponents 
  worthy of his fighting skills.
  Roleplaying Suggestions: 
  Graun sometimes ventures 
  into civilized lands 
  to spend his coin 
  and search for blood 
  sports, hoping for a 
  chance to kill in front 
  of a crowd.
  DOUBLE AXE FURY
  CR 10
  HALF-ORC BARBARIAN 11
  XP 9,600
  Medium humanoid (human, orc)
  CE
  1616
  
  Init +1; Senses Perception +17
  DEFENSE
  AC 23, touch 11, flat-footed 21 (+10 armor, +1 deflection, +1 Dex,  
  +1 dodge, –2 rage, +2 shield)
  hp 191 (12d12+108)
  Fort +17, Ref +6, Will +10; +2 vs. poison, spells, and spell-like abilities
  Defensive Abilities defensive training (+4 dodge bonus to AC vs. 
  giants), improved uncanny dodge, trap sense +4; DR 2/—
  OFFENSE
  Speed 20 ft.
  Melee +1 giant-bane dwarven waraxe +19/+14/+9 (1d10+7/×3)
  Ranged mwk composite longbow +14/+9/+4 (1d8+6/×3)
  Special Attacks +1 on attack rolls against goblinoid and orc 
  humanoids, greater rage (31 rounds/day), rage powers (guarded 
  stance +3, mighty swing, no escape, roused anger, strength 
  surge +12, unexpected strike)
  TACTICS
  During Combat The barbarian switches from a one-handed to a 
  two-handed grip on his axe as the situation demands. He uses his 
  shield against multiple foes but keeps his bow in hand if in melee 
  against a lone enemy. He uses his rolling dodge before exposing 
  himself to missiles, especially giant-hurled boulders, and assumes 
  his guarded stance in melee. He charges with Spring Attack to get 
  close to his enemies, following it up with full attacks.
  Base Statistics When not raging, the barbarian’s statistics are AC 25, 
  touch 13, flat-footed 23; hp 155; Fort +14, Will+7; Melee +1 giant-
  bane dwarven waraxe +16/+11/+6 (1d10+4/×3); Ranged mwk 
  composite longbow +14/+9/+4 (1d8+3/×3); Str 16, Con 20; CMB +15;  
  CMD 28 (32 vs. bull rush or trip); Skills Climb +7, Swim +7.
  STATISTICS
  Str 22, Dex 13, Con 26, Int 8, Wis 14, Cha 8
  Base Atk +12; CMB +18; CMD 29 (33 vs. bull rush 
  or trip)
  Feats, Dodge, Heavy Armor Proficiency, Mobility, 
  Power Attack, Spring Attack, Vital Strike
  Skills Climb +10, Heal +5, Knowledge (nature) +5, 
  Linguistics +0, Perception +17 (+19 to notice unusual 
  stonework), Survival +10, Swim +10
  Languages Common, Dwarven, Giant
  SQ fast movement
  Combat Gear potions of blur (2), potions of cure light 
  wounds (2), tanglefoot bags (3); Other Gear +1 full plate, 
  +1 buckler, +1 giant-bane dwarven waraxe, mwk composite 
  longbow (+6 Str) with 20 arrows, belt of mighty constitution +2,  
  cloak of resistance +1, ring of protection +1, 5 gp
  Giant slayers seek out giants and cut them down. Raging 
  with enmity for their prey, they allow no other creatures 
  to get between them and their hated foes.
  JEMAR CROWELL
  Jemar Crowell is a champion of his people, a savage 
  emissary of vengeance in the never-ending wars between 
  the dwarfholds and giant-kin of all kinds. Often clad head 
  to toe in stout dwarven steel armor, Jemar sometimes 
  doffs his helmet to better taunt enemies as he brings 
  them low. He keeps his scalp shaved save for two narrow 
  crests of hair. His cape is woven from shaggy skeins of 
  loosely-spun giant hair clipped from his vanquished 
  foes, and when the weather is cold he wears scarves and 
  mittens knit from the same material.
  Combat Encounters: Jemar is a focused combatant, 
  going after his prey and protecting his people’s interests 
  to the exclusion of all other concerns. He has no qualms 
  about stealing kills and looting bodies.
  Roleplaying Suggestions: When not slaying giants, 
  Jemar plans raids on giant strongholds, and considers 
  those who trade with giants as bad as giants themselves. 
  Though he primarily works for dwarven interests, he 
  often hires sellswords and adventurers to aid him on 
  particularly dangerous hunts.
  GIANT SLAYER
  CR 11
  DWARF BARBARIAN 12
  XP 12,800
  Medium humanoid (dwarf)
  N
  1717
  CR
  10
  11
  CORE CLASSES
  BARBARIANS
  
  Init +1; Senses Perception +17
  DEFENSE
  AC 17, touch 9, flat-footed 16 (+6 armor, +1 Dex, –2 rage, +2 shield) 
  (+1 deflection vs. ranged weapons)
  hp 194 (13d12+104)
  Fort +16, Ref +6, Will +9; +5 vs. spells and spell-like or 
  supernatural abilities
  Defensive Abilities improved uncanny dodge, trap sense +4; DR 3/—
  OFFENSE
  Speed 40 ft.
  Melee +1 lance +21/+16/+11 (1d8+8/×3)
  Ranged mwk composite longbow +15/+10/+5 (1d8+7/×3)
  Space 5 ft.; Reach 5 ft. (10 ft. with lance)
  Special Attacks greater rage (32 rounds/day), rage powers (guarded 
  stance +3, mighty swing, renewed vigor 
  3d8+10, rolling dodge +3, strength surge +13, 
  superstition +5)
  TACTICS
  Before Combat The barbarian uses his warhorse for 
  transportation, but if expecting combat, he retrieves an 
  animal from his bag of tricks and rides it instead.
  During Combat The barbarian charges whenever possible, whether 
  mounted or on foot, using Mounted Combat and his +1 arrow 
  catching buckler to divert attacks made against his mount. If his 
  mount is slain, he draws a replacement from his bag of tricks and 
  makes a fast mount. He uses guarded stance and rolling dodge 
  as needed, often using them or renewed vigor after a ride-by 
  charge while circling around into position for another charge.
  Base Statistics When not raging, the barbarian’s statistics are AC 19,  
  touch 11, flat-footed 18; hp 155; Fort +13, Will +6; no bonus vs. 
  spells and spell-like or supernatural abilities; Melee +1 lance 
  +18/+13/+8 (1d8+5/×3); Ranged mwk composite longbow 
  +15/+10/+5 (1d8+4/×3); Str 18, Con 18; CMB +17; CMD 28; Skills 
  Climb +7, Swim +7.
  STATISTICS
  Str 24, Dex 13, Con 24, Int 10, Wis 12, Cha 8
  Base Atk +13; CMB +20; CMD 29
  Feats Animal Affinity, Improved Bull Rush, Mounted Combat, Power 
  Attack, Ride-By Attack, Skill Focus (Ride), Spirited Charge, Unseat
  Skills Acrobatics +11, Climb +10, Handle Animal +19, Knowledge 
  (nature) +10, Perception +17, Ride +26, Survival +13, Swim +10
  Languages Common
  SQ fast movement
  Combat Gear oil of keen edge, potion of cure light wounds; Other 
  Gear rhino hide armor, +1 arrow catching buckler, +1 lance, 
  masterwork composite longbow (+7 Str) with 20 arrows, bag of 
  tricks (tan), belt of mighty constitution +2, cloak of resistance 
  +1, heavy warhorse with riding saddle and masterwork 
  studded leather barding, 51 gp
  Savage riders use a mix of magical and mundane mounts 
  to make lightning-fast raids against their enemies.
  FINNOGH LLEW
  Having mastered horses while still a child, Finnogh seeks 
  out the wildest and most untameable beasts the world has 
  to offer. Though he’s keenly interested in learning which 
  savage beasts can best be tamed, he cares less about mastery 
  than the thrill of the ride. Eventually he turns loose even 
  those animals he has broken to the bit, though more from 
  boredom than altruism.
  Combat Encounters: Always on the search for exotic 
  beasts to serve as mounts, Finnogh often resides in or near 
  the lairs of strange creatures.
  Roleplaying Suggestions: Finnogh is quick to query 
  adventurers about any strange creatures they might have 
  encountered, and may join them on a hunt for such beasts.
  SAVAGE RIDER
  CR 12
  HUMAN BARBARIAN 13
  XP 19,200
  Medium humanoid (human)
  CN
  1818
  
  Init +3; Senses low-light vision; Perception +20
  DEFENSE
  AC 19, touch 12, flat-footed 16 (+7 armor, +3 Dex, –2 rage, +1 size)
  hp 191 (14d12+95)
  Fort +16, Ref +8, Will +9; +2 vs. illusions, +4 vs. enchantments
  Defensive Abilities defensive training (+4 dodge bonus to AC vs. 
  giants), improved uncanny dodge, indomitable will, trap sense +4; 
  DR 3/—; Immune frightened, nauseated, shaken, sickened
  OFFENSE
  Speed 25 ft.
  Melee +1 thundering gnome hooked hammer +21/+16/+11 
  (1d4+8/19–20/×4) or
  +1 thundering gnome hooked hammer +19/+14/+9 (1d4+6/19–
  20/×4), +1 gnome hooked hammer +19/+14 (1d6+6/19–20/×3), 
  bite +15 (1d3+2)
  Ranged mwk composite longbow +19/+14/+9 (1d6+5/×3)
  Special Attacks +1 on attack rolls against goblinoid and reptilian 
  humanoids, greater rage (33 rounds/day), rage powers (animal 
  fury, clear mind, fearless rage, internal fortitude, mighty swing, 
  moment of clarity, strength surge +14)
  Gnome Spell-Like Abilities (CL 14th; concentration +15)
  1/day—dancing lights, ghost sound (DC 11), prestidigitation, 
  speak with animals
  TACTICS
  Before Combat The barbarian uses her wand of shield before 
  most battles, but also uses her wand of mirror image 
  if she expects a difficult fight or a battle 
  against a strong lone enemy.
  During Combat The barbarian 
  closes quickly to make full 
  attacks with her hooked 
  hammer, using the 
  thundering pick end as 
  her primary weapon and the 
  hammer as her off-hand attack. If she has to 
  charge or otherwise move between attacks, she 
  makes a single two-handed Power Attack with the 
  pick end. She uses moment of clarity to trigger a 
  wand or scroll if the situation demands, such as in 
  an encounter with a flying or invisible foe. She 
  prefers to reserve her boots of speed 
  for when she is already in melee, 
  to facilitate full attacks or to close the 
  distance on faster enemies.
  Base Statistics When not raging, the barbarian’s statistics 
  are AC 21, touch 14, flat-footed 18; hp 149; Fort +13, 
  Will+6; no bonus vs. enchantments; Immune —; 
  Melee +1 thundering gnome hooked hammer 
  +18/+13/+8 (1d4+4/19–20/×4) or +1 thundering 
  gnome hooked hammer +16/+11/+6 (1d4+3/19–20/×4), +1 
  gnome hooked hammer +16/+11 (1d6+3/19–20/×3); Ranged 
  mwk composite longbow +19/+14/+9 (1d6+2/×3); Str 14, Con 16; 
  CMB +15; CMD 28; Skills Climb +3.
  STATISTICS
  Str 20, Dex 17, Con 22, Int 8, Wis 12, Cha 12
  Base Atk +14; CMB +18; CMD 29
  Feats Double Slice, Improved Critical (gnome hooked hammer), 
  Improved Two-Weapon Fighting, Power Attack, Skill Focus (Use 
  Magic Device), Two-Weapon Fighting, Two-Weapon Rend
  Skills Acrobatics +17, Climb +6, Craft (alchemy) +5, Knowledge 
  (arcana) +0, Perception +20, Spellcraft +0, Stealth +5, Survival +5, 
  Use Magic Device +18
  Languages Common, Gnome, Sylvan
  SQ fast movement
  Combat Gear scroll of align weapon, scroll of cure light wounds, 
  scroll of magic weapon, scroll of protection from good, scroll of 
  true strike, wand of fly (10 charges), wand of mirror image  
  (10 charges), wand of see invisibility (10 charges), wand of shield 
  (40 charges), alchemical sliver arrows (10), cold iron arrows (20); 
  Other Gear +1 breastplate, +1 thundering/+1 gnome hooked 
  hammer, masterwork composite longbow (+5 Str), belt of giant 
  strength +2, boots of speed, cloak of resistance +1, 8 gp
  An oddity among their kind, arcane experimenters use 
  knowledge of magic to sow confusion on the battlefield.
  KRIDA GRICHENWALD
  Krida studies the link 
  between emotional 
  states 
  and 
  magic. 
  Though she’s so far 
  been unable to focus 
  her rage into magic, she 
  believes it is only a matter 
  of time. When friends and 
  family tried to dissuade her, 
  Krida quite literally sacrificed 
  them, murdering some swiftly in 
  paranoid vengeance but gruesomely 
  torturing others in her search for 
  non-existent magical secrets.
  Combat Encounters: Krida’s 
  obsession drives her to attack 
  those who obviously possess 
  magic items.
  Roleplaying Suggestions: 
  Krida 
  may 
  search 
  out 
  spellcasters in order to 
  pick their brains about 
  rage magic, but she soon 
  becomes frustrated and 
  hostile to them.
  ARCANE EXPERIMENTER
  CR 13
  GNOME BARBARIAN 14
  XP 25,600
  Small humanoid (gnome)
  CE
  1919
  CR
  12
  13
  CORE CLASSES
  BARBARIANS
  
  Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +18
  DEFENSE
  AC 20, touch 11, flat-footed 17 (+7 armor, +3 Dex, –2 rage, +2 shield)
  hp 200 (15d12++97)
  Fort +17, Ref +10, Will +10; +5 vs. spells and spell-like and 
  supernatural abilities, +4 vs. enchantments
  Defensive Abilities improved uncanny dodge, indomitable will, trap 
  sense +5; DR 3/—
  OFFENSE
  Speed 30 ft.
  Melee nine lives stealer +22/+17/+12 (1d8+7/17–20) or
  armor spikes +20/+15/+10 (1d6+5)
  Ranged mwk composite longbow +19/+14/+9 (1d8+5/×3)
  Special Attacks greater rage (35 rounds/day), rage powers (low-
  light vision, mighty swing, night vision, quick reflexes, scent, 
  strength surge +15, superstition +5)
  TACTICS
  Before Combat The barbarian uses stealth and deception to get 
  close to enemies without them noticing, and uses his chime of 
  opening to break into locked strongholds.
  During Combat The barbarian tries to disarm opponents at the 
  beginning of combat, using poison against a target’s weakest 
  ability score if he knows his target in advance. He triggers his 
  mighty swing on a sword critical that might slay his target, and uses 
  his rage-enhanced senses to find creatures trying to hide or flee. 
  He uses his buckler when faced with many foes, but against lone 
  targets uses his nine lives stealer for two-handed Power Attacks.
  Base Statistics When not raging, the barbarian’s statistics are AC 22,  
  touch 13, flat-footed 19; hp 155; Fort +14, Will+7; no bonus 
  vs. spells and spell-like or supernatural abilities, no bonus vs. 
  enchantments; Melee nine lives stealer +19/+14/+9 (1d8+4/17–20) 
  or armor spikes +17/+12/+7 (1d6+2); Ranged mwk composite 
  longbow +19/+14/+9 (1d8+2/×3); Str 15, Con 16; CMB +17; CMD 30; 
  Skills Climb +7, Swim +3.
  STATISTICS
  Str 21, Dex 16, Con 22, Int 14, Wis 10, Cha 8
  Base Atk +15; CMB +20; CMD 31
  Feats Blind-Fight, Combat Expertise, Deadly Aim, Deceitful, 
  Greater Disarm, Improved Critical (longsword), Improved Disarm, 
  Power Attack, Step Up
  Skills Acrobatics +18 (+22 when jumping), Bluff +18, Climb +10, 
  Craft (alchemy) +6, Disguise +20 (+30 with hat of disguise), 
  Intimidate +15, Knowledge (local, nobility) +5, Linguistics +7, 
  Perception +18, Stealth +20, Survival +10, Swim +6
  Languages Common, Aklo, Draconic, Dwarven, Elven, Gnoll, 
  Goblin, Orc
  SQ fast movement
  Combat Gear potion of cure light wounds, potion of invisibility, 
  potions of undetectable alignment (2), blue whinnis poison 
  (2), giant wasp poison (2), purple worm poison; Other Gear +1 
  shadow breastplate with armor spikes, +1 buckler, nine lives 
  stealer, masterwork composite longbow (+5 Str) with 20 arrows, 
  belt of giant strength +2, chime of opening, cloak of resistance +2, 
  hat of disguise, disguise kit, 50 gp
  Careful and cunning, life stealers often serve as assassins.
  XAVIER DURANT
  Xavier fancies himself a master of infiltration, and takes 
  special delight in eliminating rival assassins. 
  Combat Encounters: Xavier often hires goons to 
  weaken his prey before moving in for the kill.
  Roleplaying Suggestions: Xavier disguises himself so he 
  can interact with marks in person and learn about them.
  LIFE STEALER
  CR 14
  HUMAN BARBARIAN 15
  XP 38,400
  Medium humanoid (human)
  NE
  2020
  
  Init +1; Senses darkvision 60 ft.; Perception +20
  DEFENSE
  AC 16, touch 9, flat-footed 15 (+7 armor, +1 Dex, –2 rage)
  hp 237 (16d12+128)
  Fort +19, Ref +8, Will +11; +6 vs. spells and supernatural or spell-like 
  abilities, +4 vs. enchantments
  Defensive Abilities improved uncanny dodge, indomitable will, orc 
  ferocity, trap sense +5; DR 4/—; Immune frightened, nauseated, 
  shaken, sickened
  OFFENSE
  Speed 30 ft.
  Melee +1 disruption heavy flail +26/+21/+16/+11 (1d10+13/17–20) or
  +1 merciful heavy flail +26/+21/+16/+11 (1d10+1d6+13 
  nonlethal/17–20)
  Ranged +1 undead-bane composite longbow +18/+13/+8/+3 (1d8+9/×3)
  Special Attacks greater rage (38 rounds/day), rage powers (clear 
  mind, fearless rage, internal fortitude, intimidating glare, no 
  escape, quick reflexes, superstition +6, terrifying howl [DC 26])
  TACTICS
  During Combat The barbarian hunts undead, using both his  
  +1 disruption heavy flail and his bow. Against the living, he uses 
  intimidating glare and terrifying howl, then switches to his 
   +1 merciful heavy flail and utilizes Exhausting Criticals and trip 
  maneuvers to take enemies out of the fight without killing them.
  Base Statistics When not raging, the barbarian’s statistics are AC 18,  
  touch 11, flat-footed 17; hp 189; Fort +16, Will+8; no bonus 
  vs. spells and spell-like or supernatural abilities, no bonus vs. 
  enchantments; Melee +1 disruption heavy flail +23/+18/+13/+8 
  (1d10+8/17–20) or +1 merciful heavy flail +23/+18/+13/+8 
  (1d10+1d6+8 nonlethal/17–20); Ranged +1 undead-bane 
  composite longbow +18/+13/+8/+3 (1d8+6/×3); Str 20, Con 18; 
  CMB +21 (+25 trip); CMD 32 (34 vs. trip); Skills Climb +17, Swim +7.
  STATISTICS
  Str 26, Dex 12, Con 24, Int 14, Wis 12, Cha 8
  Base Atk +16; CMB +24 (+28 trip); CMD 33 (35 vs. trip)
  Feats Combat Expertise, Critical Focus, Exhausting Critical, Greater 
  Trip, Improved Critical (heavy flail), Improved Trip, Tiring Critical, 
  Weapon Focus (heavy flail)
  Skills Acrobatics +16 (+20 when jumping), Climb +20, Intimidate +20, 
  Knowledge (religion) +15, Perception +20, Ride +1, Stealth +11, 
  Survival +10, Swim +10
  Languages Abyssal, Common, Draconic, Orc
  SQ fast movement, orc blood, weapon familiarity
  Combat Gear potion of cure serious wounds, potion of lesser 
  restoration, silversheen, alchemical silver arrows (20), cold 
  iron arrows (20), holy water (2); Other Gear +1 chainmail, 
  +1 disruption heavy flail, +1 merciful heavy flail, +1 
  undead-bane composite longbow (+8 Str), belt of physical 
  perfection +2, cloak of resistance +2, 2 gp
  Whether encountered alone or in a group of like-minded 
  individuals, undead hunters let no one stand in the way 
  of their grim work.
  TORAIN MIRNO
  The last survivor of a half-orc tribe exterminated by a 
  necromancer, Torain has devoted his life to cleansing the 
  world of the taint of the unliving. His studious nature is a 
  rarity among half-orcs, particularly in light of the savagery 
  he unleashes upon the deathless hordes. While some hail 
  him as a hero, his endless war has all but extinguished his 
  sense of compassion and mercy.
  Combat Encounters: Torain strikes hard and fast against 
  those he believes serve undead or necromantic masters, often 
  killing them before asking questions.
  Roleplaying Suggestions: Between undead hunts, Torain 
  holds silent vigils in a cemeteries and mausoleums, acting as 
  a fierce and watchful warden against the rising dead.
  UNDEAD HUNTER
  CR 15
  HALF-ORC BARBARIAN 16
  XP 51,200
  Medium humanoid (human, orc)
  N
  2121
  CR
  14
  15
  CORE CLASSES
  BARBARIANS
  
  Init +5; Senses low-light vision; Perception +23
  DEFENSE
  AC 20, touch 13, flat-footed 15 (+7 armor, +5 Dex, –2 rage)
  hp 218 (17d12+102)
  Fort +17, Ref +12, Will +11; +6 vs. enchantments
  Defensive Abilities improved uncanny dodge, indomitable will, 
  trap sense +5; DR 4/—; Immune sleep
  OFFENSE
  Speed 40 ft.
  Melee +1 keen shocking burst elven curve blade +25/+20/+15/+10 
  (1d10+11/15–20 plus 1d6 electricity)
  Ranged +1 seeking composite longbow +23/+18/+13/+8 
  (1d8+8/19–20/×3)
  Special Attacks greater rage (38 rounds/day), rage powers 
  (clear mind, mighty swing, no escape, powerful blow +5, 
  raging leaper +17, strength surge +17, surprise accuracy +5, 
  unexpected strike)
  TACTICS
  During Combat The barbarian initially pelts enemies with arrows 
  to deliver disabling critical hit effects, and dispatches any 
  who survive with her flashing blade. In either case, she uses 
  her speed to stay out of danger and her boots of speed to 
  maximize movement or make full attacks in melee or at range.
  Base Statistics When not raging, the barbarian’s statistics are AC 
  22, touch 15, flat-footed 17; hp 167; Fort +14, Will+8; Melee 
  +1 keen shocking burst elven curve blade +22/+17/+12/+7 
  (1d10+7/15–20 plus 1d6 electricity); Ranged +1 seeking 
  composite longbow +23/+18/+13/+8 (1d8+5/19–20/×3); Str 18, 
  Con 14; CMB +21; CMD 36; Skills Acrobatics +24 (+28 when 
  jumping), Climb +7, Swim +7.
  STATISTICS
  Str 24, Dex 20, Con 20, Int 12, Wis 12, Cha 8
  Base Atk +17; CMB +24; CMD 37
  Feats Bleeding Critical, Critical Focus, Improved Critical 
  (composite longbow), Manyshot, Point-Blank Shot, 
  Power Attack, Rapid Shot, Staggering Critical,  
  Stunning Critical
  Skills Acrobatics +24 (+45 when jumping), Climb +10, Intimidate +16, 
  Knowledge (nature) +10, Perception +23, Ride +14, Stealth +20, 
  Survival +10, Swim +10
  Languages Common, Elven
  SQ elven magic, fast movement, tireless rage, weapon familiarity
  Combat Gear oil of align weapon (evil), oil of flame arrow, potions 
  of cure light wounds (2), potions of jump (2), potion of spider 
  climb, adamantine arrows (10), alchemical silver arrows (10) , 
  tanglefoot bags (2); Other Gear +1 mithral breastplate, +1 keen 
  shocking burst elven curve blade, +1 seeking composite longbow 
  (+7 Str) with 40 cold iron arrows, belt of physical perfection +2, 
  boots of speed, cloak of resistance +2, 50 gp
  Graceful slayers stalk the wilderness and the far reaches 
  of the world, protecting the denizens and environs from 
  those who would seek to slay and destroy.
  SIBUSISWE NJAI
  Sibusiswe is a fierce and feral elf with the grace of a panther, 
  and claims that she communes with animistic spirits of 
  the forest and savannah. A loner, she prowls the wildlands, 
  appearing and disappearing like a flash of lightning. 
  Combat Encounters: Sibusiswe follows the dictates of 
  the animalistic spirits that she believes guide her. Because 
  of this, her attacks can be unprovoked—as much as a 
  surprise to her as to her victims.
  Roleplaying Suggestions: Sibusiswe’s spirits are 
  capricious, but also inquisitive. An encounter with the elf 
  is just as likely to end in a parley as it is to end in combat.
  GRACEFUL SLAYER
  CR 16
  ELF BARBARIAN 17
  XP 76,800
  Medium humanoid (elf)
  N
  2222
  
  Init +3; Senses Perception +21
  DEFENSE
  AC 19, touch 12, flat-footed 15 (+7 armor, +3 Dex, +1 dodge, –2 rage)
  hp 230 (18d12+108)
  Fort +19, Ref +12, Will +12; +6 vs. spells and spell-like and 
  supernatural abilities, +4 vs. enchantments
  Defensive Abilities 50% chance to negate critical hits and sneak 
  attacks, improved uncanny dodge, indomitable will, trap sense +6; 
  DR 4/—; Immune frightened, nauseated, shaken, sickened
  OFFENSE
  Speed 40 ft.
  Melee +3 adamantine ranseur 
  +31/+26/+21/+16 (2d4+18/×3)
  Ranged +1 composite longbow 
  +22/+17/+12/+7 (1d8+11/×3)
  Space 5 ft.; Reach 5 ft. (10 ft. with ranseur)
  Special Attacks greater rage (40 rounds/day), 
  rage powers (fearless rage, guarded stance 
  +4, internal fortitude, mighty swing, quick 
  reflexes, strength  
  surge +18, superstition +6, surprise accuracy +5, 
  unexpected strike)
  TACTICS
  Before Combat The barbarian drinks his potion of shield 
  of faith if he has time.
  During Combat The barbarian plunges into battle using 
  Spring Attack. Once in position, he uses Whirlwind Attack 
  with Lunge and Power Attack, alternating regular ranseur 
  attacks with trip, disarm, or sunder maneuvers (the latter 
  against targets far enough away that they cannot make 
  attacks of opportunity). He exits and re-enters rage 
  whenever necessary to reactivate once-per-rage powers like 
  mighty swing and unexpected strike.
  Base Statistics When not raging, the barbarian’s statistics are AC 21, 
   touch 14, flat-footed 17; hp 176; Fort +16, Will+9; no bonus 
  vs. spells and spell-like or supernatural abilities, no bonus vs. 
  enchantments; Melee +3 adamantine ranseur +28/+23/+18/+13 
  (2d4+13/×3); Ranged +1 composite longbow +22/+17/+12/+7 
  (1d8+8/×3); Str 24, Con 14; CMB +25; CMD 39; Skills Climb +17, 
  Swim +17.
  STATISTICS
  Str 30, Dex 16, Con 20, Int 14, Wis 10, Cha 8
  Base Atk +18; CMB +28 (+32 trip); CMD 40 (42 vs. trip)
  Feats Combat Expertise, Combat Reflexes, Dodge, Greater Trip, 
  Improved Trip, Lunge, Mobility, Power Attack, Spring Attack, 
  Whirlwind Attack
  Skills Acrobatics +21, Climb +20, Intimidate +20, Knowledge 
  (dungeoneering) +10, Knowledge (geography) +10, Knowledge 
  (nature) +20, Perception +21, Ride +7, Survival +20, Swim +20
  Languages Common
  SQ fast movement, tireless rage
  Combat Gear oil of align weapon (good), potion of cure light 
  wounds, potion of fly, potion of invisibility, potions of shield 
  of faith (2); Other Gear +1 moderate fortification breastplate, 
  +3 adamantine ranseur, +1 composite longbow (+10 Str) with 
  20 arrows, dagger, handaxe, belt of giant strength +6, cloak of 
  resistance +3, pink rhomboid ioun stone, 43 gp
  Refined reavers mix their savage fury with more refined 
  and civilized weapon attacks and maneuvers, dipping 
  in and out of rage when it suits their 
  purpose. They often work well with 
  groups of allies.
  REFINED REAVER
  CR 17
  HUMAN BARBARIAN 18
  XP 102,400
  Medium humanoid (human)
  N
  2323
  CR
  16
  17
  CORE CLASSES
  BARBARIANS
  
  Init +2; Senses darkvision 60 ft.; Perception +27
  DEFENSE
  AC 13, touch 10, flat-footed 11 (+3 armor, +2 Dex, –2 rage)
  hp 243 (19d12+114)
  Fort +20, Ref +12, Will +13; +6 vs. spells and spell-like or 
  supernatural abilities, +4 vs. enchantments
  Defensive Abilities blink, improved uncanny dodge, indomitable 
  will, orc ferocity, trap sense +6; DR 5/—
  OFFENSE
  Speed 40 ft., fly 60 ft. (good)
  Melee +1 unholy ghost touch adamantine scythe +31/+26/+21/+16 
  (2d4+16/19–20/×4)
  Ranged mwk composite longbow +22/+17/+12/+7 (1d8+10/×3)
  Special Attacks greater rage (42 rounds/day), rage powers (clear 
  mind, intimidating glare, knockback, mighty 
  swing, strength surge +19, superstition +6, 
  surprise accuracy +5, terrifying howl [DC 29], 
  unexpected strike)
  TACTICS
  Before Combat The barbarian uses potions if 
  expecting a major confrontation. His ring 
  of blinking operates continuously.
  During Combat The barbarian begins 
  combat with Dazzling Display and 
  terrifying howl. Against a small group, he makes Flyby Attacks, 
  using Lunge and potions of enlarge person to extend his reach 
  and avoid attacks of opportunity, and Great Cleave against targets 
  clustered together. In close combat, he uses intimidating glare 
  along with Great Cleave attacks, using knockback to force enemies 
  into close quarters. He relies on his ring of blinking to avoid most 
  attacks, and with his tireless rage he exits and re-enters rage 
  whenever it’s convenient to regain the use rage powers he can 
  use only once per rage.
  Base Statistics When not raging, the barbarian’s statistics are AC 15,  
  touch 12, flat-footed 13; hp 186; Fort +17, Will+10; no bonus 
  vs. spells and spell-like or supernatural abilities, no bonus vs. 
  enchantments; Melee +1 unholy ghost touch adamantine scythe 
  +28/+23/+18/+13 (2d4+11/19–20/×4); Ranged mwk composite 
  longbow +22/+17/+12/+7 (1d8+7/×3); Str 24, Con 14; CMB +26; 
  CMD 38; Skills Climb +11, Intimidate +37, Swim +11.
  STATISTICS
  Str 30, Dex 14, Con 20, Int 8, Wis 10, Cha 12
  Base Atk +19; CMB +29; CMD 39
  Feats Cleave, Dazzling Display, Flyby Attack, Great Cleave, Improved 
  Critical (scythe), Intimidating Prowess, Lunge, Power Attack, 
  Shatter Defenses, Weapon Focus (scythe)
  Skills Acrobatics +11 (+15 when jumping), Climb +14, Fly +15, 
  Intimidate +40, Perception +27, Survival +5, Swim +14
  Languages Common, Orc
  SQ fast movement, orc blood, tireless rage, weapon familiarity
  Combat Gear oil of magic weapon, potion of bear’s endurance, 
  potion of cat’s grace, potions of cure moderate wounds (2), 
  potions of enlarge person (4), silversheen, tanglefoot bag; 
  Other Gear masterwork studded leather, +1 unholy ghost touch 
  adamantine scythe, masterwork composite longbow (+10 Str) with 
  20 arrows, belt of giant strength +4, cloak of resistance +4, eyes 
  of the eagle, handy haversack, mask of intimidation, ring of 
  blinking, ring of feather falling, winged boots, 57 gp
  These fearsome killers seek to feed their dark gods with 
  the souls of those they slice apart with their powerful 
  scythes—weapons powerful enough to cut through both 
  flesh and spirit.
  DEATH DEALER
  CR 18
  HALF-ORC BARBARIAN 19
  XP 153,600
  Medium humanoid (human, orc)
  CE
  2424
  
  Init +2; Senses Perception +25
  DEFENSE
  AC 24, touch 10, flat-footed 22 (+7 armor, +2 Dex, –2 rage, +7 shield)
  hp 415 (20d12+280)
  Fort +28, Ref +12, Will +18; +9 vs. spells and spell-like abilities,  
  +4 vs. enchantments, +2 vs. poison and supernatural abilities
  Defensive Abilities 70% chance to negate critical hits and sneak 
  attacks, defensive training (+4 dodge bonus to AC vs. giants), 
  improved uncanny dodge, indomitable will, trap sense +6;  
  DR 8/—; Immune frightened, harmful vapors and gases, 
  nauseated, shaken, sickened
  OFFENSE
  Speed 30 ft., fly 60 ft. (good)
  Melee +5 bashing spiked heavy shield +31/+26/+21/+16 (2d6+11) or
  +5 bashing spiked heavy shield +29/+24/+19/+14 (2d6+11),  
  +1 adamantine dwarven waraxe +25 (1d10+4/×3)
  Special Attacks +1 on attack rolls against goblinoid and orc 
  humanoids, mighty rage (50 rounds/day), rage powers (clear mind, 
  fearless rage, increased damage reduction +3, internal fortitude, 
  knockback, mighty swing, strength surge +20, superstition +7)
  TACTICS
  During Combat The barbarian breaks up enemy positions with bull 
  rush. He always includes knockback and Shield Slam, and adds 
  strength surge against strong enemies.
  Base Statistics When not raging, the barbarian’s statistics are AC 26, 
  touch 12, flat-footed 24; hp 335; Fort +24, Will+14; +2 vs. poison, 
  spells, and spell-like abilities, no bonus vs. supernatural abilities 
  or enchantments; DR 5/—; Melee +5 bashing spiked heavy shield 
  +27/+22/+17/+12 (2d6+7) or +5 bashing spiked heavy shield 
  +25/+20/+15/+10 (2d6+7), +1 adamantine dwarven waraxe 
  +21 (1d10+2/×3); Str 14, Con 26; CMB +22; CMD 34; Skills 
  Climb +16.
  STATISTICS
  Str 22, Dex 15, Con 34, Int 10, Wis 14, Cha 6
  Base Atk +20; CMB +26 (+30 bull rush); CMD 36 (42 vs. bull 
  rush, 40 vs. trip)
  Feats Greater Bull Rush, Improved Bull Rush, Improved Shield 
  Bash, Iron Will, Lunge, Power Attack, Shield Master, Shield 
  Slam, Toughness, Two-Weapon Fighting
  Skills Acrobatics +22, Climb +20, Intimidate +20, Linguistics +3, 
  Perception +25 (+27 to notice unusual stonework), Profession 
  (miner) +5, Survival +6
  Languages Common, Dwarven, Giant, Terran, Undercommon
  SQ fast movement, tireless rage
  Combat Gear potion of cure moderate wounds, potions of haste 
  (2); Other Gear +1 heavy fortification breastplate, +5 bashing 
  spiked heavy steel shield, +1 adamantine dwarven waraxe, belt 
  of mighty constitution +6, cloak of resistance +4, necklace of 
  adaptation, ring of feather falling, winged boots, 150 gp
  These barbarians are always scarred in some way, and 
  wander the land in order to accomplish great deeds.
  GORGU STONESPLITTER
  Once an ordinary dwarven warrior, Gorgu Stonesplitter 
  was captured and enslaved by fire giants who shaved 
  his beard, and burned and scarred his face. After years 
  of toil in their mines, he gained his freedom when the 
  giants’ king was overthrown by a group of adventurers. 
  Gorgu threw his lot in with them in the hope of taking 
  his revenge on the giants’ masters. While he learned 
  much, killing could not restore his pride or his faith in 
  his people, nor slake the rage in his heart. Since taking 
  his leave from his companions, he has roamed the world 
  in search of purpose. He fights now for the fun of it, and 
  his temper has gradually cooled to dark embers. Still, he 
  might join any nearby fray on any side. Should anyone 
  land a blow he notices, he might begin to fight in earnest.
  Combat Encounters: A glutton for battle, Gorgu fights 
  for anyone or any cause that might offer a challenge.
  Roleplaying Suggestions: Every so often, Gorgu seeks 
  out powerful adventurers to lead him to an impossible 
  foe—which he secretly plans to take down single-handedly.
  SCARRED WANDERER
  CR 19
  DWARF BARBARIAN 20
  XP 204,800
  Medium humanoid (dwarf)
  CN
  2525
  CR
  18
  19
  CORE CLASSES
  BARBARIANS
  
  Init +2; Senses Perception +5
  DEFENSE
  AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
  hp 14 (2d8+1)
  Fort +1, Ref +5, Will +4; +4 vs. bardic performance, language-
  dependent, and sonic
  OFFENSE
  Speed 30 ft.
  Melee dagger +1 (1d4/19–20)
  Ranged dagger +3 (1d4/19–20)
  Special Attacks bardic performance 9 rounds/day (countersong, 
  distraction, fascinate, inspire courage +1)
  Bard Spells Known (CL 2nd; concentration +5)
  1st (3/day)—charm person (DC 14), expeditious retreat, sleep (DC 14)
  0 (at will)—daze (DC 13), detect magic, flare (DC 13), ghost 
  sound (DC 13), prestidigitation
  TACTICS
  During Combat The bard stays at a safe distance, 
  supporting allies with music and using spells to deter fights.
  STATISTICS
  Str 10, Dex 14, Con 13, Int 8, Wis 12, Cha 17
  Base Atk +1; 
  CMB +1; CMD 13
  Feats Point-Blank 
  Shot, Precise Shot
  Skills Acrobatics +5, 
  Bluff +7, Diplomacy +8, 
  Handle Animal +8, 
  Knowledge (local) +4, 
  Perception +5, Perform 
  (wind) +8, Sense Motive +5, 
  Sleight of Hand +7, Stealth +5
  Languages Common
  SQ bardic knowledge +1, versatile 
  performance (wind)
  Combat Gear potions of cure light 
  wounds (2), potion of invisibility, 
  caltrops, silk rope, tanglefoot bags (2); 
  Other Gear masterwork chain shirt, daggers (3), 
  8 gp
  A bard without a regular tavern as a base can 
  busk in various streets and markets.
  JELKS THE PIPER
  After growing up an orphan on the streets, 
  Jelks earns a living by playing music and guiding 
  newcomers through the city. She hopes adventurer 
  clients will take her along with them.
  Init +2; Senses low-light vision; Perception +5
  DEFENSE
  AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
  hp 9 (1d8+1)
  Fort +1, Ref +4, Will +1; +2 vs. enchantments
  Immune sleep
  OFFENSE
  Speed 30 ft.
  Melee rapier +2 (1d6/18–20)
  Ranged shortbow +2 (1d6/×3)
  Special Attacks bardic performance 7 rounds/day (countersong, 
  distraction, fascinate, inspire courage +1)
  Bard Spells Known (CL 1st; concentration +4)
  1st (2/day)—grease, hideous laughter (DC 14)
  0 (at will)—dancing lights, ghost sound (DC 13), message, 
  prestidigitation
  TACTICS
  During Combat The bard uses grease to escape.
  STATISTICS
  Str 10, Dex 14, Con 12, Int 13, Wis 8, Cha 17
  Base Atk +0; CMB +0; CMD 12
  Feats Skill Focus (Perform [wind]), 
  Weapon Finesse
  Skills Bluff +7, 
  Diplomacy +7, 
  Perception +5, 
  Perform (wind) +12, 
  Sense Motive +3, Sleight of 
  Hand +6, Stealth +5, Use Magic 
  Device +7
  Languages Common, Elven
  SQ bardic knowledge +1, elf blood
  Combat Gear potions of cure 
  light wounds (2), alchemist’s 
  fire, sunrod, tanglefoot 
  bag, thunderstone; Other 
  Gear studded leather, rapier, 
  shortbow with 20 arrows, 
  masterwork flute, 13 gp
  These 
  performers 
  entertain to earn 
  drinks and tips.
  CALVOS
  He loves life on 
  the road, but Calvos’s 
  erratic behavior keeps 
  him out of the best shows.
  2626
  TAVERN SINGER
  CR 1/2
  HALF-ELF BARD 1
  XP 200
  Medium humanoid (elf, human)
  CN
  STREET PERFORMER
  CR 1
  HUMAN BARD 2
  XP 400
  Medium humanoid (human)
  CN
  
  Init +1; Senses Perception +4
  DEFENSE
  AC 12, touch 11, flat-footed 11 (+1 armor, +1 Dex)
  hp 20 (3d8+3)
  Fort +2, Ref +4, Will +3; +4 vs. bardic performance, language-
  dependent, and sonic
  OFFENSE
  Speed 30 ft.
  Melee mwk dagger +4 (1d4–1/19–20)
  Ranged dagger +3 (1d4–1/19–20)
  Special Attacks bardic performance 10 
  rounds/day (countersong, distraction, 
  fascinate, inspire competence +2, 
  inspire courage +1)
  Bard Spells Known (CL 3rd; 
  concentration +5)
  1st (4/day)—charm person (DC 14), 
  cure light wounds (DC 13), 
  hypnotism (DC 14), sleep (DC 14)
  0 (at will)—daze (DC 13), detect magic, light, 
  lullaby (DC 13), mage hand, resistance
  TACTICS
  During Combat The bard uses bardic performance to 
  bolster his entourage, and spells to impede enemies.
  STATISTICS
  Str 8, Dex 13, Con 12, Int 14, Wis 10, Cha 15
  Base Atk +2; CMB +1; CMD 12
  Feats Skill Focus (Bluff), Spell Focus 
  (enchantment), Weapon Finesse
  Skills Appraise +6, Bluff +11, 
  Diplomacy +8, Disguise +8, Intimidate 
  +6, Knowledge (arcana, nobility) +7, 
  Knowledge (local) +9, Perception +4, 
  Perform (act, dance) +8, Perform (sing) 
  +7, Sense Motive +5, Spellcraft +8
  Languages Common, Elven, Infernal
  SQ bardic knowledge +1, versatile performance (act)
  Combat Gear potion of invisibility; Other Gear 
  masterwork dagger, bracers of armor +1, 
  48 gp
  Celebrity bards love the spotlight and 
  their throngs of admiring fans.
  TREMIN KAYLOS
  An up-and-coming local star, 
  Tremin is the son of a crime 
  boss. He uses his social clout 
  to smear rivals.
  Init +3; Senses Perception +1
  DEFENSE
  AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
  hp 25 (4d8+4)
  Fort +2, Ref +8, Will +4; +2 vs. fear, +4 vs. bardic performance, 
  language-dependent, and sonic
  OFFENSE
  Speed 20 ft.
  Melee mwk short sword +7 (1d6/19–20)
  Ranged sling +6 (1d4)
  Special Attacks bardic performance 14 rounds/day (countersong, 
  distraction, fascinate, inspire competence +2, inspire courage +1)
  Bard Spells Known (CL 4th; concentration +8)
  2nd (2/day)—suggestion (DC 16), tongues
  1st (4/day)—animate rope, cure light wounds (DC 15), lesser 
  confusion (DC 15), ventriloquism (DC 15)
  0 (at will)—daze (DC 14), detect magic, flare (DC 14), ghost 
  sound (DC 14), mending, read magic
  TACTICS
  During Combat The 
  bard hides using 
  ventriloquism, and 
  snares enemies with 
  animate rope.
  STATISTICS
  Str 11, Dex 16, Con 10, Int 
  12, Wis 8, Cha 18
  Base Atk +3; CMB +3; CMD 16
  Feats Arcane Strike, Weapon Finesse
  Skills Acrobatics +11 (+7 when 
  jumping), Bluff +11, Climb +1, Diplomacy 
  +8, Intimidate +9, Knowledge (local) +10, 
  Perception +1, Perform (comedy) +11, Sense Motive 
  +4, Spellcraft +6, Stealth +7, Use Magic Device +10
  Languages Common, Halfling
  SQ bardic knowledge +2, versatile performance 
  (comedy)
  Combat Gear potions of cure moderate wounds 
  (2), tanglefoot bags (2); Other Gear +1 chain 
  shirt, masterwork short sword, sling with 20 
  bullets, everburning torch, 30 gp
  These jokers’ jeers and pranks create 
  humor from misfortune.
  KORMICK VELDROSS
  A diminutive bully, Kormick makes 
  fun of everyone, but only fights 
  when he’s drunk.
  2727
  LOCAL CELEBRITY
  CR 2
  HUMAN BARD 3
  XP 600
  Medium humanoid (human)
  LE
  TAUNTING COMEDIAN
  CR 3
  HALFLING BARD 4
  XP 800
  Small humanoid (halfling)
  CE
  CR
  CORE CLASSES
  BARDS
  1/2
  1
  2
  3
  
  Init +0; Senses Perception +5
  DEFENSE
  AC 12, touch 11, flat-footed 12 (+1 armor, +1 deflection)
  hp 31 (5d8+5)
  Fort +4, Ref +4, Will +5; +4 vs. bardic performance, language-
  dependent, and sonic
  OFFENSE
  Speed 30 ft.
  Melee mwk dagger +3 (1d4–1/19–20)
  Ranged mwk dagger +4 (1d4–1/19–20)
  Special Attacks bardic performance 16 rounds/day (countersong, 
  distraction, fascinate, inspire competence +2, inspire courage +2)
  Bard Spells Known (CL 5th; concentration +9)
  2nd (3/day)—detect thoughts (DC 16), invisibility, 
  misdirection
  1st (5/day)—alarm, charm person (DC 16), 
  comprehend languages, undetectable alignment
  0 (at will)—detect magic, ghost sound (DC 14), light, 
  mage hand, open/close, resistance
  TACTICS
  During Combat The bard controls and confuses 
  attackers with spells, leading combat by 
  turning invisible and using detect thoughts 
  to gain a better understanding of the 
  enemy. She uses charm person to draw 
  opponents to her side.
  STATISTICS
  Str 8, Dex 10, Con 12, Int 14, Wis 13, Cha 18
  Base Atk +3; CMB +2; CMD 13
  Feats Arcane Strike, Great Fortitude, Skill Focus 
  (Bluff), Spell Focus (enchantment)
  Skills Bluff +15, Diplomacy +12, Knowledge 
  (arcana) +10, Knowledge (history, local, 
  nobility) +12, Knowledge (planes) +8, 
  Knowledge (religion) +9, Perception +5, 
  Perform (oratory) +12, Sense Motive +9, 
  Spellcraft +10, Stealth +6
  Languages Common, Dwarven, Elven
  SQ bardic knowledge +2, lore master 1/day, 
  versatile performance (oratory)
  Combat Gear potions of cure light wounds 
  (2), potion of eagle’s splendor; Other 
  Gear masterwork dagger, bracers of 
  armor +1, ring of protection +1, 50 gp
  Court poets swirl from influential 
  person to influential person in 
  noble courts, attempting to gain 
  favor through stirring verse 
  and manipulative deeds. They can secretly direct realms 
  with their words.
  EKSEL MERTAND
  Eksel is the voice in the lord’s ear. She attempts to lead 
  the nation with her advice and influence, digging her 
  claws into every aspect of court intrigue as deeply as 
  she can. Her enemies become the enemies of the state, 
  and those she despises risk execution or imprisonment. 
  Eksel sometimes makes gloating visits to those she has 
  imprisoned to remind them who is more powerful.
  Discovered in a local tavern and favored by the 
  previous king for her grandiose storytelling style and 
  world-spanning collection of fables and anecdotes, Eksel 
  began her life in politics. After that king’s passing and 
  the prince’s ascension to the throne, Eksel remained at 
  the new king’s side. Close in age and sharing similar 
  tastes for drinking and carousing, Eksel and the prince 
  grew fond of each other. The bard is now firmly 
  entrenched in the court and enjoys all of its prestige 
  and financial splendor.
  Many nobles enjoy Eksel’s skills at oration, 
  but secretly bear grudges against the lowborn 
  woman. They are jealous of her relationship 
  with the king, and complain among 
  each other how her advice constantly 
  trumps theirs. Any moves against 
  Eksel draw great displeasure from 
  the king, sometimes resulting in 
  embarrassing punishments.
  Eksel boasts a robust collection of 
  jewelry and clothing. She constantly carries 
  around a quill for taking notes on her enemies, 
  and chews on it while she’s plotting.
  Combat Encounters: A careful schemer, Eksel 
  is rarely encountered alone. She travels with 
  a retinue of her lord’s soldiers, supporting 
  them in combat until discretion becomes 
  the only avenue of survival. Then she 
  attempts to flee or, if that’s not an option, 
  to negotiate the terms of her release.
  Roleplaying Suggestions: Quick 
  of wit and possessed of extreme 
  cunning, 
  Eksel 
  might 
  appear 
  quiet and observant when first 
  encountered. She sizes up her 
  potential enemies and allies 
  silently—and everyone is a 
  potential enemy or ally—
  always looking for personal 
  weaknesses to exploit or 
  talents to manipulate in the 
  service of her master.
  COURT POET
  CR 4
  HUMAN BARD 5
  XP 1,200
  Medium humanoid (human)
  LE
  2828
  
  Init +1; Senses low-light vision; Perception +3
  DEFENSE
  AC 15, touch 12, flat-footed 14 (+3 armor, +1 deflection, +1 Dex)
  hp 30 (6d8)
  Fort +1, Ref +6, Will +6; +2 vs. enchantments, +4 vs. bardic 
  performance, language-dependent, and sonic
  Immune sleep
  OFFENSE
  Speed 30 ft.
  Melee mwk rapier +6 (1d6/18–20)
  Ranged dagger +5 (1d4/19–20)
  Special Attacks bardic performance 18 rounds/
  day (countersong, distraction, fascinate, 
  inspire competence +2, 
  inspire courage +2, 
  suggestion)
  Bard Spells Known (CL 6th; 
  concentration +10)
  2nd (4/day)—alter self, detect thoughts 
  (DC 16), minor image (DC 17), 
  suggestion (DC 16)
  1st (5/day)—comprehend 
  languages, disguise self, silent 
  image (DC 16), ventriloquism (DC 16)
  0 (at will)—dancing lights, detect 
  magic, ghost sound (DC 15), message
  TACTICS
  During Combat The bard uses her potion of 
  invisibility to hide and minor image 
  to make illusory combatants. If 
  pressed, she uses suggestion to 
  make her enemies leave the fight.
  STATISTICS
  Str 10, Dex 13, Con 8, Int 14, Wis 12, Cha 18
  Base Atk +4; CMB +4; CMD 16
  Feats Skill Focus (Perform [act, oratory]), Spell 
  Focus (illusion), Weapon Finesse
  Skills Acrobatics +6, Escape Artist +10, 
  Knowledge (arcana) +10, Knowledge 
  (local) +14, Knowledge (nobility) +13, 
  Perception +3, Perform (act, oratory) 
  +16, Perform (string) +13, Sense Motive 
  +10, Spellcraft +8, Stealth +10
  Languages Common, Draconic, Elven
  SQ bardic knowledge +3, elf blood, lore master 1/day, versatile 
  performance (act, oratory)
  Combat Gear elixir of truth, potion of cure light wounds, potions 
  of invisibility (2); Other Gear +1 leather armor, masterwork 
  rapier, dagger, ring of protection +1, violin, 13 gp
  Con artists are never what they first appear to be. They 
  hustle the gullible using confidence schemes.
  AGAIL ENTHESS
  Posing as a minor noble, “Lady Enthess” uses her assumed 
  station in life to instill a sense of trust in her potential 
  marks. Her apparent success and lavish lifestyle convince 
  wealthy people of her success, leading them to invest in 
  her various business ventures.
  Lady Enthess sells counterfeits of relics supposedly 
  discovered during a dangerous expedition. She keeps 
  a few crates of these fakes in a hidden space in her 
  basement. Through Enthess’s adventuring business, 
  investors fund her seemingly hazardous excursions. This 
  tiered investment only ever pays out for Enthess herself.
  Enthess also sells mining rights in the area. She 
  purchases an old mine, supposedly played out decades 
  ago, then sneaks in and seeds it with raw gems. She then 
  hires a prospector to inspect the purchase. 
  Once he returns with news of the great 
  wealth, she sells the claim for much 
  more than she originally paid.
  Growing up on the streets, Enthess 
  has defrauded hundreds of marks in 
  her time. Though she enjoys bilking 
  the clueless wealthy, she’s not 
  so noble as to leave the poor 
  alone. It was among these 
  people she was raised, and 
  from them she learned some 
  of the simplest frauds. One 
  of her favorites when she was 
  young was the glass drop: she would 
  purposefully bump into someone on 
  the street, drop a sack of already broken glass, 
  claim the bag contained an expensive vase, and 
  demand the mark pay for the damage. As she 
  grew up and began adventuring, she expanded 
  her swindles to a greater scale.
  Combat Encounters: Unless supported by 
  a group of bodyguards or shills, Agail stays 
  out of combat—begging, cajoling, bribing, 
  or bargaining when need be. If she is well 
  supported, she provides aid (while invisible) 
  before slipping away to continue her schemes 
  and find a way to get revenge from a safe 
  distance some other day.
  Roleplaying Suggestions: “Lady Enthess” 
  is always on the lookout for new marks. 
  Through polite and often delightful in 
  conversation, she measures each person 
  she meets, trying to find just the right con 
  to fit the person in question.
  CON ARTIST
  CR 5
  HALF-ELF BARD 6
  XP 1,600
  Medium humanoid (elf, human)
  NE
  2929
  CR
  4
  5
  CORE CLASSES
  BARDS
  
  Init +1; Senses Perception +10
  DEFENSE
  AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
  hp 49 (7d8+14)
  Fort +3, Ref +6, Will +5; +2 vs. poison, spells, and spell-like abilities, 
  +4 vs. bardic performance, language-dependent, and sonic
  Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
  OFFENSE
  Speed 20 ft.
  Melee unarmed strike +10 (1d3+4) or
  mwk dagger +10 (1d4+4/19–20)
  Ranged dagger +6 (1d4+4/19–20)
  Special Attacks +1 on attack rolls against goblinoid and orc 
  humanoids, bardic performance 20 rounds/day (move action; 
  countersong, distraction, fascinate, inspire competence +3, inspire 
  courage +2, suggestion)
  Bard Spells Known (CL 7th; concentration +11)
  3rd (1/day)—confusion (DC 17), glibness
  2nd (4/day)—cure moderate wounds (DC 16), detect thoughts 
  (DC 16), eagle’s splendor, invisibility
  1st (5/day)—charm person (DC 15), comprehend languages, 
  expeditious retreat, unseen servant
  0 (at will)—daze (DC 14), detect magic, mage hand, 
  prestidigitation
  TACTICS
  Before Combat The bard casts eagle’s splendor.
  During Combat The bard brings his fists to any 
  brawl that breaks out when he or someone else 
  gets caught cheating. He alternates between 
  making melee attacks and using confusion to 
  reduce the number of effective combatants.
  Base Statistics Without eagle’s splendor, the bard’s 
  statistics are Bard Spells Known reduce spell DCs 
  by 2; Cha 14; Skills Bluff +12, Diplomacy +4, Intimidate 
  +14, Perform (comedy) +15, Perform (oratory) +12.
  STATISTICS
  Str 18, Dex 13, Con 12, Int 12, Wis 10, Cha 18
  Base Atk +5; CMB +9; CMD 20 (24 vs. bull rush or trip)
  Feats Improved Unarmed Strike, Persuasive, Skill Focus (Perform 
  [comedy]), Weapon Focus (unarmed strike)
  Skills Bluff +14, Diplomacy +6, Intimidate +16, Knowledge (arcane, 
  dungeoneering, geography, history, local, nature, religion) +8, 
  Perception +10 (+12 to notice unusual stonework), Perform 
  (comedy) +17, Perform (oratory) +14, Sense Motive +10
  Languages Common, Dwarven
  SQ bardic knowledge +3, lore master 1/day, versatile performance 
  (comedy, oratory)
  Combat Gear elixir of vision; Other Gear +1 chain shirt, 
  masterwork dagger, belt of giant strength +2, 198 gp
  Gamblers lounge in dark corners of taverns and gambling 
  dens, using their keen wits and talents to make a living.
  MELISKI TRAUNDOR
  Though he usually seems half drunk, Meliski’s 
  inebriation is only an act. This deception puts his 
  opponents at ease, making them think he’s an easy mark. 
  They later discover he led them right into his trap when 
  he takes all their gold by the end of the night. He knows 
  all the tricks to spot when someone else is cheating.
  Posted at a tavern table surrounded by a mug of beer, a 
  stack of cards, and a worn bag of coin, Meliski outdrinks 
  most other patrons. He plays cards all night, until the 
  barkeep timidly begs him to leave so he can close up.
  Combat Encounters: Never one to suffer cheaters 
  lightly, Meliski doesn’t back down from a fight when 
  cards are involved.
  Roleplaying Suggestions: Meliski is always found in a 
  bar, gambling the night away. He welcomes new players, 
  but brushes off anyone who doesn’t ante up.
  3030
  GAMBLER
  CR 6
  DWARF BARD 7
  XP 2,400
  Medium humanoid (dwarf)
  N
  
  Init +3; Senses low-light vision; Perception +13
  DEFENSE
  AC 18, touch 15, flat-footed 14 (+3 armor, +1 deflection, +3 Dex, 
  +1 dodge)
  hp 43 (8d8+4)
  Fort +3, Ref +10, Will +7; +2 vs. enchantments, +4 vs. bardic 
  performance, language-dependent, and sonic
  Immune sleep
  OFFENSE
  Speed 30 ft.
  Melee rapier +7/+2 (1d6+1/18–20)
  Ranged +1 longbow +10/+5 (1d8+1/×3)
  Special Attacks bardic performance 21 rounds/day (move action; 
  countersong, dirge of doom, distraction, fascinate, inspire 
  competence +3, inspire courage +2, suggestion)
  Bard Spells Known (CL 8th; concentration +11)
  3rd (3/day)—haste (DC 18), major image (DC 18), sepia snake  
  sigil (DC 18)
  2nd (5/day)—invisibility, mirror image, shatter, sound burst (DC 16)
  1st (5/day)—animate rope, disguise self, grease, lesser 
  confusion (DC 14), silent image (DC 16)
  0 (at will)—daze (DC 15), detect magic, light, mage hand, 
  prestidigitation, read magic
  TACTICS
  Before Combat The bard posts political screeds in 
  alleys, imbuing them with sepia snake sigils 
  to trap those reading them. If anticipating 
  combat, the bard drinks his potion of eagle’s 
  splendor.
  During Combat The bard starts by casting haste 
  and mirror image. He then shoots at opposing 
  spellcasters or deafens them with sound burst.
  Base Statistics Without eagle’s splendor, the bard’s statistics 
  are Bard Spells Known reduce spell DCs by 2; Cha 17; 
  Skills Bluff +10, Perform (dance) +14.
  STATISTICS
  Str 13, Dex 16, Con 10, Int 10, Wis 10, Cha 17
  Base Atk +6; CMB +7; CMD 22
  Feats Dodge, Mobility, Point-Blank Shot, Shot on the Run
  Skills Acrobatics +7, Bluff +12, Climb +10, Escape Artist +14, 
  Knowledge (arcane, local, nature, planes) +8, Perception +13, 
  Perform (dance) +16, Sleight of Hand +11, Stealth +14
  Languages Common, Elven
  SQ bardic knowledge +4, elven magic, lore master 1/day, versatile 
  performance (dance, comedy), weapon familiarity
  Combat Gear potions of cure moderate wounds (2), potion 
  of eagle’s splendor, potion of invisibility; Other Gear +1 
  leather armor, +1 longbow with 20 arrows, rapier, 
  cloak of resistance +1, ring of protection +1, 45 gp
  Street artists are active in urban politics, a little crazy, 
  or both. Their art and messages delight some, but annoy 
  landowners whose buildings become the artists’ medium.
  TELKINEEL “ALLEYCAT” ORBAST
  This elf creates masterpieces across the city, painting 
  them on walls and across cobblestone streets. He signs 
  his pieces by painting a cat’s paw instead of a name. Some 
  call these works graffiti, and they rarely stay up for long.
  Telkineel is also a skilled dancer and acrobat, able to 
  contort into mind-boggling positions. He learned dances 
  from dozens of cultures over the years. In one amazing 
  feat, he dances on a rope tied between two streetlights. 
  This performance garnered him his nickname, and 
  fetches the most coin from audiences.
  Combat Encounters: Telkineel is often 
  assailed by guards who don’t appreciate 
  where he puts his art. He flees as 
  soon as he can, rarely stopping to 
  thank anyone who comes to his aid.
  Roleplaying Suggestions: Cheerful 
  and whimsical, Telkineel can also 
  be skittish. He tends to talk in 
  riddles which, if deciphered, 
  reveal truths about the city 
  and its denizens.
  3131
  STREET ARTIST
  CR 7
  ELF BARD 8
  XP 3,200
  Medium humanoid (elf)
  CN
  CR
  6
  7
  CORE CLASSES
  BARDS
  
  Init +1; Senses Perception +9
  DEFENSE
  AC 12, touch 12, flat-footed 11 (+1 deflection, +1 Dex)
  hp 44 (9d8)
  Fort +3, Ref +7, Will +8; +4 vs. bardic performance, language-dependent, 
  and sonic
  Defensive Abilities misdirection
  OFFENSE
  Speed 30 ft.
  Melee mwk club +6/+1 (1d6–1)
  Special Attacks bardic performance 24 rounds/day (move action; 
  countersong, dirge of doom, distraction, fascinate, inspire 
  competence +3, inspire courage +2, inspire greatness, 
  suggestion)
  Bard Spells Known (CL 9th; concentration +13)
  3rd (4/day)—clairaudience/clairvoyance, dispel magic, 
  illusory script (DC 19), secret page
  2nd (5/day)—eagle’s splendor, enthrall (DC 
  18), misdirection, tongues
  1st (6/day)—cure light wounds (DC 17), 
  disguise self, erase, hypnotism (DC 17), 
  undetectable alignment
  0 (at will)—daze (DC 16), detect magic, light, mage 
  hand, message, read magic
  TACTICS
  Before Combat The bard casts eagle’s splendor. He 
  typically has misdirection in place during the day.
  During Combat Weak in melee, the bard uses wands and 
  scrolls from a distance.
  Base Statistics Without eagle’s splendor, the bard’s 
  statistics are Bard Spells Known reduce spell 
  DCs by 2; Cha 14; Skills Bluff +12, Intimidate +8, 
  Perform (keyboard) +12, Perform (oratory) +19, Use 
  Magic Device +16.
  STATISTICS
  Str 8, Dex 12, Con 10, Int 14, Wis 14, Cha 18
  Base Atk +6; CMB +5; CMD 17
  Feats Arcane Strike, Catch Off-Guard, Scribe Scroll, Silent 
  Spell, Skill Focus (Perform [oratory]), Still Spell
  Skills Appraise +10, Bluff +14, Intimidate +10, Knowledge 
  (arcana) +15, Knowledge (dungeoneering, engineering, 
  geography, local, nature, nobility, religion) +10, 
  Knowledge (history) +18, Knowledge (planes) +13, 
  Linguistics +8, Perception +9, Perform (keyboard) +14, 
  Perform (oratory) +21, Profession (educator) +6,  
  Sense Motive +9, Spellcraft +14, Stealth +13,  
  Use Magic Device +18
  Languages Abyssal, Celestial, Common, 
  Elven, Draconic, Dwarven
  SQ bardic knowledge +4, lore master 1/day, versatile performance 
  (keyboard, oratory)
  Combat Gear potion of cure moderate wounds, potions of mage 
  armor (2), scrolls of bestow curse (2), scrolls of command (4), 
  scroll of fly, scroll of gust of wind, scrolls of lightning bolt (2), 
  wand of scorching ray (50 charges); Other Gear masterwork club, 
  ring of protection +1, 75 gp
  Cruel instructors teach great knowledge, but in the most 
  belittling manner.
  ORMAL ARDEM
  Though bent and frail, Master Ardem intimidates his 
  students and annoys other instructors. He’s so entrenched 
  in the university that everyone must pass through at least 
  one of his classes. He never gives second chances, and 
  nitpicks every assignment.
  Ardem’s skill at language and monologue, as well 
  as his encyclopedic memory, allow him to 
  dumbfound anyone of lesser intelligence and 
  belittle those he considers beneath him. He 
  sees himself a genius able to overcome 
  any obstacle through reason.
  Master 
  Ardem 
  doesn’t 
  believe 
  anyone should have an easy time. 
  He constantly uses obscure school 
  bylaws to restrict other instructors 
  in their spending and pursuits. 
  He even got the school of 
  divination removed from the 
  curriculum, though he still uses 
  the magic himself.
  Though hard-hearted, Ardem 
  shows tenderness to keyboard 
  instruments. His skilled fingers 
  dance across the keys of pianos and 
  harpsichords, producing haunting 
  and delicate pieces. For every person 
  attending his concerts for his music, 
  another has come to witness this 
  cruel man be beautiful for a moment.
  Combat Encounters: If forced into 
  combat, Ardem calls students to aid 
  him. He won’t tolerate anyone but 
  himself bullying or harassing students 
  and fellow faculty, and comes to their aid 
  with brash confidence.
  Roleplaying 
  Suggestions: 
  Ormal 
  belittles the slightest mistakes of speech 
  or manners. If one can get past his 
  condescension, he can be an excellent 
  source of academic information thanks 
  to his years of study and experience.
  CRUEL INSTRUCTOR
  CR 8
  HUMAN BARD 9
  XP 4,800
  Medium humanoid (human)
  LE
  3232
  
  Init +2; Senses Perception +15
  DEFENSE
  AC 13, touch 13, flat-footed 11 (+1 deflection, +2 Dex)
  hp 58 (10d8+10)
  Fort +4, Ref +9, Will +9; +4 vs. bardic performance, language-
  dependent, and sonic
  OFFENSE
  Speed 30 ft.
  Melee +1 light mace +10/+5 (1d6)
  Ranged +1 blowgun +11/+6 (1d2+1)
  Special Attacks bardic performance 29 rounds/day (move action; 
  countersong, dirge of doom, distraction, fascinate, inspire 
  competence +3, inspire courage +2, inspire greatness, suggestion)
  Bard Spells Known (CL 10th; concentration +17)
  4th (2/day)—legend lore, modify memory (DC 21)
  3rd (4/day)—blink, dispel magic, major image (DC 20), scrying (DC 20)
  2nd (5/day)—cure moderate wounds (DC 19), hypnotic pattern 
  (DC 19), suggestion (DC 19), summon swarm, whispering wind
  1st (7/day)—comprehend languages, hideous laughter (DC 18), 
  silent image (DC 18), unseen servant, ventriloquism (DC 18)
  0 (at will)—dancing lights, detect magic, ghost sound (DC 17), 
  lullaby (DC 17), mage hand, open/close
  TACTICS
  Before Combat The bard drinks a potion of eagle’s splendor.
  During Combat The bard disrupts spellcasters with dispel magic or 
  readied blowgun attacks, and casts blink to protect himself in melee.
  Base Statistics Without eagle’s splendor, the bard’s statistics are 
  Bard Spells Known reduce spell DCs by 2; Cha 20; Skills Bluff +21, 
  Diplomacy +18, Disguise +7, Perform (act) +14, Perform (keyboard) 
  +18, Perform (oratory) +14.
  STATISTICS
  Str 8, Dex 14, Con 12, Int 10, Wis 14, Cha 24
  Base Atk +7; CMB +6; CMD 19
  Feats Deceitful, Point-Blank Shot, Precise Shot, Skill Focus (Bluff), 
  Weapon Finesse, Weapon Focus (blowgun)
  Skills Bluff +23, Diplomacy +20, Disguise +9, Knowledge (arcana) +11, 
  Knowledge (history) +9, Knowledge (planes) +12, Knowledge 
  (religion) +13, Perception +15, Perform (act) +16, Perform 
  (keyboard) +20, Perform (oratory) +16, Sense Motive +10, Sleight of 
  Hand +10, Spellcraft +10
  Languages Common
  SQ bardic knowledge +5, jack-of-all-trades (use any skill), lore master 
  1/day, versatile performance (act, keyboard, oratory)
  Combat Gear elixir of fire breath, potions of eagle’s splendor (2), 
  potions of mage armor (2); Other Gear +1 blowgun, +1 light mace, 
  headband of alluring charisma +2, ring of protection +1, 343 gp
  Mediums prey on those who have lost loved ones, or 
  sentimental souls who wish to contact the great beyond.
  HALBERT NERIK
  Strange trinkets make this charlatan’s house a museum 
  of the macabre. During his seances, he uses both spells 
  and mundane set-ups to make it appear as though spirits 
  were present. Though he has no true power over spirits, 
  Halbert plays the part of a supernatural conduit well.
  Halbert chooses victims, researches them, and preys on 
  their grief. Appearing as the lost loved one, he gains the 
  trust of wealthy clients by repeating accurate information 
  he researched. Once they trust him, he begins claiming 
  the spirits want them to bestow lavish gifts upon him.
  Combat Encounters: Some patrons respond violently 
  when duped. Halbert retains sellswords to subdue them.
  Roleplaying Suggestions: Halbert acts considerate, but 
  cares only about separating suckers from their coin.
  SEANCE MEDIUM
  CR 9
  HUMAN BARD 10
  XP 6,400
  Medium humanoid (human)
  NE
  3333
  CR
  8
  9
  CORE CLASSES
  BARDS
  
  sunder); CMD 23; Skills Climb +7, Intimidate +10, Perform (act) 
  +17, Perform (dance) +17, Perform (oratory) +17.
  STATISTICS
  Str 18, Dex 13, Con 12, Int 10, Wis 10, Cha 17
  Base Atk +8; CMB +12 (+14 sunder); CMD 25
  Feats Arcane Strike, Dazzling Display, Dodge, Improved Sunder, 
  Power Attack, Weapon Focus (falchion)
  Skills Climb +9, Intimidate +12, Knowledge (arcana, nobility) +9, 
  Knowledge (local) +12, Perception +9, Perform (act, dance, 
  oratory) +19, Sense Motive +6, Spellcraft +6, Stealth +13
  Languages Common, Orc
  SQ bardic knowledge +5, jack-of-all-trades (use any skill), lore master 
  2/day, orc blood, versatile performance (act, dance, oratory), 
  weapon familiarity
  Combat Gear potions of bull’s strength (2), potions of eagle’s 
  splendor (2), potions of enlarge person (2), potions of reduce 
  person (2); Other Gear +2 chain shirt, +2 falchion, shortbow with 
  20 arrows, ring of protection +1, disguise kit, 295 gp
  Chameleons are more comfortable portraying other 
  people than appearing in their own natural forms.
  ARWEENA MELKORETH
  Always shy and nervous about her bestial 
  appearance when she was a child, Arweena 
  experimented with hundreds of kinds of 
  makeup and assorted treatments to change 
  her appearance—with varying degrees of 
  success. A bleaching attempt with dangerous 
  chemicals left her scarred, and her eyebrows 
  and body hair never grew back. Arweena 
  began learning arcane arts, using illusions 
  to mask her true appearance. Finding it 
  easy to fool people, Arweena began taking 
  others’ identities. Now only a core of 
  her old self exists, her mind filled with 
  hundreds of personalities and illusory 
  costumes. She constantly asks, “Who 
  am I now?” Arweena became an actor, 
  and found fame as a handful of starlet 
  sensations. Few know these multiple 
  celebrities are all one woman.
  Combat 
  Encounters: 
  Arweena 
  hires out her talent for minor cons 
  and opportune larcenies in order 
  to increase her wealth.
  Roleplaying 
  Suggestions: 
  Arweena’s talent for acting 
  and need to become someone 
  else make each interaction 
  different. Even her few close 
  friends have a hard time 
  determining her true personality.
  Init +1; Senses darkvision 60 ft.; Perception +9
  DEFENSE
  AC 19, touch 13, flat-footed 17 (+6 armor, +1 deflection, +1 Dex, +1 dodge)
  hp 75 (11d8+22)
  Fort +4, Ref +8, Will +7; +4 vs. bardic performance, language-
  dependent, and sonic
  Defensive Abilities orc ferocity
  OFFENSE
  Speed 30 ft.
  Melee +2 falchion +15/+10 (2d4+8/18–20)
  Ranged shortbow +9/+4 (1d6/×3)
  Special Attacks bardic performance 29 rounds/day (move action; 
  countersong, dirge of doom, distraction, 
  fascinate, inspire competence +4, inspire 
  courage +3, inspire greatness, suggestion)
  Bard Spells Known (CL 11th; concentration +16)
  4th (2/day)—dimension door, freedom 
  of movement, 
  greater 
  invisibility
  3rd (5/day)—
  gaseous form, 
  haste (DC 18), see 
  invisibility, slow (DC 18)
  2nd (5/day)—alter self, blindness/
  deafness (DC 17), cure moderate 
  wounds (DC 17), detect thoughts (DC 17), 
  mirror image
  1st (6/day)—charm person (DC 16), disguise 
  self, expeditious retreat, feather fall, hideous 
  laughter (DC 16), undetectable alignment
  0 (at will)—daze (DC 15), detect magic, 
  flare (DC 15), mage hand, open/close, 
  prestidigitation
  TACTICS
  Before Combat The bard drinks her potion 
  of bull’s strength and potion of eagle’s 
  splendor.
  During Combat The bard casts greater 
  invisibility, then enters melee, using 
  haste to augment her attacks or slow 
  to hinder foes.
  Base Statistics Without bull’s 
  strength and eagle’s splendor, 
  the bard’s statistics are Bard 
  Melee +2 falchion +13/+8 
  (2d4+5/18–20); Spells 
  Known reduce spell DCs by 2; 
  Str 14, Cha 17; CMB +10 (+12 
  CHAMELEON
  CR 10
  HALF-ORC BARD 11
  XP 9,600
  Medium humanoid (human, orc)
  N
  3434
  
  Knowledge (arcane, geography) +11, Knowledge (history) +12, 
  Knowledge (local) +17, Knowledge (nobility) +16, Perception +13, 
  Perform (dance) +26, Perform (string) +22, Perform (wind) +20, 
  Sense Motive +12, Sleight of Hand +12, Spellcraft +10, Stealth +17
  Languages Common, Gnome
  SQ bardic knowledge +6, jack-of-all-trades (use any skill), lore master 
  2/day, versatile performance (dance, string, wind)
  Combat Gear potions of mage armor (3); Other Gear +1 returning 
  dagger, masterwork whip, headband of alluring charisma +2, ring 
  of protection +2, masterwork harp, 152 gp
  Courtesans specialize in music and other pleasures. They 
  often serve as information brokers and spies.
  SIWAR KURASH
  Graceful, talented, and beautiful, Siwar 
  provides the best companionship money can 
  buy. Knowledgeable in topics ranging from 
  art to politics, and highly schooled in etiquette, 
  Siwar entertains lords and ladies every night, 
  and her waiting list stretches months long.
  Though seemingly compliant with clients, 
  she compels other people through subtle 
  influence, seeding her desires into clients 
  and friends to ensure she is well fed, well 
  clothed, and always entertained.
  Though 
  she 
  has 
  a 
  reputation 
  for 
  maintaining clients’ discretion, Siwar 
  secretly 
  trades 
  information. 
  Two 
  criminal and political groups protect 
  her and keep her indiscretions 
  secret—and neither one realizes 
  Siwar works for anyone else.
  Combat Encounters: Not 
  wishing to mar her beauty 
  with wounds and scars, 
  Siwar stays out of melee 
  combat. Her charm and 
  seemingly innocent nature 
  can get her out of even the  
  trickiest situations.
  Roleplaying Suggestions: 
  Siwar can be an informant in 
  an urban area if PCs convince 
  her to divulge what they need 
  to know. She is attracted to 
  influence, and tries to get close 
  to the strongest fighter or most 
  powerful wizard in a group of 
  PCs. Siwar could instead find 
  herself in conflict with PCs if 
  they threaten her influence on 
  local powers.
  COURTESAN
  CR 11
  HUMAN BARD 12
  XP 12,800
  Medium humanoid (human)
  N
  3535
  Init +2; Senses Perception +13
  DEFENSE
  AC 15, touch 15, flat-footed 12 (+2 deflection, +2 Dex, +1 dodge)
  hp 81 (12d8+24)
  Fort +6, Ref +10, Will +8; +4 vs. bardic performance, language-
  dependent, and sonic
  OFFENSE
  Speed 30 ft.
  Melee +1 returning dagger +9/+4 (1d4/19–20) or
  mwk whip +9/+4 (1d3–1 nonlethal)
  Ranged +1 returning dagger +12/+7 (1d4/19–20)
  Special Attacks bardic performance 
  31 rounds/day (move action; 
  countersong, dirge of 
  doom, distraction, 
  fascinate, inspire 
  competence +4, inspire 
  courage +3, inspire greatness, 
  soothing performance, suggestion)
  Bard Spells Known (CL 12th; 
  concentration +17)
  4th (4/day)—freedom of 
  movement, greater invisibility, 
  modify memory (DC 20), 
  rainbow pattern (DC 19)
  3rd (5/day)—charm monster (DC 19), 
  confusion (DC 19), glibness, lesser 
  geas (DC 19), remove curse
  2nd (6/day)—alter self, calm emotions (DC 18), 
  darkness, heroism, suggestion (DC 18)
  1st (7/day)—charm person (DC 17), cure 
  light wounds (DC 16), disguise self, 
  hypnotism (DC 17), lesser confusion 
  (DC 17), unseen servant
  0 (at will)—dancing lights, daze  
  (DC 16), detect magic, light, 
  message, prestidigitation
  TACTICS
  During Combat The bard casts greater 
  invisibility, then confusion or 
  rainbow pattern to lead enemies astray.
  STATISTICS
  Str 9, Dex 14, Con 14, Int 12, Wis 10, Cha 20
  Base Atk +9; CMB +8; CMD 23
  Feats Dodge, Mobility, Point-Blank 
  Shot, Precise Shot, Quick Draw, Skill 
  Focus (Perform [dance]), Spell Focus 
  (enchantment)
  Skills Appraise +10, Escape Artist +10, 
  CR
  10
  11
  CORE CLASSES
  BARDS
  
  Improved Critical (spear), Persuasive, Point-Blank Shot, Power 
  Attack, Vital Strike, Weapon Focus (spear)
  Skills Bluff +16, Diplomacy +6, Intimidate +6, Knowledge (arcane, 
  dungeoneering, religion) +10, Knowledge (geography, nature) +15, 
  Perception +10, Perform (dance, oratory, percussion) +20, Sense 
  Motive +10, Spellcraft +10, Stealth +14, Use Magic Device +15
  Languages Common
  SQ bardic knowledge +6, jack-of-all-trades (use any skill), lore master 
  2/day, versatile performance (oratory, percussion, dance)
  Combat Gear scrolls of bull’s strength (2), scroll of fog cloud, scroll 
  of web, wand of magic missile (CL 5th, 50 charges); Other Gear 
  +3 studded leather, +1 buckler, +2 spear, headband of alluring 
  Charisma +2, 8 gp
  Tribal leaders use their abilities rather than brute 
  strength to guide their tribes to victory.
  ESAYE POLBELE
  Using magnetism and skill at deception, Esaye 
  wrested control of her tribe from the previous 
  chieftain, and now leads her brainwashed 
  people to what she considers glory.
  Sowing lies about the former leader, 
  Esaye introduced dissent among the elders 
  and strongest warriors, making sure her 
  predictions came true while the chief’s 
  plans fell flat or resulted in ruin. After 
  one too many bad omens and failures, 
  the tribe dragged away the previous 
  chieftain and sacrificed him.
  Esaye now controls her people 
  totally, and they lavish her with gifts 
  and adoration. The tribe wages war 
  against their neighbors, and those 
  who refuse to assimilate into the 
  growing clan face total destruction.
  Many abandoned villages, burned 
  and reeking of rot, now dot the 
  surrounding lands.
  Combat 
  Encounters: 
  Esaye 
  travels with a retinue of warriors, 
  and supports them with her 
  spellcasting. Those under her 
  command lay down their lives 
  for their chieftain.
  Roleplaying Suggestions: 
  To keep in the good graces 
  of the rest of the tribe, 
  Esaye hires adventurers 
  for missions the others 
  find too distasteful 
  or taboo.
  TRIBAL LEADER
  CR 12
  HUMAN BARD 13
  XP 19,200
  Medium humanoid (human)
  LE
  3636
  Init +2; Senses see invisibility; Perception +10
  DEFENSE
  AC 21, touch 13, flat-footed 18 (+6 armor, +2 Dex, +1 dodge, +2 shield)
  hp 78 (13d8+16)
  Fort +5, Ref +10, Will +8; +4 vs. bardic performance, language-
  dependent, and sonic
  OFFENSE
  Speed 30 ft.
  Melee +2 spear +14/+9 (1d8+5/19–20/×3)
  Ranged +2 spear +14/+9 (1d8+4/19–20/×3)
  Special Attacks bardic performance 32 rounds/day (swift action; 
  countersong, dirge of doom, distraction, fascinate, inspire 
  competence +4, inspire courage +3, inspire greatness, 
  soothing performance, suggestion)
  Bard Spells Known (CL 13th; concentration +17)
  5th (1/day)—mass suggestion (DC 19), nightmare  
  (DC 19)
  4th (4/day)—cure critical wounds (DC 18), hallucinatory 
  terrain (DC 18), speak with plants, summon 
  monster IV
  3rd (5/day)—fear (DC 17), haste (DC 17), see 
  invisibility, slow (DC 17), speak with animals
  2nd (6/day)—cat’s grace, invisibility, rage, silence 
  (DC 16), tongues
  1st (6/day)—charm person (DC 15), 
  comprehend languages, expeditious 
  retreat, grease, hideous laughter 
  (DC 15), ventriloquism (DC 15)
  0 (at will)—dancing lights, flare (DC 
  14), ghost sound (DC 14), light, mage 
  hand, message
  TACTICS
  Before Combat The bard casts expeditious 
  retreat and see invisibility.
  During Combat The bard uses hallucinatory terrain to 
  befuddle and confuse enemies. To aid her 
  side, she casts summon monster IV. 
  She targets casters with silence and 
  other combatants with slow, 
  using her wand of magic 
  missiles to aid in dealing 
  damage.
  STATISTICS
  Str 14, Dex 14, Con 12, Int 10, 
  Wis 10, Cha 19
  Base Atk +9; CMB +11;  
  CMD 24
  Feats Combat 
  Reflexes, Dodge, 
  
  Languages Common, Dwarven
  SQ bardic knowledge +7, jack-of-all-trades (use any skill), lore master 
  2/day, versatile performance (comedy, dance, oratory, percussion)
  Combat Gear potion of eagle’s splendor, wand of cure moderate 
  wounds (50 charges); Other Gear +2 chain shirt, +1 heavy 
  crossbow with 20 bolts, +1 thundering heavy mace, amulet of 
  natural armor +1, lyre of building, drum, 88 gp
  Tunnel drummers keep time for acts of work and war 
  carried out in deep warrens and mine tunnels.
  TAKINA BERZAN
  Takina’s drum and bold voice echo through tunnels to 
  frighten and demoralize opposing forces, and push his 
  companions to fight with greater strength. As the battle 
  rages, he wades into the fray with his mace named Rupture.
  Takina strums his lyre of building to protect fortresses 
  against magic or build new defenses for his clan.
  Combat Encounters: Takina provides inspiration and 
  healing to dwarven warbands and adventuring parties.
  Roleplaying Suggestions: Takina is cheerful among 
  dwarves, but stern to those he doesn’t yet trust.
  TUNNEL DRUMMER
  CR 13
  DWARF BARD 14
  XP 25,600
  Medium humanoid (dwarf)
  LN
  3737
  Init +1; Senses Perception +13
  DEFENSE
  AC 19, touch 12, flat-footed 17 (+6 armor, +1 Dex, +1 dodge, +1 natural)
  hp 100 (14d8+34)
  Fort +6, Ref +10, Will +9; +2 vs. poison, spells, and spell-like abilities, 
  +4 vs. bardic performance, language-dependent, and sonic
  Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
  OFFENSE
  Speed 20 ft.
  Melee +1 thundering heavy mace +14/+9 (1d8+3)
  Ranged +1 heavy crossbow +12 (1d10+1/19–20)
  Special Attacks +1 on attack rolls against goblinoid and orc 
  humanoids, bardic performance 35 rounds/day (swift action; 
  countersong, dirge of doom, distraction, fascinate, frightening 
  tune, inspire competence +4, inspire courage +3, inspire 
  greatness, soothing performance, suggestion)
  Bard Spells Known (CL 14th; concentration +19)
  5th (2/day)—greater dispel magic, mind fog (DC 20), song of 
  discord (DC 20)
  4th (4/day)—dimension door, greater invisibility, hold monster 
  (DC 19), shout (DC 19)
  3rd (5/day)—blink, confusion (DC 18), gaseous form, haste 
  (DC 18), see invisibility
  2nd (6/day)—alter self, glitterdust (DC 17), shatter, sound 
  burst (DC 17), summon swarm
  1st (6/day)—alarm, expeditious retreat, feather fall, 
  grease, hideous laughter (DC 16), magic mouth
  0 (at will)—detect magic, flare (DC 15), ghost sound (DC 15), 
  light, mending, prestidigitation
  TACTICS
  Before Combat The bard drinks a potion of eagle’s splendor.
  During Combat The bard uses mind fog and dirge of doom.
  Base Statistics Without eagle’s splendor, the bard’s statistics 
  are Bard Spells Known reduce spell DCs by 2; Cha 16; 
  Skills Diplomacy +12, Perform (comedy, oratory) +16, 
  Perform (percussion) +20, Perform (string) +12, Use 
  Magic Device +14.
  STATISTICS
  Str 14, Dex 13, Con 14, Int 10, Wis 10, Cha 20
  Base Atk +10; CMB +12; CMD 24 (28 vs. bull rush or trip)
  Feats Cleave, Dazzling Display, Dodge, Point-Blank Shot, Power 
  Attack, Rapid Reload, Weapon Focus (heavy mace)
  Skills Acrobatics +9 (+5 when jumping), Diplomacy 
  +14, Knowledge (dungeoneering) +13, Knowledge 
  (engineering, history) +12, Knowledge 
  (geography, nobility, religion) +11, Perception 
  +13 (+15 to notice unusual stonework), Perform 
  (comedy, oratory) +18, Perform (percussion) +22, Perform (string) 
  +14, Spellcraft +8, Stealth +10, Use Magic Device +16
  CR
  12
  13
  CORE CLASSES
  BARDS
  
  Init +3; Senses low-light vision; Perception +15
  DEFENSE
  AC 23, touch 16, flat-footed 20 (+6 armor, +2 deflection, +3 Dex, 
  +1 natural, +1 size)
  hp 86 (15d8+15)
  Fort +6, Ref +13, Will +10; +2 vs. illusions, +4 vs. bardic performance, 
  language-dependent, and sonic
  Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
  OFFENSE
  Speed 20 ft.
  Melee +1 shock whip +17/+12/+7 (1d2+1 nonlethal plus 1d6 electricity)
  Space 5 ft.; Reach 5 ft. (10 ft. with whip)
  Special Attacks +1 on attack rolls against goblinoid and reptilian 
  humanoids, bardic performance 38 rounds/day (swift action; 
  countersong, dirge of doom, distraction, fascinate, frightening 
  tune, inspire competence +5, inspire courage +3, inspire greatness, 
  inspire heroics, soothing performance, suggestion)
  Gnome Spell-Like Abilities (CL 4th; concentration +8)
  1/day—dancing lights, ghost sound, prestidigitation, 
  speak with animals
  Bard Spells Known (CL 15th; concentration +21)
  5th (4/day)—greater heroism, mass suggestion (DC 21), 
  mislead, summon monster V
  4th (5/day)—cure critical wounds (DC 20), dominate 
  person (DC 20), greater invisibility, summon monster IV
  3rd (6/day)—charm monster (DC 19), glibness, haste 
  (DC 19), speak with animals, summon monster III
  2nd (7/day)—animal trance (DC 18), cat’s grace, mirror 
  image, pyrotechnics (DC 18), rage, summon monster II
  1st (7/day)—animate rope, charm 
  person (DC 17), disguise 
  self, hideous laughter (DC 
  17), summon monster I, 
  ventriloquism (DC 18)
  0 (at will)—dancing lights, 
  daze (DC 16), flare (DC 16), mage 
  hand, mending, prestidigitation
  TACTICS
  During Combat The bard casts greater 
  invisibility on himself, and sends 
  forth summoned creatures and 
  trained lions.
  STATISTICS
  Str 10, Dex 16, Con 10, Int 13, 
  Wis 10, Cha 22
  Base Atk +11; CMB +13 (+17 
  disarm or trip); CMD 25 (27 vs. 
  disarm or trip)
  Feats Agile Maneuvers, Combat 
  Expertise, Greater Disarm, Greater Trip, Improved Disarm, 
  Improved Trip, Weapon Finesse, Weapon Focus (whip)
  Skills Knowledge (arcana) +13, Knowledge (local, nature) +15, 
  Perception +15, Perform (comedy, dance, oratory, wind) +24, 
  Profession (showman) +4, Stealth +24, Use Magic Device +18
  Languages Common, Gnome, Sylvan
  SQ bardic knowledge +7, jack-of-all-trades (use any skill), lore master 
  2/day, versatile performance (comedy, dance, oratory, wind), 
  weapon familiarity
  Combat Gear potion of invisibility, scroll of bull’s strength, scroll of 
  cat’s grace, wand of cure moderate wounds (50 charges); Other 
  Gear +2 chain shirt, +1 shock whip, amulet of natural armor +1, 
  cloak of resistance +1, headband of alluring charisma +4, ring of 
  protection +2, trained lion, 349 gp
  These bards tame and control wild animals.
  YIMNI ZUSHERGAL
  This ringmaster attends parties to find 
  targets for members of his circus to rob.
  Combat Encounters: Yimni brings 
  his lion and circus folk as backup.
  Roleplaying Suggestions: Yimni asks acrobats 
  and magicians to join his circus.
  LION TAMER
  CR 14
  GNOME BARD 15
  XP 38,400
  Small humanoid (gnome)
  CN
  3838
  
  Init +3; Senses low-light vision; Perception +15
  DEFENSE
  AC 21, touch 13, flat-footed 18 (+8 armor, +3 Dex)
  hp 91 (16d8+16)
  Fort +6, Ref +13, Will +10; +2 vs. enchantments, +4 vs. bardic 
  performance, language-dependent, and sonic
  Immune sleep
  OFFENSE
  Speed 30 ft.
  Melee +2 elven curve blade +18/+13/+8 (1d10+6/15–20)
  Special Attacks bardic performance 39 rounds/day (swift action; 
  countersong, dirge of doom, distraction, fascinate, frightening 
  tune, inspire competence +5, inspire courage +3, inspire 
  greatness, inspire heroics, soothing performance, suggestion)
  Bard Spells Known (CL 16th; concentration +21)
  6th (1/day)—greater shout (DC 21), project image (DC 21)
  5th (4/day)—greater dispel magic, mind fog (DC 20), 
  mirage arcana (DC 20), shadow evocation 
  (DC 20)
  4th (5/day)—dimension door, dominate person 
  (DC 19), freedom of movement, greater 
  invisibility, shadow conjuration (DC 19)
  3rd (6/day)—charm monster (DC 18), dispel 
  magic, haste (DC 18), scrying (DC 18), 
  slow (DC 18)
  2nd (6/day)—alter self, glitterdust (DC 
  17), mirror image, pyrotechnics (DC 
  17), silence (DC 17), suggestion (DC 17)
  1st (7/day)—charm person (DC 16), 
  expeditious retreat, grease, 
  hideous laughter (DC 16), silent 
  image (DC 16), unseen servant
  0 (at will)—dancing lights, detect magic, 
  light, mage hand, read magic, 
  resistance
  TACTICS
  During Combat The bard attacks with 
  his wand of fireball and shadow evocation 
  spells from a distance, 
  then casts either greater 
  invisibility or mirror image 
  on himself before entering melee. He augments 
  himself and allies with haste and his bardic 
  performance abilities. He then makes melee 
  attacks, stopping to cast spells when necessary.
  STATISTICS
  Str 16, Dex 16, Con 12, Int 10, Wis 10, Cha 20
  Base Atk +12; CMB +15 (+17 sunder); CMD 28 
  (30 vs. sunder)
  Feats Arcane Strike, Bleeding Critical, Cleave, Critical Focus, Improved 
  Critical (elven curve blade), Improved Sunder, Power Attack, 
  Weapon Focus (elven curve blade)
  Skills Knowledge (arcana, dungeoneering, local, nature, planes, 
  religion) +12, Perception +15, Perform (dance, oratory) +24, 
  Perform (string, wind) +22, Spellcraft +13 (+15 to identify magic 
  item properties), Stealth +24, Use Magic Device +18
  Languages Common, Elven
  SQ bardic knowledge +8, elven magic, jack-of-all-trades (use 
  any skill, all skills are class skills), lore master 2/day, versatile 
  performance (dance, oratory, string, wind), weapon familiarity
  Combat Gear scroll of teleport, wand of cure moderate wounds (50 
  charges), wand of fireball (50 charges); Other Gear +2 shadow 
  elven chain, +2 elven curve blade, belt of giant strength +4, 
  headband of alluring charisma +2, 345 gp
  Spellswords make dangerous music with a 
  mixture of swordplay and spellcasting.
  PALOS KENDROSI
  Trained exclusively at a prestigious elven 
  academy, Palos learned a dual regimen 
  of swordplay and magic. He trained for 
  decades 
  before 
  venturing 
  away 
  from 
  the 
  alabaster 
  spires and towering pines of 
  his homeland.
  To Palos, every adventure 
  and every battle is a puzzle 
  to solve with a combination 
  of wit, might, and magic. 
  Nearing his 200th year, he 
  feels he is finally coming 
  into his own.
  Combat Encounters: 
  Palos enters into a 
  battle 
  with 
  the 
  discipline 
  and 
  curiosity that 
  befit a scholar, 
  learning from each thrust, parry, and 
  spell cast—and teaching a lesson to those 
  who dare stand against him. He often 
  surrounds himself with other adventurers; 
  sometimes  it’s because he believes in their 
  goals, and other times just for the chance 
  to learn new tactics in battle.
  Roleplaying Suggestions: Sometimes 
  seeming aloof and distant, Palos is often 
  on the lookout for new adventures and 
  groups he can learn from. Other times, 
  he might pursue a mission for a 
  master or a cause.
  SPELLSWORD
  CR 15
  ELF BARD 16
  XP 51,200
  Medium humanoid (elf)
  N
  3939
  CR
  14
  15
  CORE CLASSES
  BARDS
  
  4040
  Init +3; Senses Perception +14
  DEFENSE
  AC 25, touch 18, flat-footed 20 (+7 armor, +2 deflection, +4 Dex,  
  +1 dodge, +1 size)
  hp 114 (17d8+34)
  Fort +10, Ref +18, Will +12; +2 vs. fear, +4 vs. bardic performance, 
  language-dependent, and sonic
  OFFENSE
  Speed 20 ft.
  Melee +2 keen rapier +21/+16/+11 (1d4+4/15–20)
  Ranged +1 seeking sling +20/+15/+10 (1d3+1)
  Special Attacks bardic performance 43 rounds/day (swift action; 
  countersong, dirge of doom, distraction, fascinate, frightening tune, 
  inspire competence +5, inspire courage +4, inspire greatness, 
  inspire heroics, soothing performance, suggestion)
  Bard Spells Known (CL 17th; concentration +24)
  6th (3/day)—animate objects, irresistible 
  dance (DC 23), project image (DC 23)
  5th (5/day)—greater dispel magic, 
  mislead, shadow evocation (DC 22), 
  song of discord (DC 22)
  4th (5/day)—cure critical wounds (DC 21), 
  dimension door, dominate person  
  (DC 21), freedom of movement, 
  locate creature
  3rd (7/day)—charm monster (DC 20), 
  confusion (DC 20), displacement, 
  haste (DC 20), scrying (DC 20), 
  see invisibility
  2nd (7/day)—cat’s grace, 
  detect thoughts (DC 19), 
  glitterdust (DC 19), 
  invisibility, mirror 
  image, silence 
  (DC 19)
  1st (7/day)—charm 
  person (DC 18), 
  comprehend 
  languages, 
  disguise self, grease, 
  hideous laughter (DC 18), 
  silent image (DC 18)
  0 (at will)—detect magic, flare (DC 17), light, 
  message, prestidigitation, resistance
  TACTICS
  Before Combat The bard casts cat’s grace and uses her 
  scroll of bull’s strength.
  During Combat The bard uses spells like song of discord, 
  then dominates or charms those who resist.
  Base Statistics Without bull’s strength and cat’s grace, the bard’s 
  statistics are Init +3; AC 24, touch 17; Melee +2 keen rapier 
  +19/+14/+9 (1d4+2/15–20); Ranged +1 seeking sling +18/+13/+8 
  (1d3+1); Str 10, Dex 16; CMB +11; CMD 27; Skills Acrobatics +4 
  (+0 when jumping), Climb +1, Stealth +26.
  STATISTICS
  Str 14, Dex 20, Con 14, Int 10, Wis 8, Cha 24
  Base Atk +12; CMB +13; CMD 31
  Feats Arcane Strike, Deadly Aim, Dodge, Mobility, Point-Blank Shot, 
  Precise Shot, Weapon Finesse, Weapon Focus (rapier, sling)
  Skills Acrobatics +6 (+2 when jumping), Climb +3, Knowledge 
  (arcane, dungeoneering, history, local, nature, nobility, planes) +12, 
  Perception +14, Perform (act, oratory) +27, Perform (dance, sing) +22, 
  Spellcraft +18, Stealth +28, Use Magic Device +22
  Languages Common, Halfling
  SQ bardic knowledge +8, jack-of-all-trades (use any skill, all skills are 
  class skills), lore master 3/day, versatile performance (act, dance, 
  comedy, oratory)
  Combat Gear scrolls of bestow curse (2), scroll of bull’s strength, 
  wand of magic missile (CL 9th, 50 charges); Other Gear  
  +3 glamered chain shirt, +2 keen rapier, +1 seeking 
  sling with 20 bullets, cloak of resistance +2, 
  headband of alluring charisma +4, ring of 
  protection +2, 130 gp
  Whimsical and mischievous, 
  these bards have cruel streaks.
  MILANET RUTTEPPI
  Milanet’s 
  fun 
  begins 
  when 
  another’s ends. She ruins lives 
  by spreading gossip and lies about 
  rivals to damage their reputations. 
  By being outwardly friendly, she keeps 
  targets from knowing they’re on her list 
  until they hear these tall tales.
  A celebrity, Milanet performs 
  in plays and poetry events.
  Combat 
  Encounters: 
  Milanet keeps foes 
  off 
  guard 
  while 
  her allies wreak 
  devastation. When 
  alone, she creates 
  chaos and slips away 
  so she’ll live to fight again.
  Roleplaying 
  Suggestions: 
  In 
  person, Milanet is always 
  charming and entertaining, 
  but keeps mentally sizing 
  up those she interacts with 
  for details and stories she can 
  twist into nasty rumors.
  NOTORIOUS FOIL
  CR 16
  HALFLING BARD 17
  XP 76,800
  Small humanoid (halfling)
  CE
  
  4141
  Init +6; Senses darkvision 60 ft.; Perception +20
  DEFENSE
  AC 24, touch 17, flat-footed 19 (+7 armor, +2 deflection, +4 Dex, +1 dodge)
  hp 102 (18d8+18)
  Fort +8, Ref +18, Will +11; +4 vs. bardic performance, language-
  dependent, and sonic
  Defensive Abilities orc ferocity
  OFFENSE
  Speed 30 ft.
  Melee +2 sword of life stealing +19/+14/+9 (1d8+5/17–20)
  Special Attacks bardic performance 43 rounds/day (swift 
  action; countersong, dirge of doom, distraction, fascinate, 
  frightening tune, inspire competence +5, inspire courage +4, 
  inspire greatness, inspire heroics, mass suggestion, soothing 
  performance, suggestion)
  Bard Spells Known (CL 18th; concentration +23)
  6th (3/day)—animate objects, find the path, greater shout 
  (DC 21), sympathetic vibration
  5th (5/day)—greater dispel magic, greater 
  heroism, shadow evocation (DC 20), 
  shadow walk (DC 20)
  4th (6/day)—break enchantment (DC 19), 
  cure critical wounds (DC 19), freedom of 
  movement, shout (DC 19)
  3rd (6/day)—charm monster (DC 18), gaseous 
  form, haste (DC 18), phantom steed, remove 
  curse, see invisibility
  2nd (6/day)—alter self, cat’s grace, glitterdust 
  (DC 17), silence (DC 17), suggestion (DC 17), 
  tongues
  1st (7/day)—alarm, animate rope, detect 
  secret doors, expeditious retreat, grease, 
  undetectable alignment
  0 (at will)—dancing lights, detect magic, mage 
  hand, mending, message, read magic
  TACTICS
  Before Combat The bard casts cat’s grace and freedom of 
  movement.
  During Combat The bard casts haste on herself, and 
  makes hit-and-run attacks.
  Base Statistics Without cat’s grace, the 
  bard’s statistics are Init +4; Dex 18; 
  Skills Disable Device +18, Escape 
  Artist +18, Stealth +20.
  STATISTICS
  Str 16, Dex 22, Con 12, Int 
  13, Wis 9, Cha 20
  Base Atk +13; CMB +16; 
  CMD 33
  Feats Acrobatic Steps, Critical Focus, Dodge, Improved Critical 
  (longsword), Mobility, Nimble Moves, Spring Attack, Staggering 
  Critical, Weapon Focus (longsword)
  Skills Acrobatics +12 (+16 when jumping), Bluff +10, Climb +10, 
  Diplomacy +10, Disable Device +20, Escape Artist +18, Intimidate 
  +7, Knowledge (arcane, dungeoneering, geography, history, local, 
  nature, planes, religion) +14, Perception +20, Perform (dance) +20, 
  Perform (oratory) +13, Perform (sing) +18, Perform (string) +25, 
  Spellcraft +15, Stealth +22, Use Magic Device +20
  Languages Common, Draconic, Orc
  SQ bardic knowledge +9, jack-of-all-trades (use any skill, all skills are 
  class skills), lore master 3/day, orc blood, versatile performance 
  (act, dance, oratory, string, wind), weapon familiarity
  Combat Gear scrolls of fireball (2), scroll of lesser restoration, 
  scrolls of lightning bolt (2), scroll of remove curse, wand of cure 
  moderate wounds (50 charges); Other Gear, +3 chain shirt, 
  +2 sword of life stealing, belt of physical perfection +2, cloak 
  of resistance +1, goggles of minute seeing, hat of disguise, 
  headband of alluring charisma +4, necklace of adaptation, 
  ring of protection +2, masterwork lute, masterwork 
  thieves’ tools, 10 gp
  Rival explorers compete against 
  other adventurers, going after 
  the same rewards.
  RHORTIA MOOLDON
  Since she was a teenager, Rhortia has 
  traveled with dozens of adventuring 
  groups. She signs up with whoever 
  promises the most excitement 
  or the most lucrative reward. 
  Rhortia spies on adventurers 
  while they prepare in town so she 
  can beat them to a good haul.
  Rhortia learned throat singing 
  while on a lengthy campaign, and 
  uses that talent to augment her bardic 
  performances and fill her opponents 
  with unease.
  Combat Encounters: Rhortia sits 
  back and observes the flow of battle 
  (while bolstering her allies), then 
  enters the fray with a perfectly 
  timed attack.
  Roleplaying Suggestions: She 
  uses her hat of disguise 
  to appear harmless, 
  taking the guise of 
  a fawning youth or 
  inquisitive 
  old 
  person to gain 
  information.
  RIVAL EXPLORER
  CR 17
  HALF-ORC BARD 18
  XP 102,400
  Medium humanoid (human, orc)
  NE
  CR
  16
  17
  CORE CLASSES
  BARDS
  
  Init +7; Senses Perception +13
  DEFENSE
  AC 24, touch 17, flat-footed 20 (+7 armor, +3 deflection, +3 Dex, +1 dodge)
  hp 137 (19d8+48)
  Fort +13, Ref +17, Will +14; +4 vs. bardic performance, language-
  dependent, and sonic
  Defensive Abilities misdirection
  OFFENSE
  Speed 30 ft.
  Melee +2 rapier +20/+15/+10 (1d6+2/18–20)
  Ranged +2 dagger +19/+14 (1d4+2/19-20)
  Special Attacks bardic performance 47 rounds/day (swift action; 
  countersong, dirge of doom, distraction, fascinate, frightening tune, 
  inspire competence +6, inspire courage +4, inspire greatness, inspire 
  heroics, mass suggestion, soothing performance, suggestion)
  Bard Spells Known (CL 19th; concentration +26)
  6th (5/day)—geas/quest, greater scrying (DC 23), project 
  image (DC 23), summon monster VI (invisible 
  stalker)
  5th (6/day)—dream, false vision, mislead, 
  shadow walk (DC 22), song of discord 
  (DC 24)
  4th (6/day)—dimension door, dominate 
  person (DC 23), freedom of 
  movement, modify memory (DC 23), 
  zone of silence
  3rd (7/day)—blink, clairaudience/
  clairvoyance, dispel magic, haste 
  (DC 20), illusory script (DC 20), 
  see invisibility
  2nd (7/day)—alter self, detect 
  thoughts (DC 19), mirror 
  image, misdirection, 
  suggestion (DC 21), tongues
  1st (7/day)—alarm, charm person 
  (DC 20), expeditious retreat, 
  feather fall, obscure object, 
  unseen servant
  0 (at will)—detect magic, 
  ghost sound (DC 17), 
  light, lullaby  
  (DC 19), mage hand, 
  open/close
  TACTICS
  Before Combat The bard 
  keeps misdirection in 
  place at all times.
  During Combat The bard opens combat by using a 
  scroll of disintegrate.
  STATISTICS
  Str 10, Dex 16, Con 14, Int 14, Wis 10, Cha 24
  Base Atk +14; CMB +14; CMD 31
  Feats Dodge, Great Fortitude, Greater Spell Focus (enchantment), 
  Improved Initiative, Quicken Spell, Silent Spell, Skill Focus (Perform 
  [act]), Spell Focus (enchantment), Still Spell, Weapon Finesse, 
  Weapon Focus (rapier)
  Skills Bluff +20, Diplomacy +26, Disable Device +24, Escape Artist +15,  
  Knowledge (arcane, history, nature, nobility, planes) +15, 
  Knowledge (local) +26, Perception +13, Perform (act) +35, Perform 
  (dance, oratory) +25, Sense Motive +6, Spellcraft +20, Stealth +24, 
  Use Magic Device +25
  Languages Auran, Common, Draconic
  SQ bardic knowledge +9, jack-of-all-trades (use any skill, all skills are 
  class skills, take 10 on any skill), lore master 3/day, 
  versatile performance (act, oratory, dance, string, 
  percussion)
  Combat Gear scrolls of disintegrate (3), scroll of heal, 
  scroll of restoration, scrolls of teleport (2), Other 
  Gear +3 chain shirt, +2 daggers (2), +2 rapier, belt of 
  physical perfection +2, cloak 
  of resistance +3, headband 
  of alluring charisma +4, 
  ring of invisibility, ring of 
  protection +3, 276 gp
  A master spy lingers in the 
  shadows or at parties, where 
  he can easily misdirect people.
  MARLIT TELAMIN
  Trained in the greatest academies 
  of the world and raised by one 
  of the most ruthless crime 
  families, this diplomat works 
  for five different countries 
  and interests. He weaves 
  complex plots, while always 
  leaving clues that point 
  to someone other than 
  himself. If one crime 
  family knew Marlit (in 
  one of his numerous 
  aliases) was also working 
  for a rival nation, they 
  would hunt him down and 
  behead him for treason.
  Combat Encounters: Marlit 
  assassinates undefended targets, and 
  fights to survive when caught.
  Roleplaying Suggestions: With his 
  athletic build and knowledge of strategy, 
  Marlit masquerades as a military man.
  4242
  MASTER SPY
  CR 18
  HUMAN BARD 19
  XP 153,600
  Medium humanoid (human)
  LE
  
  Init +2; Senses Perception +17
  DEFENSE
  AC 22, touch 14, flat-footed 20 (+8 armor, +2 deflection, +2 Dex)
  hp 133 (20d8+40)
  Fort +12, Ref +18, Will +15; +4 vs. bardic performance, language-
  dependent, and sonic
  OFFENSE
  Speed 30 ft.
  Melee +2 unholy adamantine 
  scythe +21/+16/+11 
  (2d4+6/19-20/×4)
  Special Attacks bardic 
  performance 50 rounds/day (swift 
  action; countersong, deadly performance, dirge 
  of doom, distraction, fascinate, frightening tune, 
  inspire competence +6, inspire courage +4, inspire 
  greatness, inspire heroics, mass suggestion, 
  soothing performance, suggestion)
  Bard Spells Known (CL 20th; concentration +28)
  6th (6/day)—analyze dweomer, greater 
  scrying (DC 24), programmed image (DC 
  26), project image (DC 26), summon 
  monster VI
  5th (6/day)—greater dispel magic, false 
  vision, nightmare (DC 25), shadow 
  walk (DC 23), song of discord (DC 25)
  4th (7/day)—dominate person (DC 24), 
  greater invisibility, hallucinatory 
  terrain (DC 24), hold monster (DC 24), 
  rainbow pattern (DC 24), shout (DC 22)
  3rd (7/day)—crushing despair  
  (DC 23), cure serious wounds (DC 21), 
  fear (DC 21), major image (DC 23), 
  phantom steed, see invisibility
  2nd (7/day)—darkness, invisibility, 
  mirror image, rage, shatter, 
  silence (DC 20)
  1st (7/day)—alarm, charm person 
  (DC 21), disguise self, feather 
  fall, hideous laughter  
  (DC 21), magic mouth
  0 (at will)—detect magic, flare 
  (DC 18), mage hand, 
  message, open/close, 
  read magic
  TACTICS
  During Combat The bard fights with 
  her scythe in melee, and uses her 
  wand of enervation.
  STATISTICS
  Str 16, Dex 14, Con 14, Int 13, Wis 8, Cha 26
  Base Atk +15; CMB +18 (+22 trip); CMD 32 (34 vs. trip)
  Feats Combat Expertise, Greater Spell Focus (enchantment, illusion), 
  Greater Trip, Improved Critical (scythe), Improved Trip, Martial 
  Weapon Proficiency, Quicken Spell, Spell Focus (enchantment, 
  illusion), Weapon Focus (scythe)
  Skills Escape Artist +19, Fly +14, Heal +12, Knowledge (arcana) +21, 
  Knowledge (dungeoneering) +18, Knowledge (engineering, 
  geography) +15, Knowledge (history, local) +17, Knowledge 
  (nature, nobility) +16, Knowledge (planes) +20, Knowledge 
  (religion) +26, Perception +17, Perform (dance) +20, Perform 
  (oratory) +21, Perform (string) +31, Spellcraft +19, 
  Stealth +24, Use Magic Device +26
  Languages Abyssal, Common
  SQ bardic knowledge +10, jack-of-all-
  trades (use any skill, all skills are class 
  skills, take 10 on any skill), lore master 3/
  day, versatile performance (dance, keyboard, 
  oratory, string, wind,)
  Combat Gear scroll of bestow curse, scroll 
  of heal, scrolls of restoration (2), scroll of 
  teleport, wand of enervation (50 charges); 
  Other Gear, +4 chain shirt, +2 unholy 
  adamantine scythe, belt of physical 
  perfection +2, boots of striding and 
  springing, cloak of resistance +4, headband 
  of alluring charisma +6, ring of protection 
  +2, 57 gp
  Some doomsayers walk in solitude; 
  others form cults to witness the end.
  ASHA GARCER
  After preaching the end times 
  since her youth, Asha now seeks 
  to hasten the apocalypse. Her 
  cult, hundreds strong, sings the 
  dirges of a dying world. Some 
  say she exploits people’s fears of the 
  apocalypse, but others think Asha 
  truly believes her rants. All of her 
  cultists show total dedication. 
  Though they would rather live 
  to see the end of the world, they 
  fight fearlessly to the death for 
  Asha’s cause.
  Combat Encounters: A host of 
  zealots defends Asha.
  Roleplaying 
  Suggestions: 
  Any meeting to gain the grim 
  cult leader’s blessing requires an 
  invitation.
  4343
  DOOMSAYER
  CR 19
  HUMAN BARD 20
  XP 204,800
  Medium humanoid (human)
  NE
  CR
  18
  19
  CORE CLASSES
  BARDS
  
  Init +1; Senses Perception +2
  DEFENSE
  AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
  hp 9 (1d8+1)
  Fort +3, Ref +1, Will +4
  OFFENSE
  Speed 30 ft.
  Melee morningstar –1 (1d8–1)
  Ranged light crossbow +2 (1d8/19–20)
  Special Attacks channel negative energy 6/day (DC 13, 1d6)
  Domain Spell-Like Abilities (CL 1st; concentration +3)
  5/day—inspiring word (1 round)
  Cleric Spells Prepared (CL 1st; concentration +3)
  1st—cure light wounds, longstriderD, protection from good
  0 (at will)—detect magic, mending, read magic
  D Domain spell; Domains Nobility, Travel
  TACTICS
  During Combat The cleric uses channeled energy, 
  tanglefoot bags, and longstrider to escape.
  STATISTICS
  Str 8, Dex 12, Con 13, Int 10, Wis 14, Cha 17
  Base Atk +0; CMB –1; CMD 10
  Feats Selective Channeling, Weapon Focus 
  (light crossbow)
  Skills Appraise +4, Diplomacy +7, Knowledge 
  (religion) +4, Spellcraft +4
  Languages Common
  SQ aura, +10 base speed from Travel 
  domain, agile feet (5/day)
  Combat Gear potion of cure light 
  wounds, tanglefoot bags (2); Other 
  Gear chainmail, light crossbow with 
  20 bolts, morningstar, silver unholy 
  symbol, 22 gp
  Mercenary healers exploit loopholes 
  in laws for their own profit. 
  ZENED MIRCES
  Zened adventures to gain seed money 
  to start a business.
  Combat Encounters: Zened works 
  best with several bodyguards or in 
  a low-level adventuring party.
  Roleplaying Suggestions: Zened 
  does nothing for free (including 
  healing allies) and often attempts to 
  renegotiate contracts precisely when 
  his “comrades” need him most.
  Init +0; Senses darkvision 60 ft.; Perception +4
  DEFENSE	
  AC 15, touch 10, flat-footed 15 (+5 armor) (+4 dodge vs. giants)
  hp 21 (2d8+9)
  Fort +5, Ref +0, Will +6; +2 vs. poison, spells, and spell-like abilities
  OFFENSE
  Speed 20 ft.
  Melee mwk greatsword with magic weapon +4 (2d6+4/19–20)
  Ranged light crossbow +1 (1d8/19–20)
  Special Attacks +1 on attack rolls against goblinoid and orc 
  humanoids, channel negative energy 3/day (DC 11, 1d6), 
  destructive smite (+1, 6/day)
  Domain Spell-Like Abilities (CL 2nd; concentration +5)
  6/day—touch of chaos
  Cleric Spells Prepared (CL 2nd; concentration +5)
  1st—bane (DC 14), magic stone, magic weapon, true 
  strikeD
  0 (at will)—bleed (DC 13), detect magic, detect poison, 
  read magic
  D Domain spell; Domains Chaos, Destruction
  TACTICS
  Before Combat The cleric casts magic weapon.
  During Combat The cleric uses destructive 
  smite as often as possible.
  Base Statistics Without magic weapon, 
  the cleric’s statistics are Melee mwk 
  greatsword +4 (2d6+3/19–20).
  STATISTICS
  Str 15, Dex 10, Con 15, Int 8, Wis 16,  
  Cha 10
  Base Atk +1; CMB +3; CMD 13 (17 
  vs. bull rush or trip)
  Feats Toughness
  Skills Knowledge (religion) +5, 
  Perception +4 (+6 to notice unusual 
  stonework)
  Languages Common, Dwarven
  SQ aura
  Combat Gear 
  potions of cure 
  light wounds (2); 
  Other Gear masterwork scale 
  mail, light crossbow with 20 bolts, 
  masterwork greatsword, wooden unholy 
  symbol, 94 gp
  The dwarven war priest serves the god of 
  strength, and uses her divine powers 
  for the glory of war itself.
  MERCENARY HEALER
  CR 1/2
  HUMAN CLERIC OF ABADAR 1
  XP 200
  Medium humanoid (human)
  LE
  WAR PRIEST
  CR 1
  DWARF CLERIC OF GORUM 2
  XP 400
  Medium humanoid (dwarf)
  CE
  4444
  
  Init –1; Senses Perception +3
  DEFENSE
  AC 15, touch 9, flat-footed 15 (+6 armor, –1 Dex)
  hp 23 (3d8+6)
  Fort +4, Ref +0, Will +6
  OFFENSE
  Speed 20 ft.
  Melee quarterstaff +3 (1d6+1)
  Ranged light crossbow +1 (1d8/19–20)
  Special Attacks channel negative energy 7/day (DC 13, 2d6), hand of 
  the acolyte (6/day)
  Domain Spell-Like Abilities (CL 3rd; concentration +6)
  6/day—blast rune (1d6+1 energy damage, 3 rounds)
  Cleric Spells Prepared (CL 3rd; concentration +6)
  2nd—hold person (DC 16), magic mouthD, spiritual weapon
  1st—command (2, DC 15), eraseD, obscuring mist
  0 (at will)—detect magic, detect poison, purify food and 
  drink, stabilize
  D Domain spell; Domains Magic, Rune
  TACTICS
  During Combat The cleric 
  uses his scroll of 
  darkness, then follows 
  with ranged spells.
  STATISTICS
  Str 12, Dex 8, Con 13, Int 10, 
  Wis 16, Cha 15
  Base Atk +2; CMB +3; CMD 12
  Feats Extra Channel, Scribe 
  Scroll, Selective Channeling, 
  Spell Focus (enchantment)
  Skills Knowledge (arcana) +7, 
  Perception +6, Sense  
  Motive +9, Spellcraft +7
  Languages Common
  SQ aura
  Combat Gear potion of invisibility, 
  scroll of comprehend languages, 
  scroll of cure moderate wounds, scroll 
  of darkness, scroll of find traps, 
  alchemist’s fire (2), everburning 
  torch, smokesticks (2); Other Gear 
  masterwork breastplate, light 
  crossbow with 20 bolts, quarterstaff, 
  silver unholy symbol, 537 gp
  The scholar priest is a devotee of magical 
  knowledge, securing it from the unworthy 
  at all costs. 
  Init +2; Senses low-light vision; Perception +9
  DEFENSE
  AC 19, touch 12, flat-footed 17 (+5 armor, +2 Dex, +2 natural)
  hp 25 (4d8+4)
  Fort +5, Ref +3, Will +8; +2 vs. enchantments
  Immune sleep
  OFFENSE
  Speed 30 ft.
  Melee trident +2 (1d8–1)
  Ranged shortbow +5 (1d6/×3)
  Special Attacks channel positive energy 4/day (DC 13, 2d6), wooden 
  fist (+2, 7 rounds/day)
  Domain Spell-Like Abilities (CL 4th; concentration +8)
  7/day—storm burst (1d6+2 
  nonlethal damage)
  Cleric Spells Prepared (CL 4th;  
  concentration +8)
  2nd—barkskin, hold person (2, 
  DC 16), summon monster II
  1st—cause fear (DC 15), cure light wounds, endure 
  elements, entangle (DC 15), entropic shield 
  0 (at will)—bleed (2, DC 14), guidance, light
  D Domain spell; Domains Plant, Weather
  TACTICS
  Before Combat The cleric casts barkskin.
  During Combat The cleric casts entropic 
  shield, then uses hold person, entangle, 
  and bane arrows.
  Base Statistics Without barkskin, her 
  statistics are AC 17, touch 12, flat-footed 15.
  STATISTICS
  Str 8, Dex 14, Con 13, Int 10, Wis 18, 
  Cha 12
  Base Atk +3; CMB +2; CMD 14
  Feats Deadly Aim, Martial 
  Weapon Proficiency (shortbow), 
  Skill Focus (Stealth)
  Skills Heal +8, Knowledge 
  (nature) +2, Knowledge 
  (religion) +5, Perception +9, 
  Sense Motive +8, Stealth +7
  Languages Common, Elven
  SQ aura, elf blood
  Combat Gear +1 human-bane 
  arrows (2), +1 orc-bane arrow, 
  potion of cure moderate wounds; 
  Other Gear +1 chain shirt, shortbow with 
  20 arrows, trident, anchor feather token, 
  wooden holy symbol, 256 gp
  SCHOLAR PRIEST
  CR 2
  HUMAN CLERIC OF NETHYS 3
  XP 600
  Medium humanoid (human)
  CN
  SHORELINE CLERIC
  CR 3
  HALF-ELF CLERIC OF GOZREH 4
  XP 800
  Medium humanoid (elf, human)
  N
  4545
  CR
  CORE CLASSES
  CLERICS
  1/2
  1
  2
  3
  
  Init –1; Senses Perception +6
  DEFENSE
  AC 18, touch 9, flat-footed 18 (+7 armor, –1 Dex, +2 shield)
  hp 41 (5d8+15)
  Fort +7, Ref +1, Will +7
  OFFENSE
  Speed 20 ft.
  Melee mwk longsword +8 (1d8+3/19–20)
  Special Attacks channel positive energy 6/day (DC 13, 3d6)
  Domain Spell-Like Abilities (CL 5th; concentration +7)
  5/day—touch of law
  5/day—battle rage (+2 damage)
  Cleric Spells Prepared (CL 5th; 
  concentration +7)
  3rd—dispel magic, magic vestmentD, 
  searing light
  2nd—align weapon (law only)D, 
  enthrall (DC 14), resist energy  
  (DC 14), sound burst (DC 14)
  1st—command (DC 13), divine favor, 
  magic weaponD, shield of faith, 
  summon monster I 
  0 (at will)—guidance, light, purify 
  food and drink, resistance
  D Domain spell; 
  Domains 
  Law, War
  TACTICS
  Before Combat The 
  cleric casts magic 
  vestment.
  During Combat The 
  cleric attacks with her 
  longsword, and casts magic 
  weapon or align weapon 
  as needed. When fighting 
  undead, she channels 
  positive energy. Otherwise, 
  she uses ranged magical attacks only 
  as a last resort.
  Base Statistics Without magic 
  vestment, the cleric’s statistics are 
  AC 18, touch 9, flat-footed 18.
  STATISTICS
  Str 17, Dex 8, Con 14, Int 10, Wis 14, Cha 12
  Base Atk +3; CMB +6; CMD 15
  Feats Combat Casting, Heavy Armor 
  Proficiency, Improved Shield Bash, 
  Weapon Focus (longsword) 
  Skills Diplomacy +9, Heal +6, Knowledge (nobility) +6, Knowledge 
  (religion) +5, Perception +6
  Languages Common
  SQ aura
  Combat Gear potion of bull’s strength, thunderstone; Other 
  Gear masterwork splint mail, +1 light steel shield, masterwork 
  longsword, cloak of resistance +1, silver holy symbol, 271 gp
  The noble crusader battles the forces of chaos, usually at 
  the behest of a local monarch.
  ORIEDESME EISBRIN
  Oriedesme is a crusader for law against the forces of chaos. 
  As a minor noble, she frequently allies with other members 
  of the nobility, who call her “Esme the Peacemaker.” She 
  considers it her duty to eliminate dangerous 
  monsters and even peasant uprisings that 
  threaten to turn bloody. She 
  serves a good and just goddess 
  and refuses to participate in 
  evil acts such as terrorizing 
  villagers, but frowns on acts of 
  anarchy that risk plunging an area 
  into war. She believes nobles are 
  chosen by the gods to rule over 
  others for the benefit of all, even 
  if this means fewer freedoms 
  for commoners. She is painfully 
  honest, and reluctant to work with any 
  noble who shirks responsibilities or 
  abuses power.
  Combat Encounters: Esme works 
  well alone or in a leadership role. 
  She might be an ally of a powerful 
  character, using her neutrality to 
  get things done for a good employer 
  or moderating a nearly evil one.
  Roleplaying Suggestions: Esme 
  might ask for assistance in dealing 
  with an undead or fiendish 
  NOBLE CRUSADER
  CR 4
  HUMAN CLERIC OF IOMEDAE 5
  XP 1,200
  Medium humanoid (human)
  LN
  4646
  threat beyond her capabilities. 
  She could serve as an important 
  intermediary with the local 
  nobility, especially if the PCs 
  have preexisting conflicts with 
  the nobles. Esme could also be 
  cynically close to losing her faith, 
  giving the PCs the opportunity to save 
  her before she falls from grace.
  
  Init +1; Senses Perception +5
  DEFENSE
  AC 19, touch 12, flat-footed 18 (+7 armor, +1 Dex, +1 size)
  hp 54 (6d8+24)
  Fort +8, Ref +4, Will +9; +2 vs. fear
  OFFENSE
  Speed 15 ft.
  Melee +1 heavy mace +6 (1d6+1)
  Ranged light crossbow +7 (1d6/19–20)
  Special Attacks channel positive energy 7/day (DC 15, 3d6)
  Domain Spell-Like Abilities (CL 6th; concentration +9)
  6/day—dazing touch, touch of chaos
  Cleric Spells Prepared (CL 6th; concentration +9)
  3rd—locate object, searing light, suggestionD, summon monster III 
  2nd—aid, calm emotionsD (DC 15), eagle’s splendor, sound burst 
  (DC 15), zone of truth (DC 15)
  1st—bless water, charm personD (DC 14), comprehend languages, 
  detect undead, hide from undead
  0 (at will)—detect magic, detect poison, guidance, virtue
  D Domain spell; Domains Chaos, Charm
  TACTICS
  During Combat The cleric tries to persuade living, 
  intelligent opponents to stop fighting and discuss a 
  peaceful solution over a drink, using calm 
  emotions, charm person, or suggestion if 
  necessary. When fighting undead, he casts 
  eagle’s splendor to improve his channel 
  energy ability, and uses his potion and 
  scroll if the battle goes poorly.
  STATISTICS
  Str 11, Dex 12, Con 14, Int 8, Wis 16, Cha 14
  Base Atk +4; CMB +3; CMD 14
  Feats Extra Channel, Toughness, Turn Undead
  Skills Acrobatics +0, Climb –1, Diplomacy +8,  
  Heal +9, Perception +5
  Languages Common, Halfling
  SQ aura
  Combat Gear potion of haste, scroll  
  of bull’s strength; Other Gear  
  +1 breastplate, +1 heavy mace, light 
  crossbow with masterwork bolts (20), 
  silver holy symbol, 393 gp
  The carousing champion serves 
  the god of freedom, bravery, 
  and ale, and uses his significant 
  abilities to bring happiness to 
  common folk and stand up against 
  oppression of all sorts.
  EGGAL TORKELSON
  Eggal is a friendly, outgoing young half ling, generous 
  with his spirit, spirits, money, and affection —but not 
  particularly bright. Fortunately, Eggal is so likable and 
  headstrong that few ever try to take advantage of him, and 
  those who do discover that his lack of “book learning” 
  hasn’t done anything to dull his innate cunning, and he 
  remembers who has done him wrong every bit as well 
  as he recalls who has done him favors, repaying both 
  with interest. He wants to see the world and enjoy life, 
  and doesn’t particularly care whether people are good or 
  selfish as long they don’t try to hurt him or anyone he 
  cares about—to him, his god’s creed of freedom above 
  all means accepting that some people were born mean-
  spirited, and are entitled to their pettiness and jealousy 
  as long as they don’t go out of their way to oppress 
  others. For his own part, he’d rather help someone than 
  ignore a request for aid, and has been known to expound 
  at length upon the simple joys of helping others. He 
  avoids killing unless absolutely necessary, even among 
  those more “monstrous” humanoid races, but hates 
  undead with a passion and goes out of his way to destroy 
  such abominations.
  Combat Encounters: Though he is hard to 
  inf luence with magic, clever lies 
  and subtle manipulation can easily 
  turn Eggal against the PCs, and 
  it’s not uncommon for him to 
  come into conf lict with the lawful 
  authorities in a region if he feels 
  they are profiting at the expense 
  of the common people. If he sees 
  the PCs as agents of oppression, 
  regardless of their justifications, 
  he’s likely to oppose them—with 
  his mace if necessary. Because of 
  his reluctance to kill, he is useful 
  for an encounter where the PCs 
  should negotiate or surrender 
  instead of fighting.
  Roleplaying 
  Suggestions: 
  Eggal can be a reliable feature 
  of local taverns, even showing 
  up in other cities where the 
  PCs travel. Because he tends to 
  help when asked, he might end 
  up in over his head and need 
  rescuing, or have friends 
  in need of rescue. He can 
  also help out the PCs as 
  an ally against undead, as a 
  backup healer, or as a contact 
  in Cayden Cailean’s church.
  CAROUSING CHAMPION
  CR 5
  HALFLING CLERIC OF CAYDEN CAILEAN 6
  XP 1,600
  Small humanoid (halfling)
  CN
  4747
  CR
  4
  5
  CORE CLASSES
  CLERICS
  
  Init +0; Senses Perception +7
  DEFENSE
  AC 19, touch 10, flat-footed 19 (+9 armor)
  hp 56 (7d8+21)
  Fort +8, Ref +3, Will +9
  OFFENSE
  Speed 20 ft.
  Melee mwk spiked chain +7 (2d4+1)
  Ranged light crossbow +5 (1d8/19–20)
  Special Attacks channel negative energy 5/day (DC 17, 4d6)
  Domain Spell-Like Abilities (CL 7th; concentration +10)
  6/day— bleeding touch (3 rounds), touch of darkness (3 rounds)
  Cleric Spells Prepared (CL 7th; concentration +10)
  4th—poison (DC 18), shadow conjurationD (DC 17)
  3rd—bestow curse (DC 17), contagion (DC 17), deeper darknessD, 
  dispel magic
  2nd—blindness/deafnessD (blindness only, DC 16), darkness, 
  desecrate, eagle’s splendor, silence (DC 15)
  1st—cause fearD (2, DC 15), deathwatch, doom (DC 15), magic 
  weapon, shield of faith
  0 (at will)—bleed (DC 14), detect magic,  
  light, resistance
  D Domain spell; Domains Darkness, Death
  TACTICS
  Before Combat The cleric casts deathwatch.
  During Combat The cleric casts magic weapon 
  and shield of faith. If she has minions, she 
  orders them to attack so she can use magic 
  from a distance. She casts darkness to hide in 
  and channels negative energy. If forced out of 
  the darkness, she disables targets with bestow 
  curse, blindness, and poison, then uses her 
  spiked chain.
  STATISTICS
  Str 12, Dex 10, Con 14, Int 8, Wis 17, Cha 14
  Base Atk +5; CMB +6; CMD 16
  Feats Blind-Fight, Combat Casting, Command Undead, 
  Heavy Armor Proficiency, Improved Channel, Spell 
  Focus (necromancy)
  Skills Heal +9, Knowledge (religion) +6, Perception +7, 
  Spellcraft +5
  Languages Common
  SQ aura
  Combat Gear potion of cure moderate wounds, flask 
  of acid, smokesticks (2); Other Gear masterwork 
  full plate, light crossbow with 20 bolts, masterwork 
  spiked chain, cloak of resistance +1, unholy water, 
  wooden unholy symbol, onyx gems (worth 350 gp), 
  silver dust for desecrate (worth 25 gp), 114 gp
  The vivisectionist cleric serves the god of pain and 
  darkness, and can keep victims alive for weeks.
  MELISAI HESANI
  Melisai is personable despite her arrogance, and considers 
  herself a surgeon and a sculptor. When not adventuring, she 
  works with poorhouse medics, embalmers preparing bodies, 
  and torturers—anyone who gives her the opportunity 
  to experiment. She prefers the company of like-minded 
  adventurers, but if none are available, she animates zombies. 
  Combat Encounters: Melisai is useful as an enemy 
  leader, member of a rival adventuring party, or servant of 
  an important NPC or villain.
  Roleplaying Suggestions: Though evil and disturbing, 
  Melisai is easy to get along with. She is forthright, and has 
  no problem helping the PCs if it achieves her own ends.
  VIVISECTIONIST CLERIC
  CR 6
  HUMAN CLERIC OF ZON-KUTHON 7
  XP 2,400
  Medium humanoid (human)
  LE
  4848
  
  49
  Init +0; Senses darkvision 60 ft.; Perception +5
  DEFENSE
  AC 20, touch 10, flat-footed 20 (+9 armor, +1 natural)
  hp 71 (8d8+32)
  Fort +8, Ref +2, Will +8; +2 resistance vs. good
  Defensive Abilities orc ferocity; Immune fire (96 points)
  OFFENSE
  Speed 20 ft.
  Melee +1 greataxe +12/+7 (1d12+9/×3)
  Ranged javelin +6/+1 (1d6+6)
  Special Attacks channel negative energy 4/day (DC 15, 4d6), 
  destructive aura (+4, 8 rounds/day), destructive smite (+4, 5/day), 
  scythe of evil (4 rounds, 1/day)
  Domain Spell-Like Abilities (CL 8th; concentration +10)
  5/day—touch of evil (4 rounds)
  Cleric Spells Prepared (CL 8th; concentration +10)
  4th—chaos hammer (DC 16), divine power, unholy blightD (DC 16) 
  3rd—invisibility purge, prayer, protection from energy (DC 15), rageD 
  2nd—align weaponD (evil weapons only), bull’s strength, 
  darkness, spiritual weapon (2) 
  1st—bane (DC 13), divine favor, entropic shield, protection from 
  good, shield of faith, true strikeD
  0 (at will)—bleed (DC 12), guidance, light, resistance
  D Domain spell; Domains Destruction, Evil
  TACTICS
  Before Combat The cleric casts protection from energy (fire).
  During Combat The cleric casts divine power and shield of faith 
  at the start of combat, then closes to melee distance. If combat 
  starts and he cannot reach any opponents on the first round, 
  he casts chaos hammer or unholy blight. If fighting creatures 
  he knows are good, he uses his scythe of evil ability on his 
  greataxe. If he has allies, he casts prayer.
  STATISTICS
  Str 18, Dex 10, Con 14, Int 8, Wis 14, Cha 12
  Base Atk +6; CMB +10; CMD 20
  Feats Heavy Armor Proficiency, Power Attack, Toughness, Weapon 
  Focus (greataxe)
  Skills Intimidate +7, Perception +5, Spellcraft +3
  Languages Common, Orc
  SQ aura, orc blood, weapon familiarity
  Combat Gear potions of cure serious wounds (2), alchemist’s fire (2);  
  Other Gear +1 half-plate, +1 greataxe, javelins (5), amulet of 
  natural armor +1, wooden unholy symbol, 184 gp
  The wrath priest serves the primordial god of disaster 
  and destruction, striking down innocents and enemies 
  with fire, blade, and hatred. He is a quintessential 
  nihilist, and can not be bought or reasoned with except 
  as it furthers his god’s horrific ends.
  AZNEK
  Aznek is cruel, violent, and destructive—a childhood bully 
  given profane magic and physical might. He loves the 
  screams of his victims, and smashes beautiful things for the 
  fun of it. He likes having strong minions, and encourages 
  them to challenge him for dominance, though none has 
  succeeded. He lets these would-be rivals live, albeit with 
  broken arms or legs as reminders of their failure.
  Combat Encounters: Aznek makes a good solo encounter, 
  boss of a group of raiders (especially orcs), or minion of a 
  strong leader or powerful warbeast.
  Roleplaying Suggestions: Aznek’s nature makes it 
  difficult to interact with him except as his servant.
  WRATH PRIEST
  CR 7
  HALF-ORC CLERIC OF ROVAGUG 8
  XP 3,200
  Medium humanoid (human, orc)
  CE
  4949
  CR
  6
  7
  CORE CLASSES
  CLERICS
  
  Init +6; Senses Perception +10
  DEFENSE
  AC 20, touch 13, flat-footed 18 (+7 armor, +1 deflection, +2 Dex)
  hp 89 (9d8+27)
  Fort +11, Ref +6, Will +11
  OFFENSE
  Speed 20 ft.
  Melee dagger +5/+0 (1d4–1/19–20)
  Ranged light crossbow +8 (1d8/19–20)
  Special Attacks channel negative energy 4/day (DC 17, 5d6), hand 
  of the acolyte (7/day)
  Domain Spell-Like Abilities (CL 9th; concentration +13)
  7/day—bleeding touch (4 rounds)
  1/day—dispelling touch
  Cleric Spells Prepared (CL 9th; concentration +13)
  5th—slay living D (2, DC 21)
  4th—death wardD, freedom of movement, 
  poison (DC 20),  
  spell immunity
  3rd—bestow curse (DC 19), contagion (2, 
  DC 19), dispel magicD, prayer
  2nd—bear’s endurance, darkness, 
  death knell D (DC 18), delay 
  poison (DC 16), desecrate, resist energy 
  (DC 16)
  1st—bane (DC 15), cause fear D (DC 17, 2), 
  entropic shield, obscuring mist, protection 
  from good
  0 (at will)—bleed (DC 16), detect poison, light, 
  virtue
  D Domain spell; Domains Death, Magic
  TACTICS
  Before Combat The cleric casts 
  bear’s endurance, delay poison, 
  and freedom of movement.
  During Combat The cleric lets allies or undead 
  minions handle the bulk of the fighting, 
  using bestow curse, contagion, and slay 
  living against individual foes or channeling 
  negative energy against groups or to heal 
  herself and her undead allies.
  Base Statistics Without bear’s endurance, the 
  cleric’s statistics are hp 71, Fort +9, Con 14.
  STATISTICS
  Str 8, Dex 15, Con 18, Int 10, Wis 19, Cha 12
  Base Atk +6; CMB +5; CMD 18
  Feats Combat Casting, Command Undead, 
  Greater Spell Focus (necromancy), 
  Improved Channel, Improved Initiative, 
  Spell Focus (necromancy)
  Skills Craft (alchemy) +6, Heal +10, Intimidate +7, Knowledge 
  (religion) +12, Perception +10
  Languages Common
  SQ aura, death’s embrace
  Gear +1 chainmail, dagger, light crossbow with 20 bolts, cloak of 
  resistance +1, headband of inspired wisdom +2, pearl of power 
  (1st), ring of protection +1, bone unholy symbol, unholy water, 
  onyx gems (worth 500 gp), silver dust for desecrate (worth 25 gp), 
  162 gp
  A death priest serves the goddess of plague and undeath, 
  and seeks to infect, kill, and animate anyone who stands 
  in her way. She might desire to one day become undead, 
  but remains alive for now so she can carry out tasks in 
  places that would never allow the undead.
  RELYK ZAHIM
  Relyk obsesses over death and undead, and is in 
  love with her goddess. She longs to become her 
  favored servant and lover, and bestows her 
  strange affections on corpses and undead 
  that remind her of the dark goddess. 
  Relyk always has a bit of a cold or 
  some other minor sickness, though 
  these never debilitate her or affect 
  her abilities in any way; her symptoms 
  might merely be affectations to ward 
  off the unwary or show her devotion. 
  She helps those who want to become 
  undead do so, and is willing to 
  assist other members of her 
  church. However, she watches for 
  anyone who might pass her in 
  prominence within the church. 
  Rivals for her god’s affection or 
  attention find that Relyk quickly becomes a 
  devious, heartless enemy.
  Combat Encounters: Relyk can be used 
  as a solo opponent, but is much more 
  dangerous with undead allies. Because 
  she is healed by negative energy, she can 
  sustain herself and multiple undead 
  with her channel energy ability, and 
  may pretend to be undead to gain an 
  advantage over gullible enemies.
  Roleplaying Suggestions: Relyk can 
  be an advocate for a country ruled by 
  undead, the commander of a large tribe of 
  underground ghouls, or a daytime liaison 
  for a cabal of vampires. When she defeats 
  an enemy, she “graciously” offers to raise 
  him as undead.
  DEATH PRIEST
  CR 8
  HUMAN CLERIC OF URGATHOA 9
  XP 4,800
  Medium humanoid (human)
  NE
  5050
  
  51
  Init +3; Senses Perception +14
  DEFENSE
  AC 21, touch 10, flat-footed 21 (+11 armor, +1 deflection, –1 Dex); 
  +1 vs. good opponents
  hp 78 (10d8+30)
  Fort +10, Ref +3, Will +12; +2 vs. good opponents
  OFFENSE
  Speed 20 ft.
  Melee +1 falchion +11/+6 (2d4+5/18–20)
  Special Attacks aura of madness (DC 19, 10 rounds/day), channel 
  negative energy 4/day (DC 16, 5d6), might of the gods (+10,  
  10 rounds/day)
  Domain Spell-Like Abilities (CL 10th; concentration +14)
  7/day—strength surge (+5), vision of madness (+/–5)
  Cleric Spells Prepared (CL 10th; concentration +14)
  5th—flame strike (DC 19), righteous mightD, summon monster V
  4th—confusionD (DC 18), cure critical wounds, summon  
  monster IV (2), unholy blight (DC 18)
  3rd—blindness/deafness, magic circle against good, magic 
  vestmentD, summon monster III, water breathing
  2nd—bull’s strengthD, cure moderate wounds, darkness, 
  shield other, silence (DC 16), summon monster II 
  1st—bane (DC 15), bless, command (DC 15), cure light 
  wounds, divine favor, enlarge personD (DC 15)
  0 (at will)—create water, detect magic, 
  light, mending
  D Domain spell; Domains Madness, 
  Strength
  TACTICS
  Before Combat The cleric casts magic 
  circle against good and magic vestment.
  During Combat The cleric drinks a potion of 
  invisibility, then uses summon monster V and 
  summon monster IV to overwhelm opponents, 
  and attacks with flame strike, casting righteous might 
  before entering melee.
  Base Statistics Without magic circle against good and 
  magic vestment, the cleric’s statistics are AC 20, 
  touch 10, flat-footed 20.
  STATISTICS
  Str 16, Dex 8, Con 14, Int 10, Wis 18, Cha 12
  Base Atk +7; CMB +10; CMD 20
  Feats Augment Summoning, Combat Casting, Heavy 
  Armor Proficiency, Improved Initiative, Power 
  Attack, Spell Focus (conjuration)
  Skills Handle Animal +11, Heal +8, Knowledge 
  (nature) +1, Knowledge (religion) +6, 
  Perception +14, Spellcraft +8
  Languages Common
  SQ aura
  Combat Gear potions of invisibility (2); Other Gear +1 full plate, 
  +1 falchion, cloak of resistance +1, headband of inspired 
  wisdom +2, ring of protection +1, silver unholy symbol, 110 gp
  The mother of beasts serves the goddess of madness and 
  monsters. She looks after horrible creatures and summons 
  extraplanar beings to defend herself and her pets.
  EMPIRI CHALEMEDE
  Empiri raises and nurtures hybrid monsters and aberrant 
  mutations. Though she lacks the magic to create these 
  oddities, she values anyone skilled at such things. 
  Combat Encounters: Empiri is most effective when she 
  has monsters to protect her. Without allies, she uses summon 
  monster spells to conjure guardians.
  Roleplaying Suggestions: Empiri might ask the PCs to 
  help her catch a predatory beast—though not to destroy it.
  MOTHER OF BEASTS
  CR 9
  HUMAN CLERIC OF LAMASHTU 10
  XP 6,400
  Medium humanoid (human)
  CE
  5151
  CR
  8
  9
  CORE CLASSES
  CLERICS
  
  Init +3; Senses Perception +11
  DEFENSE
  AC 20, touch 9, flat-footed 20 (+7 armor, –1 Dex, +1 natural, +3 shield)
  hp 75 (11d8+22) 
  Fort +9, Ref +5, Will +13
  Resist electricity 20, fire 10
  OFFENSE
  Speed 20 ft.
  Melee mwk heavy mace +10/+5 (1d8+1)
  Ranged mwk light crossbow +8 (1d8/19–20)
  Special Attacks channel negative energy 7/day (DC 19, 6d6), staff of 
  order (5 rounds, 1/day)
  Domain Spell-Like Abilities (CL 11th; concentration +16)
  8/day—fire bolt (1d6+5 fire), touch of law
  Cleric Spells Prepared (CL 11th; concentration +16)
  6th—blade barrier (DC 23), fire seedsD
  5th—fire shieldD, flame strike (2, DC 22),  
  spell resistance
  4th—air walk, cure serious wounds, 
  dismissal (DC 19), freedom of 
  movement, wall of fireD
  3rd—cure serious wounds, fireballD (DC 20), 
  glyph of warding, invisibility purge, 
  searing light, water walk
  2nd—cure moderate wounds, hold 
  person (DC 17), produce flameD, 
  resist energy (2, DC 17), 
  silence (DC 17)
  1st—bless, burning handsD 
  (DC 18), command (2, DC 
  16), cure light wounds, 
  endure elements, 
  magic weapon
  0 (at will)—bleed (DC 15),  
  detect magic, 
  guidance, virtue
  D Domain spell; Domains 
  Fire, Law
  TACTICS
  Before Combat The cleric casts freedom of 
  movement and resist energy (electricity).
  During Combat The cleric casts fire shield 
  (warm shield), uses his wand of shield of 
  faith, then attacks with fire spells, switching 
  to blade barrier, channeled energy, and flame 
  strike against fire-resistant opponents.
  STATISTICS
  Str 13, Dex 8, Con 12, Int 10,  
  Wis 21, Cha 14
  Base Atk +8; CMB +9; CMD 18
  Feats Extra Channel, Greater Spell Focus (evocation), Improved 
  Channel, Improved Initiative, Lightning Reflexes, Selective 
  Channeling, Spell Focus (evocation)
  Skills Intimidate +7, Knowledge (nobility, religion) +6, Knowledge (planes) 
  +7, Linguistics +5, Perception +11, Sense Motive +13, Spellcraft +8 
  Languages Common, Ignan, Infernal
  SQ aura
  Combat Gear necklace of fireballs (type III), potion of delay poison, 
  wand of shield of faith (7 charges); Other Gear +1 breastplate, 
  +1 heavy steel shield, masterwork heavy mace, masterwork 
  light crossbow with 20 bolts, amulet of natural armor +1, cloak 
  of resistance +1, headband of inspired wisdom +2, silver unholy 
  symbol, 1,453 gp
  The fire cleric serves infernal or elemental powers and 
  uses his magic to purge weakness from the world.
  ALEKSION CORIC
  Aleksion sees himself as bringing 
  the flame of truth and order to 
  burn away all that is impure and 
  rebellious. Though he serves Hell, 
  he believes fulfilling his task is 
  necessary to preserve human 
  civilization in a world beset by 
  barbarians and demons.
  FIRE CLERIC
  CR 10
  HUMAN CLERIC OF ASMODEUS 11
  XP 9,600
  Medium humanoid (human)
  LE
  5252
  
  53
  Init +6; Senses Perception +11
  DEFENSE
  AC 26, touch 13, flat-footed 24 (+9 armor, +1 deflection, +2 Dex,  
  +1 natural, +3 shield)
  hp 105 (12d8+24) 
  Fort +12, Ref +9, Will +14
  OFFENSE
  Speed 20 ft.
  Melee mwk whip +9/+4 (1d3–1 nonlethal)
  Ranged mwk heavy crossbow +12 (1d10/19–20)
  Special Attacks channel negative energy 8/day (DC 21, 6d6)
  Domain Spell-Like Abilities (CL 12th; concentration +17)
  At will—charming smile (12 rounds/day, DC 21), master’s illusion 
  (12 rounds/day, DC 21)
  8/day—copycat (12 rounds), dazing touch
  Cleric Spells Prepared (CL 12th; concentration +17)
  6th—geas/questD, greater dispel magic, word 
  of recall 
  5th—breath of life, charm monsterD (DC 22), 
  greater command (DC 22), slay living  
  (DC 20), spell resistance 
  4th—chaos hammer (DC 19), cure serious 
  wounds, discern lies (DC 19), heroismD, 
  poison (DC 19) 
  3rd—invisibility purge, magic vestment, 
  prayer, protection from energy (DC 18), 
  searing light, suggestionD (DC 20) 
  2nd—calm emotions (DC 19), delay 
  poison (DC 17), enthrall (DC 19), 
  hold person (2, DC 19), invisibilityD 
  1st—charm personD (DC 18), cure 
  light wounds (2), entropic 
  shield, hide from undead, 
  obscuring mist, remove fear
  0 (at will)—detect magic, light, 
  mending, purify food and drink
  D Domain spell; Domains Charm, 
  Trickery
  TACTICS
  Before Combat The cleric uses his 
  wand of bear’s endurance, then casts 
  magic vestment.
  During Combat The cleric uses charm spells, 
  hold spells, and suggestion to disable 
  opponents or turn them into allies. He casts 
  heroism and prayer to bolster companions, and 
  uses his copycat domain power and spell resistance 
  to protect himself, channeling negative energy to 
  harm creatures who resist enchantment.
  Base Statistics Without bear’s endurance and magic vestment, the 
  cleric’s statistics are AC 24, touch 13, flat-footed 22; hp 81; Fort +10; 
  Con 12.
  STATISTICS
  Str 8, Dex 15, Con 16, Int 10, Wis 20, Cha 16
  Base Atk +9; CMB +8; CMD 21
  Feats Extra Channel, Greater Spell Focus (enchantment), Improved 
  Channel, Improved Initiative, Lightning Reflexes, Selective 
  Channeling, Spell Focus (enchantment)
  Skills Bluff +11, Diplomacy +17, Heal +14, Intimidate +8, Perception +11,  
  Spellcraft +6
  Languages Common
  SQ aura
  Combat Gear potion of cure moderate wounds, wand of bear’s 
  endurance (10 charges); Other Gear +1 breastplate, +2 light 
  wooden shield, masterwork heavy crossbow with 20 bolts, 
  masterwork whip, amulet of natural armor +1, belt of incredible 
  dexterity +2, cloak of resistance +1, headband of inspired 
  wisdom, ring of protection +1, silver unholy symbol, 621 gp
  The trickster priest serves the goddess of 
  trickery and revenge, using guile and 
  magic to manipulate others.
  UNAM CLAREFIELD
  Unam is affectionate but fickle, 
  philandering 
  but 
  jealous, 
  and 
  inconsiderate but vengeful. To those 
  in his favor, he plays the part of 
  an excellent and dependable ally, 
  but easily turns on those he feels 
  have insulted or jilted him. 
  He is more than willing 
  to influence or control 
  his 
  so-called 
  friends, 
  abandoning 
  them 
  in 
  dangerous situations.
  Combat 
  Encounters: 
  With his charm and 
  spells, Unam usually 
  has several followers who 
  are willing to die to prove 
  their affection. He tries 
  to use spells carefully 
  so 
  these 
  “pets” 
  don’t come to any 
  harm by his hand.
  Roleplaying Suggestions: 
  Unam is eager to avenge old 
  slights or help others in 
  their quests for vengeance, 
  especially if there is an attractive 
  PC he can spend time with.
  TRICKSTER PRIEST
  CR 11
  HUMAN CLERIC OF CALISTRIA 12
  XP 12,800
  Medium humanoid (human)
  CN
  5353
  CR
  10
  11
  CORE CLASSES
  CLERICS
  
  Init +0; Senses Perception +16
  DEFENSE
  AC 22, touch 10, flat-footed 22 (+11 armor, +1 natural) 
  hp 121 (13d8+59) 
  Fort +13, Ref +5, Will +12
  DR 10/adamantine (150 points)
  OFFENSE
  Speed 20 ft.
  Melee +1 flaming greatsword +16/+11 (2d6+8/17–20 plus 1d6 fire) or
  mwk dagger +15/+10 (1d4+7/19–20)
  Ranged mwk heavy crossbow +10 (1d10/19–20)
  Special Attacks channel negative energy 4/day (DC 15, 7d6), might 
  of the gods (+13, 13 rounds/day), weapon master (13 rounds/day)
  Domain Spell-Like Abilities (CL 13th; concentration +16)
  6/day—battle rage (+6 damage), strength surge (+6)
  Cleric Spells Prepared (CL 13th; concentration +16)
  7th—power word blindD, word of chaos
  6th—heal, mass bull’s strength, stoneskinD
  5th—breath of life, flame strike (DC 18), righteous mightD,  
  spell resistance
  4th—chaos hammer (DC 17), dismissal (DC 17), divine powerD, 
  restoration, spell immunity
  3rd—cure serious wounds (2), invisibility purge, magic 
  vestmentD, prayer, wind wall
  2nd—aid, bear’s endurance, delay poison (DC 15), 
  hold person (DC 15), resist energy (DC 15), 
  spiritual weaponD 
  1st—bane (DC 14), bless, cure light wounds 
  (2), enlarge person D (DC 14), shield of 
  faith
  0 (at will)—detect magic, detect poison, 
  guidance, light
  D Domain spell; Domains Strength, War
  TACTICS
  Before Combat The cleric casts bear’s 
  endurance and stoneskin.
  During Combat The cleric targets 
  weak-looking opponents first, 
  using spells to blind and 
  damage multiple enemies 
  before attacking with her 
  greatsword.
  Base Statistics Without 
  bear’s endurance and 
  stoneskin, the cleric’s 
  statistics are hp 95, 
  Fort +11; DR none; Con 14.
  STATISTICS
  Str 20, Dex 10, Con 18, Int 12, Wis 17, Cha 8
  Base Atk +9; CMB +14; CMD 24
  Feats Cleave, Combat Casting, Extra Channel, Heavy Armor 
  Proficiency, Improved Critical (greatsword), Power Attack, Vital 
  Strike, Weapon Focus (greatsword)
  Skills Diplomacy +7, Heal +11, Intimidate +4, Knowledge (engineering, 
  nobility, planes) +6, Knowledge (history, religion) +9, Knowledge 
  (local) +3, Perception +16, Ride –1, Spellcraft +9 
  Languages Common
  SQ aura
  Combat Gear potion of haste; Other Gear +2 full plate, +1 flaming 
  greatsword, masterwork dagger (2), masterwork heavy crossbow, 
  amulet of natural armor +1, belt of giant strength +2, cloak of 
  resistance +1, headband of inspired wisdom +2, iron unholy symbol, 
  granite and diamond dust for stoneskin (worth 250 gp), 276 gp
  The profane general, a powerful cleric of war who leads 
  by example, cleaves through enemies to inspire her allies 
  and followers to greater glory and victory.
  BIRN HENGDEL
  Birn became a mercenary when her unit 
  was cut off and her home city fell. Over 
  the years, she has gathered many warriors 
  under her banner. She lives only for battle, 
  refusing to become attached to followers 
  she may have to sacrifice.
  Combat Encounters: Birn loyally 
  serves whoever pays her, so she 
  might face the PCs while in the 
  employ of any villain.
  Roleplaying Suggestions: 
  Because she works for the 
  highest bidder, Birn 
  might just switch 
  sides if given a 
  better offer.
  PROFANE GENERAL
  CR 12
  HUMAN CLERIC OF GORUM 13
  XP 19,200
  Medium humanoid (human)
  CN
  5454
  
  55
  Init +6; Senses low-light vision; Perception +22
  DEFENSE
  AC 24, touch 16, flat-footed 21 (+7 armor, +2 deflection, +2 Dex,  
  +1 dodge, +1 natural, +1 size) (+4 dodge vs. giants)
  hp 129 (14d8+63)
  Fort +16, Ref +9, Will +18; +2 vs. illusions
  Immune fire (120 points)
  OFFENSE
  Speed 15 ft.
  Melee mwk glaive +11/+6 (1d8–1/×3)
  Ranged mwk light crossbow +14 (1d6/19–20)
  Special Attacks channel positive energy 5/day (DC 19, 7d6), +1 on 
  attack rolls against goblinoid and reptilian humanoids
  Domain Spell-Like Abilities (CL 14th; concentration +20)
  9/day—bit of luck, resistant touch
  Cleric Spells Prepared (CL 14th; concentration +20)
  7th—destruction (DC 23), repulsion D (DC 23), summon monster VII 
  6th—antilife shell, antimagic fieldD, banishment (DC 22), blade 
  barrier (DC 22), greater dispel magic 
  5th—breath of life, greater command (DC 21), mark of justice, 
  spell resistanceD, wall of stone
  4th—air walk, death ward, freedom of movementD, neutralize 
  poison, order’s 
  wrath (DC 20), 
  repel vermin
  3rd—bestow curse 
  (DC 19), blindness/
  deafness (DC 19), glyph of 
  warding (2), invisibility purge, 
  protection from energy D (DC 19)
  2nd—bear’s endurance, delay poison 
  (DC 18), hold person (2, DC 18), remove 
  paralysis, shield otherD
  1st—cause fear (2, DC 17), command (DC 17), divine favor, 
  entropic shield, sanctuary (DC 17), true strikeD
  0 (at will)—create water, detect poison, mending, read magic
  D Domain spell; Domains Luck, Protection
  TACTICS
  Before Combat The cleric casts air walk, bear’s endurance, delay 
  poison, freedom of movement, and protection from energy (fire).
  During Combat The cleric prefers to paralyze, repel, or disable 
  opponents with greater command and barrier spells, but reacts 
  aggressively if his opponents won’t surrender or agree to a truce.
  Base Statistics Without bear’s endurance, the cleric’s statistics are 
  hp 101; Fort +14; Con 14.
  STATISTICS
  Str 8, Dex 14, Con 18, Int 13, Wis 22, Cha 10
  Base Atk +10; CMB +8; CMD 23
  Feats Combat Casting, Dodge, Extra Channel, Improved Channel, 
  Improved Initiative, Selective Channeling, Turn Undead
  Skills Craft (armor) +3, Craft (jewelry) +6, Diplomacy +9, Heal +15, 
  Knowledge (arcana, history, nobility) +6, Knowledge (local) +3, 
  Knowledge (religion) +10, Perception +22, Sense Motive +12, 
  Spellcraft +8
  Languages Common, Gnome, Sylvan
  SQ aura, aura of protection (+2 deflection, energy resistance 10,  
  14 rounds/day), good fortune (2/day)
  Combat Gear potions of invisibility (2), ring of the ram (10 charges); 
  Other Gear +1 light fortification breastplate, masterwork glaive, 
  masterwork light crossbow with 20 bolts, amulet of natural armor +1, 
  headband of inspired wisdom +4, ring of protection +2, platinum holy 
  symbol (worth 500 gp), powdered diamond (worth 200 gp), 787 gp
  The sacred guardian serves the goddess of beauty and 
  love. He protects a holy site, preferring to deflect and 
  warn rather than harm or destroy.
  PINDLE FINBERRY
  An aficionado of art, music, and sculpture, Pindle would 
  be content spending his days creating beautiful things for 
  people to wear and use. He knows there is ugliness in the 
  world that would destroy all beauty, so he has sworn to be 
  a shield against these defilers. In his heart, he wants peace 
  and serenity, and hopes that his words and deeds can turn 
  away the forces of destruction. While many might 
  see him as an idealistic hero, the truth is 
  that Pindle values art more than people, 
  and will happily steal or overlook 
  suffering if it’s necessary to preserve 
  great art.
  Combat Encounters: Pindle is a 
  capable guardian and might agree 
  to guard a place or thing as a favor 
  for an allied church or devotee 
  of beauty—even if this pits 
  him against good-aligned 
  PCs. If the PCs steal 
  a valuable gem, art 
  object, 
  or 
  magic 
  item relevant to his 
  interests (or if he has 
  been led to believe 
  this), he might track 
  them down and insist that 
  they return it, or even take it by force 
  if necessary.
  Roleplaying Suggestions: Pindle 
  is knowledgeable about art, gems, 
  famous armors, and similar topics. 
  He’d gladly accompany most PCs to 
  an exotic location of great beauty 
  or in search of a lost art object.
  SACRED GUARDIAN
  CR 13
  GNOME CLERIC OF SHELYN 14
  XP 25,600
  Small humanoid (gnome)
  N
  5555
  CR
  12
  13
  CORE CLASSES
  CLERICS
  
  Init +5; Senses Perception +20
  DEFENSE
  AC 22, touch 12, flat-footed 21 (+9 armor, +1 deflection, +1 Dex, 
  +1 natural)
  hp 146 (15d8+75)
  Fort +14, Ref +7, Will +17
  OFFENSE
  Speed 30 ft.
  Melee +3 scythe +17/+12/+7 (2d4+6/19–20/×4)
  Special Attacks channel negative energy 4/day (DC 18, 8d6), scythe 
  of evil (7 rounds, 2/day)
  Domain Spell-Like Abilities (CL 15th; concentration +22)
  10/day—bleeding touch (7 rounds), touch of evil (7 rounds)
  Cleric Spells Prepared (CL 15th; concentration +22)
  8th—fire storm (DC 26), unholy auraD
  7th—blasphemyD (DC 25), destruction (DC 24), ethereal jaunt
  6th—antilife shell, blade barrier (DC 24), create undeadD, 
  harmD (DC 23)
  5th—dispel good, greater command (DC 22), flame 
  strike (DC 23), insect plague, righteous might, slay 
  livingD (DC 22)
  4th—divine power, freedom of movement, giant 
  vermin, greater magic weapon, poison (DC 21), 
  unholy blightD (DC 22) 
  3rd—animate deadD, contagion (2, DC 20), deeper 
  darkness, dispel magic, wind wall
  2nd—bear’s endurance, death knellD (DC 19), desecrate, 
  gentle repose, hold person (DC 19), spiritual weapon
  1st—bane (DC 18), cause fearD (DC 18), divine favor, doom 
  (2, DC 18), entropic shield, shield of faith
  0 (at will)—bleed (DC 17), light, resistance, virtue
  D Domain spell; Domains Death, Evil
  TACTICS
  Before Combat The cleric casts bear’s endurance, 
  desecrate, freedom of movement, and greater 
  magic weapon.
  During Combat The cleric relies on offensive spells, 
  or on channel energy if he has undead allies.
  Base Statistics Without bear’s endurance 
  and greater magic weapon, the cleric’s 
  statistics are hp 116; Fort +12; Melee +1 scythe 
  +15/+10/+5 (2d4+4/19–20/×4); Con 14.
  STATISTICS
  Str 15, Dex 12, Con 18, Int 10, Wis 24, Cha 8
  Base Atk +11; CMB +13; CMD 25
  Feats Combat Casting, Command Undead, Critical 
  Focus, Extra Channel, Improved Channel, Improved Critical 
  (scythe), Improved Initiative, Spell Focus (evocation), 
  Weapon Focus (scythe)
  Skills Bluff +5, Intimidate +5, Knowledge (local) +6, Knowledge 
  (religion) +9, Perception +20, Spellcraft +11
  Languages Common
  SQ aura, death’s embrace
  Combat Gear potion of invisibility; Other Gear +3 mithral breastplate, 
  +1 scythe, amulet of natural armor +1, belt of giant strength +2, 
  cloak of resistance +1, headband of inspired wisdom +4, ring of 
  protection +1, unholy water, cold iron unholy symbol (worth 
  500 gp), onyx gems (worth 1,000 gp), silver dust for desecrate 
  (worth 25 gp), 2,482 gp
  These clerics turn innocents into undead monstrosities.
  THAMO HAKASA
  Thamo, a living priest, fears that becoming undead 
  would ruin his appetites for food and physical pleasure.
  MASTER OF UNDEATH
  CR 14
  HUMAN CLERIC OF URGATHOA 15
  XP 38,400
  Medium humanoid (human)
  NE
  5656
  
  57
  Init +4; Senses Perception +19
  DEFENSE
  AC 21, touch 12, flat-footed 21 (+7 armor, +1 deflection, +2 natural, 
  +1 size)
  hp 155 (16d8+80)
  Fort +17, Ref +10, Will +20; +2 vs. fear
  Immune fire (120 points); Resist cold 20, electricity 20, fire 30
  OFFENSE
  Speed 20 ft.
  Melee mwk quarterstaff +13/+8/+3 (1d4–1)
  Ranged mwk light crossbow +14 (1d6/19–20)
  Special Attacks channel negative energy 7/day (DC 20, 8d6)
  Domain Spell-Like Abilities (CL 16th; concentration +23)
  10/day— icicle (1d6+8 cold damage), lightning arc (1d6+8 electricity)
  Cleric Spells Prepared (CL 16th; concentration +23)
  8th—horrid wilting D (DC 25), summon monster VIII (2)
  7th—elemental body IVD (air only), ethereal jaunt, repulsion (DC 24), 
  summon monster VII (2)
  6th—banishment (DC 23), chain lightning D (DC 23), heal, summon 
  monster VI, word of recall
  5th—breath of life, greater command (DC 22), ice stormD, plane 
  shift (DC 23), spell resistance, summon monster V
  4th—air walkD, chaos hammer (DC 21), dismissal (DC 21), freedom 
  of movement, summon monster IV (2)
  3rd—dispel magic, invisibility purge, prayer, protection from 
  energy (DC 20), remove blindness/deafness, water 
  breathingD, wind wall
  2nd—bear’s endurance, cure moderate wounds, hold 
  person (DC 19), resist energy (DC 19), shatter, spiritual 
  weapon, wind wallD
  1st—bless, command (2, DC 18), cure light wounds, divine 
  favor, obscuring mistD, shield of faith
  0 (at will)—create water, detect magic, read magic, resistance
  D Domain spell; Domains Air, Water
  TACTICS
  Before Combat The cleric casts air walk, bear’s endurance, 
  freedom of movement, protection from energy (fire), and 
  resist energy (fire).
  During Combat The cleric summons air and water 
  elementals and uses Elemental Channel to keep 
  these defenders alive so he can cast attack spells at 
  his opponents.
  Base Statistics Without bear’s endurance, protection 
  from energy, and resist energy, the cleric’s 
  statistics are hp 123; Fort 15; Immune —; Resist 
  cold 20, electricity 20; Con 14.
  STATISTICS
  Str 8, Dex 10, Con 18, Int 12, Wis 25, Cha 15
  Base Atk +12; CMB +10; CMD 21
  Feats Augment Summoning, Combat Casting, Elemental Channel 
  (air, water), Extra Channel, Improved Initiative, Lightning 
  Reflexes, Spell Focus (conjuration)
  Skills Acrobatics +1 (–3 when jumping), Climb +0, Diplomacy +10, 
  Knowledge (arcana) +9, Knowledge (nature) +6, Knowledge 
  (planes) +14, Linguistics +5, Perception +19, Spellcraft +9, 
  Stealth +5, Swim +3
  Languages Aquan, Auran, Common, Halfling
  SQ aura
  Combat Gear potions of invisibility (2); Other Gear +1 mithral 
  chainmail, masterwork light crossbow with 20 bolts, 
  masterwork quarterstaff, amulet of natural armor +2, cloak 
  of resistance +2, headband of inspired wisdom +6, ring of 
  protection +1, forked metal rods (for plane shift), wooden 
  unholy symbol, 1,564 gp
  The elemental priest commands the forces of nature 
  and summons powerful air and water spirits to do his 
  bidding.
  ELEMENTAL PRIEST
  CR 15
  HALFLING CLERIC OF GOZREH 16
  XP 51,200
  Small humanoid (halfling)
  CN
  5757
  CR
  14
  15
  CORE CLASSES
  CLERICS
  
  Init +5; Senses Perception +5
  DEFENSE
  AC 26, touch 13, flat-footed 25 (+12 armor, +2 deflection, +1 Dex, 
  +1 natural); +2 deflection vs. good
  hp 131 (17d8+51)
  Fort +13, Ref +7, Will +16; +1 vs. good
  OFFENSE
  Speed 20 ft.
  Melee +2 greataxe +18/+13/+8 (1d12+6/19–20/×3)
  Special Attacks channel negative energy 6/day (DC 23, 9d6), scythe 
  of evil (8 rounds, 3/day), weapon master (17 rounds/day)
  Domain Spell-Like Abilities (CL 17th; concentration +22)
  8/day—battle rage (+8 damage), touch of evil (8 rounds)
  Cleric Spells Prepared (CL 17th; concentration +22)
  9th—power word killD, storm of vengeance 
  8th—earthquake, fire storm (DC 23), power word stunD 
  7th—blasphemyD (DC 22), destruction (2, DC 22), ethereal jaunt 
  6th—blade barrierD (DC 21), greater dispel magic, harm (DC 21), 
  heal, mass bull’s strength 
  5th—dispel good, flame strike D (DC 20), righteous might, slay 
  living (2, DC 20), spell resistance 
  4th—air walk, chaos hammer (DC 19), death ward, 
  divine powerD, poison (DC 19), unholy blight (DC 19)
  3rd—cure serious wounds, deeper darkness, dispel 
  magic, magic circle against goodD, meld into 
  stone, prayer 
  2nd—bear’s endurance, bull’s strength, death knell 
  (DC 17), hold person (2, DC 17), spiritual weaponD 
  1st—bane (DC 16), cause fear (2, DC 16), divine favor, 
  doom (DC 16), entropic shield, true strikeD
  0 (at will)—bleed (DC 15), guidance, read magic, 
  resistance
  D Domain spell; Domains Evil, War
  TACTICS
  Before Combat The cleric casts air walk and magic circle 
  against good.
  During Combat Depending on her estimation of her 
  opponents, the cleric might attack with spells or 
  use divine power and righteous might to improve her 
  melee abilities.
  STATISTICS
  Str 16, Dex 12, Con 14, Int 8, Wis 20, Cha 16
  Base Atk +12; CMB +15; CMD 28
  Feats Bleeding Critical, Combat Casting, Critical Focus, Heavy Armor 
  Proficiency, Improved Channel, Improved Critical (greataxe), 
  Improved Initiative, Improved Vital Strike, Vital Strike, Weapon 
  Focus (greataxe)
  Skills Knowledge (arcana) +11, Sense Motive +16, Spellcraft +19
  Languages Common
  SQ aura
  Combat Gear potion of invisibility; Other Gear +3 light fortification 
  full plate, +2 greataxe, amulet of natural armor +1, belt of 
  physical perfection +2, boots of speed, cloak of resistance +1, 
  headband of inspired wisdom +2, ring of protection +2, cold iron 
  holy symbol (worth 500 gp), 4,230 gp
  The herald of armageddon serves the god of wrath and 
  destruction. She brings misery, ruin, and death.
  GAVRAMHA BATZUR
  Gavramha was born into the cult of destruction and raised 
  as the “chosen one,” prophesied to break open the world and 
  release her mad god from his prison.
  HERALD OF ARMAGEDDON
  CR 16
  HUMAN CLERIC OF ROVAGUG 17
  XP 76,800
  Medium humanoid (human)
  CE
  5858
  
  59
  Init +3; Senses low-light vision; Perception +8
  DEFENSE
  AC 26, touch 17, flat-footed 22 (+7 armor, +3 deflection, +3 Dex,  
  +1 dodge, +2 natural)
  hp 129 (18d8+45)
  Fort +17, Ref +13, Will +21; +2 vs. enchantments
  Immune sleep
  OFFENSE
  Speed 30 ft.
  Melee +4 short sword +21/+16/+11 (1d6+5/17–20)
  Ranged +4 seeking light crossbow +20/+15/+10 (1d8+4/19–20)
  Special Attacks channel negative energy 2/day (DC 18, 9d6)
  Domain Spell-Like Abilities (CL 18th; concentration +24)
  9/day—bleeding touch (9 rounds), copycat (18 rounds)
  At will—master’s illusion (18 rounds/day, DC 27)
  Cleric Spells Prepared (CL 18th; concentration +24)
  9th—energy drain (DC 25), implosion (DC 25), time stopD
  8th—antimagic field, discern location, greater spell 
  immunity, mass invisibilityD
  7th—blasphemy (2, DC 23), ethereal jaunt, screenD
  6th—blade barrier (DC 22), harm (DC 22), heal, 
  misleadD, wind walk, word of recall
  5th—dispel good, false visionD, insect plague, slay 
  living (2, DC 21), spell resistance
  4th—confusionD (DC 20), divine power, freedom 
  of movement, greater magic weapon (2), 
  neutralize poison
  3rd—deeper darkness, invisibility purge, 
  magic vestment, meld with stone, 
  poison (DC 19), nondetectionD
  2nd—darkness, delay poison (DC 18), 
  hold person (DC 18), invisibilityD, 
  silence (2, DC 18), undetectable 
  alignment
  1st—cause fear (DC 17), 
  comprehend languages, 
  disguise selfD, divine 
  favor, entropic 
  shield, 
  obscuring mist, shield of faith
  0 (at will)—bleed (DC 16), detect 
  magic, detect poison, mending
  D Domain spell; Domains 
  Death, Trickery
  TACTICS
  Before Combat The cleric casts 
  delay poison, greater magic weapon 
  (on her sword and crossbow), freedom of movement, greater 
  spell immunity, magic vestment, and undetectable alignment.
  During Combat The cleric uses magic to turn invisible or hinder 
  vision, then makes hit-and-run attacks.
  Base Statistics Without greater magic weapon and magic vestment, 
  the cleric’s statistics are AC 23, touch 17, flat-footed 19; Melee  
  +1 short sword +18/+13/+8 (1d6+2/17–20); Ranged +1 seeking 
  light crossbow +17/+12/+7 (1d8+1/19–20).
  STATISTICS
  Str 12, Dex 16, Con 14, Int 12, Wis 22, Cha 8
  Base Atk +13; CMB +14; CMD 31
  Feats Combat Casting, Combat Reflexes, Deadly Aim, Dodge, 
  Improved Critical (short sword), Rapid Reload, Vital Strike, Weapon 
  Finesse, Weapon Focus (short sword)
  Skills Bluff +11, Diplomacy +11, Disguise +11, Knowledge (religion) +13, 
  Perception +8, Sense Motive +18, Stealth +24
  Languages Common, Elven, Orc
  SQ aura, death’s embrace, elven magic, 
  weapon familiarity
  Combat Gear wand of 
  invisibility (10 charges); Other 
  Gear +1 seeking light crossbow 
  with 20 bolts, +1 shadow studded 
  leather, +1 short sword, amulet of 
  natural armor +2, belt of mighty constitution 
  +2, boots of speed, cloak of resistance +4, 
  headband of inspired wisdom +4, ring of 
  protection +3, wooden unholy symbol, 
  eye ointment for true seeing (worth 
  250 gp), 4,254 gp
  A shadow cleric strikes like 
  death from the darkness.
  SOUFARA 
  EBONWIND
  Soufara is a high priestess and 
  assassin for the god of 
  secrets and murder. 
  Because her god wipes 
  secrets from Soufara’s 
  mind once she no 
  longer needs to know 
  them, 
  her 
  memory 
  is 
  full 
  of 
  holes. 
  Ordinary events that 
  trigger faint echoes of 
  lost memories can make 
  her shake with fear or rage.
  Combat 
  Encounters: 
  Soufara might direct a group 
  of master assassins, dealing with 
  spellcasters while her allies kill the rest.
  Roleplaying Suggestions: Soufara might help PCs 
  in exchange for magic that can heal her memory loss.
  SHADOW CLERIC
  CR 17
  ELF CLERIC OF NORGORBER 18
  XP 102,400
  Medium humanoid (elf)
  NE
  5959
  CR
  16
  17
  CORE CLASSES
  CLERICS
  
  Init +4; Senses Perception +21
  DEFENSE
  AC 31, touch 14, flat-footed 31 (+13 armor, +4 deflection, +2 natural, 
  +2 shield)
  hp 184 (19d8+95)
  Fort +16, Ref +7, Will +18
  OFFENSE
  Speed 20 ft.
  Melee +4 spiked chain +23/+18/+13 (2d4+10/19–20)
  Special Attacks channel negative energy 7/day (DC 23, 12d6)
  Domain Spell-Like Abilities (CL 19th; concentration +25)
  9/day—bleeding touch (9 rounds), touch of darkness (9 rounds)
  Cleric Spells Prepared (CL 19th; concentration +25)
  9th—energy drain (DC 25), etherealness, implosion (DC 25), wail 
  of the bansheeD (DC 25)
  8th—antimagic field, create greater undeadD, earthquake, 
  fire storm (DC 24)
  7th—blasphemy (2, DC 23), ethereal jaunt, power 
  word blindD, repulsion (DC 23)
  6th—antilife shell, blade barrier (DC 22), harm (2, DC 
  22), shadow walkD (DC 22), word of recall
  5th—greater command (DC 21), insect plague, slay 
  livingD (2), unhallow, wall of stone
  4th—air walk, death wardD, freedom of movement, greater 
  magic weapon, neutralize poison, unholy blight (DC 20)
  3rd—deeper darknessD (2), dispel magic (2), invisibility purge, 
  magic vestment
  2nd—darkness, death knellD (DC 18), desecrate, 
  gentle repose, hold person (DC 18), shield other, 
  spiritual weapon
  1st—bane (DC 17), bless, cause fearD (DC 17), deathwatch, doom 
  (DC 17), entropic shield, obscuring mist
  0 (at will)—detect magic, guidance, read magic, virtue
  D Domain spell; Domains Darkness, Death
  TACTICS
  Before Combat The cleric casts air walk, freedom of movement, 
  greater magic weapon, and magic vestment.
  During Combat The cleric uses melee attacks and channeled energy 
  against close opponents. Against ranged opponents, he uses 
  spells to divide, blind, and kill.
  Base Statistics Without greater magic weapon and magic vestment, 
  the cleric’s statistics are AC 28, touch 14, flat-footed 28; Melee 
  +1 spiked chain +20/+15/+10 (2d4+7/19–20).
  STATISTICS
  Str 18, Dex 10, Con 18, Int 8, Wis 22, Cha 14
  Base Atk +14; CMB +18; CMD 32
  Feats Blind-Fight, Combat Casting, Command 
  Undead, Critical Focus, Extra Channel, 
  Heavy Armor Proficiency, Improved Channel, 
  Improved Critical (spiked chain), Improved Initiative, Selective 
  Channeling, Vital Strike, Weapon Focus (spiked chain)
  Skills Knowledge (local) +4, Knowledge (religion) +12, Perception +21, 
  Sense Motive +17
  Languages Common
  SQ aura, death’s embrace, eyes of darkness (9 rounds/day)
  Gear +1 full plate, +1 spiked chain, javelin of lightning, amulet 
  of natural armor +2, belt of physical might +4 (Str, Con), cloak 
  of resistance +1, headband of mental prowess +2 (Wis, Cha), 
  phylactery of negative channeling, ring of force shield, ring of 
  protection +4, silver unholy symbol, unholy water, materials for 
  unhallow (worth 1,000 gp), onyx gems (worth 1,500 gp each), 
  platinum rings for shield other (worth 100 gp), silver dust for 
  desecrate (worth 25 gp), 3,450 gp
  The priest of oblivion wishes to drown all creatures in 
  darkness and despair, then defile their bodies 
  and raise them as undead.
  PRIEST OF OBLIVION
  CR 18
  HUMAN CLERIC OF ZON-KUTHON 19
  XP 153,600
  Medium humanoid (human)
  NE
  6060
  
  61
  Init +4; Senses Perception +20
  DEFENSE
  AC 37, touch 14, flat-footed 37 (+11 armor, +4 deflection, +4 natural, 
  +8 shield)
  hp 153 (20d8+60)
  Fort +18, Ref +10, Will +23
  Immune fire
  OFFENSE
  Speed 30 ft.
  Melee rod of the viper +18/+13/+8 (1d8+3)
  Ranged +1 heavy crossbow +16 (1d10+1/19–20)
  Special Attacks channel negative energy 6/day (DC 23, 10d6), hand 
  of the acolyte (8/day)
  Domain Spell-Like Abilities (CL 20th; concentration +25)
  8/day—fire bolt (1d6+10 fire)
  4/day—dispelling touch
  Cleric Spells Prepared (CL 20th; concentration +25)
  9th—elemental swarmD (fire spell only), energy drain (DC 24), 
  gate, implosion (DC 26), summon monster IX
  8th—antimagic field, fire storm (DC 25), incendiary cloudD (DC 24), 
  summon monster VIII, unholy aura
  7th—blasphemy (DC 24), ethereal jaunt, greater restoration, spell 
  turningD, summon monster VII
  6th—antimagic fieldD, blade barrier (2, DC 23), heal (2)
  5th—break enchantment, dispel good, flame strike (DC 22), 
  greater command (DC 20), insect plague, spell resistanceD
  4th—cure critical wounds, dimensional anchor, dismissal (DC 19), 
  freedom of movement, unholy blight (DC 21), wall of fireD
  3rd—bestow curse (DC 18), fireballD (DC 20), magic vestment 
  (2), protection from energy (2, DC 18)
  2nd—align weapon, delay poison, hold person (DC 17), 
  lesser restoration, produce flameD, spiritual weapon
  1st—bless, burning handsD (DC 18), command (3, DC 16), 
  doom (DC 16), sanctuary (DC 16)
  0 (at will)—create water, detect magic, guidance, mending
  D Domain spell; Domains Fire, Magic
  TACTICS
  Before Combat The cleric casts delay poison, freedom of 
  movement, magic vestment (armor and shield), and spell turning.
  During Combat The cleric first conjures devils to defend him.
  Base Statistics Without magic vestment the cleric’s statistics are AC 
  29, touch 14, flat-footed 29.
  STATISTICS
  Str 13, Dex 10, Con 14, Int 13, Wis 21, Cha 16
  Base Atk +15; CMB +16; CMD 30
  Feats Alignment Channel (evil), Augment Summoning, 
  Combat Casting, Greater Spell Focus (evocation), Improved 
  Initiative, Improved Iron Will, Iron Will, Shield Focus, Spell 
  Focus (conjuration), Spell Focus (evocation), Spell Penetration
  Skills Bluff +13, Diplomacy +16, Intimidate +13, Knowledge (arcana) 
  +9, Knowledge (religion) +14, Perception +20, Sense Motive +18, 
  Spellcraft +14
  Languages Common, Infernal
  SQ aura
  Combat Gear potion of displacement, potion of fly, potion of haste; 
  Other Gear +1 mithral breastplate, +1 heavy steel shield, +1 
  heavy crossbow with 20 bolts, rod of the viper, amulet of natural 
  armor +4, bag of holding (type II), belt of physical might +2 (Con, 
  Dex), cloak of resistance +4, headband of inspired wisdom +4, 
  ring of counterspells, ring of protection +4, silver unholy symbol, 
  material components for gate (worth 10,000 gp), 3,855 gp
  The fire diabolist serves the lord of Hell. He uses flame 
  and infernal creatures to subjugate all to his will.
  FIRE DIABOLIST
  CR 19
  HUMAN CLERIC OF ASMODEUS 20
  XP 204,800
  Medium humanoid (human)
  LE
  6161
  CR
  18
  19
  CORE CLASSES
  CLERICS
  
  Init +1; Senses Perception +5
  DEFENSE
  AC 17, touch 12, flat-footed 15 (+2 armor, +1 Dex, +1 dodge, +3 shield)
  hp 18 (2d8+6)
  Fort +5, Ref +1, Will +4
  OFFENSE
  Speed 30 ft.
  Melee mwk club +5 (1d6+3)
  Ranged shortspear +2 (1d6+3)
  Domain Spell-Like Abilities (CL 2nd; concentration +3)
  4/day—storm burst
  Druid Spells Prepared (CL 2nd; concentration +3)
  1st—cure light wounds, jump, obscuring mistD, shillelagh
  0 (at will)—flare (DC 11), know direction, light, stabilize
  D Domain spell; Domain Weather
  TACTICS
  During Combat The druid casts obscuring mist at the start of combat  
  and shillelagh before moving into melee range.
  		STATISTICS
  Str 17, Dex 13, Con 14, Int 8,  
  Wis 12, Cha 10
  Base Atk +1; CMB +4; CMD 16
  Feats Dodge, Shield Focus
  Skills Handle Animal +5, Heal +5,  
  Knowledge (geography) +3,  
  Knowledge (nature) +1, 
  Perception +5, Profession (sailor) +5,  
  Survival +7, Swim +5
  Languages Common, Druidic
  SQ nature bond (Weather 
  domain), nature sense, wild 
  empathy +2, woodland stride
  Combat Gear scrolls of cure light 
  wounds (2), scroll of entangle (2), 
  alchemist’s fire (4); Other Gear 
  masterwork leather armor, heavy 
  wooden shield, masterwork club, 
  shortspear, grappling hook, healer’s 
  kit, hemp rope (50 ft.), holly and 
  mistletoe, spell component pouch, 
  amber necklace (worth 25 gp), 
  45 gp
  Mastery of the wind and 
  weather is a boon on any 
  ship, and many northern 
  druids thus serve as 
  captains, navigators, 
  and battle support.
  Init +0; Senses Perception +6
  DEFENSE
  AC 14, touch 10, flat-footed 14 (+4 armor)
  hp 15 (1d8+7)
  Fort +5, Ref +0, Will +4; +2 vs. poison, spells, and spell-like abilities
  Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
  OFFENSE
  Speed 20 ft.
  Melee spear +2 (1d8+3/×3)
  Ranged sling +0 (1d4+2)
  Special Attacks +1 on attack rolls against goblinoid and orc humanoids
  Domain Spell-Like Abilities (CL 1st; concentration +3)
  5/day—fire bolt
  Druid Spells Prepared (CL 1st; concentration +3)
  1st—burning handsD (DC 13), endure elements, faerie fire
  0 (at will)—detect poison, flare (DC 12), stabilize
  D Domain spell; Domain Fire
  TACTICS
  Before Combat The druid casts endure elements each day.
  During Combat The druid casts faerie fire, then drops a smokestick 
  at his feet, letting foes come to him, and possibly sets his spear 
  against a charge. He then fights with his spear or casts 
  burning hands.
  STATISTICS
  Str 15, Dex 10, Con 16, Int 12, Wis 15, Cha 6
  Base Atk +0; CMB +2; CMD 12 (16 vs. bull rush 
  or trip)
  Feats Toughness
  Skills Climb +4, Handle Animal +2,  
  Knowledge (geography) +5, 
  Knowledge (nature) +3, 
  Perception +6 (+8 to notice 
  unusual stonework), Survival +8
  Languages Common, Druidic, 
  Dwarven, Giant
  SQ nature bond (Fire domain), nature sense, 
  wild empathy –1
  Combat Gear alchemist’s fire (2), 
  smokesticks (2); Other Gear 
  masterwork hide armor, sling with  
  20 bullets, spear, climber’s kit, healer’s 
  kit, holly and mistletoe, spell 
  component pouch, 8 gp
  These hostile guardians of  
  volcanic mountain regions 
  have tempers to match 
  their fiery environs, and 
  tolerate no intruders.
  INITIATE OF FLAME
  CR 1/2
  DWARF DRUID 1
  XP 200
  Medium humanoid (dwarf)
  LN
  SAIL MASTER
  CR 1
  HUMAN DRUID 2
  XP 400
  Medium humanoid (human)
  NE
  6262
  
  Init +1; Senses darkvision 60 ft.; Perception +6
  DEFENSE
  AC 20, touch 11, flat-footed 19 (+7 armor, +1 Dex, +2 natural)
  hp 32 (4d8+11)
  Fort +6, Ref +2, Will +5; +4 vs. fey and plant-targeted effects
  Defensive Abilities orc ferocity
  OFFENSE
  Speed 20 ft.
  Melee mwk club +9 (1d6+4)
  Ranged spear +4 (1d8+4/×3)
  Special Attacks wild shape 1/day
  Domain Spell-Like Abilities (CL 4th; concentration +5)
  4/day—wooden fist
  Druid Spells Prepared (CL 4th; conc. +5)
  2nd—barkskinD, bull’s strength, 
  summon swarm
  1st—entangleD (2, DC 12), 
  faerie fire, shillelagh (2)
  0 (at will)—create water, 
  know direction, light, stabilize
  D Domain spell; Domain Plant
  TACTICS
  Before Combat The druid casts 
  barkskin on himself.
  During Combat The druid casts 
  entangle or summon swarm.
  Base Statistic Without barkskin, 
  the druid’s statistics are AC 18, 
  touch 11, flat-footed 17.
  STATISTICS
  Str 18, Dex 12, Con 14, Int 8, 
  Wis 13, Cha 10
  Base Atk +3; CMB +7; CMD 18
  Feats Natural Spell, Weapon 
  Focus (club)
  Skills Heal +7, Intimidate +2, 
  Knowledge (nature) +8, 
  Perception +6, Survival +10
  Languages Common, 
  Druidic, Orc
  SQ nature bond (Plant 
  domain), nature sense, 
  orc blood, trackless step, 
  weapon familiarity, wild 
  empathy +4, woodland stride
  Combat Gear potion of cure 
  moderate wounds; Other Gear  
  +1 dragonhide breastplate, masterwork 
  club, spears (4), holly and mistletoe, 93 gp
  Init +2; Senses low-light vision; Perception +8
  DEFENSE
  AC 18, touch 13, flat-footed 16 (+3 armor, +2 Dex, +2 shield, +1 size)
  hp 24 (3d8+7)
  Fort +5, Ref +3, Will +5; +2 vs. illusions
  Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
  OFFENSE
  Speed 20 ft.
  Melee sickle +1 (1d4–2)
  Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids
  Domain Spell-Like Abilities (CL 3rd; concentration +5)
  5/day—lightning arc
  Gnome Spell-Like Abilities (CL 3rd; concentration +5)
  1/day—dancing lights, ghost sound, prestidigitation, speak 
  with animals
  Druid Spells Prepared (CL 3rd; concentration +5)
  2nd—flaming sphere (DC 14), summon swarm, wind wallD
  1st—cure light wounds (2), obscuring mistD, speak with animals
  0 (at will)—flare (DC 12), light, stabilize, virtue
  D Domain spell; Domain Air
  TACTICS
  During Combat The druid casts 
  spider climb and hides, 
  then casts obscuring mist.
  STATISTICS
  Str 6, Dex 14, Con 15, Int 10, 
  Wis 15, Cha 14
  Base Atk +2; CMB –1; CMD 11
  Feats Augment Summoning, 
  Spell Focus (conjuration)
  Skills Handle Animal +7, Heal +6,  
  Knowledge (nature) +6, 
  Perception +8, Spellcraft +6, 
  Stealth +8, Survival +10
  Languages Common, Druidic, 
  Gnome
  SQ nature bond (Air domain), 
  nature sense, wild 
  empathy +5, 
  woodland stride, 
  trackless step
  Combat Gear scrolls of cure light 
  wounds (3), scroll of spider 
  climb, tanglefoot bags (2); 
  Other Gear +1 leather armor, 
  masterwork heavy wooden 
  shield, sickle, holly and 
  mistletoe, spell component 
  pouch, 95 gp
  SYLVAN PROTECTOR
  CR 2
  GNOME DRUID 3
  XP 600
  Small humanoid (gnome)
  CN
  SAVAGE PLANT SAGE
  CR 3
  HALF-ORC DRUID 4
  XP 800
  Medium humanoid (human, orc)
  CN
  6363
  CR
  CORE CLASSES
  DRUIDS
  1/2
  1
  2
  3
  
  CAVERN DEFENDER
  CR 4
  HALF-ELF DRUID 5
  XP 1,200
  Medium humanoid (elf, human)
  N
  Init +2; Senses low-light vision; Perception +11
  DEFENSE
  AC 20, touch 13, flat-footed 17 (+5 armor, +2 Dex, +1 dodge, +2 shield)
  hp 31 (5d8+5)
  Fort +6, Ref +6, Will +9; +2 vs. enchantments, +4 vs. fey and plant-
  targeted effects
  OFFENSE
  Speed 20 ft.
  Melee quarterstaff +2 (1d6–1) or
  sickle +2 (1d6–1)
  Ranged mwk sling +6 (1d4–1)
  Special Attacks wild shape 1/day
  Domain Spell-Like Abilities (CL 5th; concentration +9)
  7/day—acid dart
  Druid Spells Prepared (CL 5th; concentration +9)
  3rd—spike growth (2, DC 17), stone shapeD
  2nd—barkskin, bear’s endurance, soften earth and stoneD, 
  summon swarm
  1st—cure light wounds, magic stoneD, obscuring mist, 
  shillelagh, speak with animals
  0 (at will)—create water, guidance, know direction, light
  D Domain spell; Domain Earth
  TACTICS
  Before Combat The druid casts spike 
  growth twice per day to protect 
  her position, using stone shape 
  if necessary to limit any viable 
  approaches to her.
  During Combat The druid wild 
  shapes into a small flying animal 
  at the first opportunity to escape 
  melee. On subsequent rounds, she 
  casts soften earth and stone and 
  spike growth to distort the 
  terrain beneath her enemies. 
  She intersperses these 
  spells with 
  speak with 
  animals and 
  summoning 
  spells to call 
  flying creatures 
  to harass those 
  enemies. Once her 
  spells are exhausted, she uses 
  acid dart.
  STATISTICS
  Str 8, Dex 14, Con 13, Int 12, Wis 18, Cha 10
  Base Atk +3; CMB +2; CMD 15
  Feats Dodge, Lightning Reflexes, Natural Spell, Skill Focus (Survival)
  Skills Climb +1, Fly +4, Handle Animal +6, Heal +10, Knowledge 
  (dungeoneering) +6, Knowledge (nature) +11, Perception +11, 
  Spellcraft +7, Survival +15
  Languages Common, Druidic, Elven, Undercommon
  SQ elf blood, nature bond (Earth domain), nature sense, trackless 
  step, wild empathy +5, woodland stride
  Combat Gear wand of cure light wounds (50 charges), alchemist’s 
  fire (3); Other Gear +1 hide armor, heavy wooden shield, 
  masterwork sling with 20 bullets, quarterstaff, sickle, cloak of 
  resistance +1, backpack, healer’s kit, holly and mistletoe, silk rope 
  (50 ft.), spell component pouch, 91 gp
  Though most druids tend 
  and protect the wild lands 
  that lie under the open sky, 
  others stalk the tunnels that 
  lie beneath the earth, serving as 
  wardens, protectors, and tenders of 
  vermin and fungi.
  ZIRUL
  Zirul is the solemn protector 
  of a large cave system that is 
  rife with bats and vermin of all 
  kind. Having been abandoned 
  here at a young age, she sees the 
  cave as her home, and will not 
  allow anyone to access it. She 
  dresses in dark, splotched 
  clothing to better blend in 
  with the cavern walls, and has 
  lost some of her humanity as 
  a result of living so far from 
  civilization for so long.
  Combat Encounters: Zirul’s  
  combat axiom is that a good 
  defense lays the groundwork 
  for a devastating offense. She 
  always makes sure to enter 
  combat from a position of 
  defensive strength.
  Roleplaying Suggestions: 
  Zirul has nearly lost her 
  ability to feel empathy for  
  other humanoids. She 
  constantly mutters to  
  herself and to the rats  
  that swarm around 
  her, ignoring other  
  people’s perturbed 
  reactions to her 
  odd behavior. 
  6464
  
  Init +4; Senses Perception +9
  DEFENSE
  AC 22, touch 15, flat-footed 18 (+5 armor, +4 Dex, +2 shield, +1 size)
  hp 40 (6d8+10)
  Fort +7, Ref +7, Will +8; +2 vs. fear, +4 vs. fey and plant-targeted effects
  Resist electricity 10
  OFFENSE
  Speed 15 ft.
  Melee mwk sickle +6 (1d4)
  Ranged mwk sling +10 (1d3)
  Special Attacks wild shape 2/day
  Domain Spell-Like Abilities (CL 6th; concentration +8)
  5/day—lightning arc
  Druid Spells Prepared (CL 6th; concentration +8)
  3rd—gaseous formD, extended summon nature’s ally II (2)
  2nd—barkskin, extended summon nature’s ally I, summon 
  swarm, wind wallD
  1st—endure elements, faerie fire, magic fang, obscuring mistD, 
  speak with animals
  0 (at will)—detect poison, know direction, light, purify food 
  and drink
  D Domain spell; Domain Air
  TACTICS
  Before Combat The druid casts endure elements at the start of 
  each day. Before a fight he drinks his potion of invisibility.
  During Combat Once invisible, the druid moves away 
  from his enemies. He spends the next few rounds 
  casting speak with animals and his extended 
  summon nature’s ally spells, followed 
  by magic fang and barkskin, cast from 
  his wands on the summoned 
  creatures. If the summoned 
  creatures take damage, 
  he heals them with 
  his wand of cure 
  moderate wounds. 
  If his invisibility is 
  compromised, he 
  wild shapes into an 
  eagle to keep out 
  of reach.
  STATISTICS
  Str 10, Dex 18, Con 13, Int 10, 
  Wis 14, Cha 10
  Base Atk +4; CMB +3; CMD 17
  Feats Augment Summoning, Extend 
  Spell, Spell Focus (conjuration)
  Skills Acrobatics +4 (+0 when 
  jumping), Bluff +2, Heal +6,  
  EVASIVE SLIP
  CR 5
  HALFLING DRUID 6
  XP 1,600
  Small humanoid (halfling)
  NE
  Knowledge (nature) +6, Perception +9, Sense Motive +4, 
  Spellcraft +7, Stealth +12, Survival +13, Swim +3
  Languages Common, Druidic, Halfling
  SQ nature bond (Air domain), nature sense, trackless step, wild 
  empathy +6, woodland stride
  Combat Gear potion of invisibility, scroll of longstrider, wand of 
  barkskin (8 charges), wand of cure moderate wounds (15 charges), 
  wand of magic fang (8 charges); Other Gear +1 hide armor, 
  darkwood masterwork heavy wooden shield, masterwork sickle, 
  masterwork sling with 20 bullets, antitoxin, holly and mistletoe, 
  spell component pouch, 52 gp
  Evasive as the wind, these skittish druids tend to stay 
  away from others, using their formidable powers to 
  escape even the most hazardous situations.
  VELUN THE SLIP
  Once a slave, Velun escaped bondage with the help of 
  a druid, who went on to train him. Once he felt he had 
  learned all he could, he killed the 
  druid, turning the mentor’s wolf 
  animal companion into a cloak. Velun 
  now lives completely off the land, 
  deathly afraid of cities and the slavers he 
  believes lurk around every corner.
  Combat Encounters: Given his extreme 
  paranoia, Velun rarely teams up with 
  any other sentient creatures, and the few 
  times he does, he make sure they have few 
  connections to other people so word of his 
  location won’t reach the ears of slavers or 
  other corrupt city folk. Velun tries to stay out 
  of combat, using his summoned creatures to 
  ensure his escape.
  Roleplaying Suggestions: Velun 
  tends to think that all creatures 
  that come looking for him are slavers 
  in disguise. If he sees them coming, 
  he sneaks away if 
  he can. If they do 
  manage to talk to 
  him, he tells them  
  almost nothing, 
  as he believes that 
  seeming 
  useful  
  or friendly makes 
  him an even more 
  appealing target for 
  slavers. After he’s 
  encountered new 
  people, Velun relocates 
  to a new campsite so no 
  one can track him down.
  6565
  CR
  4
  5
  CORE CLASSES
  DRUIDS
  
  ISLAND DEFENDER
  CR 6
  ELF DRUID 7
  XP 2,400
  Medium humanoid (elf)
  LN
  Init +6; Senses low-light vision; Perception +15
  DEFENSE
  AC 24, touch 14, flat-footed 22 (+7 armor, +2 deflection, +2 Dex, 
  +3 shield)
  hp 47 (7d8+12)
  Fort +6, Ref +6, Will +8; +2 vs. enchantments, +4 vs. fey and plant-
  targeted effects
  Immune sleep; Resist cold 10
  OFFENSE
  Speed 20 ft.
  Melee mwk shortspear +6 (1d6) or
  club +5 (1d6)
  Ranged mwk shortspear +8 (1d6)
  Special Attacks wild shape 2/day
  Domain Spell-Like Abilities (CL 7th; concentration +10)
  6/day—icicle
  Druid Spells Prepared (CL 7th; concentration +10)
  4th—control waterD, ice storm
  3rd—cure moderate wounds, daylight, sleet storm, water breathingD
  2nd—animal messenger, barkskin, bear’s endurance, fog cloudD, 
  resist energy
  1st—cure light wounds, endure elements, magic fang, obscuring 
  mistD, shillelagh, speak with animals
  0 (at will)—light, mending, purify food and drink, read magic
  D Domain spell; Domain Water
  TACTICS
  Before Combat The druid drinks her potion of shield of faith.
  During Combat The druid prefers to be in or near a body of water to 
  take advantage of her abilities. She opens with her ice storm or 
  fog cloud spells in order to slow down her opponents. Afterward, 
  she wild shapes into either a dire bear or a giant octopus 
  (depending on the terrain), and alternates rounds of attacks with 
  spells such as bear’s endurance and barkskin.
  Base Statistics Without shield of faith, the druid’s statistics are 
  AC 22, touch 12, flat-footed 20; CMD 17.
  STATISTICS
  Str 10, Dex 14, Con 12, Int 15, Wis 16, Cha 8
  Base Atk +5; CMB +5; CMD 19
  Feats Combat Casting, Improved Initiative, Lightning Reflexes, 
  Natural Spell
  Skills Fly +4, Handle Animal +5, Heal +11, Knowledge (history) +4, 
  Knowledge (nature) +14, Linguistics +3, Perception +15, Spellcraft +11  
  (+13 to identify magic item properties), Survival +14, Swim +5
  Languages Common, Aquan, Draconic, Druidic, Elven, Sylvan
  SQ elven magic, nature bond (Water domain), nature sense, 
  trackless step, weapon familiarity, wild empathy +6, 
  woodland stride
  Combat Gear dust of dryness, potion of haste, potion of shield of 
  faith, wand of cure moderate wounds (8 charges), thunderstone (2); 
   Other Gear +1 dragonhide breastplate, +1 darkwood heavy 
  wooden shield, club, masterwork shortspear, feather token (fan), 
  antitoxin, fishing net, holly and mistletoe, silk rope (50 ft.), spell 
  component pouch, gold torc (worth 100 gp), 43 gp
  Some druids seek the peace and tranquility that only a 
  small island can offer and are willing to lay down their 
  life to protect their sanctuary.
  TASSEIRA SPRAYSPIRIT
  Tasseira is one of the grim elven defenders of a far-off 
  island that contains an ancient evil. She sees all non-elves 
  as trespassing on her domain, and attacks them on sight. 
  She has a very close connection to the sea, spending much of 
  her day wild shaped into an aquatic creature. She wears an 
  ornate wooden mask to hide her 
  features, and loose-fitting 
  clothes of green and blue.
  6666
  
  Init +7; Senses Perception +15
  DEFENSE
  AC 26, touch 14, flat-footed 23 (+7 armor, +3 Dex, +3 natural, +2 shield, 
  +1 size)
  hp 61 (8d8+22)
  Fort +9, Ref +7, Will +12; +2 vs. fear, +4 vs. fey and plant-targeted effects
  OFFENSE
  Speed 15 ft.
  Melee mwk scimitar +11/+6 (1d4+3/18–20)
  Ranged mwk sling +11/+6 (1d3+3)
  Special Attacks wild shape 3/day
  Domain Spell-Like Abilities (CL 8th; concentration +12)
  8/day—lightning lord
  7/day—storm burst
  Druid Spells Prepared (CL 8th; concentration +12)
  4th—control water, flame strike (DC 18), freedom of movement, 
  sleet stormD
  3rd—call lightningD (DC 17), greater magic fang, protection from 
  energy, quench, wind wall
  2nd—barkskin, bull’s strength, fog cloudD, gust of wind (DC 16), 
  warp wood
  1st—cure light wounds (4), endure elements, obscuring mist
  0 (at will)—create water, detect magic, flare (DC 14), light
  D Domain spell; Domain Weather
  TACTICS
  Before Combat The druid casts barkskin and bull’s strength.
  During Combat The druid is well aware of his physical 
  shortcomings, and wild shapes into a Medium air 
  elemental the first chance he gets to escape 
  melee combat. Once at a safe altitude, 
  he casts wind wall and freedom 
  of movement. If still threatened, 
  he casts offensive spells such 
  as flame strike or sleet storm, 
  or uses his Weather domain 
  spell-like abilities. If targeted 
  by spellcasters, he casts 
  fog cloud to obscure 
  vision. If forced into 
  melee, he casts greater 
  magic fang before wild 
  shaping into a Huge 
  animal (preferably a 
  triceratops or an orca).
  Base Statistics Without barkskin 
  and bull’s strength, the druid’s statistics 
  are AC 23, touch 14, flat-footed 20; 
  Melee mwk scimitar +11/+6 
  (1d4+1/18–20); Ranged 
  SEA CAPTAIN
  CR 7
  HALFLING DRUID 8
  XP 3,200
  Small humanoid (halfling)
  NE
  mwk sling +11/+6 (1d3+1); Str 12; CMB +6; CMD 19; Skills Climb +6,  
  Swim +3.
  STATISTICS
  Str 16, Dex 16, Con 12, Int 10, Wis 18, Cha 10
  Base Atk +6; CMB +8; CMD 21
  Feats Improved Initiative, Natural Spell, Toughness, Weapon Finesse
  Skills Acrobatics +1 (–3 when jumping), Climb +8, Fly +6, Handle 
  Animal +5, Heal +11, Knowledge (nature) +10, Perception +15, 
  Spellcraft +7, Survival +13, Swim +5
  Languages Common, Druidic, Goblin, Halfling
  SQ nature bond (Weather domain), nature sense, trackless step, wild 
  empathy +8, woodland stride
  Combat Gear scroll of owl’s wisdom, alchemist’s fire (3), 
  thunderstone; Other Gear +1 dragonhide breastplate, masterwork 
  heavy wooden shield, masterwork scimitar, masterwork sling 
  with 20 bullets, cloak of resistance +1, headband of inspired 
  wisdom +2, grappling hook, healer’s kit, holly and mistletoe, silk 
  rope (50 ft.), spell component pouch, 22 gp
  With their ability to control and harness the powers of 
  winds and storms, a number of druids become sea captains, 
  using their abilities sometimes for trade and other times 
  for piracy.
  EDAL
  Edal is the captain of the Unlucky 
  Halfling, a pirate vessel that 
  harasses busy sea-lanes. The 
  ship is named in honor of 
  Edal himself, who had the 
  misfortune of losing an eye 
  and four fingers to a voracious 
  reefclaw during his youth. 
  He is a thrill-seeker, willing 
  to sail seas that most other 
  captains avoid. He feels at 
  home in the middle of a 
  huge storm.
  Combat Encounters: Edal  
  is most often found on his 
  ship, along with his crew. 
  When his crew is diminished, 
  he sails in to a port, where he 
  leads press gangs to round up new 
  crew members.
  Roleplaying Suggestions: A 
  thrill-seeker by nature, Edal is 
  quick to tell a bawdy 
  joke, accept a dare, 
  or even start a 
  tavern 
  brawl 
  so 
  that he can prove 
  his mettle.
  6767
  CR
  6
  7
  CORE CLASSES
  DRUIDS
  
  Init +0; Senses Perception +13
  DEFENSE
  AC 22, touch 10, flat-footed 22 (+7 armor, +3 natural, +2 shield)
  hp 69 (9d8+25)
  Fort +8, Ref +5, Will +11; +4 vs. fey and plant-targeted effects
  Immune poison; Resist acid 10
  OFFENSE
  Speed 20 ft.
  Melee mwk club +10/+5 (1d6+3)
  Ranged mwk shortspear +7/+2 (1d6+3)
  Special Attacks wild shape 3/day
  Domain Spell-Like Abilities (CL 9th; concentration +14)
  8/day—acid dart
  Druid Spells Prepared (CL 9th; concentration +14)
  5th—animal growth (DC 20), stoneskin, wall of stoneD
  4th—dispel magic, freedom of movement, giant vermin, spike 
  stonesD (DC 19)
  3rd—greater magic fang (3), spike growth (DC 18), stone shapeD
  2nd—barkskin (2), bull’s strength (2), fog cloud, soften earth 
  and stoneD
  1st—cure light wounds (2), faerie fire (2), magic stoneD, 
  shillelagh, speak with animals
  0 (at will)—create water, guidance, know direction, light
  D Domain spell; Domain Earth
  TACTICS
  Before Combat The druid casts barkskin and bull’s strength.
  During Combat The druid casts wall of stone between his 
  opponents to separate them. On the following rounds, he 
  spontaneously casts summoning spells, bolstering summoned 
  creatures with greater magic fang. He eventually wild 
  shapes into a stegosaurus to enter melee.
  Base Statistics Without barkskin and bull’s 
  strength, the druid’s statistics are 
  AC 19, touch 10, flat-footed 19; 
  Melee mwk club +8/+3 
  (1d6+1); Ranged mwk 
  shortspear +7/+2 (1d6+1); 
  Str 13; CMB +7; CMD 17; Skills Swim +4.
  STATISTICS
  Str 17, Dex 10, Con 14, Int 8, Wis 20, Cha 13
  Base Atk +6; CMB +9; CMD 19
  Feats Augment Summoning, Lightning Reflexes, Lunge, Power 
  Attack, Spell Focus (conjuration), Vital Strike
  Skills Craft (woodworking) +6, Fly +4, Handle Animal +6, Knowledge 
  (geography) +5, Knowledge (nature) +9, Perception +13, Spellcraft +4, 
  Survival +18, Swim +6
  Languages Common
  SQ nature bond (Earth domain), nature sense, trackless 
  step, wild empathy +10, woodland stride
  Combat Gear potion of cure serious wounds, scroll of lesser 
  restoration, scroll of protection from energy, scroll of wall of 
  fire; Other Gear +1 dragonhide breastplate, masterwork heavy 
  wooden shield, masterwork club, masterwork shortspears (3), 
  headband of inspired wisdom +2, holly and mistletoe, spell 
  component pouch, 60 gp
  Stalking through boiling and sometimes acidic mud pits, 
  these druids have caustic personalities and abilities.
  KIRO
  Kiro, the mud shaman of a remote tribe, sees outsiders 
  as a threat to his culture and people. He acquired a green 
  dragonhide breastplate years ago from a trader, but keeps 
  it hidden under cloaks and wraps, ashamed that he had to 
  buy it rather than earn it through combat.
  Combat Encounters: Kiro uses mud pits as traps to 
  entangle his enemies.
  Roleplaying Suggestions: A stubborn xenophobe, Kiro 
  does not like speaking with those who are not of his tribe.
  MUD SHAMAN
  CR 8
  HUMAN DRUID 9
  XP 4,800
  Medium humanoid (human)
  CN
  6868
  
  8
  9
  Init +7; Senses low-light vision; Perception +13
  DEFENSE
  AC 28, touch 15, flat-footed 25 (+7 armor, +1 deflection, +3 Dex,  
  +3 natural, +3 shield, +1 size)
  hp 88 (10d8+40)
  Fort +10, Ref +9, Will +12; +2 vs. illusions, +4 vs. fey and plant-
  targeted effects
  Defensive Abilities defensive training (+4 dodge bonus to AC vs. 
  giants); Immune poison; Resist cold 10
  OFFENSE
  Speed 15 ft.
  Melee +1 scimitar +7/+2 (1d4–1/18–20)
  Ranged dart +11/+6 (1d3–2)
  Special Attacks +1 on attack rolls against goblinoid and reptilian 
  humanoids, wild shape 4/day
  Domain Spell-Like Abilities (CL 10th; concentration +14)
  7/day—icicle
  Gnome Spell-Like Abilities (CL 10th; concentration +11)
  1/day—dancing lights, ghost sound, prestidigitation, speak 
  with animals
  Druid Spells Prepared (CL 10th; concentration +14)
  5th—call lightning storm (DC 19), ice stormD, wall of thorns
  4th—control waterD, dispel magic, flame strike (2, DC 18), 
  freedom of movement
  3rd—call lightning (DC 17), cure moderate wounds, greater magic 
  fang (2), water breathingD
  2nd—barkskin (2), cat’s grace, fog cloudD, lesser restoration, 
  resist energy
  1st—cure light wounds (2), endure elements, faerie fire, 
  obscuring mistD, speak with animals
  0 (at will)—create water, detect poison, light, purify food and drink
  D Domain spell; Domain Water
  TACTICS
  Before Combat The druid casts barkskin and cat’s grace. She casts 
  endure elements every morning.
  During Combat The druid keeps her distance from opponents. She 
  casts freedom of movement, then wild shapes into an air elemental 
  to fly away. Once she feels she has the tactical advantage, she 
  relies on summon spells and ranged abilities to avoid melee.
  Base Statistics Without barkskin and cat’s grace, the druid’s 
  statistics are Init +5; AC 23, touch 13, flat-footed 22; Ref +7; 
  Ranged dart +9/+4 (1d3–2); Dex 12; CMD 16; Skills Fly +5.
  STATISTICS
  Str 6, Dex 16, Con 15, Int 15, Wis 18, Cha 12
  Base Atk +7; CMB +4; CMD 18
  Feats Improved Initiative, Lightning Reflexes, Natural Spell, Skill 
  Focus (Bluff), Toughness
  Skills Bluff +10, Diplomacy +5, Fly +7, Handle Animal +10, Knowledge 
  (geography) +9, Knowledge (nature) +11, Linguistics +4, 
  Perception +13, Profession (merchant) +15, Sense Motive +10, 
  Spellcraft +12, Survival +17
  Languages Abyssal, Common, Draconic, Druidic, Elf, Gnome, Sylvan
  SQ nature bond (Water domain), nature sense, trackless step, wild 
  empathy +11, woodland stride
  Combat Gear feather token (whip), scroll of longstrider; Other Gear 
  +1 dragonhide breastplate, +1 heavy wooden shield, +1 scimitar, 
  darts (5), cloak of resistance +1, headband of inspired wisdom +2, 
  ring of protection +1, holly and mistletoe, ink vial, inkpens (2), paper 
  (5 sheets), scroll case, spell component pouch, waterskin, 33 gp
  Typically found in arid regions, these druids use magic to 
  supply others with water for a price.
  SASRUKUTENEK
  Sasrukutenek sells water at a trade stop on the overland 
  route between two desert cities. She overcharges for this 
  commodity, but since it’s so scarce, her customers have 
  very little choice.
  WATER MERCHANT
  CR 9
  GNOME DRUID 10
  XP 6,400
  Small humanoid (gnome)
  NE
  6969
  CR
  8
  9
  CORE CLASSES
  DRUIDS
  
  Init +5; Senses low-light vision; 
  Perception +14
  DEFENSE
  AC 23, touch 13, flat-footed 21  
  (+7 armor, +1 deflection,  
  +1 Dex, +1 dodge,  
  +3 shield)
  hp 84 (11d8+31)
  Fort +10, Ref +5, Will +13; +2 vs. 
  enchantments, +4 vs. fey and plant-
  targeted effects
  Immune poison; Resist electricity 10
  OFFENSE
  Speed 20 ft.
  Melee +1 sickle +10/+5 (1d6+2)
  Ranged mwk shortspear +10/+5 (1d6+1)
  Special Attacks wild shape 4/day
  Domain Spell-Like Abilities (CL 11th; 
  concentration +16)
  8/day—lightning arc
  Druid Spells Prepared (CL 11th; concentration +16)
  6th—chain lightningD (DC 22), greater dispel magic
  5th—call lightning storm (DC 21), control windsD (DC 20),  
  cure critical wounds, wall of fire (DC 21)
  4th—air walkD, cure serious wounds, freedom of 
  movement, ice storm (DC 20), scrying (DC 19)
  3rd—gaseous formD, greater magic fang (2), 
  protection from energy (2), sleet storm
  2nd—animal messenger, barkskin (3),  
  fog cloud, wind wallD
  1st—cure light wounds (2), endure elements, 
  faerie fire (2), obscuring mistD, speak with 
  animals
  0 (at will)—flare (DC 16), light, mending, stabilize
  D Domain spell; Domain Air
  TACTICS
  Before Combat The druid casts ironwood on her breastplate 
  every 11 days, liveoak on an oak three times per month, and 
  endure elements every morning.
  During Combat The druid orders her treant guardian into 
  combat, wild shapes into a Large earth elemental, and 
  uses earth glide to flee underground where she 
  casts beneficial spells on herself. Once prepared, 
  she moves above ground and opens with 
  chain lightning.
  STATISTICS
  Str 12, Dex 13, Con 15, Int 8, Wis 20, 
  Cha 10
  Base Atk +8; CMB +9; CMD 22
  Feats Dodge, Improved Initiative, Mobility, Natural Spell, Skill 
  Focus (Survival), Spell Focus (evocation), Vital Strike
  Skills Fly +6, Handle Animal +6, Heal +9, Knowledge (nature) +9, 
  Knowledge (planes) +3, Linguistics +2, Perception +14, Perform 
  (dance) +2, Spellcraft +5, Survival +18
  Languages Aquan, Auran, Common, Druidic, Elven, Ignan
  SQ elf blood, nature bond (Air domain), nature sense, trackless 
  step, wild empathy +11, woodland stride
  Combat Gear potion of haste, wand of cure moderate wounds 
  (6 charges); Other Gear +1 ironwood breastplate, +1 darkwood 
  heavy wooden shield, +1 sickle, masterwork shortspears (3), 
  bag of holding (type I), cloak of resistance +1, headband of 
  inspired wisdom +2, ring of protection +1, holly and mistletoe, 
  spell component pouch, 289 gp
  These guardians of mountain peaks traffic with air 
  and ice elementals, summoning forth the spirits of the 
  mountain storms in order to protect their 
  sacred places.
  YALA OF THE HIGH PLACES
  Yala lives on a mountaintop far to the 
  north. Abandoned by her parents 
  at a young age because of the 
  inconvenience her mixed heritage 
  caused both their families, she was 
  raised by a tribe of yetis, who 
  quickly began venerating her 
  when her druidic powers 
  developed. Never feeling 
  entirely comfortable 
  with her role or the 
  society of the great 
  creatures, she now 
  lives a solitary existence 
  tending a remote shrine 
  dedicated to winter and 
  the mountains themselves. 
  Her enchanted shield was a gift 
  from a courting yeti chief, but she 
  ultimately rejected his advances.
  Combat Encounters: Whenever possible, Yala 
  faces enemies near a precipice, using her air 
  magic to throw her foes from the heights and 
  dash them against the rocks below—a blood 
  offering to the ancient mountains.
  Roleplaying Suggestions: A cold and 
  aloof woman, Yala prefers the company 
  of animals and summoned elementals to 
  that of humanoids. She is obsessed with 
  protecting the purity of her mountain 
  home, but what “angers the stones” is often 
  hard for others to predict.
  MISTRESS OF HIGH PLACES
  CR 10
  HALF-ELF DRUID 11
  XP 9,600
  Medium humanoid (elf, human)
  CN
  7070
  
  10
  11
  Init +3; Senses darkvision 60 ft.; Perception +17
  DEFENSE
  AC 21, touch 15, flat-footed 17 (+3 armor, +1 deflection, +3 Dex,  
  +1 dodge, +3 shield)
  hp 79 (12d8+22)
  Fort +11, Ref +9, Will +14; +4 vs. fey and plant-targeted effects
  Defensive Abilities orc ferocity; Immune poison
  OFFENSE
  Speed 30 ft.
  Melee +1 scimitar +12/+7 (1d6+3/18–20) or
  mwk club +12/+7 (1d6+2)
  Ranged dart +12/+7 (1d4+2)
  Special Attacks wild shape 5/day
  Domain Spell-Like Abilities (CL 12th; concentration +16)
  12/day—lightning lord
  7/day—storm burst
  Druid Spells Prepared (CL 12th; concentration +16)
  6th—control windsD (DC 20), greater dispel magic, repel wood
  5th—call lightning storm (DC 19), cure critical wounds, ice stormD, 
  tree stride
  4th—cure serious wounds, dispel magic, flame strike (DC 18), 
  freedom of movement, sleet stormD
  3rd—call lightningD (DC 17), cure moderate wounds, greater 
  magic fang (3), protection from energy (DC 17)
  2nd—barkskin (2), bear’s endurance, bull’s strength, cat’s grace, 
  fog cloudD
  1st—endure elements, entangle (DC 15), faerie fire, obscuring 
  mistD, shillelagh, speak with animals
  0 (at will)—detect magic, guidance, stabilize, virtue
  D Domain spell; Domain Weather
  TACTICS
  Before Combat The druid casts liveoak every 12 days and endure 
  elements every morning.
  During Combat The druid commands his treant to protect him 
  while he wild shapes into a Huge air elemental and casts 
  freedom of movement, barkskin, and greater magic fang. 
  He then spontaneously uses summon nature’s ally VI to 
  summon a dire tiger, upon which he casts animal growth, 
  barkskin, greater magic fang, and cat’s grace.
  STATISTICS
  Str 14, Dex 16, Con 13, Int 10, Wis 18, Cha 8
  Base Atk +9; CMB +11; CMD 26
  Feats Augment Summoning, Combat Casting, Combat 
  Reflexes, Dodge, Power Attack, Spell Focus (conjuration)
  Skills Climb +8, Fly +9, Handle Animal +5, Heal +11, Intimidate +1, 
  Knowledge (nature) +13, Linguistics +3, Perception +17, Sense 
  Motive +9, Survival +15, Swim +7
  SQ nature bond (Weather domain), nature sense, orc blood, trackless 
  step, weapon familiarity, wild empathy +11, woodland stride
  Combat Gear potion of haste, scroll of plant growth; Other Gear  
  +1 light fortification leather armor, +1 darkwood heavy steel shield, 
  +1 scimitar, darts (5), masterwork club, brooch of shielding, cloak of 
  resistance +2, headband of inspired wisdom +2, ring of protection +1, 
  healer’s kit, holly and mistletoe, spell component pouch, 273 gp
  By way of a shipwreck or magical transportation, some 
  druids find themselves alone on far-flung islands.
  PASSAGO
  Passago lives on a lonely tropical island and considers 
  himself its master. He and his daughter were teleported 
  there years ago by a jealous wizard, and quickly came 
  to love it. When wild shaping, he prefers to take on the 
  forms of the animals of his island.
  Combat Encounters: Passago loves both his adopted 
  island home and his daughter. If either is threatened, he 
  quickly comes to their defense. He would lay down his 
  life to defend either one of them.
  Roleplaying Suggestions: Stubborn and proud, Passago 
  believes he is the master of his island, and as such does 
  not need to explain himself or his actions to anyone.
  CASTAWAY
  CR 11
  HALF-ORC DRUID 12
  XP 12,800
  Medium humanoid (human, orc)
  LN
  7171
  CR
  10
  11
  CORE CLASSES
  DRUIDS
  
  Init +2; Senses low-light vision; Perception +20
  DEFENSE
  AC 24, touch 15, flat-footed 21 (+6 armor, +1 deflection, +2 Dex,  
  +1 dodge, +3 shield, +1 size)
  hp 96 (13d8+34)
  Fort +12, Ref +8, Will +15; +2 vs. illusions, +4 vs. fey and plant-
  targeted effects
  Defensive Abilities 25% chance to negate critical hits and sneak 
  attacks, defensive training (+4 dodge bonus to AC vs. giants); 
  Immune poison; Resist cold 20
  OFFENSE
  Speed 15 ft.
  Melee +1 sickle +13/+8 (1d4)
  Ranged mwk sling +13/+8 (1d3–1)
  Special Attacks +1 on attack rolls against goblinoid and reptilian 
  humanoids, wild shape 5/day
  Domain Spell-Like Abilities (CL 13th; concentration +18)
  8/day—icicle
  Druid Spells Prepared (CL 13th; concentration +18)
  7th—creeping doom (DC 23), elemental body IVD (water only)
  6th—antilife shell, cone of coldD (2, DC 21)
  5th—call lightning storm (DC 20), cure critical wounds (2), ice 
  stormD, stoneskin
  4th—cure serious wounds, control weatherD, dispel magic, flame 
  strike (DC 19), freedom of movement, spike stones (DC 19)
  3rd—greater magic fang, protection from energy, quench, sleet 
  storm, speak with plants, water breathingD
  2nd—barkskin (2), cat’s grace (2), fog cloudD, spider climb
  1st—cure light wounds, endure elements, faerie fire, 
  longstrider, obscuring mistD, pass without trace, speak 
  with animals
  0 (at will)—flare (DC 15), guidance, light, stabilize
  D Domain spell; Domain Water
  TACTICS
  Before Combat The druid casts liveoak every 13 days, and 
  endure elements each morning.
  During Combat The druid casts stoneskin on her 
  treant and orders it into combat. She wild shapes 
  into a bat and casts cat’s grace and barkskin on 
  herself. She then casts cure spells or spontaneous 
  summon nature’s ally as necessary. If entering melee, she 
  casts protection from energy and greater magic fang, then 
  wild shapes into a treant herself.
  STATISTICS
  Str 8, Dex 14, Con 14, Int 13, Wis 20, Cha 10
  Base Atk +9; CMB +7; CMD 21
  Feats Augment Summoning, Combat Casting, Combat 
  Expertise, Dodge, Natural Spell, Spell Focus (conjuration), 
  Weapon Finesse
  Skills Craft (woodworking) +11, Handle Animal +6, Heal +12, 
  Knowledge (geography) +7, Knowledge (nature) +14, Linguistics +6, 
  Perception +20, Ride +7, Spellcraft +14, Survival +22, Swim +4
  Languages Aquan, Auran, Common, Druidic, Giant, Gnome, Ignan, 
  Sylvan, Terran
  SQ a thousand faces, nature bond (Water domain), nature sense, 
  trackless step, wild empathy +13, woodland stride
  Combat Gear potion of cure serious wounds, potion of invisibility, 
  scroll of heal; Other Gear +2 glamered hide armor, +1 light 
  fortification darkwood heavy wooden shield, +1 sickle, 
  masterwork sling with 20 bullets, cloak of resistance +2, 
  headband of inspired wisdom +2, ring of protection +1, holly and 
  mistletoe, spell component pouch, 42 gp
  These druids see themselves not as protectors of the 
  forest, but as part of it, like the fey they associate with.
  PAI SPIRITWIND
  An inhabitant of a fey-infested forest, Pai fiercely advocates 
  for the fey and their causes. After many run-ins with 
  destructive humans, she considers all 
  non-fey creatures (excluding gnomes) 
  to be trespassers and attacks 
  them on sight.
  FEY FRIEND
  CR 12
  GNOME DRUID 13
  XP 19,200
  Small humanoid (gnome)
  CN
  7272
  
  12
  13
  Init +1; Senses Perception +15
  DEFENSE
  AC 28, touch 13, flat-footed 27 (+7 armor, +2 deflection, +1 Dex,  
  +5 natural, +3 shield)
  hp 120 (14d8+54)
  Fort +13, Ref +7, Will +15; +4 vs. fey and plant-targeted effects
  Immune poison; Resist fire 20
  OFFENSE
  Speed 20 ft.
  Melee +1 club +16/+11 (1d6+6)
  Ranged mwk shortspear +12/+7 (1d6+5)
  Special Attacks wild shape 6/day
  Domain Spell-Like Abilities (CL 14th; concentration +18)
  7/day—fire bolt
  Druid Spells Prepared (CL 14th; concentration +18)
  7th—elemental body IV D (fire only), fire storm (2, DC 23)
  6th—fire seedsD, empowered flame strike (2, DC 20), wall of stone
  5th—fire shieldD, empowered fireball (2, DC 19), wall of fire
  4th—air walk, cure serious wounds, dispel magic, freedom 
  of movement, ice storm (DC 20), wall of fireD
  3rd—dominate animal (DC 17), fireballD 
  (2, DC 19), greater magic fang (2), 
  spike growth (DC 17)
  2nd—barkskin (3), bull’s strength, 
  cat’s grace, produce flameD
  1st—burning handsD  
  (2, DC 17), cure light 
  wounds, faerie 
  fire, shillelagh, 
  speak with 
  animals
  0 (at will)—
  create water, flare (DC 16), light, stabilize
  D Domain spell; Domain Fire
  TACTICS
  Before Combat The druid casts barkskin. He also casts 
  ironwood on his breastplate twice per month, and endure 
  elements every morning. 
  During Combat The druid wild shapes into a Huge fire elemental 
  when casting offensive spells, and wild shapes into a Huge 
  earth elemental when entering melee. He opens with spells 
  such as fire storm and empowered fireball. Before entering 
  melee, he casts cat’s grace, freedom of movement, and 
  greater magic fang on himself.
  Base Statistics Without barkskin, the druid’s statistics are AC 23, 
  touch 13, flat-footed 22.
  STATISTICS
  Str 20, Dex 12, Con 15, Int 10, Wis 18, Cha 8
  Base Atk +10; CMB +15; CMD 28
  Feats Combat Casting, Empower Spell, Greater Spell Focus 
  (evocation), Natural Spell, Power Attack, Spell Focus (evocation), 
  Toughness, Vital Strike
  Skills Climb +8, Fly +5, Handle Animal +6, Heal +12, Knowledge 
  (geography) +7, Knowledge (nature) +11, Perception +15, Perform 
  (oratory) +5, Ride +7, Spellcraft +11, Survival +23, Swim +9
  Languages Common
  SQ a thousand faces, nature bond (Fire domain), nature sense, 
  trackless step, wild empathy +13, woodland stride
  Combat Gear potion of cure serious wounds, potion of haste; 
  Other Gear +1 ironwood breastplate, +1 darkwood heavy 
  wooden shield, +1 club, masterwork shortspear, belt of physical 
  might +2 (Str, Con), cloak 
  of resistance +2, handy 
  haversack, headband of 
  inspired wisdom +2, ring of 
  protection +2, bedroll, healer’s 
  kit, holly and mistletoe, silk rope  
  (50 ft.), spell component pouch, 27 gp
  Controlling the power of fire and earth, 
  these druids are natural wrath incarnate.
  KARUTH FIRESOUL
  Karuth Firewalker is a truly inspired 
  fire druid—and he is quite possibly 
  insane. A few years ago, a fateful 
  encounter with a prophetic 
  elder fire elemental gave 
  Karuth 
  the 
  impression 
  that, unlike other humans, 
  he has no soul. Rather, 
  inside him rages a core 
  of elemental fire—a fire 
  that must be released, thus 
  conveniently justifying his 
  pyromaniac urges.
  Combat Encounters: 
  Karuth attacks with 
  no warning, laughing 
  maniacally 
  as 
  he 
  burns alive any whom  
  he encounters.
  Roleplaying Suggestions: 
  Although Karuth is evil, he 
  occasionally 
  suffers 
  from 
  periods of strange lucidity 
  and regret. During these times 
  he tearfully asking those who 
  seem like they have a chance of 
  standing against his fearful might to grant 
  him release from his evil compulsions 
  through death.
  FURY OF FLAME
  CR 13
  HUMAN DRUID 14
  XP 25,600
  Medium humanoid (human)
  NE
  7373
  CR
  12
  13
  CORE CLASSES
  DRUIDS
  
  Init +7; Senses low-light vision; Perception +18
  DEFENSE
  AC 31, touch 16, flat-footed 27 (+7 armor, +2 deflection, +3 Dex,  
  +1 dodge, +5 natural, +3 shield)
  hp 96 (15d8+25)
  Fort +12, Ref +10, Will +16; +2 vs. enchantments, +4 vs. fey and 
  plant-targeted effects
  Defensive Abilities 25% chance to negate critical hits and sneak 
  attacks; Immune poison, sleep; DR 10/adamantine (150 points)
  OFFENSE
  Speed 30 ft.
  Melee +1 cold iron scythe +13/+8/+3 (2d4+2/×4)
  Special Attacks wild shape 6/day
  Domain Spell-Like Abilities (CL 15th; concentration +20)
  8/day—wooden fist
  Druid Spells Prepared (CL 15th; concentration +20)
  8th—control plantsD (DC 23), word of recall
  7th—animate plantsD, creeping doom (DC 22), true seeing
  6th—antilife shell, mass cure light wounds, repel woodD, wall of stone
  5th—baleful polymorph (DC 20), insect plague, stoneskin, 
  transmute rock to mud, tree stride, wall of thornsD
  4th—air walk, command plantsD (DC 19), cure serious wounds, 
  freedom of movement, rusting grasp, scrying (DC 19)
  3rd—daylight, greater magic fang (2), plant growthD, protection 
  from energy (2, DC 18)
  2nd—barkskinD (3), bear’s endurance, lesser restoration, longstrider
  1st—cure light wounds (2), entangleD (DC 16), faerie fire (2), 
  obscuring mist, speak with animals
  0 (at will)—detect magic, light, mending, read magic
  D Domain spell; Domain Plant
  TACTICS
  Before Combat The druid casts stoneskin, barkskin, and longstrider 
  and drinks her potion of haste.
  During Combat The druid locks down opponents with entangle, 
  wall of stone, and transmute rock to mud, while casting creeping 
  doom and animate plants from a distance.
  Base Statistics Without stoneskin, barkskin, and longstrider, the 
  druid’s statistics are AC 27, touch 16, flat-footed 23; DR none; 
  Speed 20 ft.
  STATISTICS
  Str 13, Dex 16, Con 12, Int 12, Wis 20, Cha 8
  Base Atk +11; CMB +12; CMD 28
  Feats Blind-Fight, Combat Casting, Combat Reflexes, Dodge, 
  Improved Initiative, Natural Spell, Power Attack, Spell Penetration
  Skills Climb +5, Fly +7, Handle Animal +9, Heal +13, Knowledge 
  (geography) +10, Knowledge (nature) +14, Knowledge (planes) +9, 
  Perception +18, Ride +6, Spellcraft +14 (+16 to identify magic item 
  properties), Survival +19, Swim +5
  Languages Abyssal, Common, Druidic, Elven
  SQ a thousand faces, bramble armor (1d6+7, 15 rounds/day), elven magic, 
  nature bond (Plant domain), nature sense, timeless body, trackless 
  step, weapon familiarity, wild empathy +14, woodland stride
  Combat Gear potion of cure serious wounds, potion of haste, 
  scroll of heal; Other Gear +1 dragonhide breastplate, +1 light 
  fortification heavy wooden shield, +1 cold iron scythe, amulet of 
  natural armor +1, cloak of resistance +2, headband of inspired 
  wisdom +4, pearl of power (1st), ring of protection +2, holly and 
  mistletoe, spell component pouch, 652 gp
  Creeping death druids see terrain as the ultimate weapon 
  against those who would despoil their homes.
  GENYIELT GRAYCLOAK
  This stalker of bogs and moors works tirelessly to end the 
  encroachment of civilization on her desolate home.
  CREEPING DEATH
  CR 14
  ELF DRUID 15
  XP 38,400
  Medium humanoid (elf)
  NE
  7474
  
  Init +2; Senses Perception +21
  DEFENSE
  AC 26, touch 13, flat-footed 25 (+10 armor, +2 deflection, +1 Dex, 
  +3 shield)
  hp 119 (16d8+44)
  Fort +14, Ref +9, Will +18; +4 vs. fey and plant-targeted effects
  Immune poison; Resist cold 20
  OFFENSE
  Speed 20 ft.
  Melee +1 scimitar +15/+10/+5 (1d6+3/18–20)
  Ranged +1 sling +15/+10/+5 (1d4+3)
  Special Attacks wild shape 7/day
  Domain Spell-Like Abilities (CL 16th; concentration +22)
  9/day—icicle
  Druid Spells Prepared (CL 16th; concentration +22)
  8th—empowered cone of cold (2, DC 22), horrid wiltingD (DC 24)
  7th—elemental body IV D (water only), fire storm (DC 23), heal, 
  true seeing
  6th—antilife shell, cone of coldD (DC 22), empowered flame strike 
  (DC 20), greater dispel magic, wall of stone
  5th—animal growth (2, DC 21), cure critical wounds, death ward, 
  ice stormD, stoneskin
  4th—air walk, control weatherD, dispel magic, flame strike (DC 20), 
  freedom of movement, spike stones (DC 20)
  3rd—daylight, greater magic fang (3), protection from energy, 
  water breathingD
  2nd—barkskin (3), bear’s endurance, bull’s strength, cat’s 
  grace, fog cloudD
  1st—cure light wounds (3), faerie fire, longstrider, obscuring 
  mistD, speak with animals
  0 (at will)—create water, detect magic, light, mending
  D Domain spell; Domain Water
  TACTICS
  Before Combat Twice per month, the druid casts ironwood on her 
  armor and also casts liveoak.
  During Combat The druid casts empowered cone of cold, then 
  begins spontaneously summoning creatures and casting 
  animal growth, stoneskin, and greater magic fang on them. 
  While they are fighting, she casts spells to heal them and 
  enhance her abilities. When entering melee, she casts true 
  seeing, death ward, freedom of movement, and barkskin 
  on herself, and drinks her potions of haste and displacement 
  before wild shaping into a Huge water elemental.
  STATISTICS
  Str 14, Dex 14, Con 14, Int 10, Wis 22, Cha 8
  Base Atk +12; CMB +14; CMD 28
  Feats, Augment Summoning, Combat Casting, Empower Spell, Heavy 
  Armor Proficiency, Improved Vital Strike, Natural Spell, Power 
  Attack, Spell Focus (conjuration), Vital Strike
  Skills Craft (woodworking) +11, Fly +8, Handle Animal +9, Heal +14, 
  Knowledge (geography) +9, Knowledge (nature) +15, Perception +21, 
  Ride +3, Spellcraft +17, Survival +22
  Languages Common
  SQ a thousand faces, nature bond (Water domain), nature sense, 
  timeless body, trackless step, wild empathy +15, woodland stride
  Combat Gear potion of haste, potion of displacement, scroll of 
  word of recall, wand of cure serious wounds (10 charges); Other 
  Gear +1 wild ironwood full plate, +1 darkwood heavy wooden 
  shield, +1 scimitar, +1 sling with 10 bullets, cloak of resistance +2, 
  headband of inspired wisdom +4, ring of protection +2, cold 
  weather outfit, healer’s kit, holly and mistletoe, masterwork 
  woodcarving tools, spell component pouch, 110 gp
  These hardy druids patrol and protect the icy reaches 
  of northern forests, and command spells and abilities 
  equally as cold and unforgiving.
  TAIGA STALKER
  CR 15
  HUMAN DRUID 16
  XP 51,200
  Medium humanoid (human)
  LN
  7575
  CR
  14
  15
  CORE CLASSES
  DRUIDS
  
  Init +1; Senses low-light vision; Perception +25
  DEFENSE
  AC 28, touch 14, flat-footed 27 (+10 armor, +2 deflection, +1 Dex, 
  +1 insight, +4 shield)
  hp 158 (17d8+78)
  Fort +16, Ref +9, Will +20; +2 vs. enchantments, +4 vs. fey and plant-
  targeted effects
  Immune poison
  OFFENSE
  Speed 20 ft.
  Melee +1 club +15/+10/+5 (1d6+3)
  Ranged mwk shortspear +14/+9/+4 (1d6+2)
  Special Attacks wild shape 7/day
  Domain Spell-Like Abilities (CL 17th; concentration +24)
  17/day—lightning lord
  10/day—storm burst
  Druid Spells Prepared (CL 17th; concentration +24)
  9th—empowered fire storm (DC 24), storm of vengeanceD (DC 26)
  8th—earthquake, whirlwindD (DC 25), word of recall
  7th—control weatherD, creeping doom (DC 24), fire storm (DC 24), 
  heal, true seeing
  6th—antilife shell, control windsD (DC 23), empowered flame 
  strike (2, DC 21), greater dispel magic, wall of stone
  5th—baleful polymorph (DC 22), call lightning storm (DC 22), cure 
  critical wounds (2), ice stormD, insect plague
  4th—control water, dispel magic, flame strike (2, DC 21), freedom 
  of movement, sleet stormD
  3rd—call lightningD (DC 20), dominate animal (DC 20), greater 
  magic fang (3), protection from energy (2)
  2nd—barkskin (3), bull’s strength (2), cat’s grace, fog cloudD
  1st—entangle (2, DC 18), faerie fire (2), obscuring mistD, 
  shillelagh, speak with animals
  0 (at will)—flare (DC 17), light, purify food and drink, resistance
  D Domain spell; Domain Weather
  TACTICS
  Before Combat The druid casts shambler once per week, and 
  liveoak and ironwood every 17 days.
  During Combat The druid sends her shambling mounds and treant to 
  fight while she casts storm of vengeance. If physically threatened, 
  the druid casts antilife shell, followed by empowered fire storm.
  STATISTICS
  Str 14, Dex 12, Con 16, Int 8, Wis 24, Cha 10
  Base Atk +12; CMB +14 (+16 sunder); CMD 28 (30 vs. sunder)
  Feats Combat Casting, Empower Spell, Heavy Armor Proficiency, 
  Improved Sunder, Improved Vital Strike, Natural Spell, Power 
  Attack, Skill Focus (Survival), Toughness, Vital Strike
  Skills Fly +3, Handle Animal +6, Knowledge (geography) +8, 
  Knowledge (nature) +12, Linguistics +3, Perception +25, Perform 
  (sing) +4, Ride +2, Spellcraft +8, Survival +21, Swim +3
  Languages Aquan, Auran, Common, Druidic, Elven, Ignan, Terran
  SQ a thousand faces, elf blood, nature bond (Weather domain), 
  nature sense, timeless body, trackless step, wild empathy +17, 
  woodland stride
  Combat Gear potions of haste (2); Other Gear +1 ironwood wild full 
  plate, +2 darkwood heavy wooden shield, +1 club, masterwork 
  shortspears (3), belt of mighty constitution +2, cloak of resistance +3, 
  druid’s vestments, dusty rose prism ioun stone, eyes of the eagle, 
  headband of inspired wisdom +4, ring of protection +2, holly and 
  mistletoe, spell component pouch, waterskin, 134 gp
  These powerful druids see civilization as a pestilence.
  PATEBA BLACKMIND
  As feral as a wild cat, Pateba defends her forest without pity or 
  remorse. Those who intrude are things to hunt and destroy.
  HATEFUL SCOURGE
  CR 16
  HALF-ELF DRUID 17
  XP 76,800
  Medium humanoid (elf, human)
  NE
  7676
  
  16
  17
  Init +3; Senses Perception +24
  DEFENSE
  AC 28, touch 19, flat-footed 24 (+4 armor, +3 deflection, +3 Dex,  
  +1 dodge, +1 insight, +5 shield, +1 size)
  hp 156 (18d8+72)
  Fort +18, Ref +13, Will +20; +2 vs. fear, +4 vs. fey and plant-targeted effects
  Immune poison
  OFFENSE
  Speed 20 ft.
  Melee +1 quarterstaff +15/+10/+5 (1d4)
  Ranged +1 sling +18/+13/+8 (1d3)
  Special Attacks wild shape 8/day
  Domain Spell-Like Abilities (CL 18th; concentration +23)
  8/day—wooden fist
  Druid Spells Prepared (CL 18th; concentration +23)
  9th—mass cure critical wounds, shamblerD
  8th—control plants (DC 23)D, whirlwind (2, DC 23), word of recall
  7th—animate plantsD, fire storm (DC 22), heal, true seeing
  6th—empowered flame strike (2, DC 19), greater dispel magic, 
  mass cat’s grace, repel woodD
  5th—animal growth (DC 20), baleful polymorph (DC 20), control 
  winds (DC 20), stoneskin (2), wall of thornsD
  4th—command plantsD (DC 19), cure serious wounds, flame strike 
  (2, DC 19), freedom of movement, spike stones (DC 19)
  3rd—dominate animal (DC 18), greater magic fang (2), plant 
  growthD, protection from energy (2)
  2nd—barkskinD (3), fog cloud, hold animal (DC 17), spider climb
  1st—cure light wounds, entangleD (DC 16), faerie fire (2), 
  obscuring mist, shillelagh, speak with animals
  0 (at will)—know direction, light, read magic, stabilize
  D Domain spell; Domain Plant
  TACTICS
  Before Combat The druid casts liveoak and shambler on a regular 
  basis, and always has a retinue of 1d4+2 advanced shambling 
  mounds and a treant with her.
  During Combat The druid detests trespassers. She begins combat 
  by sending her shambling mounds and treant into melee and 
  summoning a storm giant. She then summons a tyrannosaurus 
  and casts animal growth on it, and spends the next few rounds buffing 
  her summoned creatures with barkskin, mass cat’s grace, and 
  greater magic fang. She then casts offensive spells 
  and drinks her potion of haste before wild shaping 
  into a Huge elemental and moving into melee.
  STATISTICS
  Str 8, Dex 16, Con 16, Int 12, Wis 20, Cha 10
  Base Atk +13; CMB +11; CMD 29
  Feats Augment Summoning, Combat Casting, Combat Reflexes, 
  Dodge, Empower Spell, Natural Spell, Spell Focus (conjuration), 
  Vital Strike, Weapon Focus (quarterstaff)
  Skills Acrobatics +4 (+0 when jumping), Climb +8, Fly +12, Handle 
  Animal +6, Heal +13, Knowledge (geography) +14, Knowledge 
  (nature) +16, Linguistics +5, Perception +24, Ride +9, Spellcraft +19, 
  Survival +19, Swim +7
  Languages Aquan, Auran, Common, Druidic, Halfling, Ignan, 
  Sylvan, Terran
  SQ a thousand faces, bramble armor (1d6+9, 18 rounds/day), nature 
  bond (Plant domain), nature sense, timeless body, trackless step, 
  wild empathy +18, woodland stride
  Combat Gear potions of cure serious wounds (2), potion of haste, 
  wand of ice storm (3 charges); Other Gear +2 leather armor, 
  +3 heavy wild darkwood wooden shield, +1 quarterstaff, +1 sling 
  with 20 bullets, cloak of resistance +3, dusty rose prism ioun 
  stone, headband of inspired wisdom +4, ring of protection +3, 
  backpack, everburning torch, holly and mistletoe, 
  silk rope (50 ft.), spell component pouch, 96 gp
  These dark nature priests do not nurture their 
  home, but rather spread disease, filth, and hate 
  throughout humanoid communities on behalf of 
  an enraged and exploited landscape. 
  DARK NATURE PRIEST
  CR 17
  HALFLING DRUID 18
  XP 102,400
  Small humanoid (halfling)
  NE
  7777
  CR
  16
  17
  CORE CLASSES
  DRUIDS
  
  Init +6; Senses darkvision 60 ft.; Perception +23
  DEFENSE
  AC 28, touch 16, flat-footed 26 (+8 armor, +3 deflection, +2 Dex, 
  +1 insight, +4 shield)
  hp 161 (19d8+72)
  Fort +16, Ref +11, Will +22; +4 vs. fey and plant-targeted effects
  Defensive Abilities orc ferocity; Immune poison; Resist fire 20
  OFFENSE
  Speed 20 ft.
  Melee +1 club +17/+12/+7 (1d6+3)
  Ranged +1 sling +17/+12/+7 (1d4+3)
  Special Attacks wild shape 8/day
  Domain Spell-Like Abilities (CL 19th; concentration +27)
  11/day—fire bolt
  Druid Spells Prepared (CL 19th; concentration +27)
  9th—elemental swarmD (fire spell only), empowered fire storm 
  (3, DC 27)
  8th—quickened cure serious wounds, incendiary cloudD (DC 26), 
  reverse gravity, sunburst (DC 28), word of recall
  7th—quickened cure moderate wounds, fire storm (2, DC 27), 
  elemental body IVD (fire only), heal, true seeing
  6th—fire seedsD, empowered flame strike (3, DC 24), greater 
  dispel magic, mass cat’s grace
  5th—cure critical wounds (2), fire shieldD, stoneskin, 
  wall of fire (2)
  4th—dispel magic (2), flame strike (2, DC 24), freedom of 
  movement, ice storm (DC 24), wall of fireD
  3rd—fireballD (5, DC 23), greater magic fang, 
  protection from energy (DC 21)
  2nd—barkskin (2), bull’s strength (2), hold animal 
  (DC 20), produce flameD, lesser restoration
  1st—burning handsD (2, DC 21), cure light wounds, 
  endure elements, faerie fire (2), shillelagh
  0 (at will)—create water, flare (DC 20), guidance, resistance
  D Domain spell; Domain Fire
  TACTICS
  Before Combat The druid casts shambler once per week 
  and casts ironwood on his armor every 19 days.
  During Combat The druid sends shambling mounds into 
  combat, casts mass cat’s grace, wild shapes into a Huge 
  fire elemental, and moves in to flank.
  STATISTICS
  Str 14, Dex 14, Con 14, Int 10, Wis 26, Cha 8
  Base Atk +14; CMB +16; CMD 32
  Feats Blind-Fight, Combat Casting, Empower Spell, Greater Spell 
  Focus (evocation), Improved Initiative, Natural Spell, Power 
  Attack, Quicken Spell, Spell Focus (evocation), Toughness
  Skills Climb +6, Fly +6, Handle Animal +5, Intimidate +1, 
  Knowledge (geography) +7, Knowledge (nature) +13, 
  Knowledge (planes) +4, Linguistics +5, Perception +23, Ride +6, 
  Sense Motive +16, Spellcraft +15, Survival +21, Swim +6
  Languages Auran, Common, Draconic, Druidic, Giant, Ignan, Orc, Terran
  SQ a thousand faces, nature bond (Fire domain), nature sense, orc 
  blood, timeless body, trackless step, weapon familiarity, wild 
  empathy +18, woodland stride
  Combat Gear potions of cure serious wounds (2), potion of haste, 
  scroll of mass cure serious wounds; Other Gear, +2 wild  
  ironwood breastplate, +2 animated darkwood heavy wooden 
  shield, +1 club, +1 sling with 10 bullets, belt of mighty 
  constitution +2, cloak of resistance +3, dusty rose prism ioun 
  stone, headband of inspired wisdom +6, ring of protection +3,  
  holly and mistletoe, spell component pouch, silver crown 
  (worth 200 gp), 63 gp
  These druids dwell in the most explosive spots in the world.
  RAGE FLAME
  CR 18
  HALF-ORC DRUID 19
  XP 153,600
  Medium humanoid (human, orc)
  CN
  7878
  
  18
  19
  Init +1; Senses Perception +22
  DEFENSE
  AC 33, touch 16, flat-footed 31 (+12 armor, +3 deflection, +1 Dex, 
  +1 dodge, +1 insight, +5 shield)
  hp 150 (20d8+57)
  Fort +17, Ref +10, Will +22; +2 vs. poison, spells, and spell-like 
  abilities; +4 vs. fey and plant-targeted effects
  Defensive Abilities defensive training (+4 dodge bonus to AC vs. 
  giants), evasion; Immune acid, poison
  OFFENSE
  Speed 20 ft.
  Melee +1 ghost touch quarterstaff +19/+14/+9 (1d6+5)
  Ranged +1 light hammer +17/+12/+7 (1d4+4)
  Special Attacks +1 on attack rolls against goblinoid and orc 
  humanoids, wild shape at will
  Domain Spell-Like Abilities (CL 20th; concentration +27)
  10/day—acid dart
  Druid Spells Prepared (CL 20th; concentration +27)
  9th—quickened cure critical wounds (2), elemental swarmD (earth 
  spell only), empowered fire storm (DC 24), storm of vengeance 
  (DC 27)
  8th—earthquakeD, finger of death (DC 25), repel metal or stone, 
  reverse gravity, word of recall
  7th—changestaff, creeping doom (DC 25), elemental body IVD 
  (earth only), heal, mass cure moderate wounds, true seeing
  6th—antilife shell, empowered flame strike (DC 21), greater dispel 
  magic (2), stoneskinD
  5th—animal growth (2, DC 22), death ward, quickened obscuring 
  mist, wall of stoneD, wall of thorns
  4th—air walk, dispel magic, flame strike (DC 21), freedom of 
  movement (2), spike stonesD (DC 21)
  3rd—cure moderate wounds, dominate animal (DC 20), greater 
  magic fang (3), stone shapeD, wind wall
  2nd—barkskin (3), bear’s endurance, bull’s strength, cat’s 
  grace, soften earth and stoneD
  1st—cure light wounds (2), faerie fire (2), magic stoneD, obscuring 
  mist, speak with animals
  0 (at will)—create water, guidance, mending, 
  stabilize
  D Domain spell; Domain Earth
  TACTICS
  Before Combat The druid casts shambler to 
  create 1d4+2 advanced shambling mounds.
  During Combat The druid deploys shambling mounds, 
  wild shapes into a Huge earth elemental, and casts spells on 
  himself. If interrupted, he earth glides and casts storm of vengeance. 
  STATISTICS
  Str 16, Dex 13, Con 14, Int 10, Wis 24, Cha 6
  Base Atk +15; CMB +18; CMD 34 (38 vs. bull rush or trip)
  Feats Augment Summoning, Combat Casting, Dodge, Empower Spell, 
  Heavy Armor Proficiency, Natural Spell, Power Attack, Quicken 
  Spell, Spell Focus (conjuration), Vital Strike
  Skills Fly +3, Handle Animal +3, Knowledge (engineering) +4, 
  Knowledge (nature) +15, Knowledge (planes) +8, Linguistics 
  +4, Perception +22 (+24 to notice unusual stonework), Perform 
  (percussion) +4, Ride +3, Spellcraft +21, Survival +19, Swim +5
  Languages Aquan, Auran, Common, Druidic, Dwarven, Ignan, Terran
  SQ a thousand faces, nature bond (Earth domain), nature sense, 
  timeless body, trackless step, wild empathy +18, woodland stride
  Gear +3 wild ironwood full plate, +3 animated darkwood heavy 
  wooden shield, +1 ghost touch quarterstaff, +1 light hammer, 
  boots of speed, cloak of resistance +3,  
  dusty rose prism ioun stone, 
  headband of inspired wisdom +4,  
  ring of evasion, ring of protection 
  +3, holly and mistletoe, spell 
  component pouch, 487 gp
  Providers of ancient wisdom, 
  these rare and powerful 
  dwarven druids are venerated 
  by their people.
  EARTHFATHER
  CR 19
  DWARF DRUID 20
  XP 204,800
  Medium humanoid (dwarf)
  NE
  7979
  CR
  CORE CLASSES
  DRUIDS
  18
  19
  
  Init +2; Senses low-light vision; Perception +2
  DEFENSE
  AC 18, touch 14, flat-footed 15 (+3 armor, +2 Dex, +1 dodge, +1 shield, 
  +1 size)
  hp 21 (2d10+6)
  Fort +5, Ref +2, Will +0; +2 vs. illusions, +1 vs. fear 
  Defensive Abilities bravery +1, defensive training (+4 dodge bonus 
  to AC vs. giants)
  OFFENSE	
  Speed 20 ft.
  Melee mwk rapier +6 (1d4+1/18–20) or
  dagger +5 (1d3+1/18–20)
  Ranged composite longbow +5 (1d6+1/×3)
  Special Attacks +1 on attack rolls against goblinoid and  
  reptilian humanoids
  TACTICS
  During Combat The fighter shifts to maintain an 
  advantageous position. If facing a similarly 
  mobile foe, she resorts to her 
  tanglefoot bag.
  STATISTICS
  Str 12, Dex 15, Con 14, 
  Int 13, Wis 10, Cha 10
  Base Atk +2; CMB +2; CMD 15
  Feats Dodge, Mobility, Weapon Finesse
  Skills Acrobatics +3 (–1 when jumping), 
  Intimidate +4, Knowledge (nobility) +2, 
  Perception +2, Stealth +7 
  Languages Common, Gnome, 
  Halfling, Sylvan
  Combat Gear tanglefoot bag; 
  Other Gear studded leather, 
  masterwork buckler, composite 
  longbow with 20 arrows, 
  dagger, masterwork rapier, 
  wineskin, 16 gp
  These small, quick warriors 
  are also clever and brave. They 
  know when to strike fast and 
  hard—and when to run.
  TALA 
  HANKELTHORN
  Tala considers her size 
  more an asset than a 
  liability. She knows most 
  enemies underestimate 
  her skills, and takes full advantage. 
  Init +2; Senses Perception +2
  DEFENSE
  AC 20, touch 12, flat-footed 18 (+6 armor, +2 Dex, +2 shield)
  hp 14 (1d10+4)
  Fort +3, Ref +2, Will +3
  OFFENSE
  Speed 30 ft.
  Melee longsword +4 (1d8+3/19–20) or 
  cold iron dagger +4 (1d4+3/19–20)
  Ranged heavy crossbow +3 (1d10/19–20)
  TACTICS
  During Combat The fighter fires his 
  crossbow, then readies his sword and 
  shield. He saves his alchemist’s fire 
  for foes he can’t harm or can’t hit with 
  his sword.
  STATISTICS
  Str 17, Dex 14, Con 12, Int 8, Wis 13, Cha 10
  Base Atk +1; CMB +4; CMD 16
  Feats Iron Will, Power Attack, Toughness
  Skills Heal +2, Perception +2, Survival +5
  Languages Common
  Combat Gear potion of 
  cure light wounds, 
  alchemist’s fire, holy 
  water, oil (2), healer’s kit 
  (2 uses remaining); Other 
  Gear breastplate, heavy 
  wooden shield, cold iron dagger, 
  heavy crossbow with 20 bolts, longsword, 
  bedroll, tindertwigs (2), whetstone, 
  wooden holy symbol, 3 gp
  Some mercenaries believe their 
  survival has less to do with 
  skill and more to do with their 
  ability to gain the gods’ favor.
  CORWYN KLAS
  When between jobs, Corwyn 
  faithfully maintains his clothes, 
  armor, and weapons, but once 
  hired, he stops keeping up his 
  appearance 
  and 
  grows 
  more 
  disheveled as the days pass.
  Corwyn fears the supernatural, and 
  keeps a holy symbol with him at all times. He 
  blows his wages on worthless talismans sold with 
  promises to work against fiends and spirits. 
  SUPERSTITIOUS MERCENARY
  CR 1/2
  HUMAN FIGHTER 1
  XP 200
  Medium humanoid (human)
  N
  DARING BRAVO
  CR 1
  GNOME FIGHTER 2
  XP 400
  Small humanoid (gnome)
  CN
  8080
  
  Init +4; Senses Perception +6
  DEFENSE
  AC 20, touch 15, flat-footed 16 (+5 armor, +4 Dex, +1 size)
  hp 30 (4d10+4)
  Fort +6, Ref +6, Will +2; +3 vs. fear 
  Defensive Abilities bravery +1
  OFFENSE
  Speed 20 ft.
  Melee mwk dagger +9 (1d3+3/19–20), mwk dagger +9 (1d3+2/19–20)
  Ranged dagger +10 (1d3+3/19–20)
  TACTICS
  During Combat The fighter hurls daggers until her foes close with her. 
  In melee, she fights defensively (and gains a +3 dodge bonus from 
  her ranks in Acrobatics). She keeps her feather token in reserve for 
  dangerous spellcasters or when battle turns against her.
  STATISTICS
  Str 12, Dex 18, Con 12, Int 13, Wis 10, Cha 10
  Base Atk +4; CMB +4; CMD 18
  Feats Deadly Aim, Two-Weapon Fighting, Weapon 
  Finesse, Weapon Focus (dagger), 
  Weapon Specialization (dagger)
  Skills Acrobatics +10 (+6 when 
  jumping), Bluff +4, Climb +3, 
  Perception +6, Sleight of Hand +5, 
  Stealth +11
  Languages Common, Goblin, Halfling
  SQ armor training 1
  Combat Gear 
  feather token 
  (whip), flask 
  of acid; Other 
  Gear +1 chain 
  shirt, daggers (6),  
  masterwork daggers (2), 
  24 gp
  Small, sly, and seemingly 
  innocuous, evil halflings make 
  perfect murderers. 
  LISANNE JELANSIL 
  At first, Lisanne saved her murderous 
  attentions for those who slighted her 
  in some small fashion. Now, she revels 
  in death for death’s sake rather than 
  for vengeance only. Her reputation 
  has grown with her crimes, and she 
  increasingly plies her skills for pay as 
  well as pleasure.
  Init +5; Senses darkvision 60 ft.; Perception –1
  DEFENSE
  AC 17, touch 11, flat-footed 16 (+6 armor)
  hp 30 (3d10+9) 
  Fort +5, Ref +2, Will +2; +1 vs. fear 
  Defensive Abilities bravery +1, orc ferocity
  OFFENSE
  Speed 30 ft.
  Melee mwk greataxe +7 (1d12+4/×3) or
  sap +6 (1d6+3 nonlethal)
  Ranged javelin +4 (1d6+3)
  TACTICS
  During Combat The fighter opens with an Intimidate check to 
  demoralize the nearest enemy, 
  then wades in with his axe 
  using Cleave when possible. 
  STATISTICS
  Str 17, Dex 12, Con 14, Int 10, Wis 8, 
  Cha 13
  Base Atk +3; CMB +6; CMD 17
  Feats Cleave, Improved Initiative, Iron Will, 
  Power Attack
  Skills Climb +5, Intimidate +9, Survival +3, 
  Swim +5
  Languages Common, Orc
  SQ armor training 1, orc blood, 
  weapon familiarity
  Combat Gear potion of bull’s 
  strength, potion of cure 
  moderate wounds, 
  potion of enlarge 
  person (CL 3rd); Other 
  Gear masterwork 
  breastplate, javelins (4), 
  masterwork greataxe, sap, 
  sack, gold necklace (worth 
  100 gp), 124 gp
  Brigands are hard as nails and 
  always look out for themselves first. 
  RORN THE BLACK
  Rorn has made a good living as a 
  bandit, but the same can’t be said 
  for his allies. Sometimes he runs out 
  on them when their luck turns bad, 
  sometimes he’s the only survivor, 
  and sometimes he cuts down his 
  own allies to claim all the loot. 
  TRAITOROUS BRIGAND
  CR 2
  HALF-ORC FIGHTER 3
  XP 600
  Medium humanoid (human, orc)
  NE
  MURDEROUS HALFLING
  CR 3
  HALFLING FIGHTER 4
  XP 800
  Small humanoid (halfling)
  CE
  8181
  CR
  CORE CLASSES
  FIGHTERS
  1/2
  1
  2
  3
  
  Init –1; Senses low-light vision; Perception +3
  DEFENSE
  AC 20, touch 9, flat-footed 20 (+9 armor, –1 Dex, +2 shield)
  hp 61 (6d10+24)
  Fort +8, Ref +1, Will +3; +2 vs. enchantments, +2 vs. fear 
  Defensive Abilities bravery +2; Immune sleep
  OFFENSE
  Speed 20 ft.
  Melee +1 warhammer +12/+7 (1d8+7/×3)
  Ranged warhammer +8 (1d8+6/×3)
  Special Attacks weapon training (hammers +1)
  TACTICS
  During Combat The fighter stands and deals mighty blows until her 
  foes drop or she dies on her feet.
  STATISTICS
  Str 16, Dex 8, Con 16, Int 13, Wis 12, Cha 10
  Base Atk +6; CMB +9; CMD 18
  Feats Diehard, Endurance, Master Craftsman, Skill Focus 
  (Craft [weapons]), Throw Anything, Vital Strike, Weapon Focus 
  (warhammer), Weapon Specialization (warhammer)
  Skills Appraise +7, Craft (armor) +10, Craft (weapons) +17, 
  Perception +3
  Languages Common, Dwarven, Elven
  SQ armor training 1, elf blood
  Combat Gear potion of cure 
  moderate wounds, potions of 
  endure elements (2); Other 
  Gear masterwork full plate, 
  masterwork heavy steel shield, +1 
  warhammer, warhammers (2),  
  masterwork artisan’s tools, 
  waterskin, 43 gp
  Smiths who craft 
  weapons may also be 
  skilled in their use.
  VIKA 
  BELISKAR
  Apprenticed to a  
  blacksmith in her  
  youth, Vika quit  
  the trade to take  
  up a new life as an 
  adventurer. After a cache 
  of tomes taught her how to mix 
  magic with the forging of steel, 
  she found herself drawn back to 
  her old calling. 
  CAUTIOUS ARCHER
  CR 4
  ELF FIGHTER 5
  XP 1,200
  Medium humanoid (elf)
  CN
  ADVENTURING BLACKSMITH
  CR 5
  HALF-ELF FIGHTER 6
  XP 1,600
  Medium humanoid (elf, human)
  LN
  Init +4; Senses low-light vision; Perception +6
  DEFENSE
  AC 20, touch 14, flat-footed 16 (+6 armor, +4 Dex)
  hp 47 (5d10+15)
  Fort +7, Ref +6, Will +1; +2 vs. enchantments, +1 vs. fear 
  Defensive Abilities bravery +1; Immune sleep
  OFFENSE
  Speed 30 ft.
  Melee mwk elven curve blade +8 (1d10+3/18–20)
  Ranged mwk composite longbow +10/+10 (1d8+5/×3)
  Special Attacks weapon training (bows +1)
  TACTICS
  Before Combat The fighter drinks his potion of bear’s endurance and 
  finds a prime location for an ambush.
  During Combat The fighter keeps his distance and fights 
  at range, sending his dog to harry foes that approach.
  Base Statistics Without bear’s endurance, the 
  fighter’s statistics are hp 37; Fort +5; Con +10.
  STATISTICS
  Str 14, Dex 18, Con 14, Int 15, Wis 8, Cha 10
  Base Atk +5; CMB +7; CMD 21
  Feats Deadly Aim, Point-Blank Shot, Precise Shot, 
  Rapid Shot, Weapon Focus (composite longbow), 
  Weapon Specialization (composite longbow)
  Skills Climb +5, Craft (bows) +8, Handle 
  Animal +8, Perception +6, Stealth +6, 
  Survival +3, Swim +5
  Languages Common, Elven, Gnome, Orc
  SQ armor training 1, elven magic, 
  weapon familiarity
  Combat Gear +1 arrows (5), potion of 
  bear’s endurance, potion of cure moderate 
  wound, alchemical silver arrows (5), cold 
  iron arrows (5); Other Gear masterwork 
  breastplate, masterwork composite 
  longbow (+2 Str) with 35 arrows, 
  masterwork elven curve blade, cloak of 
  resistance +1, masterwork artisan’s tools, 
  riding dog, 67 gp
  Cautious archers are adept at hit-and-
  run tactics and ambushes.
  DANATHEL YESSILLION
  Danathel prefers to fight from 
  afar. He counts on brutes to hold 
  the line while he picks and 
  chooses targets from a 
  safe perch up in a tree.
  8282
  
  Init +3; Senses low-light vision; Perception +10
  DEFENSE
  AC 23, touch 17, flat-footed 20 (+6 armor, +3 deflection, +3 Dex, +1 size)
  hp 76 (8d10+28)
  Fort +9, Ref +5, Will +4; +2 vs. illusions, +2 vs. fear
  Defensive Abilities bravery +2, defensive training (+4 dodge bonus 
  to AC vs. giants)
  OFFENSE
  Speed 25 ft.
  Melee mwk glaive +10/+5 (1d8/×3) or
  short sword +9/+4 (1d4/19–20)
  Ranged mwk light crossbow +13/+13/+8 (1d6+3/17–20) or
  mwk light crossbow with +1 frost bolts +13/+13/+8 (1d6+4+1d6 
  cold/17–20)
  Space 5 ft.; Reach 5 ft. (10 ft. with glaive)
  Special Attacks +1 on attack rolls against goblinoid and reptilian 
  humanoids, weapon training (crossbows +1)
  Gnome Spell-Like Abilities (CL 8th; concentration +9)
  1/day—dancing lights, ghost sound (DC 11), prestidigitation, 
  speak with animals
  TACTICS
  Before Combat The fighter drinks her potion of 
  shield of faith.
  During Combat The fighter drinks her potion of 
  haste and launches full attacks with screaming bolts.
  Base Statistics Without shield of faith, the fighter’s 
  statistics are AC 20, touch 14, flat-footed 17; CMD 20.
  STATISTICS
  Str 10, Dex 16, Con 16, Int 8, Wis 14, Cha 12
  Base Atk +8; CMB +7; CMD 23
  Feats Deadly Aim, Fleet, Improved Critical 
  (light crossbow), Point-Blank Shot, Precise 
  Shot, Rapid Reload, Rapid Shot, Weapon 
  Focus (light crossbow), Weapon Specialization 
  (light crossbow)
  Skills Perception +10, Profession (soldier) 
  +8, Sense Motive +7
  SPELL HUNTER
  CR 6
  DWARF FIGHTER 7
  XP 2,400
  Medium humanoid (dwarf)
  LE
  FASTIDIOUS SHARPSHOOTER
  CR 7
  GNOME FIGHTER 8
  XP 3,200
  Small humanoid (gnome)
  NE
  Init +2; Senses Perception +5
  DEFENSE
  AC 22, touch 12, flat-footed 20 (+10 armor, +2 Dex)
  hp 64 (7d10+21)
  Fort +9, Ref +5, Will +5; +2 vs. poison, spells, and spell-like abilities; 
  +2 vs. fear
  Defensive Abilities bravery +2, defensive training (+4 dodge bonus 
  to AC vs. giants)
  OFFENSE
  Speed 20 ft.
  Melee mwk cold iron dwarven waraxe +14/+9 (1d10+9/×3)
  Ranged mwk throwing axe +11 (1d6+5) or
  mwk light crossbow +10 (1d8/19–20)
  Special Attacks +1 on attack rolls against goblinoid and orc 
  humanoids, weapon training (axes +1)
  TACTICS
  Before Combat The fighter drinks her potion of bull’s strength.
  During Combat When fighting with a group, the fighter uses bull 
  rush to grant attacks of opportunity to her allies. She uses the 
  combination of Step Up and Disruptive to interrupt spellcasting.
  Base Statistics Without bull’s strength, the fighter’s statistics are 
  Melee mwk cold iron dwarven waraxe +12/+7 (1d10+6/×3); 
  Ranged mwk throwing axe +11 (1d6+3); Str 15; CMB +9 (+13 
  bull rush); CMD 21 (27 vs. bull rush, 25 vs. trip); Skills Climb +8.
  STATISTICS
  Str 19, Dex 14, Con 16, Int 10, Wis 14, Cha 6
  Base Atk +7; CMB +12 (+16 bull rush); CMD 23 (29 vs. bull 
  rush, 27 vs. trip)
  Feats Blind-Fight, Disruptive, Greater Bull Rush, Improved 
  Bull Rush, Power Attack, Step Up, Weapon Focus 
  (dwarven waraxe), Weapon 
  Specialization (dwarven 
  waraxe)
  Skills Climb +10, Intimidate +8, 
  Perception +5 (+7 to notice unusual 
  stonework), Survival +10
  Languages Common, Dwarven
  SQ armor training 2
  Combat Gear oil of magic weapon (2), potion of aid, potion 
  of bull’s strength, potions of cure moderate wounds (2); 
  Other Gear +1 full plate, masterwork 
  cold iron dwarven waraxe, 
  masterwork light crossbow with 20 
  bolts, masterwork throwing axe, 
  cloak of resistance +1, 46 gp
  Spell hunters specialize in locking 
  down and then murdering enemy 
  spellcasters.
  Languages Common, Gnome, Sylvan
  SQ armor training 2
  Combat Gear +1 frost bolts (8), potion of haste, potion of 
  shield of faith (CL 7th), screaming bolts (2); Other Gear 
  mithral breastplate, masterwork glaive, masterwork 
  light crossbow with 40 bolts, short 
  sword, sunrods (2), 27 gp
  8383
  CR
  CORE CLASSES
  FIGHTERS
  4
  5
  6
  7
  
  Init +5; Senses Perception +5
  DEFENSE
  AC 22, touch 16, flat-footed 17 (+6 armor, +5 Dex, +1 size)
  hp 72 (9d10+18)
  Fort +11, Ref +11, Will +9; +4 vs. fear
  Defensive Abilities bravery +2
  OFFENSE
  Speed 20 ft.
  Melee +1 halfling sling staff +18/+13 (1d4+9/19–20) or
  short sword +14/+9 (1d4+4/19–20)
  Ranged +1 halfling sling staff +22 (1d6+8/19–20/×3)
  Special Attacks weapon training (thrown +2, light blades +1)
  TACTICS
  Before Combat The fighter drinks his potions of bull’s strength 
  and heroism.
  During Combat If fighting elves, the fighter stays back from the 
  fight, wielding his sling staff until he’s out of elf-bane bullets. 
  Otherwise, he rides into the fray, bashing foes and hurling bullets 
  with his sling staff while using Deadly Aim and Vital Strike.
  Base Statistics Without bull’s strength and heroism, the fighter’s 
  statistics are Senses Perception +3; Fort +9, Ref +9, Will +7; Melee 
  +1 halfling sling staff +14/+9 (1d4+6/19–20) or short sword +12/+7 
  (1d4+2/19–20); Ranged +1 halfling sling staff +20 (1d6+6/ 
  19–20/×3); Str 12; CMB +9; CMD 24; Skills Acrobatics +5 (+1 when 
  jumping), Climb +1, Perception +3, Ride +15, Survival +13.
  STATISTICS
  Str 16, Dex 20, Con 14, Int 8, Wis 12, Cha 12
  Base Atk +9; CMB +13; CMD 26
  Feats Deadly Aim, Greater Weapon Focus (halfling sling staff), 
  Improved Critical (halfling sling staff), Iron Will, Mounted 
  Combat, Point-Blank Shot, Precise Shot, Vital Strike, Weapon 
  Focus (halfling sling staff), Weapon Specialization (halfling 
  sling staff)
  Skills Acrobatics +7 (+3 when jumping), Climb +5, 
  Perception +5, Ride +17, Survival +15
  Languages Common, Halfling
  SQ armor training 2
  Combat Gear +1 elf-bane bullets (5), potion of bull’s 
  strength, potion of cure moderate wounds, potion 
  of heroism, potion of invisibility; Other Gear 
  breastplate, +1 halfling sling staff with 20 bullets, 
  short sword, belt of incredible dexterity +2, brooch of 
  shielding (35 points of damage remaining), bit and bridle, 
  masterwork studded leather barding, military saddle, riding 
  dog, saddlebags, 161 gp
  Halfling slingers often patrol the areas surrounding 
  halfling settlements. Sometimes they hire themselves 
  out as scouts and skirmishers.
  TOMIN BLANDERBASS
  The wanderer’s life suits Tomin just fine. He roams from 
  town to town looking for mercenary work, and is more 
  than happy to take gold from anyone who offers. Tomin 
  doesn’t really care about right or wrong, just about getting 
  paid. He’s as likely to guard a caravan as to rob one. He 
  draws the line at hurting those who won’t fight back, 
  believing that’s what separates him from a petty thug.
  When he first started adventuring, Tomin and his 
  companions ran afoul of a band of elves on the hunt for 
  bandits. The elves ran down and slew Tomin’s companions 
  one by one, then left him tied up and dangling from a 
  tree as a warning for others. That humiliation still burns 
  in Tomin’s belly, and he fears and detests elves to this day.
  Combat Encounters: Tomin targets enemy elves first, 
  and often refuses to treat with allies who have elves 
  within their midst.
  Roleplaying Suggestions: Tomin is not shy when 
  looking for work—or when he wants to pick a fight with 
  an elf.
  HALFLING SLINGER
  CR 8
  HALFLING FIGHTER 9
  XP 4,800
  Small humanoid (halfling)
  N
  8484
  
  Init +2; Senses low-light vision; Perception +15
  DEFENSE
  AC 22, touch 12, flat-footed 20 (+7 armor, +2 Dex, +3 shield)
  hp 94 (10d10+35)
  Fort +11, Ref +7, Will +6; +2 vs. enchantments, +3 vs. fear
  Defensive Abilities bravery +3; Immune sleep
  OFFENSE
  Speed 30 ft.
  Melee mwk lance +18/+13 (1d8+4/×3) or
  flail +14/+9 (1d8+2)
  Ranged mwk composite longbow +16/+11 (1d8+3/×3)
  Space 5 ft.; Reach 5 ft. (10 ft. with lance)
  Special Attacks weapon training (spears +2, bows +1)
  TACTICS
  Before Combat Well in advance of battle, 
  the fighter activates her bronze griffon 
  and saddles and armors it. Before the 
  fighting starts, she mounts her griffon, takes 
  to the air, and quaffs her potion of heroism.
  During Combat The fighter flies above the 
  battlefield taking passes with her lance, 
  never flying lower than 10 feet above the 
  ground. If outmatched 
  in melee, she retreats 
  to higher altitude and 
  uses her bow. A griffon 
  rider loves to unseat 
  other mounted combatants, 
  particularly if they’re flying. 
  She keeps a plentiful supply 
  of alchemist’s fire in case any 
  flammable targets present themselves.
  Base Statistics Without heroism, the fighter’s 
  statistics are Senses Perception +13; Fort +9, Ref +5, 
  Will +4; Melee mwk lance +16/+11 (1d8+4/×3) or flail 
  +12/+7 (1d8+2); Ranged mwk composite longbow +14/+9 
  (1d8+3/×3); CMB +12; Skills Handle Animal +8, Perception +13, 
  Ride +17.
  STATISTICS
  Str 15, Dex 14, Con 14, Int 10, Wis 13, Cha 10
  Base Atk +10; CMB +14; CMD 24
  Feats Combat Reflexes, Improved Bull Rush, Mounted Combat, 
  Power Attack, Ride-By Attack, Shield Focus, Skill Focus 
  (Ride), Spirited Charge, Toughness, Unseat, Weapon 
  Focus (lance)
  Skills Handle Animal +10, Perception +15, Ride +19
  Languages Common, Elven
  SQ armor training 2, elven magic, weapon familiarity
  Combat Gear potions of cure light wounds (2), 
  potion of heroism, alchemist’s fire (5); Other Gear masterwork 
  banded mail, masterwork heavy steel shield, masterwork lance, 
  masterwork composite longbow (Str +2) with 20 arrows, figurine 
  of wondrous power (bronze griffon), bit and bridle, exotic military 
  saddle, masterwork studded leather barding, 47 gp
  Griffon riders patrol the skies around remote elven 
  enclaves. Rare individuals serve powerful spellcasters or 
  serve as mercenary shock troops.
  JALYNEL MASATHAL
  Always something of an outcast among other elves, 
  Jalynel felt closer to her loyal griffon mount than to any 
  of her fellow elven knights. When her mount perished in 
  battle against a flock of perytons, Jalynel was devastated. 
  Once she recovered from her own wounds, she deserted 
  her unit and indentured herself to a powerful wizard. 
  In exchange, he crafted for her a bronze figurine in the 
  very image of her beloved griffon. Twice per week, she 
  can place it on the ground and bring it life. Jalynel 
  believes her companion’s soul dwells within the 
  figurine’s cold bronze. She rests easy knowing a 
  lethal wound now only turns her mount back to 
  bronze, to be brought to life again another day.
  Jalynel spends most of her time following 
  orders from her wizard master. During her 
  rare breaks from his service, she hires out 
  as a scout and aerial cavalry. On occasion, 
  she throws in with adventuring bands in 
  hopes of finding good treasure that will 
  appeal to her wizard master and allow her 
  to pay off her debt quickly.
  Combat Encounters: Jalynel 
  is usually found protecting the 
  domain of her wizard master, or 
  amid an group of adventurers 
  seeking magical treasure. She 
  avoids traveling into dungeons 
  or caverns if possible, preferring 
  to be in open spaces where she can 
  activate her figurine of wondrous power 
  and fight from the air.
  Roleplaying Suggestions: Jalynel 
  approaches adventurers to form 
  a group to go after valuable 
  treasures, particularly those 
  with magical substances or 
  items she can return to 
  her master.
  GRIFFON RIDER
  CR 9
  ELF FIGHTER 10
  XP 6,400
  Medium humanoid (elf)
  LN
  8585
  CR
  8
  9
  CORE CLASSES
  FIGHTERS
  
  Init +6; Senses Perception +0
  DEFENSE
  AC 25, touch 16, flat-footed 19 (+7 armor, +6 Dex, +2 natural)
  hp 98 (11d10+33)
  Fort +10, Ref +10, Will +6; +3 vs. fear
  Defensive Abilities bravery +3
  OFFENSE
  Speed 30 ft., climb 20 ft.
  Melee +1 rapier +19/+14/+9 (1d6+8/15–20), mwk dagger +18/+13 
  (1d4+5/19–20)
  Ranged dagger +19 (1d4+5/19–20) or
  mwk composite longbow +19/+14/+9 (1d8+2/×3)
  Special Attacks weapon training (light blades +2, bows +1)
  TACTICS
  Before Combat The fighter drinks her potions of bull’s strength, 
  cat’s grace, and barkskin. If she’s planning betrayal, a scheming 
  fencer doesn’t down her potions until just before her treachery.
  During Combat The fighter uses Combat Expertise, hoping to 
  wear her foes down. Every few rounds, she makes a disarm 
  attempt with one of her attacks. She likes to gain a height 
  advantage using her slippers of spider climbing.
  Base Statistics Without bull’s strength, cat’s grace, and 
  barkskin, the fighter’s statistics are Init +4; AC 21, 
  touch 14, flat-footed 17; Ref +8; Melee +1 rapier 
  +17/+12/+7 (1d6+6/15–20), mwk dagger +16/+11 
  (1d4+3/19–20); Ranged dagger +17 (1d4+3/19–
  20) or mwk composite longbow +17/+12/+7 
  (1d8+2/×3); Str 12, Dex 19; CMB +12 (+14 disarm); 
  CMD 26 (28 vs. disarm); Skills Acrobatics +15, 
  Climb +13.
  STATISTICS
  Str 16, Dex 23, Con 14, Int 13, Wis 10, Cha 8
  Base Atk +11; CMB +14 (+16 disarm); CMD 
  30 (+32 vs. disarm)
  Feats Combat Expertise, Critical Focus, 
  Double Slice, Improved Critical (rapier), 
  Improved Disarm, Improved Two-
  Weapon Fighting, Iron Will, Sickening 
  Critical, Two-Weapon Fighting, Two-
  Weapon Rend, Weapon Finesse, 
  Weapon Focus (rapier), Weapon 
  Specialization (rapier)
  Skills Acrobatics +17, Bluff +10, Climb +15, 
  Knowledge (local) +5, Perform (sing) +5, Sense 
  Motive +9
  Languages Common, Elven
  SQ armor training 3
  Combat Gear potion of barkskin, potion of bull’s 
  strength, potion of cat’s grace, potions of cure 
  moderate wounds (2), potions of protection from good (CL 2nd) (2),  
  silversheen; Other Gear +1 breastplate, +1 rapier, daggers (3),  
  masterwork composite longbow (+1 Str) with 20 arrows, 
  masterwork dagger, belt of incredible dexterity +2, cloak of 
  resistance +1, slippers of spider climbing, 121 gp
  Cosmopolitan patrons hire scheming fencers as either 
  bodyguards or enforcers. Groups of these warriors can 
  also serve as soldiers, guards, and protectors.
  ERALIN LISINAR
  Sadistic and manipulative, Eralin prefers a long, drawn 
  out battle over a clean and efficient kill. She deals death 
  in nicks and cuts and twists of her blades. Never one for a 
  fair fight, she deliberately seeks out opponents who can’t 
  match her skill.
  SCHEMING FENCER
  CR 10
  HUMAN FIGHTER 11
  XP 9,600
  Medium humanoid (human)
  CE
  8686
  
  Init +3; Senses Perception +12
  DEFENSE
  AC 24, touch 14, flat-footed 20 (+10 armor, +3 Dex, +1 dodge)
  hp 134 (12d10+64)
  Fort +14, Ref +8, Will +7; +2 vs. poison, spells, and spell-like abilities; 
  +3 vs. fear
  Defensive Abilities bravery +3, defensive training (+4 dodge bonus 
  to AC vs. giants)
  OFFENSE
  Speed 30 ft.
  Melee +1 adamantine guisarme +21/+16/+11 (2d4+9/×3) or
  masterwork spiked gauntlet +17/+12/+7 (1d4+5)
  Ranged javelin +15 (1d6+6)
  Space 5 ft.; Reach 5 ft. (10 ft. with guisarme)
  Special Attacks +1 on attack rolls against goblinoid and orc 
  humanoids, weapon training (polearms +2, thrown +1)
  TACTICS
  Before Combat The fighter drinks his potions of bear’s 
  endurance and cat’s grace, plus his potion of enlarge person 
  if he has time.
  During Combat The fighter gets many foes within 
  reach, then makes a Whirlwind Attack to hit 
  them all, using Lunge if he can get a few more. 
  He tries to sunder shields to get a free attack 
  with Greater Sunder.
  Base Statistics Without bear’s endurance and cat’s grace, 
  the fighter’s statistics are Init +0; AC 22, touch 12, flat-
  footed 20; hp 110; Fort +12, Ref +6; Ranged javelin +13 
  (1d6+5); Dex 13, Con 16; CMB +16 (+20 sunder); CMD 28 
  (32 vs. bull rush, sunder, or trip); Skills Acrobatics +0 
  (+5 when jumping).
  STATISTICS
  Str 19, Dex 17, Con 20, Int 13, Wis 10, Cha 8
  Base Atk +12; CMB +16 (+20 sunder); CMD 30 (34 vs. bull 
  rush, sunder, or trip)
  Feats Combat Expertise, Combat Reflexes, Dodge, 
  Greater Sunder, Greater Weapon Focus (guisarme), 
  Improved Sunder, Iron Will, Lunge, Mobility, 
  Power Attack, Weapon Focus (guisarme), Weapon 
  Specialization (guisarme), Whirlwind Attack
  Skills Acrobatics +2 (+7 when jumping), Intimidate +14, 
  Knowledge (dungeoneering) +15, Perception +12 (+14 to 
  notice unusual stonework), Survival +11
  Languages Common, Dwarven, Terran
  SQ armor training 3
  Combat Gear potion of bear’s endurance, potion of cat’s grace, 
  potion of cure serious wounds, potions of enlarge person  
  (2, CL 5th), potion of shield of faith (CL 7th); Other Gear +1 full 
  plate, +1 adamantine guisarme, javelins (6), masterwork spiked 
  gauntlet, belt of giant strength +2, boots of striding and springing, 
  cloak of resistance +1, portable ram, whetstone, 69 gp
  These warriors serve as shock troops, wading through 
  enemy forces and sundering their weapons and armor.
  ROGAR TALGAST
  At a young age, Rogar left his clan to seek his fortune in 
  the world. Quite tall for a dwarf, he found that in the wider 
  world he missed the respect other dwarves gave him for 
  his size. He befriended an alchemist who supplies him 
  with enlarge person potions, and adapted his fighting style 
  to match. Rogar prefers military duty when he can find 
  it, especially if he can be in a small, elite squad. He’s not 
  picky about causes, but prefers to be well-supported by 
  spellcasters. He offers quarter to defeated foes, insisting 
  there’s no shame in being beaten by a dwarf.
  Combat Encounters: Rogar leads a group of warriors 
  and spellcasters, attacking the enemies of his employer.
  Roleplaying Suggestions: When low on potions of enlarge 
  person, Rogar seeks out spellcasters willing to brew such 
  potions in great number for a reduced price.
  SHIELDBREAKER
  CR 11
  DWARF FIGHTER 12
  XP 12,800
  Medium humanoid (dwarf)
  LN
  8787
  CR
  CORE CLASSES
  FIGHTERS
  10
  11
  
  Init +2; Senses darkvision 60 ft.; Perception +1
  DEFENSE
  AC 27, touch 12, flat-footed 25 (+10 armor, +2 Dex, +5 shield)
  hp 141 (13d10+65)
  Fort +15, Ref +9, Will +8; +3 vs. fear
  Defensive Abilities bravery +3, orc ferocity
  OFFENSE
  Speed 30 ft.
  Melee +1 vicious flail +20/+15/+10 (1d8+10/19–20 plus 2d6), lion’s 
  shield +23 (1d4+6 plus bull rush attempt) or
  +1 vicious flail +24/+19/+14 (1d8+10/19–20 plus 2d6)
  Ranged mwk throwing axe +19 (1d6+5)
  Special Attacks lion’s shield bite (free action, 3/day, +13/+8/+3, 2d6 
  damage), weapon training (heavy flails +3, close +2, thrown +1)
  TACTICS
  Before Combat The fighter drinks her potions of bear’s endurance 
  and heroism.
  During Combat Using the free bull rush from her shield bash attack, 
  the fighter pushes her foes around the battlefield, forcing 
  them back until they’re pressed against an obstacle, 
  then bull rushes again to knock them prone. She 
  saves her shield’s bite attack for prone enemies 
  and other easy targets.
  Base Statistics Without bear’s endurance and 
  heroism, the fighter’s statistics are Senses 
  Perception –1; hp 115; Fort +11, Ref +7,  
  Will +6; Melee +1 vicious flail 
  +18/+13/+8 (1d8+10/19–20 plus 2d6), 
  lion’s shield +21 (1d4+6 plus bull 
  rush attempt) or +1 vicious flail 
  +22/+17/+2 (1d8+10/19–20 plus 
  2d6); Ranged mwk throwing 
  axe +17 (1d6+5); Con 14;  
  CMB +17; Skills Intimidate +19, 
  Sense Motive +12.
  STATISTICS
  Str 18, Dex 15, Con 18, Int 10, 
  Wis 8, Cha 12
  Base Atk +13; CMB +19; CMD 29
  Feats Critical Focus, Disruptive, 
  Improved Critical (flail), Improved 
  Shield Bash, Iron Will, Shield Focus, Shield 
  Master, Shield Slam, Spellbreaker, Staggering 
  Critical, Step Up, Two-Weapon Fighting, Weapon 
  Focus (flail), Weapon Specialization (flail)
  Skills Intimidate +21, Sense Motive +14
  Languages Common, Orc
  SQ armor training 3, orc blood, weapon familiarity
  Combat Gear potion of bear’s endurance, 
  potion of cure moderate wounds, potion of heroism; Other Gear 
  +1 full plate, lion’s shield, +1 vicious flail, masterwork throwing 
  axe, throwing axes (2), belt of giant strength +2, cloak of 
  resistance +1, 198 gp
  Serving as a leader to orcs, half-orcs, or other barbaric 
  forces, the brutal warlord uses her martial control to 
  shape the battlefield.
  LIVIA COLDHEART
  Livia was born and raised in human society. Mocked and 
  tormented for her bestial appearance, she grew to resent 
  her human blood and the intolerant society it represented. 
  As an adult, she met her first orcs only to find they too 
  saw her as sullied by her half-breed heritage. But there 
  was a difference: When she kicked in humans’ teeth, they 
  called her a monster. When she bashed in orcs’ skulls, the 
  rest cheered her on.
  Livia roams the outskirts of orc lands, melding small 
  tribes into her larger band through raw force and primal 
  magnetism. She handpicks her lieutenants from the 
  most disciplined orcs, and has slowly 
  transformed her horde from 
  a disorganized rabble 
  into a semblance 
  of an disciplined 
  army. She dreams 
  that, in time, she 
  will rule an empire 
  of orcs and half-orcs.
  BRUTAL WARLORD
  CR 12
  HALF-ORC FIGHTER 13
  XP 19,200
  Medium humanoid (human, orc)
  LE
  8888
  
  Init +6; Senses Perception +3
  DEFENSE
  AC 22, touch 14, flat-footed 19 (+7 armor, +2 Dex, +1 dodge, +1 natural, 
  +1 size)
  hp 123 (14d10+42)
  Fort +16, Ref +13, Will +10; +6 vs. fear
  Defensive Abilities bravery +4; DR 2/—
  OFFENSE
  Speed 20 ft., fly 60 ft. (good)
  Melee +1 bastard sword +26/+21/+16 (1d8+10/19–20)
  Special Attacks weapon training (heavy blades +3, light blades +2, 
  thrown +1)
  TACTICS
  Before Combat The fighter uses her scrolls of bear’s endurance, 
  bull’s strength, fly, and heroism.
  During Combat The fighter uses scorching ray and lightning bolt to 
  soften up targets, then moves in with her bastard sword, using 
  her first attack to disarm. If facing a spellcaster, she uses a scroll of 
  silence. If she disarms a particularly powerful weapon, she spends 
  a round picking it up and stuffing it in her handy haversack.
  Base Statistics Without bear’s endurance, bull’s strength, and 
  heroism, the fighter’s statistics are Senses Perception +1; hp 95; 
  Fort +12, Ref +11, Will +8; Speed 20 ft.; Melee +1 bastard sword 
  +22/+17/+12 (1d8+8/19–20); Str 15, Con 10; CMB +15 (+19 disarm); 
  CMD 28 (+30 vs. disarm); Skills Acrobatics +18 (+14 when jumping), 
  Bluff +17, Climb +4, Fly +6, Knowledge (arcana) +14, Perception +1, 
  Spellcraft +16, Use Magic Device +23.
  STATISTICS
  Str 19, Dex 14, Con 14, Int 14, Wis 8, Cha 16
  Base Atk +14; CMB +19 (+23 disarm); CMD 32 (+34 vs. disarm)
  Feats Combat Expertise, Dodge, Exotic Weapon Proficiency (bastard 
  sword), Greater Disarm, Improved Disarm, Improved Initiative, 
  Iron Will, Lightning Reflexes, Mobility, Penetrating Strike, Skill 
  Focus (Use Magic Device), Strike Back, Toughness, Weapon Focus 
  (bastard sword), Weapon Specialization (bastard sword)
  Skills Acrobatics +20 (+16 when jumping), Bluff +19, Climb +8, Fly +12, 
  Knowledge (arcana) +16, Perception +3, Spellcraft +18, Use Magic 
  Device +25
  Languages Common, Elven, Goblin, Halfling
  SQ armor training 3
  Combat Gear potion of cure moderate wounds, scrolls of bear’s 
  endurance (2), scrolls of bull’s strength (2), scroll of cure serious 
  wounds (arcane, CL 7th), scroll of dimension door, scroll of fly (CL 8th),  
  scroll of heroism, scroll of silence (CL 6th), wand of lightning bolts 
  (CL 10th, 5 charges), wand of scorching ray (CL 11th, 18 charges), 
  wand of shield (CL 3rd, 12 charges), wand of shield of faith (CL 6th, 
  11 charges); Other Gear +1 adamantine breastplate, +1 bastard  
  sword, amulet of natural armor +1, cloak of 
  resistance +2, handy haversack, 370 gp
  Mixing martial prowess with magic support, arcane 
  pretenders typically serve as guards for powerful casters. 
  Other arcane pretenders become adventurers, sellswords, 
  or explorers.
  FLENTA CASALINA
  Flenta always wanted to be a wizard. She studied, 
  memorized, and practiced, but still can’t cast spells. She 
  has, however, discovered a knack for manipulating magic 
  items. Flenta passes herself off as a fighter with sorcerous 
  skills, pretending to be casting spells rather than 
  activating magic items (a ruse that rarely fools those with 
  knowledge of spellcasting). If confronted, she insists that 
  she gets the job done regardless of her methods. Deep 
  down, Flenta still hopes to someday unlock the magical 
  potential she’s sure she possesses, whatever it takes.
  Combat Encounters: Flenta often attacks groups with 
  arcane spellcasters just to see what magic they have.
  Roleplaying Suggestions: Always searching for new 
  magic secrets she can understand (or fake), Flenta strikes up 
  conversations about magic, magic items, and their use with 
  anyone who seems likely to know about such things.
  ARCANE PRETENDER
  CR 13
  HALFLING FIGHTER 14
  XP 25,600
  Small humanoid (halfling)
  CN
  8989
  CR
  12
  13
  CORE CLASSES
  FIGHTERS
  
  Init +5; Senses low-light vision; Perception +2
  DEFENSE
  AC 25, touch 15, flat-footed 20 (+7 armor, +5 Dex, +3 natural)
  hp 150 (15d10+63)
  Fort +15, Ref +15, Will +10; +2 vs. enchantments, +4 vs. fear
  Defensive Abilities 25% chance to negate critical hits and sneak 
  attacks, bravery +4, no need to breathe; Immune harmful gases 
  and vapors, sleep
  OFFENSE
  Speed 30 ft.
  Melee +1 human-bane scimitar +22/+17/+12 (1d6+10/18–20), mwk 
  handaxe +20/+15 (1d6+6/×3)
  Ranged dagger +21/+16/+11 (1d4+5/19–20)
  Special Attacks weapon training (heavy blades +3, axes +2, light 
  blades +1)
  TACTICS
  Before Combat The fighter drinks his potions of barkskin and 
  bear’s endurance.
  During Combat The fighter cows his foes with Dazzling Display. 
  He goes after shaken enemies first, especially humans. He uses 
  his first attack each round for a trip attempt. If hard pressed, the 
  fighter uses Combat Expertise to improve his Armor Class and 
  positions himself for a leaping escape into the nearest body of 
  water. He likes to take out healers and support first.
  Base Statistics Without barkskin and bear’s endurance, the fighter’s 
  statistics are AC 22, touch 15, flat-footed 17; hp 120; Fort +13; Con 12.
  STATISTICS
  Str 18, Dex 20, Con 16, Int 13, Wis 10, Cha 8
  Base Atk +15; CMB +19 (+23 trip); CMD 34 (36 vs. trip)
  Feats Combat Expertise, Dazzling Display, Double Slice, Greater 
  Trip, Improved Trip, Improved Two-Weapon Fighting, Iron 
  Will, Lightning Reflexes, Penetrating Strike, Quick 
  Draw, Shatter Defenses, Skill Focus (Intimidate), 
  Toughness, Two-Weapon Fighting, Two-
  Weapon Rend, Weapon Focus (scimitar), 
  Weapon Specialization (scimitar)
  Skills Acrobatics +20, Climb +11, Intimidate +23,  
  Perception +2, Profession (sailor) +6, Stealth +12, 
  Survival +8, Swim +15
  Languages Common, Elven, Halfling
  SQ armor training 4, elf blood
  Combat Gear feather token (anchor) (3), feather token (bird), 
  feather token (fan) (2), feather token (swan boat), potion of 
  barkskin (CL 9th), potion of bear’s endurance, potion of cure 
  serious wounds, potion of shield of faith (CL 12th); Other Gear 
  +1 light fortification breastplate, +1 human-bane scimitar, 
  daggers (8), masterwork handaxe, belt of physical 
  might +2 (Str, Dex), cloak of resistance +3, necklace of 
  adaptation, gold earring worth 50 gp, 413 gp
  Serving as the captains of pirate ships or the commandants 
  of pirate fleets, pirate kings command those pressed into 
  their service with ruthless efficiency.
  DALITHAN OF THE BLACK HAND
  No dashing swashbuckler, Dalithan might best be described 
  as a dastard in search of a crime. He leads his fleet on pirate 
  raids by land and sea; hires his ships out for mercenary 
  contracts; and dabbles in assassination, extortion, ransom, 
  and smuggling as well. The warrants that authorities and 
  victims try to put out for his death go unsigned thanks to 
  a few well-placed bribes. Though he’s widely regarded as a 
  cold-hearted villain, his crewmates know the captain has a 
  peculiar fondness for seals, often ordering meat—such as 
  prisoners—chopped up and thrown overboard for them.
  PIRATE KING
  CR 14
  HALF-ELF FIGHTER 15
  XP 38,400
  Medium humanoid (elf, human)
  CE
  9090
  
  Init +5; Senses Perception +20
  DEFENSE
  AC 29, touch 16, flat-footed 24 (+9 armor, +1 deflection, +5 Dex, 
  +4 natural)
  hp 172 (16d10+80)
  Fort +19, Ref +15, Will +12; +2 vs. poison, spells, and spell-like 
  abilities; +4 vs. fear
  Defensive Abilities bravery +4, defensive training (+4 dodge bonus 
  to AC vs. giants)
  OFFENSE
  Speed 20 ft.
  Melee mwk dwarven waraxe +23/+18/+13/+8 (1d10+5/×3) or
  mwk warhammer +22/+17/+12/+7 (1d8+3/×3)
  Ranged +3 unholy heavy crossbow +31 (1d10+11/17–20)
  Special Attacks +1 on attack rolls against goblinoid and orc 
  humanoids, weapon training (crossbows +3, axes +2, hammers +1)
  TACTICS
  Before Combat The fighter applies oil of greater magic weapon to 
  his heavy crossbow, then drinks potions of barkskin and heroism.
  During Combat For as long as he can, the fighter stays mounted and 
  takes shots from long range. He takes most shots with magical 
  ammunition, tailoring the bolt to the foe. He uses Greater Vital 
  Strike unless he has trouble hitting, in which case he switches to 
  Pinpoint Targeting. He nearly always uses Deadly Aim.
  Base Statistics Without greater magic weapon, barkskin, and 
  heroism, the fighter’s statistics are Senses Perception +18; AC 25, 
  flat-footed 20; Fort +17, Ref +13, Will +10; Melee mwk dwarven 
  waraxe +21/+16/+11/+6 (1d10+5/×3) or mwk warhammer 
  +20/+15/+10/+5 (1d8+3/×3); Ranged +1 unholy heavy crossbow 
  +27 (1d10+8/17–20); CMB +18; Skills Perception +18 (+20 to notice 
  unusual stonework), Ride +23.
  STATISTICS
  Str 14, Dex 20, Con 18, Int 10, Wis 14, Cha 6
  Base Atk +16; CMB +20; CMD 34 (38 vs. bull rush or trip)
  Feats Blinding Critical, Critical Focus, Deadly Aim, Greater Vital 
  Strike, Greater Weapon Focus (heavy crossbow), Greater Weapon 
  Specialization (heavy crossbow), Improved Critical (heavy 
  crossbow), Improved Precise Shot, Improved Vital Strike, 
  Mounted Combat, Pinpoint Targeting, Point-Blank Shot, 
  Precise Shot, Rapid Reload (heavy crossbow), Vital 
  Strike, Weapon Focus (heavy crossbow), Weapon 
  Specialization (heavy crossbow)
  Skills Perception +20 (+22 to notice unusual stonework), 
  Ride +25
  Languages Common, Dwarven
  SQ armor training 4
  Combat Gear +1 axiomatic bolts (5), +1 human-bane bolts 
  (5), +1 merciful bolts (5), oil of greater magic weapon 
  (CL 12th), potion of barkskin (CL 9th), potion of cure serious 
  wounds, potion of heroism, adamantine bolts (15), cold iron 
  bolts (10), silver bolts (10); Other Gear +2 banded mail, +1 unholy 
  heavy crossbow with 50 bolts, masterwork dwarven waraxe, 
  masterwork warhammer, belt of physical might +2 (Dex, Con), 
  cloak of resistance +3, efficient quiver, eyes of the eagle, ring 
  of protection +1, manacles (4), silk rope (100 ft.), bit and bridle, 
  heavy horse (combat trained), manacles (4), masterwork chain 
  shirt barding, military saddle, saddlebags, 118 gp
  Dwarven arbalesters are usually employed by slavers and 
  warlords to either incapacitate or kill at a distance.
  STIGR HARROWSTARE
  Exiled from the stronghold of his ancestors for slave 
  trafficking with duergar, Stigr took his slaving to human 
  lands instead. He fancies himself the deadliest shot with 
  a crossbow ever born, and considers a battle decided by 
  melee a personal failure. Stigr keeps losing horses in 
  battle, and plans to trade sacrificial victims to the church 
  of Asmodeus in exchange for a Nessian warhound.
  DWARVEN ARBALESTER
  CR 15
  DWARF FIGHTER 16
  XP 51,200
  Medium humanoid (dwarf)
  NE
  9191
  CR
  CORE CLASSES
  FIGHTERS
  14
  15
  
  Init +5; Senses low-light vision; Perception +3
  DEFENSE
  AC 35, touch 18, flat-footed 28 (+11 armor, +1 deflection, +5 Dex, 
  +2 dodge, +5 natural, +1 shield)
  hp 149 (17d10+51)
  Fort +14, Ref +14, Will +11; +2 vs. enchantments, +4 vs. fear
  Defensive Abilities bravery +4; Immune bleed (hit points only), 
  sleep; Resist cold 10, fire 10
  OFFENSE
  Speed 60 ft.
  Melee mwk quarterstaff +26/+26/+21/+16/+11 (1d6+11), mwk 
  quarterstaff +26/+21/+16 (1d6+9) or
  longspear +23/+23/+18/+13/+8 (1d8+6/×3) or
  kukri +22/+22/+17/+12/+7 (1d4+4/18–20)
  Ranged +1 seeking composite longbow +26/+26/+26/+21/+16/+11 
  (1d8+9/×3)
  Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
  Special Attacks weapon training (double +4, bows +3, spears +2, 
  light blades +1)
  TACTICS
  Before Combat The fighter drinks her potion of barkskin and both 
  potions of resist energy. She then activates her boots of speed.
  During Combat The fighter chooses her weapon based on the 
  weaknesses of her foes. She engages slower foes with her bow 
  and keeps her distance. Against lightly armored enemies or 
  spellcasters, she fights with a shillelagh-enhanced quarterstaff.
  Base Statistics Without barkskin, resist energy, and haste from 
  her boots of speed, the fighter’s statistics are AC 29, touch 17, 
  flat-footed 23; Resist —; Ref +13; Speed 30 ft.; Melee mwk 
  quarterstaff +25/+20/+15/+10 (1d6+11), mwk quarterstaff 
  +25/+20/+15 (1d6+9) or longspear +22/+17/+12/+7 (1d8+6/×3) 
  or kukri +21/+16/+11/+6 (1d4+4/18–20); Ranged +1 seeking 
  composite longbow +25/+25/+20/+15/+10 (1d8+9/×3); CMB +20.
  STATISTICS
  Str 17, Dex 20, Con 12, Int 13, Wis 12, Cha 8
  Base Atk +17; CMB +21; CMD 38
  Feats Combat Expertise, Dodge, Greater Two-Weapon Fighting, 
  Greater Weapon Focus (quarterstaff), Greater Weapon 
  Specialization (quarterstaff), Improved Two-Weapon 
  Fighting, Iron Will, Lunge, Point-Blank Shot, Power Attack, 
  Rapid Shot, Toughness, Two-Weapon Defense, Two-Weapon 
  Fighting, Weapon Focus (composite longbow), Weapon Focus 
  (quarterstaff), Weapon Specialization (composite longbow), 
  Weapon Specialization (quarterstaff)
  Skills Climb +10, Craft (bows) +5, Craft (weapons) +5, Knowledge 
  (geography) +11, Knowledge (nature) +16, Perception +3, 
  Stealth +10, Survival +16, Swim +6
  Languages Common, Elven, Sylvan
  SQ armor training 4, elven magic, weapon familiarity
  Combat Gear oil of shillelagh (CL 5th) (3), potion of barkskin (CL 
  12th), potion of resist energy (cold), potion of resist energy 
  (fire), restorative ointment; Other Gear +2 full plate, +1 seeking 
  composite longbow with 40 arrows, kukri, longspear, masterwork 
  quarterstaff, belt of giant strength +4, boots of speed, cloak of 
  resistance +3, periapt of wound closure, ring of protection +1, 
  artisan’s tools, ink (2), inkpens (2), journal (as spellbook), 48 gp
  These elves shun civilization and protect ancient groves.
  SELINDRIL LONGSTRIDER
  A century ago, Selindril abandoned civilization. Years 
  in the wilderness made her distant, ill-mannered, and 
  confrontational. She keeps a regular journal devoted 
  half to her travels and half to rambling screeds on her 
  personal philosophy of extreme isolationism.
  ELVEN RECLUSE
  CR 16
  ELF FIGHTER 17
  XP 76,800
  Medium humanoid (elf)
  N
  9292
  
  Init +3; Senses darkvision 60 ft.; Perception +4
  DEFENSE
  AC 25, touch 16, flat-footed 21 (+4 armor, +3 Dex, +1 dodge, +1 insight, 
  +1 monk, +5 natural)
  hp 175 (18d10+72)
  Fort +19, Ref +17, Will +16; +5 vs. fear
  Defensive Abilities bravery +5, orc ferocity
  OFFENSE
  Speed 40 ft.
  Melee vicious unarmed strike +36/+31/+26/+21 (1d8+18 plus 2d6) or
  mwk ranseur +29/+24/+19/+14 (2d4+11/×3)
  Ranged +1 returning javelin +27 (1d6+10)
  Special Attacks stunning fist (5/day, DC 21), weapon training 
  (natural +4, thrown +3, heavy blades +2, close +1)
  TACTICS
  Before Combat The fighter drinks his potions of barkskin, greater 
  magic fang, and heroism.
  During Combat The fighter prefers to grapple, pin, and then bind his 
  foes. He fights defensively when he can, abandoning that tactic 
  against enemies with high armor classes.
  Base Statistics Without barkskin, greater magic fang, and heroism, 
  the fighter’s statistics are Senses Perception +2; AC 20, touch 16,  
  flat-footed 16; Fort +17, Ref +15, Will +14; Melee unarmed 
  strike +30/+25/+20/+15 (1d8+14 plus 2d6) or mwk ranseur 
  +27/+22/+17/+12 (2d4+11/×3); Ranged +1 returning javelin +25 
  (1d6+10); CMB +24 (+28 grapple); Skills Acrobatics +21 (+30 when 
  jumping), Intimidate +22.
  STATISTICS
  Str 22, Dex 16, Con 14, Int 10, Wis 14, Cha 8
  Base Atk +18; CMB +26 (+30 grapple); CMD 40 (42 vs. grapple)
  Feats Deflect Arrows, Dodge, Greater Grapple, Greater Penetrating 
  Strike, Greater Weapon Focus (unarmed strike), Greater Weapon 
  Specialization (unarmed strike), Improved Grapple, 
  Improved Iron Will, Improved Unarmed Strike, Iron Will, 
  Lightning Reflexes, Mobility, Nimble Moves, Penetrating 
  Strike, Power Attack, Stunning Fist, Toughness, Weapon 
  Focus (unarmed strike), Weapon Specialization 
  (unarmed strike)
  Skills Acrobatics +23 (+32 when jumping), Intimidate +24
  Languages Common, Orc
  SQ armor training 4, orc blood, weapon familiarity
  Combat Gear potion of barkskin (CL 12th), potion of cure serious 
  wounds, potion of greater magic fang (CL 16th), potions of 
  haste (2), potion of heroism, potion of shield of faith (18th); 
  Other Gear +1 returning javelin, masterwork ranseur, belt of 
  physical perfection +2, boots of striding and springing, bracers 
  of armor +4, cloak of resistance +4, dusty rose prism ioun stone, 
  monk’s robe, ring of sustenance, vicious amulet of mighty fists, 
  masterwork manacles (2), silk rope (50 ft.), 779 gp
  Many failed disciples wander the land purely to prove 
  their martial prowess. Others latch on to evil cults, 
  dealing death for a dark god.
  URGUK THE CHOSEN
  As a child, a cult of apocalyptic monks kidnapped 
  Urguk to raise him as a champion of their order. Their 
  teachings of violence and scorn for life took hold, but 
  their attempts to install obedience and inner discipline 
  did not. Urguk mastered many of their techniques, but 
  never in a fashion that pleased them. Frustrated by 
  his failures and unwilling to let Urguk leave with 
  intimate knowledge of their order, the monks 
  decided to terminate their experiment.
  Urguk had learned their lessons better 
  than he knew. He killed 
  the monks sent to 
  murder him and 
  fled into the night. 
  FAILED DISCIPLE
  CR 17
  HALF-ORC FIGHTER 18
  XP 102,400
  Medium humanoid (human, orc)
  CE
  9393
  CR
  16
  17
  CORE CLASSES
  FIGHTERS
  
  Init +7; Senses low-light vision; Perception +1
  DEFENSE
  AC 34, touch 18, flat-footed 29 (+11 armor, +2 deflection, +3 Dex, 
  +2 dodge, +5 natural, +1 size)
  hp 204 (19d10+95)
  Fort +20, Ref +14, Will +11; +2 vs. illusions, +5 vs. fear
  Defensive Abilities blink, bravery +5, defensive training (+4 dodge 
  bonus to AC vs. giants); DR 5/—
  OFFENSE
  Speed 40 ft.
  Melee +2 dwarven urgrosh +30/+30/+25/+20/+15 (1d4+12/19–
  20/×3), +2 dwarven urgrosh +30 (1d6+12/19–20/×3) or
  +2 dwarven urgrosh (two-handed) +32/32/+27/+22/+17 
  (1d4+14/19–20/×3) or
  +1 spiked armor +28/+28/+23/+18/+13 (1d4+8)
  Ranged dart +27/+27/+22/+17/+12 (1d4+7)
  Special Attacks +1 on attack rolls against goblinoid and reptilian 
  humanoids, weapon training (double +4, thrown +3, close +2, 
  hammers +1)
  Gnome Spell-Like Abilities (CL 19th; concentration +20)
  1/day—dancing lights, ghost sound (DC 11), prestidigitation, 
  speak with animals
  TACTICS
  Before Combat The fighter drinks his potions of barkskin and bear’s 
  endurance, then activates his ring of blinking and boots of speed.
  During Combat The fighter starts off with a Dazzling Display, then 
  engages in melee, fighting less armored enemies first. He deals 
  most of his attacks with the spear end of his weapon.
  Base Statistics Without barkskin, bear’s endurance, blink from 
  his ring of blinking, and haste from his boots of speed, the 
  fighter’s statistics are AC 28, touch 17, flat-footed 24; hp 166; 
  Fort +18, Ref +13; Defensive Abilities no blink; Speed 20 
  ft.; Melee +2 dwarven urgrosh +29/+24/+19/+14 (1d4+12/19–
  20/×3), +2 dwarven urgrosh +29 (1d6+12/19–20/×3) or +2 
  dwarven urgrosh (two-handed) +31/+26/+21/+16 (1d4+14/19–
  20/×3) or +1 spiked armor +27/+22/+17/+12 (1d4+8); Ranged 
  dart +26/+21/+16/+11 (1d4+7); Con 16; CMB+22; CMD 38.
  STATISTICS
  Str 18, Dex 16, Con 20, Int 12, Wis 8, Cha 12
  Base Atk +19; CMB +23; CMD 39
  Feats Blind-Fight, Dazzling Display, Diehard, 
  Disruptive, Dodge, Double Slice, Endurance, Exotic 
  Weapon Proficiency (dwarven urgrosh), Improved 
  Critical (dwarven urgrosh), Improved Initiative, Iron Will, Nimble 
  Moves, Persuasive, Power Attack, Quick Draw, Spellbreaker, Step 
  Up, Two-Weapon Fighting, Weapon Focus (dwarven urgrosh), 
  Weapon Specialization (dwarven urgrosh)
  Skills Bluff +19, Diplomacy +18, Intimidate +30, Knowledge (local) +13, 
  Perception +1, Profession (gambler) +5, Sense Motive +18
  Languages Common, Gnome, Sylvan
  SQ armor mastery, armor training 4
  Combat Gear potion of barkskin (CL 12th), potion of bear’s 
  endurance, potions of cure serious wounds (2); Other Gear +2 full  
  plate with +1 armor spikes, +2/+2 dwarven urgrosh, darts (10), 
  belt of giant strength +4, boots of speed, circlet of persuasion, 
  cloak of resistance +4, hat of disguise, ring of blinking, ring of 
  protection +2, ruby signet ring (worth 1,000 gp), 5,075 gp
  Though most criminal masterminds work behind the 
  scenes, crime lords don’t mind getting their hands dirty.
  TONTELIZI LEGBREAKER
  When Tontelizi first took to a life of crime, he was 
  relegated to leg-breaking as a joke on his slight stature—
  and collections doubled. Soon, the crime family found 
  that Tontelizi excelled at any task involving extortion, 
  intimidation, or violence. When the patriarch’s health 
  failed—assisted 
  by 
  Tontelizi’s 
  poison—the 
  gnome 
  eliminated two likely successors and cowed the rest with 
  threats and blackmail. He was chosen to take over the 
  family with nearly unanimous support.
  CRIME LORD
  CR 18
  GNOME FIGHTER 19
  XP 153,600
  Small humanoid (gnome)
  N
  9494
  
  Init +8; Senses Perception +4
  DEFENSE
  AC 30, touch 13, flat-footed 27 (+12 armor, +3 Dex, +5 natural)
  hp 233 (20d10+119)
  Fort +24, Ref +19, Will +17; +5 vs. fear
  Defensive Abilities bravery +5, no need to breathe; DR 5/—
  OFFENSE
  Speed 30 ft., fly 60 ft. (good)
  Melee +3 unholy cold iron falchion +40/+35/+30/+25 (2d4+23/15–20/×3 
  plus 2d6 vs. good) or
  mwk light pick +34/+29/+24/+19 (1d4+10/×4), or
  mwk alchemical silver falchion +38/+33/+28/+23 (2d4+19/15–20/×3)
  Ranged +1 shock composite longbow +30/+25/+20/+15 (1d8+12/×3)
  Special Attacks weapon mastery (falchion), weapon training (heavy 
  blades +4, bows +3, axes +2, close +1)
  TACTICS
  Before Combat The fighter applies oil of greater magic 
  weapon to his falchion and oil of magic vestment, then 
  drinks his potions of barkskin, heroism, and bear’s 
  endurance and activates his boots of flying.
  During Combat The fighter attacks a single 
  enemy until he deals a pair of critical hits, 
  then switches to another. He usually opts to 
  inflict stun and bleed, then blind and exhaust. 
  He goes after good outsiders, paladins, and 
  clerics of good-aligned deities first.
  Base Statistics Without barkskin, bear’s endurance, 
  greater magic weapon, heroism, and oil of 
  magic vestment, the fighter’s statistics are 
  Senses Perception +2; AC 23, touch 13, flat-
  footed 20; hp 193; Fort +20, Ref +17, Will +15; 
  Speed 30 ft.; Melee +1 unholy cold iron falchion 
  +36/+31/+26/+21 (2d4+21/15–20/×3 plus 2d6 
  vs. good), or mwk light pick +32/+27/+22/+17 
  (1d4+14/×4), or mwk silver falchion 
  +36/+31/+26/+21 (2d4+19/15–20/×3); Ranged +1 
  shock composite longbow +28/+23/+18/+13 
  (1d8+12/×3); Con 14; CMB +28; Skills 
  Acrobatics +23, Intimidate +24, 
  Linguistics +0, Perception +2
  STATISTICS
  Str 26, Dex 17, Con 18, Int 8, Wis 12, 
  Cha 10
  Base Atk +20; CMB +30; CMD 41
  Feats Bleeding Critical, Blinding 
  Critical, Cleave, Critical Focus, 
  Critical Mastery, Exhausting 
  Critical, Greater Penetrating 
  Strike, Greater Weapon 
  Focus (falchion), Greater Weapon Specialization (falchion), Improved 
  Critical (falchion), Improved Initiative, Iron Will, Lightning Reflexes, 
  Penetrating Strike, Power Attack, Staggering Critical, Step Up, 
  Stunning Critical, Tiring Critical, Toughness, Weapon Focus (falchion), 
  Weapon Specialization (falchion)
  Skills Acrobatics +25, Fly +8, Intimidate +26, Linguistics +2, Perception +4
  Languages Common, Infernal
  SQ armor mastery, armor training 4
  Combat Gear oil of greater magic weapon (CL 12th), oil of magic 
  vestment (CL 12th), potion of barkskin (CL 12th), potion of bear’s 
  endurance, potions of cure serious wounds (2), potion of heroism, 
  potion of shield of faith (CL 18th); Other Gear +1 full plate, +1 shock 
  composite longbow (+8 Str) with 50 arrows, +1 unholy cold iron 
  falchion, masterwork alchemical silver falchion, masterwork light 
  pick, belt of physical might +4 (Str, Dex), clear spindle ioun stone, 
  cloak of resistance +5, pale green prism ioun stone, winged boots, 
  2,788 gp
  INFERNAL CHAMPION
  CR 19
  HUMAN FIGHTER 20
  XP 204,800
  Medium humanoid (human)
  LE
  9595
  CR
  CORE CLASSES
  FIGHTERS
  18
  19
  
  Init +5; Senses Perception +7
  DEFENSE
  AC 14, touch 14, flat-footed 12 (+1 Dex, +1 dodge, +2 Wis)
  hp 17 (2d8+5)
  Fort +5, Ref +4, Will +5
  Defensive Abilities evasion
  OFFENSE
  Speed 30 ft.
  Melee unarmed strike +5 (1d6+4) or
  mwk nunchaku +6 (1d6+4) or
  mwk nunchaku flurry of blows +4/+4 (1d6+4)
  Ranged light crossbow +2 (1d8/19–20)
  Special Attacks flurry of blows, stunning fist (2/day, DC 13)
  		TACTICS
  Before Combat The monk drinks his potion of bull’s strength 
  if facing more than two opponents.
  During Combat The monk uses flurry of blows whenever 
  possible, especially against opponents successfully affected 
  by his stunning fist. If reduced to 5 hit points or fewer, 
  he withdraws to drink one of his potions of cure light 
  wounds before returning to the fray.
  Base Statistics Without bull’s strength, 
  the monk’s statistics are Melee 
  unarmed strike +3 (1d6+2) or mwk 
  nunchaku +4 (1d6+2) or flurry 
  of blows (nunchaku) +2/+2 
  (1d6+2); Str 15; CMB +3; 
  CMD 17.
  STATISTICS
  Str 19, Dex 12, Con 15, 
  Int 8, Wis 14, Cha 10
  Base Atk +1; CMB +5; CMD 19
  Feats Blind-Fight, Dodge, Improved Initiative, 
  Improved Unarmed Strike, Scorpion Style, 
  Stunning Fist
  Skills Acrobatics +5, Bluff +1, Intimidate +5, 
  Perception +7, Sense Motive +7, Stealth +5
  Languages Common
  Combat Gear potion of bull’s strength, 
  potions of cure light wounds (2), acid (2); 
  Other Gear light crossbow with 20 bolts, 
  masterwork nunchaku, 23 gp
  Bullying brawlers are often 
  sent to confront those who 
  cross an order of monks. 
  They are relentless 
  in their pursuit of 
  vengeance.
  Init +3; Senses Perception +6
  DEFENSE
  AC 16, touch 16, flat-footed 12 (+3 Dex, +1 dodge, +2 Wis)
  hp 9 (1d8+1)
  Fort +2, Ref +5, Will +4
  OFFENSE
  Speed 30 ft.
  Melee unarmed strike +3 (1d6+1) or
  kama +3 (1d6+1) or
  unarmed strike flurry of blows +2/+2 (1d6+1)
  Ranged light crossbow +3 (1d8/19–20) or
  shuriken +3 (1d2+1) or
  shuriken flurry of blows +2/2 (1d2+1)
  Special Attacks flurry of blows, stunning fist (1/day, DC 12)
  TACTICS
  Before Combat The monk uses Stealth to catch 
  enemies off-guard, starting any surprise 
  round with Stunning Fist.
  During Combat The monk never fights 
  multiple opponents if she can 
  help it, and prefers to use her 
  shuriken with a flurry of blows 
  before entering melee.
  STATISTICS
  Str 12, Dex 16, Con 10, Int 13, Wis 15, Cha 8
  Base Atk +0; CMB +1; CMD 17
  Feats Combat Reflexes, Dodge, Improved 
  Unarmed Strike, Stunning Fist, Weapon Finesse
  Skills Acrobatics +7, Knowledge (history, religion) +5, 
  Perception +6, Sense Motive +6, Stealth +7
  Languages Common, Dwarven
  Combat Gear potions of cure light 
  wounds (2), potions of mage 
  armor (2), potions of magic 
  weapon (2); Other Gear 
  kama, light crossbow 
  with 10 bolts, 
  shuriken (20), 50 gp
  Neophyte 
  monks 
  are often eager 
  to prove their 
  mettle 
  in 
  battle, but just 
  as often their 
  strict 
  training 
  means they tend to act 
  tentatively when deprived of 
  their master’s guidance.
  CAREFUL INITIATE
  CR 1/2
  HUMAN MONK 1
  XP 200
  Medium humanoid (human)
  LN
  BULLYING BRAWLER
  CR 1
  HUMAN MONK 2
  XP 400
  Medium humanoid (human)
  LE
  9696
  
  Init +1; Senses low-light vision; Perception +12
  DEFENSE
  AC 21, touch 17, flat-footed 19 (+4 armor, +1 Dex, +1 dodge, +1 monk, 
  +1 size, +3 Wis)
  hp 25 (4d8+4)
  Fort +5, Ref +6, Will +8; +2 vs. enchantments and illusions
  Defensive Abilities defensive training (+4 dodge bonus to AC vs. 
  giants), evasion
  OFFENSE
  Speed 30 ft.
  Melee unarmed strike +6 (1d6+1) or
  +1 kama +6 (1d4+2) or
  unarmed strike flurry of blows +5/+5 (1d6+1)
  Ranged shuriken +5 (1d1+1) or
  shuriken flurry of blows +4/+4 (1d1+1)
  Special Attacks +1 on attack rolls against goblinoid and reptilian 
  humanoids, flurry of blows, stunning fist (4/day, DC 15)
  Gnome Spell-Like Abilities (CL 4th; concentration +5)
  1/day—dancing lights, ghost sound, prestidigitation, speak 
  with animals
  TACTICS
  Before Combat The monk drinks her potion of mage 
  armor and applies her oil of magic weapon.
  During Combat The rogue uses Acrobatics skill 
  to move through combat, helping allies flank.
  Base Statistics Without mage armor and 
  magic weapon, the monk’s statistics are AC 
  18, touch 17, flat-footed 16; Melee kama +5 
  (1d4+1).
  		STATISTICS
  Str 12, Dex 13, Con 10, Int 
  12, Wis 16, Cha 12
  Base Atk +3; CMB 
  +4; CMD 19
  Feats Combat Reflexes, Dodge, Improved 
  Unarmed Strike, Scorpion Style, Stunning 
  Fist, Weapon Focus (unarmed strike)
  Skills Acrobatics +8, Bluff +5, Climb 
  +6, Perception +12, Stealth +12
  Languages Common, Elven, Gnome, Sylvan
  SQ fast movement, ki pool (5 points, magic), 
  maneuver training, slow fall 20 ft.
  Combat Gear potions of cure light wounds (2), 
  potion of mage armor, oil of magic weapon, smokestick, 
  tanglefoot bag; Other Gear kama, shuriken (20), bracers of 
  armor +1, cloak of resistance +1, 124 gp
  These gnomes often protect gnome communities in 
  groups that skirmish in the name of their lawful lord.
  Init +5; Senses Perception +10
  DEFENSE
  AC 20, touch 16, flat-footed 18 (+4 armor, +1 Dex, +1 dodge, +4 Wis)
  hp 20 (3d8+3)
  Fort +4, Ref +4, Will +7; +2 vs. enchantments
  Defensive Abilities evasion
  OFFENSE
  Speed 40 ft.
  Melee unarmed strike +5 (1d6+2) or
  nunchaku +4 (1d6+2) or
  unarmed strike flurry of blows +3/+3 (1d6+2)
  Ranged shuriken +3 (1d2+2) 
  Special Attacks flurry of blows, stunning fist (3/day, DC 15)
  TACTICS
  Before Combat The monk drinks her potion of owl’s wisdom to 
  enhance her AC and Perception, as well as a potion of mage armor.
  During Combat The monk uses a flurry of blows to make disarm 
  attempts with her nunchaku. If protecting someone, she uses 
  Stunning Fist before withdrawing with her charge.
  Base Statistics Without owl’s wisdom and mage armor, the monk’s 
  statistics are Senses Perception +8; AC 15, touch 14, flat-footed 13; Wis 
  15; CMD 18; Skills Perception +8, Sense Motive +8, Survival +3.
  STATISTICS
  Str 14, Dex 13, Con 12, Int 10, 
  Wis 19, Cha 8
  Base Atk +2; CMB +5; CMD 20
  Feats Combat Reflexes, Dodge, 
  Improved Initiative, Improved 
  Unarmed Strike, Stunning 
  Fist, Weapon Focus 
  (unarmed strike)
  Skills Acrobatics +7 (+11 
  when jumping), Climb 
  +6, Intimidate +5, 
  Perception +10, Sense 
  Motive +10, Stealth +7, 
  Survival +5, Swim +6
  SQ fast movement, 
  maneuver training
  Combat Gear potions of cure 
  light wounds (3), potion of mage 
  armor, potion of magic weapon, 
  potion of owl’s wisdom, smokesticks (3); 
  Other Gear dagger, nunchaku, shuriken 
  (20), bracers of armor +1, 30 gp
  Some monk orders hire out vigilant bodyguards 
  to princelings, merchants, and priests with 
  compatible interests and philosophies.
  VIGILANT BODYGUARD
  CR 2
  HUMAN MONK 3
  XP 600
  Medium humanoid (human)
  LN
  SPRY AMBUSHER
  CR 3
  GNOME MONK 4
  XP 800
  Small humanoid (gnome)
  LN
  9797
  CR
  1/2
  1
  2
  3
  CORE CLASSES
  MONKS
  
  Init +3; Senses Perception +11
  DEFENSE
  AC 18, touch 18, flat-footed 14 (+3 Dex, +1 dodge, +1 monk, +1 size, +2 Wis)
  hp 40 (6d8+10)
  Fort +7, Ref +9, Will +8; +2 vs. enchantments, +2 vs. fear
  Defensive Abilities evasion; Immune disease
  OFFENSE
  Speed 40 ft.
  Melee unarmed strike +7 (1d6+2) or
  unarmed strike flurry of blows +7/+7/+2 (1d6+2)
  Ranged mwk shuriken +9 (1d1+2) or
  mwk shuriken flurry of blows +9/+9/+4 (1d1+2)
  Special Attacks flurry of blows, 
  stunning fist (6/day, DC 15)
  TACTICS
  During Combat The monk relies 
  on her shuriken, using Shot on the 
  Run to begin and end behind cover. If 
  cornered, she uses Stunning Fist and then 
  escapes to a safe distance.
  STATISTICS
  Str 14, Dex 17, Con 12, Int 10, Wis 14, Cha 10
  Base Atk +4; CMB +7; CMD 22
  Feats Deadly Aim, Deflect Arrows, Dodge, Improved 
  Unarmed Strike, Mobility, Point-Blank Shot, 
  Shot on the Run, Stunning Fist
  Skills Acrobatics +14 (+24 when 
  jumping), Climb +12, Knowledge 
  (local) +4, Perception +11, Sense 
  Motive +8, Stealth +13, Swim +6
  Languages Common, Halfling
  SQ fast movement, high jump, ki pool 
  (5 points, magic), maneuver 
  training, purity of body, 
  slow fall 30 ft.
  Combat Gear potions 
  of cure light wounds 
  (2), potion of invisibility; 
  Other Gear masterwork 
  shuriken (20), belt of 
  incredible dexterity +2, 
  130 gp
  These 
  short-statured 
  monks do their best 
  to 
  stay 
  out 
  of 
  close 
  combat, backing up their 
  companions with well-
  placed shuriken.
  CRUEL DEVOTEE
  CR 4
  HUMAN MONK 5
  XP 1,200
  Medium humanoid (human)
  LE
  NIMBLE SHURIKEN THROWER
  CR 5
  HALFLING MONK 6
  XP 1,600
  Small humanoid (halfling)
  LN
  Init +5; Senses Perception +11
  DEFENSE
  AC 17, touch 17, flat-footed 15 (+1 deflection, +1 Dex, +1 dodge,  
  +1 monk, +3 Wis)
  hp 31 (5d8+5)
  Fort +6, Ref +6, Will +8; +2 vs. enchantments
  Defensive Abilities evasion; Immune disease
  OFFENSE
  Speed 40 ft.
  Melee unarmed strike +6 (1d8+3) or
  mwk siangham +7 (1d6+3) or
  unarmed strike flurry of blows +6/+6 (1d8+3)
  Ranged javelin +4 (1d6+3)
  Special Attacks flurry of blows, stunning fist (5/day, DC 15)
  TACTICS
  During Combat The monk uses Stunning Fist to make opponents 
  drop weapons, attacking if foes try to retrieve them.
  STATISTICS
  Str 16, Dex 13, Con 12, Int 10, Wis 16, 
  Cha 8
  Base Atk +3; CMB +8 (+10 
  grapple); CMD 23 (25 vs. 
  grapple)
  Feats Combat Reflexes, Dodge, 
  Improved Grapple, Improved 
  Initiative, Improved Unarmed Strike, 
  Power Attack, Scorpion Style, Stunning Fist
  Skills Acrobatics +7 (+12 when jumping), Climb 
  +8, Intimidate +7, Knowledge (religion) 
  +8, Perception +11, Sense Motive +11, 
  Stealth +9
  Languages Common
  SQ fast movement, high jump, ki pool  
  (5 points, magic), maneuver training, 
  purity of body, slow fall 20 ft.
  Combat Gear potions  
  of cure light wounds (2); 
  Other Gear javelin, 
  masterwork siangham, 
  cloak of resistance 
  +1, ring of protection 
  +1, 347 gp
  Cruel devotees serve 
  as the guardians and agents of 
  monastic orders, taking on 
  secret missions and even 
  assassinations in order to 
  protect the orders’ interests.
  9898
  
  Init +5; Senses darkvision 60 ft.; Perception +13
  DEFENSE
  AC 18, touch 17, flat-footed 16 (+1 Dex, +1 dodge, +2 monk, +1 natural, 
  +3 Wis)
  hp 60 (8d8+21)
  Fort +9, Ref +8, Will +10; +2 vs. enchantments
  Defensive Abilities evasion, orc ferocity; Immune disease
  OFFENSE
  Speed 50 ft.
  Melee unarmed strike +10/+5 (1d10+4) or
  mwk greataxe +11/+6 (1d12+6/×3) or
  unarmed strike flurry of blows +10/+10/+5/+5 (1d10+4)
  Ranged shuriken flurry of blows +7/+7/+2/+2 (1d4+4)
  Special Attacks flurry of blows, stunning fist (8/day, DC 17)
  TACTICS
  During Combat The monk uses Stunning Fist, Scorpion Style, and 
  Greater Grapple.
  		STATISTICS
  Str 18, Dex 12, Con 14,
  Int 10, Wis 16, Cha 8
  Base Atk +6;  
  CMB +12 (+16 grapple); 
  CMD 29 (31 vs. grapple)
  Feats Defensive Combat 
  Training, Dodge, Greater 
  Grapple, Imp. Grapple, 
  Imp. Initiative, Imp.  
  Unarmed Strike, 
  Power Attack, Scorpion 
  Style, Stunning Fist
  Skills Acrobatics +9 (+25 
  when jumping), Intimidate 
  +12, Perception +13, Sense 
  Motive +14, Stealth +11
  Languages Common, Orc
  SQ fast movement, high 
  jump, ki pool (7 points, magic), 
  maneuver training, orc blood, 
  purity of body, slow fall 40 ft., 
  weapon familiarity, wholeness of body
  Combat Gear potion of 
  bull’s strength; Other Gear 
  masterwork greataxe, shuriken 
  (20), amulet of natural armor +1, cloak 
  of resistance +1, headband of inspired 
  wisdom +2, 119 gp
  Augmenting a monk’s grace with the power of a 
  greataxe, these half-orcs hack and crush their way to victory.
  HARRYING BRUTE
  CR 6
  HUMAN MONK 7
  XP 2,400
  Medium humanoid (human)
  LN
  AXE DANCER
  CR 7
  HALF-ORC MONK 8
  XP 3,200
  Medium humanoid (human, orc)
  LE
  Init +5; Senses Perception +11
  DEFENSE
  AC 20, touch 16, flat-footed 18 (+4 armor, +1 Dex, +1 dodge, +1 monk, 
  +3 Wis)
  hp 45 (7d8+10)
  Fort +7, Ref +7, Will +9; +2 vs. enchantments
  Defensive Abilities evasion; Immune disease
  OFFENSE
  Speed 50 ft.
  Melee unarmed strike +10 (1d8+4) or
  mwk sai +10 (1d4+4) or
  unarmed strike flurry of blows +10/+10/+5 (1d8+4)
  Ranged dagger +6 (1d4+4/19–20)
  Special Attacks flurry of blows, stunning fist (7/day, DC 16)
  TACTICS
  Before Combat The monk drinks his potion of mage armor.
  During Combat The monk uses his sai to disarm opponents, 
  then uses Scorpion Style. If an enemy succumbs, he 
  performs a flurry of blows, augmented with a point from 
  his ki pool, and attempts to stun the opponent.
  Base Statistics Without mage armor, the monk’s statistics 
  are AC 16, touch 16, flat-footed 14.
  STATISTICS
  Str 18, Dex 13, Con 12, Int 10, Wis 16, 
  Cha 8
  Base Atk +5; CMB 
  +11; CMD 25
  Feats Combat 
  Reflexes, 
  Dodge, 
  Improved 
  Disarm, 
  Improved 
  Initiative, 
  Improved 
  Unarmed Strike, 
  Power Attack, Scorpion 
  Style, Step Up, Stunning 
  Fist, Weapon Focus (unarmed strike)
  Skills Acrobatics +10 (+25 when jumping), Climb +9, 
  Intimidate +6, Knowledge (history) +5, Knowledge 
  (local) +3, Knowledge (religion) +6, Perception +11, Perform 
  (percussion) +6, Sense Motive +13, Swim +10
  Languages Common
  SQ fast movement, high jump, ki pool (6 points, magic), maneuver 
  training, purity of body, slow fall 30 ft., wholeness of body
  Combat Gear potions of cure light wounds (2), potions of mage armor 
  (2), potions of magic weapon (2); Other Gear dagger, masterwork 
  sai, belt of giant strength +2, cloak of resistance +1, 395 gp
  9999
  CR
  4
  5
  6
  7
  CORE CLASSES
  MONKS
  
  Init +1; Senses Perception +16
  DEFENSE
  AC 22, touch 18, flat-footed 21 (+4 armor, +1 deflection, +1 Dex,  
  +2 monk, +4 Wis)
  hp 93 (9d8+49)
  Fort +12, Ref +8, Will +11; +2 vs. poison, spells, and spell-like 
  abilities; +2 vs. enchantments
  Defensive Abilities defensive training (+4 dodge bonus to AC vs. 
  giants), improved evasion; Immune disease
  OFFENSE
  Speed 50 ft.
  Melee unarmed strike +9/+4 (1d10+3) or
  mwk heavy pick +10/+5 (1d6+4/×4) or
  unarmed strike flurry of blows +10/+10/+5/+5 (1d10+3)
  Ranged mwk shuriken +8/+3 (1d2+3) or
  mwk shuriken flurry of blows +8/+8/+3/+3 (1d2+3)
  Special Attacks +1 on attack rolls against goblinoid and orc 
  humanoids, flurry of blows, stunning fist (9/day, DC 18)
  TACTICS
  Before Combat The monk drinks his potions of mage 
  armor and bear’s endurance and tries to find a 
  choke point where he can stand fast and hold 
  off his enemies.
  During Combat If he can control an opening such 
  as a doorway, the monk does his best not 
  to move or let others past. He uses Vital 
  Strike whenever he cannot use flurry of 
  blows. He uses Improved Bull Rush 
  on any opponent that has failed its 
  saving throw versus Scorpion Style, 
  trying to remove it from direct 
  combat. He trips those adjacent 
  to him so he can make attacks of 
  opportunity when they stand up 
  from prone. Against a single opponent, 
  the steadfast defender uses his ki pool 
  to add extra attacks to his flurry of blows; 
  against multiple opponents he uses it to 
  improve his Armor Class.
  Base Statistics When not under the effects 
  of bear’s endurance and mage armor, 
  the monk’s statistics are AC 19, touch 18, 
  flat-footed 18; hp 75; Fort +10; Con 16.
  STATISTICS
  Str 16, Dex 12, Con 20, Int 10, Wis 18, 
  Cha 6
  Base Atk +6; CMB +12 (+14 
  bull rush or trip); CMD 30 
  (36 vs. bull rush or trip)
  Feats Combat Reflexes, Defensive Combat Training, Improved Bull 
  Rush, Improved Trip, Improved Unarmed Strike, Power Attack, 
  Scorpion Style, Stand Still, Stunning Fist, Vital Strike
  Skills Acrobatics +11 (+28 when jumping), Appraise +3 (+5 to 
  assess nonmagical metals or gemstones), Climb +8, Knowledge 
  (dungeoneering, engineering) +5, Perception +16 (+18 to notice 
  unusual stonework), Sense Motive +12, Stealth +9
  Languages Common, Dwarven
  SQ fast movement, high jump, ki pool (8 points, magic), maneuver 
  training, purity of body, slow fall 40 ft., wholeness of body
  Combat Gear potion of bear’s endurance, potions of cure light 
  wounds (2), potions of cure moderate wounds (2), potions of 
  mage armor (2), potions of magic weapon (2), antitoxin, holy 
  water (2); Other Gear masterwork heavy pick, masterwork 
  shuriken (50), belt of giant strength +2, bracers of armor +1, 
  cloak of resistance +1, ring of protection +1, 141 gp
  Steadfast defenders often serve as guards in monasteries 
  and as bodyguards for important dignitaries.
  BRANOCK ULGREHN
  Branock’s friends and surviving enemies call him “The 
  Immovable.” Mixing dwarven stubbornness with his 
  monk’s training, Branock excels when he is guarding 
  a single chokepoint. He was born the son of a minor 
  dwarven thane, but chose to betray his family in 
  exchange for the hand of the daughter of his 
  father’s rival. His betrayal was for naught, 
  however, as he was double-crossed by 
  his family’s enemies and cast out from 
  his childhood home. Now he hires 
  himself out to this group or that, always 
  searching for a way to erase his shame 
  and win his way back into the warm 
  embrace of his homeland, though he 
  knows that this feat will prove to be 
  nearly impossible—for dwarves do not 
  easily forgive treachery.
  Combat 
  Encounters: 
  Branock 
  is typically employed to limit the 
  escape routes on a battlefield. Other 
  times he is hired on as a bodyguard 
  or a bouncer, and could even be 
  found guarding the vault in a bank 
  or royal treasury.
  Roleplaying Suggestions: While 
  Branock often seems talkative 
  and friendly, he rarely speaks of 
  his shameful past to strangers. 
  When he does, he tends to 
  gloss over the details 
  of his treachery and 
  subsequent exile.
  STEADFAST DEFENDER
  CR 8
  DWARF MONK 9
  XP 4,800
  Medium humanoid (dwarf)
  LN
  100
  100
  
  Init +5; Senses darkvision 60 ft., see invisibility; Perception +12
  DEFENSE
  AC 21, touch 17, flat-footed 19 (+2 armor, +1 Dex, +1 dodge, +2 monk, 
  +2 natural, +3 Wis)
  hp 73 (10d8+25)
  Fort +9, Ref +8, Will +10; +2 vs. enchantments
  Defensive Abilities improved evasion, orc ferocity; Immune disease
  OFFENSE
  Speed 60 ft.
  Melee unarmed strike +11/+6 (1d10+4) or
  mwk falchion +12/+7 (2d4+6/18–20) or
  unarmed strike flurry of blows +12/+12/+7/+7 (1d10+4)
  Ranged heavy crossbow +8 (1d10/19–20)
  Special Attacks flurry of blows, 
  stunning fist (10/day, DC 18)
  TACTICS
  Before Combat The monk drinks 
  potions of barkskin and see 
  invisibility and ambushes 
  foes whenever possible.
  During Combat The monk 
  charges, using Vital Strike 
  in conjunction with 
  Stunning Fist. 
  Against stunned 
  opponents, she 
  employs her 
  falchion and Power Attack. If 
  surrounded or adjacent to 
  a particularly powerful 
  combatant, she uses 
  Improved Bull Rush and then 
  Lunge, pushing her enemies 
  away and then forcing 
  them to close again.
  Base Statistics Without barkskin and 
  see invisibility, the monk’s statistics are 
  Senses no see invisibility; AC 19, touch 17, 
  flat-footed 17.
  STATISTICS
  Str 18, Dex 12, Con 14, Int 10, Wis 16, Cha 8
  Base Atk +7; CMB +14 (+17 bull rush); CMD 28 (30 vs. bull rush)
  Feats Dodge, Extra Ki, Improved Bull Rush, Improved Initiative, 
  Improved Unarmed Strike, Lunge, Medusa’s Wrath, Power 
  Attack, Scorpion Style, Stunning Fist, Vital Strike
  Skills Acrobatics +6 (+28 when jumping), Climb 
  +12, Intimidate +9, Knowledge (history) 
  +4, Perception +12, Sense Motive +16, 
  Stealth +19, Survival +8, Swim +8
  Languages Common, Orc
  SQ fast movement, high jump, ki pool (10 points, lawful, magic), 
  maneuver training, orc blood, purity of body, slow fall 50 ft., 
  weapon familiarity, wholeness of body
  Combat Gear potions of barkskin (2), potions of cure moderate 
  wounds (2), potion of see invisibility; Other Gear heavy 
  crossbow with 20 bolts, masterwork falchion, belt of 
  giant strength +2, bracers of armor +2, cloak of elvenkind, 
  masterwork manacles, 195 gp
  These monks often serve as enforcers and bounty hunters 
  for monastic orders or lawful lords, tracking down those 
  in need of punishment.
  TIARET THE 
  HUNTRESS
  Tiaret hunts violent criminals. She 
  was once an initiate among 
  a peaceful order of 
  monks, but then 
  her monastery 
  was destroyed 
  by 
  brigands. 
  Tiaret was the 
  only survivor, 
  and her first 
  stint as a  
  bounty hunter involved 
  hunting down each of the 
  attackers and bringing them 
  to justice. Since then, Tiaret has 
  continued to use her talents to 
  capture lawbreakers. Though she 
  prefers jobs where the bounty is 
  wanted dead or alive, if she thinks 
  an opponent might have value, she 
  attacks with nonlethal force and 
  renders the foe unconscious.
  Combat Encounters: Tiaret 
  prefers to work alone, as 
  tracking an enemy requires a level 
  of stealth and precision sellswords and 
  spellcasters often lack. When forced to seek 
  allies against a particularly powerful foe, she 
  prefers the company of rogues and rangers.
  Roleplaying Suggestions: Often sullen and 
  stern, Tiaret is ever observant, always searching 
  for those wanted by the law and trying to overhear 
  conversations of people she believes are 
  plotting to break the law. She has no tolerance 
  for those who harass monks, cleric, inquisitors, 
  or oracles. She believes in following the letter of 
  the law, and cares little about the spirit.
  CAUTIOUS HUNTER
  CR 9
  HALF-ORC MONK 10
  XP 6,400
  Medium humanoid (human, orc)
  LE
  101101
  CR
  8
  9
  CORE CLASSES
  MONKS
  
  Init +8; Senses Perception +14
  DEFENSE
  AC 23, touch 21, flat-footed 18 (+2 armor, +1 deflection, +4 Dex,  
  +1 dodge, +2 monk, +3 Wis)
  hp 60 (11d8+7)
  Fort +8, Ref +12, Will +11; +2 vs. enchantments
  Defensive Abilities improved evasion; Immune disease, poison
  OFFENSE
  Speed 60 ft.
  Melee unarmed strike +12/+7 (1d10+1/19–20) or
  unarmed strike flurry of blows +13/+13/+8/+8/+3 (1d10+1/ 
  19–20)
  Ranged shuriken +12/+7 (1d2+1 plus poison) or
  shuriken flurry of blows +13/+13/+8/+8/+3 (1d2+1 plus 
  poison)
  Special Attacks flurry of blows, stunning fist (11/
  day, DC 18)
  TACTICS
  Before Combat The monk conceals her 
  shuriken as the metal cymbals inside her 
  tambourine, applying 2 doses of black 
  adder venom or drow poison to 
  the weapons before combat. She 
  performs, bluffs, or connives 
  her way to her target.
  During Combat If the monk 
  finds herself outnumbered, she uses flurry 
  of blows with her poisoned shuriken. She 
  shifts and feints through a melee. If 
  her feint is successful, she trips 
  that foe. Once the foe is on the 
  ground, she slams down 
  with a Stunning Fist. A 
  poisonous performer 
  does not hesitate to 
  abandon combat if 
  outmatched or seriously 
  injured, drinking her potion 
  of invisibility and fleeing the 
  field to a place where she 
  can drink a potion of disguise 
  self, blend in, and disappear.
  STATISTICS
  Str 12, Dex 18, Con 10, Int 13, Wis 17, Cha 10
  Base Atk +8; CMB +12 (+14 trip); CMD 30 (32 
  vs. trip)
  Feats Combat Reflexes, Deadly Aim, 
  Dodge, Improved Critical (unarmed 
  strike), Improved Feint, Improved 
  Initiative, Improved Trip, Improved Unarmed Strike, Point-Blank 
  Shot, Skill Focus (Bluff), Stunning Fist, Vital Strike, Weapon Finesse
  Skills Acrobatics +17 (+40 when jumping), Bluff +16, Climb +9, 
  Linguistics +3, Perception +14, Perform (dance, percussion) +8, 
  Sense Motive +17, Sleight of Hand +9, Stealth +15, Swim +5
  Languages Common, Dwarven, Elven, Gnome
  SQ diamond body, fast movement, high jump, ki pool (8 points, 
  lawful, magic), maneuver training, purity of body, slow fall 50 ft., 
  wholeness of body
  Combat Gear potion of cure light wounds, potion of disguise self, 
  potion of invisibility, black adder venom (4), drow poison (4), oil 
  of taggit; Other Gear shuriken (20), belt of incredible dexterity +2, 
  bracers of armor +2, cloak of resistance +1, headband of inspired 
  wisdom +2, ring of protection +1, tambourine, 71 gp
  The poisonous performer is a member of a monastery 
  that seeks enlightenment in the perfection of murder and 
  assassination. Such monks are poison users and 
  masters of disguise, and often greatly feared 
  in the lands around their monasteries. They 
  are sometimes hunted by monks from other 
  monasteries who believe their grim rites are a 
  perversion of proper monastic practices.
  NATESSA THE ANGEL OF 
  DEATH
  Natessa came to the monastery on the 
  far island when she was a young 
  woman. She told the monks she 
  had accidently killed a man with 
  her horse, and wondered why 
  it made her feel complete, at 
  one with all being. The monks 
  ushered her in, and though she 
  was older than the other pupils, 
  they trained her in the discipline 
  of holy killing. Since that day, she has 
  risen in the ranks, and is now one the 
  monastery’s prized slayers. Few expect the 
  pretty but forgettable girl with the youthful 
  gait to be a seasoned and a brutal killer.
  Combat Encounters: Most people don’t 
  know they are in combat with Natessa until 
  they have poisoned shuriken sticking out of them. 
  Natessa usually works alone, but has been known 
  to bring support for a particularly well-guarded 
  target. She has also been associated with a small 
  number of adventuring parties, but typically 
  under a false identity.
  Roleplaying Suggestions: While 
  she’s hunting a mark, Natessa takes on 
  the persona of a traveling tambourine 
  player or a prostitute.
  POISONOUS PERFORMER
  CR 10
  HUMAN MONK 11
  XP 9,600
  Medium humanoid (human)
  LE
  102
  102
  
  Init +2; Senses Perception +20
  DEFENSE
  AC 23, touch 21, flat-footed 21 (+2 armor, +1 deflection, +2 Dex,  
  +3 monk, +5 Wis)
  hp 75 (12d8+18)
  Fort +10, Ref +11, Will +14; +2 vs. enchantments
  Defensive Abilities improved evasion; Immune disease, poison
  OFFENSE
  Speed 70 ft.
  Melee mwk quarterstaff +13/+8 (1d6+3) or
  +1 unarmed strike +13/+8 (2d6+4) or
  +1 unarmed strike flurry of blows 
  +14/+14/+9/+9/+4 (2d6+3)
  Ranged shuriken +11/+6 (1d2+3) or
  shuriken flurry of blows 
  +12/+12/+7/+7/+2 (1d2+3)
  Special Attacks flurry of blows, 
  stunning fist (12/day, DC 21)
  TACTICS
  Before Combat The 
  monk uses Stealth 
  to find a hiding spot 
  in an effort to gain 
  the element of surprise.
  During Combat The monk 
  uses Deflect Arrows 
  to close in on ranged 
  combatants. He uses Lunge 
  to keep enemies at bay and 
  flurry of blows to trip multiple 
  opponents if surrounded, allowing 
  him the full benefit of his Combat 
  Reflexes when tripped opponents try 
  to stand. A swift brawler uses Power 
  Attack against enemies he has tripped 
  or stunned, only risking the penalty on 
  his attack rolls when his target’s AC has 
  been compromised in some way.
  STATISTICS
  Str 16, Dex 15, Con 12, Int 10, Wis 20, Cha 8
  Base Atk +9; CMB +15 (+17 trip); CMD 33 (35 vs. trip)
  Feats Acrobatic Steps, Combat Reflexes, Deflect Arrows, 
  Extra Ki, Gorgon’s Fist, Improved Trip, Improved 
  Unarmed Strike, Lunge, Nimble Moves, Power Attack, 
  Scorpion Style, Spring Attack, Stunning Fist
  Skills Acrobatics +15 (+43 when jumping), Climb 
  +11, Knowledge (geography, local) +4, 
  Knowledge (history) +6, Knowledge 
  (religion) +7, Linguistics +3, 
  Perception +20, Sense Motive +18, Stealth +15, Swim +7
  Languages Common, Dwarven, Elven, Gnome, Orc
  SQ abundant step, diamond body, fast movement, high jump, ki pool 
  (13 points, lawful, magic), maneuver training, purity of body, slow 
  fall 60 ft., wholeness of body
  Combat Gear potion of cure light wounds, potion of mirror image; 
  Other Gear masterwork quarterstaff, shuriken (20), amulet of 
  mighty fists +1, belt of giant strength +2, bracers of armor +2, 
  cloak of resistance +1, headband of inspired wisdom +2, ring of 
  protection +1, 46 gp
  Swift brawlers serve as the vanguard of many monasteries’ 
  forces. They use speed and agility to track down and 
  neutralize enemy leaders and spellcasters.
  RYOTO
  Once 
  Ryoto 
  was a gambler, 
  a killer, and a thief. 
  And then one day he 
  walked away from that life—a depraved 
  and wine-hazed existence of vice and 
  violence. He sat down before the 
  gates of a monastery high up in 
  the hills, and did not move for 
  over a week, meditating without 
  food or water. When he finally spoke, 
  he looked up at the monks of the order 
  and merely said, “I am now you.” The 
  monks, sensing the fundamental truth 
  in this cryptic statement, silently opened 
  their doors and accepted him as one of 
  their own.
  When he came to the monastery, Ryoto was 
  powerful and crafty, but undisciplined. The monks 
  saw his potential, however, and did their best to break 
  him down and remake him into a perfect warrior. After 
  years of routine and training, he is now one of the greatest 
  fighters in the school, and is revered and thought of as 
  a great teacher, despite—or perhaps because of—the 
  fact that he has not said a single word since entering the 
  monastery.
  Combat Encounters: Ryoto is the first one to come to 
  the defense of his order, or to right some wrong he sees.
  Roleplaying Suggestions: As someone who refuses to 
  speak, or sometimes even to acknowledge the 
  existence of others, Ryoto is difficult 
  for others to communicate with. 
  His companions often don’t 
  know his intent until he acts.
  SWIFT BRAWLER
  CR 11
  HUMAN MONK 12
  XP 12,800
  Medium humanoid (human)
  LN
  103
  103
  CR
  10
  11
  CORE CLASSES
  MONKS
  
  Init +3; Senses low-light vision; Perception +19
  DEFENSE
  AC 24, touch 22, flat-footed 20 (+2 armor, +1 deflection, +3 Dex,  
  +1 dodge, +3 monk, +4 Wis)
  hp 85 (13d8+23)
  Fort +11, Ref +13, Will +14; +4 vs. enchantments
  Defensive Abilities improved evasion; Immune disease, poison, 
  sleep; SR 23
  OFFENSE
  Speed 70 ft.
  Melee +1 rapier +12/+7 (1d6+3/15–20) or
  unarmed strike +11/+6 (2d6+2) or
  unarmed strike flurry of blows +13/+13/+8/+8/+3 
  (2d6+2)
  Ranged mwk composite longbow +13/+8 
  (1d8+2/×3) or
  mwk shuriken +13/+8 (1d2+2) or
  mwk shuriken flurry of blows +14/+14/+9/+9/+4 
  (1d2+2)
  Special Attacks flurry of blows, stunning fist  
  (13/day, DC 20)
  TACTICS
  Before Combat The monk tries to find cover 
  from which to snipe at his enemies, using 
  abundant step in conjunction with Stealth 
  to make enemies think they face multiple 
  attackers.
  During Combat If the monk must 
  enter melee, he uses Stunning Fist 
  against flat-footed or disadvantaged 
  opponents. If successful, he then 
  uses his rapier in conjunction 
  with Power Attack and Vital 
  Strike. If he’s outnumbered, 
  the monk uses Spring Attack 
  and Vital Strike to whittle 
  down his foes.
  STATISTICS
  Str 14, Dex 16, Con 12, 
  Int 11, Wis 18, 
  Cha 10
  Base Atk +9; 
  CMB +15 (+17 disarm); CMD 33 (35 vs. disarm)
  Feats Combat Reflexes, Deadly Aim, Dodge, 
  Improved Critical (rapier), Improved Disarm, 
  Improved Unarmed Strike, Point-Blank Shot, 
  Power Attack, Precise Shot, Quick Draw, Spring 
  Attack, Stunning Fist, 
  Vital Strike
  Skills Acrobatics +15 (+44 when jumping), Bluff +5, Climb +8, 
  Diplomacy +10, Knowledge (history, religion) +5, Linguistics +2, 
  Perception +19, Sense Motive +15, Stealth +15
  Languages Common, Dwarven, Elven, Sylvan
  SQ abundant step, diamond body, diamond soul, elven magic, 
  fast movement, high jump, ki pool (10 points, lawful, magic), 
  maneuver training, purity of body, slow fall 60 ft., weapon 
  familiarity, wholeness of body
  Combat Gear elixir of truth, potion of blur, potions of comprehend 
  languages (2), potions of cure moderate wounds (2), potion of 
  cure serious wounds, potion of glibness; Other Gear +1 rapier,  
  masterwork composite longbow (+2 Str) with 20 arrows, 
  masterwork shuriken (50), belt of incredible dexterity +2, boots of 
  elvenkind, bracers of armor +2, cloak of resistance +2, headband 
  of inspired wisdom +2, ring of protection +1, 179 gp
  Both archers and diplomats, 
  monastic snipers consider 
  a well-placed warning shot 
  the ideal method to open the 
  channels of diplomacy from a 
  position of power.
  TOURINDALL 
  ANDARAEL
  Many elves defend their enclaves 
  with both well-placed arrows and 
  honeyed words. Tourindall uses 
  those same tactics to defend his 
  fellow monks and their home. 
  When strangers enter his 
  order’s lands, Tourindall 
  is sent to spy on them and 
  possibly warn them away.
  Combat Encounters: 
  Tourindall 
  negotiates 
  his way out of a fight if 
  he can. If battle breaks 
  out but negotiation 
  still seems feasible, he 
  disarms a single foe 
  then offers to parley, 
  or gets away to drink 
  his potion of glibness 
  before returning to talk.
  Roleplaying Suggestions: 
  Tourindall is proud of his 
  knowledge of both history 
  and religion, and comes off 
  as overly academic. He often 
  weaves into his negotiations 
  proverbs and myths from a variety 
  of religions.
  MONASTIC SNIPER
  CR 12
  ELF MONK 13
  XP 19,200
  Medium humanoid (elf)
  LN
  104
  104
  
  Init +8; Senses Perception +20
  DEFENSE
  AC 29, touch 25, flat-footed 24 (+2 armor, +1 deflection, +4 Dex,  
  +1 dodge, +3 monk, +2 natural, +1 size, +5 Wis)
  hp 80 (14d8+14)
  Fort +12, Ref +15, Will +16; +2 vs. enchantments, +2 vs. fear
  Defensive Abilities improved evasion; Immune disease, poison; SR 24
  OFFENSE
  Speed 60 ft.
  Melee +1 unarmed strike +16/+11 (1d10+4) or
  +1 unarmed strike flurry of blows +18/+18/+13/+13/+8 (1d10+4)
  Ranged mwk shortbow +16/+11 (1d4/×3)
  Special Attacks flurry of blows, stunning fist (14/day, DC 22)
  TACTICS
  Before Combat The monk often tries to reason or treat with 
  potential foes in an effort to avoid unnecessary combat, or to 
  quietly study enemies and discern each one’s strengths and 
  weaknesses. Once combat is unavoidable, he drinks potions of 
  barkskin and bull’s strength.
  During Combat The monk trusts his improved evasion, high saves, 
  and spell resistance to safeguard him against spellcasters, and 
  focuses on martial opponents, combining Spring Attack and 
  Stunning Fist. He uses Lunge against Small or Medium opponents, 
  often using ki points to grant himself a bonus to AC and negate 
  the penalty from using Lunge. When making a flurry of blows, he 
  attempts a Stunning Fist on the first strike. He uses Snatch Arrows 
  to return thrown weapons and Deadly Aim whenever he 
  catches a weapon he is proficient with. 
  Base Statistics Without barkskin and bull’s strength, the 
  monk’s statistics are AC 27, touch 25, flat-footed 22; Melee 
  +1 unarmed strike +16/+11 (1d10+2) or +1 unarmed strike 
  flurry of blows +18/+18/+13/+13/+8 (1d10+1); Str 12; CMB 
  +14; CMD 34; Skills Climb +10, Swim +5.
  STATISTICS
  Str 16, Dex 18, Con 12, Int 11, Wis 20, Cha 10
  Base Atk +10; CMB +16; CMD 36
  Feats Combat Reflexes, Deadly Aim, Deflect Arrows, Dodge, 
  Gorgon’s Fist, Improved Initiative, Improved Unarmed Strike, 
  Lunge, Point-Blank Shot, Scorpion Style, Snatch Arrows, Spring 
  Attack, Stunning Fist, Weapon Finesse
  Skills Acrobatics +20 (+48 when jumping), Climb +12, Knowledge 
  (history) +16, Knowledge (religion) +8, Perception +20, Perform 
  (wind) +7, Sense Motive +20, Stealth +21, Swim +7
  SQ abundant step, diamond body, diamond soul, fast 
  movement, high jump, ki pool (12 points, lawful, 
  magic), maneuver training, purity of body, slow fall 70 
  ft., wholeness of body
  Combat Gear potions of barkskin (2), potions of bull’s 
  strength (2), potion of cure moderate wounds (2), 
  universal solvent (2), tanglefoot bag; Other Gear masterwork 
  shortbow with 20 arrows, amulet of mighty fists +1, belt of 
  incredible dexterity +2, bracers of armor +2, cloak of resistance +1,  
  headband of inspired wisdom +4, ring of protection +1, 
  masterwork wooden flute, 419 gp
  These monks are small, but powerful and well trained. 
  Those who underestimate one of these halflings do so at 
  their own peril.
  LAOSHI
  Laoshi listens to the wind, and always does its bidding. 
  Sometimes it tells him to help those in need. Other times 
  it tells him to play his flute while a city burns. It’s also led 
  him on a number of adventures.
  Combat Encounters: Though lawful, Laoshi is a servant 
  of the wind. This can sometimes lead him to seemingly 
  random acts, including outbursts of violence. In the end, 
  however, it usually works out for the common good.
  Roleplaying Suggestions: Laoshi makes his way 
  through the land, playing his flute for the occasional 
  coin. He hears much and often passes on that information 
  to those the wind suggests.
  LITTLE FIST
  CR 13
  HALFLING MONK 14
  XP 25,600
  Small humanoid (halfling)
  LN
  105
  105
  CR
  12
  13
  CORE CLASSES
  MONKS
  
  Init +7; Senses Perception +22
  DEFENSE
  AC 28, touch 22, flat-footed 24 (+4 armor, +1 deflection, +3 Dex, 
  +1 dodge, +3 monk, +2 natural, +4 Wis)
  hp 91 (15d8+20)
  Fort +13, Ref +15, Will +16; +2 vs. enchantments, +2 vs. poison, 
  spells, and spell-like abilities
  Defensive Abilities defensive training (+4 dodge bonus to AC vs. 
  giants), improved evasion; Immune disease, poison; SR 25
  OFFENSE
  Speed 70 ft.
  Melee +1 unarmed strike +16/+11/+6 (2d6+5/19–20)
  Ranged improvised thrown weapon +15 (1d8+4/19–20)
  Special Attacks +1 on attack rolls against goblinoid and orc 
  humanoids, flurry of blows, quivering palm (1/day, DC 21), 
  stunning fist (15/day, DC 21)
  TACTICS
  Before Combat The monk drinks potions of barkskin and cat’s grace.
  During Combat This monk prefers to use improvised weapons like 
  ladders, tankards, and chisels. If he happens upon a particularly 
  effective and sturdy improvised weapon, he applies oil of 
  greater magic weapon before rejoining 
  the fray. In familiar terrain, he tries to stun 
  or trip a foe as a standard action and then 
  uses his abundant step ability to seek cover 
  where he can hide. The dwarf then pelts his 
  adversaries with anything on hand.
  Base Statistics Without barkskin and cat’s grace, the 
  monk’s statistics are Init +5; AC 24, touch 20, flat-footed 22; 
  Ref +13; Ranged improvised thrown weapon +13 (1d8+4/19–
  20); Dex 13; CMD 35 (39 vs. bull rush, 41 vs. trip); Skills 
  Acrobatics +14 (+45 when jumping), Stealth +9.
  STATISTICS
  Str 18, Dex 17, Con 12, Int 12, Wis 18, Cha 8
  Base Atk +11; CMB +19 (+21 trip); CMD 37 (41 vs. bull rush, 43 vs. trip)
  Feats Catch Off-Guard, Combat Reflexes, Dodge, Extra Ki, Gorgon’s 
  Fist, Improved Initiative, Improved Trip, Improved 
  Unarmed Strike, Improvised Weapon 
  Mastery, Medusa’s Wrath, Power Attack, 
  Scorpion Style, Step Up, Stunning Fist, 
  Throw Anything
  Skills Acrobatics +16 (+47 when jumping), Appraise +11 (+13 to 
  assess nonmagical metals or gemstones), Climb +11, Craft 
  (carpentry) +21, Knowledge (dungeoneering, engineering) +6, 
  Knowledge (history) +8, Perception +22 (+24 to notice unusual 
  stonework), Sense Motive +19, Stealth +11
  SQ abundant step, diamond body, diamond soul, fast movement, 
  high jump, ki pool (13 points, lawful, magic), maneuver training, 
  purity of body, slow fall 70 ft., wholeness of body
  Combat Gear oil of greater magic weapon (3), oil of mending (5), 
  potion of barkskin, potion of cat’s grace, potions of cure serious 
  wounds (2); Other Gear amulet of mighty fists +1, belt of giant 
  strength +2, bracers of armor +4, cloak of resistance +3, headband 
  of inspired wisdom +2, ring of protection +1, masterwork artisan’s 
  tools, 470 gp
  Typically found among tavern brawlers, an improvised 
  hurler turns ordinary objects into devastating weapons.
  CREIGHTON FLINTFINGER
  As a child, Creighton hurled his cup at an older boy and 
  knocked him out cold. From that point on, the world was 
  his weapon. Each foe the dwarf faces is a puzzle—how can 
  he win using only what is provided by nature and luck? He 
  has been on this path for 20 years now, and is considered 
  by many to be a living saint.
  Combat Encounters: Creighton is friendly with many 
  adventuring parties and city governments. He often 
  travels as a group member, friend of a dignitary, or 
  emissary, and comes to the aid of those who seem worthy.
  Roleplaying Suggestions: Creighton is not like other 
  dwarves. Tranquil in conversation, he is a riot of emotion 
  in battle, as he tries to fuse with the world’s primal nature.
  IMPROVISED HURLER
  CR 14
  DWARF MONK 15
  XP 38,400
  Medium humanoid (dwarf)
  LN
  106
  106
  
  Init +2; Senses Perception +21
  DEFENSE
  AC 26, touch 22, flat-footed 23 (+4 armor, +2 deflection, +2 Dex, 
  +1 dodge, +4 monk, +3 Wis)
  hp 91 (16d8+16)
  Fort +14, Ref +15, Will +16; +2 vs. enchantments
  Defensive Abilities improved evasion; Immune disease, poison; SR 26
  OFFENSE
  Speed 80 ft.
  Melee +1 unarmed strike +17/+12/+7 (2d8+5) or
  +1 spear +17/+12/+7 (1d8+7/×3) or
  +1 unarmed strike flurry of blows +19/+19/+14/+14/+9/+9/+5 
  (2d8+5)
  Ranged blowgun +15/+10/+5 (1d2)
  Special Attacks flurry of blows, quivering palm (1/day, DC 21), 
  stunning fist (16/day, DC 21)
  TACTICS
  Before Combat The monk prefers to ambush foes, and uses his 
  diamond body ability to poison either his spear or at least two 
  javelins without risk to himself.
  During Combat The monk prefers to fight from horseback, and 
  uses Ride-By Attack and Lunge to hit foes so he faces little risk 
  of retaliation. He often uses Stunning Fist on the first 
  pass, and if successful follows with a Spirited Charge. 
  Against other mounted foes, he uses Improved Trip to 
  unhorse his opponents if possible.
  STATISTICS
  Str 18, Dex 14, Con 12, Int 10, Wis 16, Cha 12
  Base Atk +12; CMB +20 (+22 trip); CMD 38 (40 vs. trip)
  Feats Combat Reflexes, Deadly Aim, Deflect Arrows, Dodge, Improved 
  Trip, Improved Unarmed Strike, Lunge, Mounted Combat, Point-
  Blank Shot, Power Attack, Precise Shot, Quick Draw, Ride-By 
  Attack, Snatch Arrows, Spirited Charge, Stunning Fist
  Skills Acrobatics +15 (+51 when jumping), Bluff +11, Climb +12, 
  Diplomacy +5, Disguise +3, Handle Animal +5, Intimidate +12, 
  Knowledge (arcana, geography) +1, Knowledge (local) +5, 
  Perception +21, Ride +15, Sense Motive +13, Stealth +17, Survival +8, 
  Swim +9
  Languages Common
  SQ abundant step, diamond body, diamond soul, fast movement, high 
  jump, ki pool (11 points, adamantine, lawful, magic), maneuver 
  training, purity of body, slow fall 80 ft., wholeness of body
  Combat Gear potion of comprehend languages, potions of cure 
  light wounds (2), potion of cure moderate wounds, potions of 
  glibness (2), potion of invisibility, drow poison (2), giant wasp 
  poison (2), medium spider venom (3); Other Gear 
  +1 spear, blowgun with 20 blowgun darts, 
  amulet of mighty fists +1, bag of holding 
  (type I), belt of giant strength +2, boots of 
  elvenkind, bracers of armor +4, cloak of resistance +3, eyes of the 
  eagle, hat of disguise, headband of inspired wisdom +2, ring of 
  protection +2, light horse (combat trained), 15 gp
  These warriors are dangerous on or off their mounts. 
  ASIM THE CRIMSON BANDIT
  Asim’s family had a long tradition of robbing travelers, but 
  he was determined to end that life, seeking out a monastery 
  to remake himself. His riches went to the temple to fund 
  good works, and he gave his expensive clothes to the poor. 
  Yet when territorial changes found the monastery’s lands 
  full of invaders, he found himself leading the resistance. 
  Often this war requires robbing the supply trains of his 
  enemies, and what Asim steals he splits between the poor 
  and the war effort.
  Combat Encounters: Asim is rarely without 
  several fellow monks. He is always wary, and 
  would rather question an incapacitated foe than 
  fall for an enemy’s trap.
  Roleplaying Suggestions: More than 
  anything, Asim wants to 
  return to the peaceful 
  life of an ascetic.
  HORSE MONK
  CR 15
  HUMAN MONK 16
  XP 51,200
  Medium humanoid (human)
  LN
  107
  107
  CR
  14
  15
  CORE CLASSES
  MONKS
  
  Init +2; Senses Perception +23
  DEFENSE
  AC 30, touch 24, flat-footed 27 (+4 armor, +2 deflection, +2 Dex,  
  +1 dodge, +4 monk, +2 natural, +1 size, +4 Wis)
  hp 104 (17d8+24)
  Fort +13, Ref +14, Will +16; +2 vs. enchantments
  Defensive Abilities improved evasion; Immune disease, fire 
  (60 points), poison; SR 27
  OFFENSE
  Speed 70 ft.
  Melee +1 unarmed strike +18/+13/+8 (2d6+4) or
  +1 ki focus kama +17/+12/+7 (1d4+4) or
  +1 unarmed strike flurry of blows +20/+20/+15/+15/+10/+10/+5 
  (2d6+4)
  Ranged mwk shuriken +16/+11/+6 (1d1+3) or
  mwk shuriken flurry of blows +16/+16/+11/+11/+6/+6/+1 (1d1+3)
  Special Attacks +1 on attack rolls against goblinoid and reptilian 
  humanoids, flurry of blows, quivering palm (1/day, DC 22), 
  stunning fist (17/day, DC 22)
  TACTICS
  Before Combat The monk drinks his potions of barkskin and 
  protection from energy (fire) if he has had time to study his 
  foes’ weaknesses. When fighting in cramped or narrow areas, 
  he instead drinks his potion of invisibility and coats an area of 
  the floor with his salve of slipperiness. He then waits for foes to 
  enter the greased area before attacking.
  During Combat The monk uses his kama in conjunction with Spring 
  Attack and Improved Trip to knock foes prone, potentially using 
  the kama’s ki focus special ability to channel his Stunning Fist. If 
  he has successfully tripped foes with his salve of slipperiness, he 
  activates his slippers of spider climbing so he doesn’t have 
  to cross the slippery floor, and uses flurry of blows with 
  his shuriken. If outnumbered, he uses his elemental 
  gem and flanks with the earth elemental.
  Base Statistics Without barkskin and protection 
  from energy, the monk’s statistics are Immune 
  disease, poison; AC 28, touch 24, flat-footed 25.
  STATISTICS
  Str 17, Dex 15, Con 12, Int 12, Wis 18, Cha 10
  Base Atk +12; CMB +19 (+21 trip); CMD 37  
  (39 vs. trip)
  Feats Acrobatic Steps, Blind-Fight, Combat Reflexes, Deadly 
  Aim, Dodge, Improved Trip, Improved Unarmed Strike, 
  Mobility, Nimble Moves, Point-Blank Shot, Power 
  Attack, Precise Shot, Scorpion Style, Spring Attack, 
  Stunning Fist, Weapon Focus (unarmed strike)
  Skills Acrobatics +20 (+53 when jumping), Climb +16,  
  Craft (pottery) +8, Diplomacy +4, Disable Device +7,  
  Knowledge (dungeoneering, engineering) +6, 
  Knowledge (history) +7, Perception +23, Sense Motive +15, 
  Stealth +24, Survival +8, Swim +7
  Languages Common, Dwarven, Gnome, Sylvan; tongue of the sun 
  and moon
  SQ abundant step, diamond body, diamond soul, fast movement, 
  high jump, ki pool (12 points, adamantine, lawful, magic), 
  maneuver training, purity of body, slow fall 80 ft., timeless body, 
  wholeness of body
  Combat Gear elemental gem (earth), potion of barkskin, potion of 
  cure moderate wounds, potion of cure serious wounds, potion 
  of invisibility, potion of protection from energy (fire), salve of 
  slipperiness; Other Gear +1 ki focus kama, masterwork shuriken (40),  
  amulet of mighty fists +1, belt of giant strength, bracers of armor +4,  
  cloak of resistance +2, headband of inspired wisdom +2, ring of 
  protection +2, slippers of spider climbing, 200 gp
  Sometimes adventuring monks return home to serve 
  their communities as chiefs, lawgivers, and protectors. 
  Such towns and villages are thus far more dangerous to 
  assault than one might expect.
  WARREN CHIEF
  CR 16
  GNOME MONK 17
  XP 76,800
  Small humanoid (gnome)
  LN
  108
  108
  
  Init +6; Senses low-light vision; Perception +24
  DEFENSE
  AC 31, touch 27, flat-footed 24 (+4 armor, +1 deflection, +6 Dex,  
  +1 dodge, +4 monk, +5 Wis)
  hp 148 (18d8+64)
  Fort +16, Ref +19, Will +18; +4 vs. enchantments
  Defensive Abilities improved evasion; Immune disease, poison; SR 28
  OFFENSE
  Speed 90 ft.
  Melee +2 unarmed strike +21/+16/+11 (2d8+4) or
  mwk cold iron dagger +20/+15/+10 (1d4+2/19–20) or
  +2 unarmed strike flurry of blows +24/+24/+19/+19/+14/+14/+9 
  (2d8+4)
  Ranged mwk cold iron dagger +20/+15/+10 (1d4+2/19–20)
  Special Attacks flurry of blows, quivering palm (1/day, DC 24), 
  stunning fist (18/day, DC 24)
  TACTICS
  Before Combat The monk attempts to get close to an opponent 
  through Bluff or Diplomacy, then drinks her potions of bear’s 
  endurance and bull’s strength.
  During Combat Against a single foe, the monk opens with Stunning 
  Fist augmented with Improved Vital Strike, then tries to grapple 
  the stunned foe. Against multiple opponents, she uses flurry of 
  blows to attempt trip and disarm maneuvers, making as many 
  foes prone or weaponless as possible, then strikes when 
  those opponents provoke attacks of opportunity. Against 
  foes too large to grapple or immune to stunning, she uses 
  her ki pool to boost her movement, then Spring Attack with 
  Improved Vital Strike to make hit and run attacks. 
  Base Statistics Without bear’s endurance and bull’s strength, the 
  monk’s statistics are hp 112; Fort +14; Melee +2 unarmed  
  strike +21/+16/+11 (2d8+2) or mwk cold iron dagger 
  +20/+15/+10 (1d4/19–20) or flurry of blows (+2 unarmed strike) 
  +22/+22/+17/+17/+12/+12/+7 (2d8+2); Ranged mwk cold iron 
  dagger +20/+15/+10 (1d4/19–20); Str 10, Con 12; CMD 45 (47 vs. 
  trip); Skills Climb +4, Swim +5.
  STATISTICS
  Str 14, Dex 22, Con 16, Int 13, Wis 20, Cha 11
  Base Atk +13; CMB +24 (+26 grapple, +28 trip); CMD 47 (49 vs. trip)
  Feats Agile Maneuvers, Combat Expertise, Combat Reflexes, 
  Defensive Combat Training, Dodge, Greater Trip, Improved Bull 
  Rush, Improved Disarm, Improved Grapple, Improved Trip, 
  Improved Unarmed Strike, Improved Vital Strike, Skill Focus 
  (Acrobatics), Spring Attack, Strike Back, Stunning Fist, Vital Strike, 
  Weapon Finesse
  Skills Acrobatics +33 (+75 when jumping), Bluff +8, Climb +4, 
  Diplomacy +8, Knowledge (history) +8, Knowledge (local) +6, 
  Knowledge (religion) +7, Perception +24, Perform (dance) +6, 
  Sense Motive +26, Stealth +23, Swim +5
  Languages Common, Elven, Gnome; tongue of the sun and moon
  SQ abundant step, diamond body, diamond soul, elf blood, fast 
  movement, high jump, ki pool (14 points, adamantine, lawful, 
  magic), maneuver training, purity of body, slow fall 90 ft., 
  timeless body, wholeness of body
  Combat Gear potion of bear’s endurance, potion of bull’s strength, 
  potions of cure moderate wounds (2), potions of entropic shield (2),  
  universal solvent (2); Other Gear masterwork cold iron dagger, 
  amulet of mighty fists +2, belt of incredible dexterity +6, bracers 
  of armor +4, cloak of resistance +2, headband of inspired 
  wisdom +4, ring of protection +1, 298 gp
  Devoted to the protection of druidic groves or other 
  sacred places of power, grove guardians do anything 
  necessary to protect what they guard.
  XEXILIA AISHINKAI
  Xexilia Aishinkai, the 834th of that name, guards one of 
  the world trees. Like those who came before her, she left 
  behind her old life when she was called to the tree.
  GROVE GUARDIAN
  CR 17
  HALF-ELF MONK 18
  XP 102,400
  Medium humanoid (elf, human)
  LN
  109
  109
  CR
  16
  17
  CORE CLASSES
  MONKS
  
  Init +5; Senses Perception +19
  DEFENSE
  AC 31, touch 27, flat-footed 25 (+4 armor, +2 deflection, +5 Dex,  
  +1 dodge, +4 monk, +5 Wis)
  hp 108 (19d8+19)
  Fort +14, Ref +19, Will +19; +4 vs. enchantments
  Defensive Abilities improved evasion; Immune disease, poison; 
  SR 29
  OFFENSE
  Speed 90 ft.
  Melee +3 longsword +23/+18/+13 (1d8+10/17–20/×2) or
  +1 unarmed strike +20/+15/+10 (2d8+6) or
  +1 unarmed strike flurry of blows 
  +23/+23/+18/+18/+13/+13/+8 (2d8+6)
  Ranged +1 shuriken +20/+15/+10 (1d2+6) or
  +1 shuriken flurry of blows +23/+23/+18/+18/+13/+13/+8 
  (1d2+6)
  Special Attacks flurry of blows, quivering palm 
  (1/day, DC 24), stunning fist (19/day, 
  DC 24)
  TACTICS
  Before Combat The monk prefers 
  to challenge foes openly. 
  He spends a point from his ki 
  pool to increase his speed.
  During Combat The monk uses Great Cleave and 
  Lunge in tandem, normally spending a point 
  from his ki pool to offset the Armor Class 
  penalty of these two feats. The monk makes 
  unarmed strikes, attempting to stun or 
  stagger with Stunning Fist and then use 
  Improved Bull Rush to push the enemy 
  away. If overwhelmed, the monk drinks 
  a potion of mirror image to confuse 
  attackers, uses Spring Attack or Great 
  Cleave to attack multiple opponents as 
  a standard action, then moves away 
  quickly. The monk always leaves 2 
  points in his ki pool so he can use 
  abundant step if he’s severely 
  threatened.
  STATISTICS
  Str 20, Dex 20, Con 10, Int 12, 
  Wis 20, Cha 8
  Base Atk +14; CMB +24 (+26 trip); 
  CMD 46 (48 vs. trip)
  Feats Cleave, Combat Reflexes, Critical 
  Focus, Dodge, Extra Ki, Great Cleave, Improved 
  Bull Rush, Improved Critical (longsword), 
  Improved Trip, Improved Unarmed Strike, Lunge, Martial Weapon 
  Proficiency (longsword), Power Attack, Spring Attack, Stand Still, 
  Stunning Fist, Tiring Critical, Weapon Focus (longsword)
  Skills Acrobatics +27 (+70 when jumping), Intimidate +12, Knowledge 
  (arcana, nobility) +6, Knowledge (history) +14, Knowledge 
  (religion) +9, Linguistics +5, Perception +19, Sense Motive +26, 
  Stealth +16
  Languages Common, Draconic, Dwarven, Elven, Giant, Infernal, 
  Undercommon; tongue of the sun and moon
  SQ abundant step, diamond body, diamond soul, empty body, fast 
  movement, high jump, ki pool (16 points, adamantine, lawful, 
  magic), maneuver training, purity of body, slow fall 90 ft., 
  timeless body, wholeness of body
  Combat Gear potions of cure moderate wounds (2), potions of cure 
  serious wounds (2), potions of mirror image (2), silversheen (2); 
  Other Gear +3 longsword, +1 shuriken (50), amulet of mighty fists 
  +1, bag of holding (type I), belt of physical might (Str, Dex) +4, 
  boots of elvenkind, bracers of armor +4, cloak of resistance +3, 
  headband of inspired wisdom +4, ring of protection +2, 191 gp
  Some elven monks master the art of carnage with one 
  chosen weapon. Sword savants are particularly 
  adept at keeping their foes at a distance 
  until it’s time to land the killing blow.
  EHTYAR NASTA
  No one wields a sword the way that 
  Ehtyar Nasta does. His movements are 
  like the wind, his thrusts like fire, and 
  his parries like stone. One of the rare 
  weapon masters of the age, Ehtyar 
  uses his art to protect the world 
  from the horrors that live beyond 
  reality. He is especially wary of the 
  machinations of the creatures of 
  the Shadow Plane, and travels that 
  plane pursuing one conspiracy or 
  another. When not on a mission, he 
  does fighting form demonstrations for 
  the enlightenment and entertainment of 
  the young.
  Combat Encounters: Ehtyar is at his 
  most tense when chasing creatures 
  of the Shadow Plane. He’s often 
  paranoid of strangers, who he 
  believes his enemies use to get 
  close to him.
  Roleplaying Suggestions: If 
   he’s in a place of safety, this 
  elf is calm, helpful, and very 
  generous with his time. When 
  stressed, he is unyielding, overly 
  cautious, and curt.
  SWORD SAVANT
  CR 18
  ELF MONK 19
  XP 153,600
  Medium humanoid (elf)
  LN
  110110
  
  Init +6; Senses darkvision 60 ft.; Perception +28
  DEFENSE
  AC 34, touch 27, flat-footed 31 (+5 armor, +2 deflection, +2 Dex,  
  +1 dodge, +5 monk, +2 natural, +7 Wis)
  hp 153 (20d8+60)
  Fort +18, Ref +18, Will +23; +2 vs. enchantments
  Defensive Abilities improved evasion; DR 10/chaotic; Immune 
  disease, poison; SR 30
  OFFENSE
  Speed 90 ft.
  Melee +3 unarmed strike +23/+18/+13 (2d10+7) or
  mwk alchemical sliver dagger +20/+15/+10 
  (1d4+4/19–20) or
  +3 unarmed strike flurry of blows 
  +26/+26/+21/+21/+16/+16/+11 (2d10+7)
  Ranged mwk shuriken +18/+13/+8 (1d2+4) or
  mwk shuriken flurry of blows 
  +21/+21/+16/+16/+11/+11/+6 (1d2+4)
  Special Attacks flurry of blows, quivering palm 
  (1/day, DC 27), stunning fist (20/day, DC 27)
  TACTICS
  Before Combat The monk drinks his potions 
  of barkskin and bear’s endurance.
  During Combat The monk expends 
  a point from his ki pool at the 
  beginning of combat to increase 
  his speed. He then closes with 
  a single opponent to deliver an 
  Improved Vital Strike combined 
  with Stunning Fist. If successful, 
  he makes a full attack with 
  his flurry of blows in the next 
  round, attempting to finish the 
  hampered opponent. He uses this 
  tactic whenever possible, using 
  flurry of blows or Power Attack 
  only against targets that have already 
  had their AC compromised from 
  being stunned or tripped. Otherwise, 
  he uses his mobility and high Acrobatics 
  skill to move in and out of melee. When 
  fighting four or more opponents, the monk 
  activates his feather token (whip) and targets 
  spellcasters first with Stunning Fist combined with 
  Medusa’s Wrath.
  Base Statistics Without barkskin and 
  bear’s endurance, the monk’s statistics 
  are AC 32, touch 27, flat-footed 29;  
  hp 113; Fort +16; Con 10.
  STATISTICS
  Str 18, Dex 14, Con 14, Int 13, Wis 24, Cha 10
  Base Atk +15; CMB +24 (+26 trip); CMD 46 (48 vs. trip)
  Feats Blind-Fight, Combat Expertise, Combat Reflexes, Deflect 
  Arrows, Dodge, Gorgon’s Fist, Improved Initiative, Improved 
  Trip, Improved Unarmed Strike, Improved Vital Strike, Lightning 
  Stance, Medusa’s Wrath, Power Attack, Scorpion Style, Spring 
  Attack, Stunning Fist, Vital Strike, Weapon Focus (unarmed 
  strike), Wind Stance
  Skills Acrobatics +20 (+64 when jumping), Bluff +5, Craft (origami) +14,  
  Diplomacy +5, Heal +19, Knowledge (arcana) +6, Knowledge 
  (history) +14, Knowledge (religion) +9, Linguistics +3, Perception +28,  
  Sense Motive +30, Stealth +18
  Languages Common, Draconic, Dwarven, Elven; tongue of the sun 
  and moon
  SQ abundant step, diamond body, diamond soul, empty body, 
  fast movement, high jump, ki pool (17 points, adamantine, 
  lawful, magic), maneuver training, perfect 
  self, purity of body, slow fall any distance, 
  timeless body, wholeness of body
  Combat Gear dust of appearance, 
  feather token (whip), potions of 
  barkskin (3), potions of bear’s 
  endurance (2), potions of cure 
  light wounds (2), potions of 
  cure moderate wounds (2),  
  potions of cure serious wounds (3),  
  potions of lesser restoration (2), universal 
  solvent (2); Other Gear masterwork 
  alchemical silver dagger, shuriken (50), 
  amulet of mighty fists +3, bag of holding (type I),  
  belt of giant strength +4, boots of elvenkind, 
  bracers of armor +5, cloak of resistance +4, 
  headband of inspired wisdom +6, ring of 
  protection +2, healer’s kit, 130 gp
  Ageless masters prefer to spread 
  wisdom, but once roused they are 
  dangerous opponents.
  OYONCHOL
  Master Oyonchol spends most 
  of his time on a high pillar on the 
  side of a trade route in the middle 
  of a desolate steppe. Pilgrims leave 
  offerings at its base, and sometimes 
  young monks camp under the pillar, 
  hoping to gain wisdom. Most are 
  disappointed, and at least one has 
  died of exposure while 
  Master Oyonchol sat 
  silently pondering the 
  changing seasons.
  AGELESS MASTER
  CR 19
  HUMAN MONK 20
  XP 204,800
  Medium outsider (human)
  LN
  111111
  CR
  18
  19
  CORE CLASSES
  MONKS
  
  Init –1; Senses darkvision 60 ft.; Perception +2
  DEFENSE
  AC 16, touch 9, flat-footed 16 (+7 armor, –1 Dex)
  hp 23 (2d10+8)
  Fort +7, Ref 0, Will +5
  Defensive Abilities orc ferocity
  OFFENSE
  Speed 20 ft.
  Melee mwk greataxe +5 (1d12+3/×3)
  Ranged shortbow +1 (1d6/×3)
  Special Attacks smite evil 1/day (+1 attack and AC, +2 damage)
  Paladin Spell-Like Abilities (CL 2nd; concentration +3)
  At will—detect evil
  TACTICS
  During Combat The 
  paladin prefers to attack 
  with her bow before 
  entering melee with 
  her greataxe. She uses 
  Power Attack unless 
  she fights heavily 
  armored enemies.
  STATISTICS
  Str 15, Dex 8, Con 16, 
  Int 10, Wis 12, Cha 13
  Base Atk +2; CMB +4; 
  CMD 13
  Feats Power Attack
  Skills Heal +5, Intimidate 
  +3, Perception +2, Sense 
  Motive +6
  Languages Common, Orc
  SQ aura, code of conduct, lay 
  on hands (1d6, 2/day), orc 
  blood, weapon familiarity
  Combat Gear potion of cure 
  light wounds, tanglefoot bags 
  (2); Other Gear banded mail, 
  masterwork greataxe, shortbow 
  with 20 arrows, wooden holy 
  symbol, 28 gp
  Honorable outcasts are far 
  from their homes and often 
  found alone. Some have been 
  questing in the wild for so 
  long that they have lost any 
  semblance of social graces 
  and tact.
  Init +1; Senses Perception +0
  DEFENSE
  AC 20, touch 11, flat-footed 19 (+7 armor, +1 Dex, +2 shield)
  hp 12 (1d10+2)
  Fort +3, Ref +1, Will +2
  OFFENSE
  Speed 20 ft.
  Melee longsword +5 (1d8+3/19–20)
  Ranged dagger +2 (1d4+3/19–20)
  Special Attacks smite evil 1/day (+2 attack and AC, +1 damage)
  Paladin Spell-Like Abilities (CL 1st; concentration +3)
  At will—detect evil
  TACTICS
  During Combat The paladin begins with Dazzling Display, then uses 
  smite evil on the strongest evil opponent. If he is confident he will 
  win the battle, he continues to demoralize opponents.
  STATISTICS
  Str 17, Dex 12, Con 13, Int 8, Wis 10, Cha 14
  Base Atk +1; CMB +4; CMD 15
  Feats Dazzling Display, Weapon 
  Focus (longsword)
  Skills Intimidate +3, Sense 
  Motive +4
  Languages Common
  SQ aura, code of conduct
  Combat Gear potion of 
  cure light wounds; 
  Other Gear banded 
  mail, heavy wooden 
  shield, dagger, 
  longsword, locked 
  gauntlet, silver holy 
  symbol, 33 gp
  The callous rake is a young 
  paladin exhibiting unpaladinlike 
  behavior. If unchecked, these 
  habits become the first step 
  toward disgrace.
  TRISTRAM REIS
  Tall, lean, and exceedingly handsome, 
  Tristram Reis is the vision of a true 
  and noble paladin—until he opens 
  his mouth. The son of a lesser  
  noble, he has faith in the goddess  
  of valor, but is a bit arrogant 
  and enamored with his own 
  status as a holy warrior.
  CALLOUS RAKE
  CR 1/2
  HUMAN PALADIN OF IOMEDAE 1
  XP 200
  Medium humanoid (human)
  LG
  HONORABLE OUTCAST
  CR 1
  HALF-ORC PALADIN OF TORAG 2
  XP 400
  Medium humanoid (human, orc)
  LG
  112112
  
  Init +1; Senses low-light vision; Perception +5
  Aura courage (10 ft.)
  DEFENSE
  AC 17, touch 12, flat-footed 16 (+4 armor, +1 Dex, +1 shield, +1 size)
  hp 36 (4d10+10)
  Fort +11, Ref +7, Will +8; +2 vs. illusions
  Defensive Abilities defensive training (+4 dodge bonus to AC vs. 
  giants); Immune disease, fear
  OFFENSE
  Speed 20 ft.
  Melee mwk longsword +7 (1d6+1/19–20)
  Ranged mwk longbow +8 (1d6/×3)
  Special Attacks +1 on attack rolls against goblinoid and reptilian 
  humanoids, channel positive energy (DC 16, 2d6), smite evil 2/day 
  (+4 attack and AC, +4 damage)
  Gnome Spell-Like Abilities (CL 4th; concentration +8)
  1/day—dancing lights, ghost sound, prestidigitation, speak 
  with animals
  Paladin Spell-Like Abilities (CL 4th; concentration +8)
  At will—detect evil
  Paladin Spells Prepared (CL 1st; concentration +5)
  1st—lesser restoration
  TACTICS
  During Combat The paladin attempts to 
  stay out of melee, preferring to use cover 
  and attack with her bow.
  STATISTICS
  Str 12, Dex 12, Con 15, Int 10, Wis 8, Cha 18
  Base Atk +4; CMB +4; CMD 15
  Feats Point-Blank Shot, Weapon Focus (longbow)
  Skills Diplomacy +8, Handle Animal +8, 
  Perception +5, Stealth +6
  Languages Common, Gnome, Sylvan
  SQ aura, code of conduct, lay on hands (2d6, 
  6/day), mercy (fatigued)
  Combat Gear potion of cure light wounds, 
  potion of invisibility, holy water (2); Other Gear 
  chain shirt, light wooden shield, masterwork 
  longbow with 20 arrows, masterwork longsword, 
  cloak of resistance +1, antitoxin, silver holy 
  symbol, 131 gp
  A skirmishing crusader often serves 
  as a scout in the army of a noble, or 
  roams the boundaries of civilization, 
  working with rangers to hold the 
  line against evil. She spends her 
  life in the wilds, and as a result can 
  often be awkward and crass.
  Init +2; Senses low-light vision; Perception +4
  Aura courage (10 ft.)
  DEFENSE
  AC 18, touch 12, flat-footed 16 (+5 armor, +2 Dex, +1 shield)
  hp 21 (3d10)
  Fort +5, Ref +5, Will +6; +2 vs. enchantments; Immune disease, 
  fear, sleep
  OFFENSE
  Speed 30 ft.
  Melee mwk rapier +4 (1d6+2/18–20), dagger +3 (1d4+1/19–20) or
  mwk rapier +6 (1d6+2/18–20)
  Ranged dagger +5 (1d4+2/19–20)
  Special Attacks smite evil 1/day (+2 attack and AC, +3 damage)
  Paladin Spell-Like Abilities (CL 3rd; concentration +5)
  At will—detect evil
  TACTICS
  During Combat The paladin uses her quick speed 
  and athletic skill to outmaneuver opponents, 
  wearing them down with smite evil.
  STATISTICS
  Str 15, Dex 15, Con 10, Int 8, Wis 12, Cha 14
  Base Atk +3; CMB +5; CMD 17
  Feats Skill Focus (Acrobatics), Two-Weapon 
  Defense, Two-Weapon Fighting
  Skills Acrobatics +7, Diplomacy +7, Perception +4
  Languages Common, Elven
  SQ aura, code of conduct, elf blood, lay on 
  hands (1d6, 3/day), mercy (shaken)
  Combat Gear holy water; Other Gear 
  +1 chain shirt, dagger, masterwork 
  rapier, 53 gp
  Haughty avengers often serve as 
  diplomats and bodyguards.
  NYALIL STORMSTRIKE
  Nyalil sees herself as a full elf, not a half-
  breed. She so thoroughly rejects her 
  human side that she treats humans as 
  lesser creatures—but can be so charming 
  that humans often love her anyway.
  Combat Encounters: Nyalil is often in 
  the company of elven knights, wizards, and 
  priests, who only halfway accept her.
  Roleplaying Suggestions: Nyalil is 
  both charming and arrogant, and her 
  words are often a stream of veiled insults 
  and clever quips, especially when she’s 
  dealing with humans.
  HAUGHTY AVENGER
  CR 2
  HALF-ELF PALADIN 3
  XP 600
  Medium humanoid (elf, human)
  LG
  SKIRMISHING CRUSADER
  CR 3
  GNOME PALADIN OF ERASTIL 4
  XP 800
  Small humanoid (gnome)
  LG
  113113
  CR
  1/2
  1
  2
  3
  CORE CLASSES
  PALADINS
  
  Init +4; Senses low-light vision; Perception +9
  Aura courage (10 ft.)
  DEFENSE
  AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
  hp 43 (6d10+6)
  Fort +7, Ref +8, Will +8; +2 vs. enchantments
  Immune disease, fear, sleep
  OFFENSE
  Speed 30 ft.
  Melee longsword +6/+1 (1d8/19–20)
  Ranged +1 longbow +11/+6 (1d8+1/×3)
  Special Attacks channel positive energy (DC 15, 3d6), smite evil 
  2/day (+2 attack and AC, +6 damage)
  Paladin Spell-Like Abilities (CL 6th; concentration +8)
  At will—detect evil
  Paladin Spells Prepared (CL 3rd; concentration +5)
  1st—bless weapon, cure light wounds
  TACTICS
  During Combat The paladin uses her bow to smite evil before it 
  can reach her. She uses cover and her mobility to maintain an 
  advantage over her opponents.
  STATISTICS
  Str 10, Dex 18, Con 11, Int 10, Wis 12, Cha 14
  Base Atk +6; CMB +6; CMD 20
  Feats Point-Blank Shot, Precise Shot, Rapid Shot
  Skills Climb +2, Perception +9, Sense Motive +5, Stealth +5
  Languages Common, Elven, Orc
  SQ aura, code of conduct, divine bond 
  (weapon +1, 1/day), elven magic, 
  lay on hands (3d6, 5/day), 
  mercies (fatigued, staggered), 
  weapon familiarity
  Combat Gear +1 demon-bane 
  arrows (5), +1 undead-bane 
  arrows (5), potion of pass without 
  trace, potion of shield of faith, 
  alchemist’s fire (2); Other 
  Gear masterwork chain shirt, 
  +1 longbow with 20 arrows, 
  longsword, silver holy symbol, 
  184 gp
  Few expect honorable archers 
  to be paladins, since they do 
  not fit the typical image. Other 
  paladins sometimes look down 
  on these archers for shunning 
  close combat, but they care only about 
  efficiency in protecting their flocks.
  HAMMER OF JUSTICE
  CR 4
  DWARF PALADIN OF TORAG 5
  XP 1,200
  Medium humanoid (dwarf)
  LG
  HOLY ARCHER
  CR 5
  ELF PALADIN OF ERASTIL 6
  XP 1,600
  Medium humanoid (elf)
  LG
  Init –1; Senses Perception +7
  Aura courage (10 ft.)
  DEFENSE
  AC 19, touch 9, flat-footed 19 (+8 armor, –1 Dex, +2 shield)
  hp 62 (5d10+30)
  Fort +8, Ref +0, Will +6; +2 vs. poison, spells, and spell-like abilities
  Defensive Abilities defensive training (+4 dodge bonus to AC vs. 
  giants); Immune disease, fear
  OFFENSE
  Speed 20 ft.
  Melee +1 warhammer +9 (1d8+3/×3)
  Ranged mwk light crossbow +5 (1d8/19–20)
  Special Attacks +1 on attack rolls against goblinoid and orc 
  humanoids, channel positive energy (DC 12, 3d6), smite evil 2/day 
  (+0 attack and AC, +5 damage)
  Paladin Spell-Like Abilities (CL 5th; concentration +5)
  At will—detect evil
  Paladin Spells Prepared (CL 2nd; concentration +2)
  1st—divine favor
  TACTICS
  During Combat The paladin prefers melee. He uses Power Attack 
  if easily able to hit opponents, and his divine bond to give his 
  weapon the flaming property.
  STATISTICS
  Str 14, Dex 8, Con 18, Int 10, Wis 14, Cha 11
  Base Atk +5; CMB +7; CMD 16 (20 vs. bull rush or trip)
  Feats Power Attack, Toughness, Weapon Focus (warhammer)
  Skills Craft (weapons) +4, Knowledge (religion) +5, 
  Perception +7 (+9 to notice unusual stonework), 
  Sleight of Hand +1
  Languages Common, Dwarven
  SQ aura, code of conduct, divine bond 
  (weapon +1, 1/day), lay on hands 
  (2d6, 2/day), mercy (sickened)
  Combat Gear potion of 
  shield of faith; Other 
  Gear half-plate, 
  heavy steel shield, 
  +1 warhammer, 
  masterwork light 
  crossbow with  
  10 bolts, silver holy 
  symbol, 107 gp
  A hammer of justice 
  lives to crush evil with 
  his divinely enhanced 
  weapon, and is beholden 
  to none but his god.
  114114
  
  Init +3; Senses Perception +8
  Aura courage (10 ft.), resolve (10 ft.)
  DEFENSE
  AC 17, touch 10, flat-footed 17 (+7 armor, +1 deflection, –1 Dex)
  hp 64 (8d10+16)
  Fort +10, Ref +4, Will +11
  Immune charm, disease, fear
  OFFENSE
  Speed 20 ft.
  Melee +1 falchion +14/+9 (2d4+7/18–20)
  Ranged mwk starknife +8/+3 (1d4+4/×3)
  Special Attacks channel positive energy (DC 16, 4d6), smite evil 3/day 
  (+2 attack and AC, +8 damage)
  Paladin Spell-Like Abilities (CL 8th; concentration +10)
  At will—detect evil
  Paladin Spells Prepared (CL 5th; concentration +7)
  2nd—delay poison, resist energy
  1st—bless, lesser restoration
  TACTICS
  During Combat The paladin draws attention away from weaker 
  allies, and heals allies who are competent fighters.
  STATISTICS
  Str 18, Dex 8, Con 12, Int 10, Wis 14, Cha 14
  Base Atk +8; CMB +12; CMD 22
  Feats Cleave, Improved Initiative, Power Attack, Toughness, Weapon 
  Focus (falchion)
  Skills Diplomacy +10, Heal +8, Knowledge (religion) 
  +11, Perception +8, Sense Motive +13, Survival +4
  Languages Common
  SQ aura, code of conduct, divine bond (weapon 
  +2, 1/day), lay on hands (4d6, 6/day), mercies 
  (diseased, sickened)
  Combat Gear potion of cure moderate 
  wounds; Other Gear +1 breastplate,  
  +1 falchion, masterwork starknife, cloak 
  of resistance +1, ring of protection +1, 
  silver holy symbol, 426 gp
  A desert protector watches over 
  the bodies and souls of a nomadic 
  desert community.
  ORIANA SALLIC
  Oriana is one of the most 
  effective god-speakers in her 
  tribe, leading her people on 
  a constant crusade against 
  horrible desert monsters 
  and cruel raiders.
  DOG RIDER KNIGHT
  CR 6
  HALFLING PALADIN OF SARENRAE 7
  XP 2,400
  Small humanoid (halfling)
  LG
  DESERT PROTECTOR
  CR 7
  HUMAN PALADIN OF SARENRAE 8
  XP 3,200
  Medium humanoid (human)
  LG
  Init +2; Senses Perception +5
  Aura courage (10 ft.)
  DEFENSE
  AC 23, touch 13, flat-footed 21 (+7 armor, +2 Dex, +3 shield, +1 size)
  hp 60 (7d10+17)
  Fort +10, Ref +8, Will +8; +2 vs. fear
  Immune disease, fear
  OFFENSE
  Speed 15 ft.
  Melee +1 lance +14/+9 (1d6+5/×3) or
  mwk longsword +13/+8 (1d6+4/19–20)
  Space 5 ft.; Reach 5 ft. (10 ft. with lance)
  Special Attacks channel positive energy (DC 16, 4d6), smite evil 
  3/day (+3 attack and AC, +7 damage)
  Paladin Spell-Like Abilities (CL 7th; concentration +10)
  At will—detect evil
  Paladin Spells 
  Prepared (CL 4th; 
  concentration +7)
  2nd—bull’s strength
  1st—bless weapon, 
  divine favor
  TACTICS
  Before Combat The paladin 
  casts bull’s strength.
  During Combat The paladin uses 
  Ride-By Attack to charge his foes, 
  and uses smite evil.
  Base Statistics Without bull’s strength, 
  the paladin’s statistics are Melee +1 lance 
  +12/+7 (1d6+3/×3) or mwk longsword +11/+6 
  (1d6+2/19–20); Str 14; CMB +8; CMD 20; Skills 
  Climb +0.
  STATISTICS
  Str 18, Dex 14, Con 13, Int 10, Wis 8, Cha 16
  Base Atk +7; CMB +10; CMD 22
  Feats Mounted Combat, Ride-By Attack, 
  Toughness, Weapon Focus (lance)
  Skills Acrobatics +0 (–4 when jumping), 
  Climb +2, Heal +7, Perception +5, 
  Ride +8 (+10 to stay in the saddle), 
  Survival +1
  Languages Common, Halfling
  SQ aura, code of conduct, divine bond (mount), 
  lay on hands (3d6, 6/day), mercies (dazed, shaken)
  Combat Gear potion of aid, potion of shield of faith; Other 
  Gear +1 breastplate, +1 heavy steel shield, +1 lance, 
  masterwork longsword, silver holy symbol, exotic military 
  saddle, 420 gp
  115115
  CR
  4
  5
  6
  7 
  CORE CLASSES
  PALADINS
  
  Init –1; Senses darkvision 60 ft.; Perception +9
  Aura courage (10 ft.), resolve (10 ft.)
  DEFENSE
  AC 21, touch 9, flat-footed 21 (+10 armor, –1 Dex, +2 shield)
  hp 72 (9d10+18)
  Fort +10, Ref +5, Will +12
  Defensive Abilities orc ferocity; Immune charm, disease, fear; 
  Resist fire 10
  OFFENSE
  Speed 20 ft.
  Melee +1 lance +14/+9 (1d8+5/×3) or
  +1 heavy mace +14/+9 (1d8+5)
  Ranged mwk heavy crossbow +9 (1d10/19–20)
  Space 5 ft.; Reach 5 ft. (10 ft. with lance)
  Special Attacks channel positive energy (DC 16, 5d6), smite evil 
  3/day (+2 attack and AC, +9 damage)
  Paladin Spell-Like Abilities (CL 9th; concentration +11)
  At will—detect evil
  Paladin Spells Prepared (CL 6th; concentration +8)
  2nd—resist energy, zone of truth
  1st—divine favor, lesser restoration, protection from evil
  TACTICS
  Before Combat The paladin casts resist 
  energy (fire) unless he expects damage 
  from a different energy type. He applies 
  silversheen to his weapon if he expects to 
  fight devils or lycanthropes.
  During Combat The paladin uses Ride-By Attack and 
  Spirited Charge, preferring to attack the opposing 
  leader. When on foot, he uses his mace. If facing 
  a powerful foe, he drinks his potions.
  Base Statistics Without resist energy, the paladin’s 
  statistics are Resist none.
  STATISTICS
  Str 18, Dex 8, Con 12, Int 10, Wis 13, Cha 15
  Base Atk +9; CMB +13; CMD 22
  Feats Iron Will, Mounted Combat, Ride-By Attack, Skill 
  Focus (Perception), Spirited Charge
  Skills Handle Animal +6, Intimidate +4, Knowledge (history) +1, 
  Knowledge (religion) +5, Perception +9, Ride +5 (+7 to stay 
  in the saddle)
  Languages Common, Orc
  SQ aura, code of conduct, divine bond (mount), lay on hands 
  (4d6, 6/day), mercies (frightened, shaken, staggered), orc blood, 
  weapon familiarity
  Combat Gear potion of bull’s strength, potion of delay poison, potion 
  of shield of faith, silversheen; Other Gear +1 full plate, masterwork 
  heavy steel shield, +1 heavy mace, +1 lance, masterwork heavy 
  crossbow with 10 bolts, cloak of resistance +1, military saddle, 297 gp
  A saintly knight accomplishes great acts with his 
  indomitable spirit and martial prowess.
  TREGOR THE JUST
  Tregor believes himself to be a good soul trapped in a body 
  of filth. The half-orc hates his orc heritage, and though he 
  does not know the circumstances of his birth—he was left 
  on the doorstep of a temple—he doubts it was honorable. 
  Raised by the temple priests, Tregor is the shining 
  example of the paladin ideal, as perfect in discipline and 
  purity as he is ugly in appearance. He constantly seeks to 
  better himself and the world by performing heroic deeds, 
  but though he is stalwart and true, his worldview can be 
  aggravatingly black and white .
  Combat Encounters: Tregor is usually encountered 
  riding his horse, seeking those who need a champion. 
  He questions everyone he meets on the road, and 
  assures them that they have nothing to fear from 
  him—so long as their spirits are pure. 
  Roleplaying Suggestions: Tregor tries to 
  be honest, just, and hospitable, but has no 
  tolerance for evil or cruelty, nor much of a 
  sense of humor.
  SAINTLY KNIGHT
  CR 8
  HALF-ORC PALADIN OF IOMEDAE 9
  XP 4,800
  Medium humanoid (human, orc)
  LG
  116116
  
  Init –1; Senses Perception +10
  Aura courage (10 ft.), resolve (10 ft.)
  DEFENSE
  AC 22, touch 10, flat-footed 22 (+11 armor, +1 deflection, –1 Dex, 
  +1 natural)
  hp 84 (10d10+25)
  Fort +11, Ref +4, Will +9
  Immune charm, disease, fear, poison
  OFFENSE
  Speed 20 ft.
  Melee +1 ranseur +17/+12 (2d4+8/×3) or
  mwk longsword +16/+11 (1d8+7/19–20)
  Space 5 ft.; Reach 5 ft. (10 ft. with ranseur)
  Special Attacks channel positive energy (DC 17, 5d6), smite evil 
  4/day (+2 attack and AC, +10 damage)
  Paladin Spell-Like Abilities (CL 10th; concentration +12)
  At will—detect evil
  Paladin Spells Prepared (CL 7th; 
  concentration +9)
  2nd—bull’s strength, delay poison
  1st—bless, lesser restoration, 
  protection from evil
  TACTICS
  Before Combat The paladin casts 
  bull’s strength and delay poison.
  During Combat The paladin disarms 
  foes to capture and question them. The 
  exceptions are mindless creatures, evil 
  outsiders, and undead, all of which 
  he destroys on the spot.
  Base Statistics Without  
  bull’s strength, the 
  paladin’s statistics  
  are Immune 
  charm, disease, 
  fear; Melee  
  +1 ranseur 
  +15/+10 
  (2d4+5/×3) or mwk 
  longsword +14/+9 
  (1d8+4/19–20); Str 16; 
  CMB +13 (+17 disarm); CMD 23 
  (25 vs. disarm).
  STATISTICS
  Str 20, Dex 8, Con 14, Int 14, Wis 10, Cha 14
  Base Atk +10; CMB +15 (+19 disarm); CMD 25 
  (27 vs. disarm)
  Feats Cleave, Combat Expertise, Greater Disarm, Improved 
  Disarm, Power Attack, Weapon Focus (ranseur)
  Skills Diplomacy +10, Intimidate +7, Knowledge (history, local) +7,  
  Knowledge (nobility, religion) +10, Perception +10, Sense 
  Motive +13, Spellcraft +10
  Languages Common, Dwarven, Elven
  SQ aura, code of conduct, divine bond (weapon +2, 2/day), lay on 
  hands (5d6, 7/day), mercies (cursed, nauseated, shaken)
  Other Gear +2 full plate, +1 ranseur, masterwork longsword, amulet of 
  natural armor +1, ring of protection +1, silver holy symbol, 450 gp
  These paladins often serve as guards, or administer justice 
  for judges and merchants who perform good works for 
  the god of cities. Often, entire units of these paladins are 
  formed to protect holy places in large cities.
  DELPHOS HESARA
  Delphos comes from a long line of paladins in service to his 
  home city. Despite his low tolerance for the city’s corruption, 
  Delphos would rather frighten, disarm, or subdue foes 
  than kill them. He knows one dead body can create a 
  war between powerful or desperate families, and 
  peace is better served by the judicious use of 
  force. The soldiers under his command 
  either love him or hate him. Delphos 
  tries to be harsh but fair, and 
  believes that strict 
  discipline and an 
  organized system  
  of punishments create better 
  guardians. Such punishments 
  take the form of extra duties 
  or 
  unpleasant 
  posts. 
  All 
  punishments for his guards 
  remain within his order—public 
  shaming leads to disrespect and 
  undermines their authority.
  Combat Encounters: While on 
  duty, Delphos typically commands 
  a contingent of his soldiers, but he 
  can sometimes be found alone on 
  the streets of his city. He roams the 
  neighborhoods around the temple 
  of his god, seeking to keep the areas 
  around the holy place safe. 
  Roleplaying Suggestions: When 
  Delphos encounters strangers, he 
  treats them with care, but also 
  curiosity. He goes out of his 
  way to avoid confrontation, 
  but when that is not possible, 
  he rarely backs down. He might 
  deputize adventurers for special tasks that 
  soldiers can’t do in the open, such as tracking 
  down corrupt merchants dealing in contraband.
  PIOUS GUARD
  CR 9
  HUMAN PALADIN OF IOMEDAE 10
  XP 6,400
  Medium humanoid (human)
  LG
  117117
  CR
  8
  9
  CORE CLASSES
  PALADINS
  
  Init +3; Senses low-light vision; Perception +11
  Aura courage (10 ft.), justice (10 ft.), resolve (10 ft.)
  DEFENSE
  AC 22, touch 15, flat-footed 18 (+6 armor, +1 deflection, +3 Dex, 
  +1 dodge, +1 natural)
  hp 76 (11d10+11)
  Fort +10, Ref +9, Will +9; +2 vs. enchantments
  Immune charm, disease, fear, poison, sleep; Resist fire 20
  OFFENSE
  Speed 30 ft.
  Melee +1 elven curve blade +15/+10/+5 (1d10+5/15–20)
  Ranged mwk longbow +15/+10/+5 (1d8/×3)
  Special Attacks channel positive energy (DC 17, 6d6), smite evil 
  4/day (+2 attack and AC, +11 damage)
  Paladin Spell-Like Abilities (CL 11th; concentration +13)
  At will—detect evil
  Paladin Spells Prepared (CL 8th; concentration +10)
  3rd—prayer
  2nd—delay poison, resist energy
  1st—bless, divine favor, lesser restoration
  TACTICS
  Before Combat The paladin casts delay poison and resist  
  energy (fire).
  During Combat The paladin uses Mobility, Spring Attack, 
  and Whirlwind Attack to engage and destroy multiple 
  opponents at once. He normally uses his divine bond 
  to give his weapon the flaming and holy 
  special abilities, but if his foes are spread 
  out, he gives it speed instead.
  Base Statistics Without resist energy, the 
  paladin’s statistics are Immune charm, 
  disease, fear, sleep; Resist none.
  STATISTICS
  Str 17, Dex 16, Con 10, Int 13, Wis 8, Cha 14
  Base Atk +11; CMB +14; CMD 29
  Feats Combat Expertise, Dodge, Improved 
  Critical (elven curve blade), Mobility, 
  Spring Attack, Whirlwind Attack
  Skills Diplomacy +10, Heal +3, Knowledge 
  (nature) +3, Perception +11, Stealth +12, 
  Survival +4
  Languages Common, Elven, Sylvan
  SQ aura, code of conduct, divine bond (weapon 
  +3, 2/day), elven magic, lay on hands (5d6,  
  7/day), mercies (poisoned, sickened, staggered), weapon familiarity
  Gear +2 chain shirt, +1 elven curve blade, masterwork longbow with 
  20 arrows, amulet of natural armor +1, belt of giant strength +2, 
  cloak of resistance +1, ring of protection +1, silver holy symbol, 319 gp
  An elven honorblade guards pristine forests and hunts 
  evil beasts that would despoil nature.
  JATHA VENTOTH
  Jatha champions the benign nature spirits. He spends 
  his time patrolling his beloved forests, chasing unicorns, 
  and conversing with treants. When danger threatens 
  his home, he has the charisma necessary to unite the 
  creatures of the woods into an army of focused chaos.
  Combat Encounters: Jatha might attack the PCs if he 
  believes they or foes that pursue them are a threat to his 
  home or the creatures within it. He attempts to use detect 
  evil before attacking.
  Roleplaying Suggestions: Jatha engages in mock battles 
  with mischievous sprites, possibly leading the PCs to think 
  he is under attack.
  ELVEN HONORBLADE
  CR 10
  ELF PALADIN 11
  XP 9,600
  Medium humanoid (elf)
  LG
  118118
  
  Init +0; Senses Perception +7
  Aura courage (10 ft.), justice (10 ft.), resolve (10 ft.)
  DEFENSE
  AC 22, touch 11, flat-footed 22 (+11 armor, +1 deflection)
  hp 142 (12d10+72)
  Fort +13, Ref +5, Will +11; +2 vs. poison, spells, and spell-like abilities
  Defensive Abilities defensive training (+4 dodge bonus to AC vs. 
  giants); Immune charm, disease, fear
  OFFENSE
  Speed 20 ft.
  Melee +1/+1 dwarven urgrosh +18/+13/+8 (1d8+7/1d6+7/×3)
  Ranged mwk light crossbow +13 (1d8/19–20)
  Special Attacks +1 on attack rolls against goblinoid and orc 
  humanoids, channel positive energy (DC 16, 6d6), smite evil 4/day 
  (+0 attack and AC, +12 damage)
  Paladin Spell-Like Abilities (CL 12th; concentration +12)
  At will—detect evil
  TACTICS
  During Combat The paladin charges into battle, using Power Attack 
  and Improved Vital Strike. He prefers fighting on horseback, but if 
  dismounted, he finishes the battle on foot.
  Base Statistics Without resist energy, the paladin’s statistics are 
  Resist none.
  STATISTICS
  Str 18, Dex 10, Con 18, Int 8, Wis 15, Cha 10
  Base Atk +12; CMB +16; CMD 27 (31 vs. bull rush or trip)
  Feats Improved Vital Strike, Mounted Combat, Power Attack, 
  Toughness, Vital Strike, Weapon Focus (dwarven urgrosh)
  Skills Intimidate +2, Perception +7 (+9 to notice unusual stonework), 
  Ride +3
  Languages Common, Dwarven
  SQ aura, code of conduct, divine bond (mount), lay on hands (6d6, 
  6/day), mercies (dazed, fatigued, poisoned, stunned)
  Combat Gear potion of displacement, potions of haste (2); Other 
  Gear +2 full plate, +1/+1 dwarven urgrosh, masterwork light 
  crossbow with 10 bolts, belt of giant strength +2, cloak of 
  resistance +1, ring of protection +1, silver holy symbol, chainmail 
  barding, military saddle, 379 gp
  The forge rider defends dwarven communities and 
  meets foes head on.
  KELGUL KLAGAN
  Those who think that a dwarf cannot become 
  an exquisite equestrian should not speak that 
  opinion within earshot of Kelgul Klagan. He 
  is called “the Klager” by his companions and 
  subordinates, a mix of his family name 
  and the sound of his mount’s clattering 
  hooves. He commands his soldiers from horseback, and 
  those who know of him joke that he leaves his horse only 
  to drink, sleep, and relieve himself—and maybe not 
  always then. When they talk about his combat prowess, 
  or when the dwarf himself is near, the joking ends, for he 
  is a juggernaut of metal and divine fury, stern-faced and 
  unforgiving in the face of evil and injustice. Kelgul uses 
  few words, even for a dwarf. When in combat, though, he 
  barks orders and expects them to be followed, even by 
  those not under his direct command.
  Combat Encounters: Kelgul is typically encountered 
  with a group of his soldiers. If he has reason to believe 
  the PCs are up to no good, he orders his troops to attack 
  and take the PCs prisoner. If his soldiers are outmatched, 
  he charges forward to rally them and to smite the most 
  powerful enemy.
  Roleplaying Suggestions: Kelgul is quiet, and content 
  to stay out of diplomatic endeavors. When he is inclined 
  to speak, he is surprisingly soft-spoken and courteous, 
  though it is hard to tell whether his politeness is sincere 
  or merely what he considers formally appropriate. Those 
  who mistake this for weakness, however, soon learn the 
  folly of their assumptions.
  FORGE RIDER
  CR 11
  DWARF PALADIN OF TORAG 12
  XP 12,800
  Medium humanoid (dwarf)
  LG
  119119
  CR
  10
  11
  CORE CLASSES
  PALADINS
  
  she suffered from terrible nightmares of fire and leathery 
  wings. Since killing her first dragon, however, she has not 
  had a single nightmare.
  Combat Encounters: Telthor prefers to hunt alone, and 
  might attempt to drive off anyone she thinks is unworthy of 
  battling dragons with her. She refuses to let anyone turn 
  her aside when she has a dragon in her path, though she is 
  honorable and grants quarter if asked.
  Roleplaying Suggestions: Telthor is quiet and suspicious, 
  believing there are spies everywhere working for the 
  dragons. She is currently seeking to acquire a flying 
  magic item (a carpet of flying in particular) and is willing 
  to team up with PCs who can direct her to where one can 
  be found.
  DRAGON SMITER
  CR 12
  HUMAN PALADIN OF IOMEDAE 13
  XP 19,200
  Medium humanoid (human)
  LG
  Init +1; Senses Perception +9
  Aura courage (10 ft.), justice (10 ft.), resolve (10 ft.)
  DEFENSE
  AC 23, touch 11, flat-footed 22 (+11 armor, +1 Dex, +1 natural)
  hp 115 (13d10+39)
  Fort +13, Ref +10, Will +10
  Immune charm, disease, fear
  OFFENSE
  Speed 20 ft.
  Melee +1 dragon-bane greatsword +21/+16/+11 (2d6+10/19–20)
  Ranged mwk heavy crossbow +15 (1d10/19–20)
  Special Attacks channel positive energy (DC 17, 7d6), smite evil 
  5/day (+1 attack and AC, +13 damage)
  Paladin Spell-Like Abilities (CL 13th; concentration +14)
  At will—detect evil
  Paladin Spells Prepared (CL 10th; concentration +11)
  3rd—prayer
  2nd—eagle’s splendor, resist energy
  1st—bless (2), divine favor (2)
  TACTICS
  Before Combat The paladin casts resist energy against the 
  breath weapon energy type of dragons he expects to fight.
  During Combat The paladin casts eagle’s splendor to improve 
  his smite and divine grace. He uses Improved Vital Strike 
  and Lunge to land solid hits on creatures with reach.
  STATISTICS
  Str 22, Dex 12, Con 14, Int 10, Wis 8, Cha 13
  Base Atk +13; CMB +19; CMD 30
  Feats Cleave, Great Cleave, Improved Vital Strike, 
  Lightning Reflexes, Lunge, Power Attack, Vital 
  Strike, Weapon Focus (greatsword)
  Skills Diplomacy +9, Heal +7, Knowledge (arcana, 
  religion) +8, Linguistics +1, Perception +9, Sense 
  Motive +7
  Languages Common, Draconic
  SQ aura, code of conduct, divine bond (weapon +3, 3/day), lay on hands 
  (6d6, 7/day), mercies (frightened, paralyzed, shaken, staggered)
  Combat Gear +1 dragon-bane bolts (5), potion of displacement; Other 
  Gear +2 full plate, +1 dragon-bane greatsword, masterwork heavy 
  crossbow with 10 bolts, amulet of natural armor +1, belt of giant 
  strength +2, cloak of resistance +2, silver holy symbol, 1,044 gp
  A dragon smiter is sworn to slay dragons.
  TELTHOR GRIMBLADE
  When she was only 8 years old, Telthor's entire village was 
  consumed by dragon fire, but she was found unharmed 
  in the rubble by priests of the goddess of valor. Seeing her 
  survival as a miracle, the priests adopted her. For years, 
  120
  120
  
  Init +6; Senses low-light vision; Perception +9
  Aura courage (10 ft.), faith (10 ft.), justice (10 ft.), resolve (10 ft.)
  DEFENSE
  AC 23, touch 14, flat-footed 20 (+8 armor, +1 deflection, +3 Dex, 
  +1 natural)
  hp 95 (14d10+14)
  Fort +13, Ref +13, Will +11; +2 vs. enchantments
  Immune charm, disease, fear, sleep
  OFFENSE
  Speed 30 ft.
  Melee +1 longsword +17/+12/+7 (1d8+3/19–20)
  Ranged +2 composite longbow +22/+17/+12 (1d8+4/×3)
  Special Attacks channel positive energy (DC 18, 7d6), smite evil 
  5/day (+1 attack and AC, +14 damage)
  Paladin Spell-Like Abilities (CL 14th; concentration +15)
  At will—detect evil
  Paladin Spells Prepared (CL 11th; concentration +12)
  3rd—heal mount
  2nd—eagle’s splendor, resist energy
  1st—create water, divine favor (2), endure elements
  TACTICS
  During Combat The paladin tries to remain out of melee range 
  and attack enemies with her bow.
  STATISTICS
  Str 14, Dex 22, Con 12, Int 10, Wis 8, Cha 13
  Base Atk +14; CMB +16; CMD 33
  Feats Improved Precise Shot, Manyshot, Mounted Archery, 
  Mounted Combat, Point-Blank Shot, Precise Shot, 
  Rapid Shot, Skill Focus (Perception)
  Skills Heal +5, Intimidate +6, Knowledge 
  (geography, local) +5, Perception +9, Ride +10, 
  Stealth +13, Survival +4
  Languages Common, Elven, Goblin
  SQ aura, code of conduct, divine bond (mount), 
  elf blood, lay on hands (7d6, 8/day), mercies (blinded, cursed, 
  diseased, fatigued),
  Combat Gear +1 evil outsider-bane arrows (5), +1 magical beast-
  bane arrows (5), potion of haste, potion of invisibility; Other Gear 
  +2 mithral breastplate, +2 composite longbow (+2 Str) with 30 
  arrows, +1 longsword, amulet of natural armor +1, belt of incredible 
  dexterity +2, cloak of resistance +2, ring of protection +1, 823 gp
  A rider of the steppe works individually or in a group to 
  bring safety and law to the wild and arid flatlands, often 
  protecting caravans and traveling dignitaries.
  LEISAIR TRUEMARK
  Leisair traveled to the steppes in search of peace and 
  tranquility. Instead, she found a place where raiders hunted 
  caravans with impunity, and she decided that this place 
  needed her far more than her homeland. She travels the 
  wastes, often latching on to caravans as a scout.
  Combat Encounters: An encounter with Leisair typically 
  begins with warning shots. She is not opposed to opening 
  a dialogue with a group, but even then she shouts from 
  far away rather than risk approaching strangers.
  Roleplaying Suggestions: To her friends and the people 
  she protects, Leisair is both friendly and kind, but if she 
  has any reason to suspect the intentions of unknown 
  folks, she can be cold and haughty.
  RIDER OF THE STEPPE
  CR 13
  HALF-ELF PALADIN 14
  XP 25,600
  Medium humanoid (elf, human)
  LG
  121121
  CR
  12
  13
  CORE CLASSES
  PALADINS
  
  Init +4; Senses low-light vision; Perception +13
  Aura courage (10 ft.), faith (10 ft.), justice (10 ft.), resolve (10 ft.)
  DEFENSE
  AC 24, touch 13, flat-footed 24 (+10 armor, +2 deflection, +1 natural, 
  +1 size)
  hp 137 (15d10+50)
  Fort +16, Ref +10, Will +15; +2 vs. illusions
  Defensive Abilities defensive training (+4 dodge bonus to AC vs. 
  giants); Immune charm, disease, fear
  OFFENSE
  Speed 15 ft.
  Melee +1 shock gnome hooked hammer +22/+17/+12 (1d6+7/×3 plus 
  1d6 electricity) or
  mwk gnome hooked hammer +22/+17/+12 (1d4+6/×4)
  Ranged +1 light crossbow +17 (1d6+1/19–20)
  Special Attacks +1 on attack rolls against goblinoid and reptilian 
  humanoids, channel positive energy (DC 20, 8d6), smite evil 5/day 
  (+3 attack and AC, +15 damage)
  Gnome Spell-Like Abilities (CL 15th; concentration +18)
  1/day—dancing lights, ghost sound, prestidigitation, speak 
  with animals
  Paladin Spell-Like Abilities (CL 15th; concentration +18)
  At will—detect evil
  Paladin Spells Prepared (CL 12th; concentration +15)
  4th—holy sword
  3rd—daylight, prayer (2)
  2nd—resist energy (2), shield other
  1st—bless, divine favor (2), endure elements
  TACTICS
  During Combat The paladin uses divine bond to give her weapon 
  a mix of the defending, flaming, and holy special abilities.
  STATISTICS
  Str 18, Dex 10, Con 15, Int 8, Wis 12, Cha 16
  Base Atk +15; CMB +18; CMD 30
  Feats Bleeding Critical, Critical Focus, Extra Lay on Hands, Improved 
  Initiative, Power Attack, Toughness, Vital Strike, Weapon Focus 
  (gnome hooked hammer)
  Skills Knowledge (dungeoneering, local) +4, Perception +13, Stealth +8
  Languages Common, Gnome, Sylvan
  SQ aura, code of conduct, divine bond (weapon +4, 3/day), lay 
  on hands (7d6, 12/day), mercies (cursed, diseased, nauseated, 
  sickened, stunned)
  Combat Gear potions of haste (2); Other Gear +2 shadow half-
  plate, +1 light crossbow with 20 bolts, +1 shock/masterwork 
  gnome hooked hammer, amulet of natural armor +1, belt of giant 
  strength +2, boots of striding and springing, cloak of resistance +2, 
  ring of protection +2, 543 gp
  This paladin’s lifelong mission is to eradicate evil giants.
  NELN BELGURORN
  All gnomes have obsessions, but few are as grim as Neln’s 
  obsession to see the world rid of evil giants. Her interest 
  in this goal is neither cheerful nor curious; she has simply 
  seen far too many villages destroyed and lives ruined by 
  giant attacks. She sees it as her sworn duty to hunt and kill 
  these evil beings so they cannot murder or enslave anyone 
  else. So single-minded is her quest against giants that 
  other gnomes have joked she must have dwarven blood 
  in her ancestry. Since she respects dwarven tenacity and 
  toughness, she takes this as a compliment.
  Combat Encounters: Neln is commonly in the company 
  of dwarves who share her desire to see the destruction 
  of giant strongholds, and neither she nor her allies let 
  anyone stand in their way. She sees those who protect 
  giants as being as culpable as giants themselves—perhaps 
  even worse, as they should know better.
  Roleplaying Suggestions: Often frowning and stoic, 
  Neln is not like other gnomes. Her lust for life and its 
  experiences is dampened by her bloody quest.
  GIANT HUNTER
  CR 14
  GNOME PALADIN 15
  XP 38,400
  Small humanoid (gnome)
  LG
  122122
  
  SQ aura, code of conduct, divine bond (mount), lay on hands 
  (8d6, 10/day), mercies (fatigued, frightened, paralyzed, 
  shaken, staggered)
  Other Gear potion of haste; Other Gear +2 full plate, +2 heavy 
  steel shield, +1 heavy mace, +1 holy lance, amulet of natural 
  armor +1, belt of physical might +2 (Str, Con), cloak of 
  resistance +2, ring of protection +1, full plate barding, military 
  saddle, 3,288 gp
  This holy warrior is a skilled rider who dispenses harsh 
  justice at the point of a lance.
  MOUNTED PARAGON
  CR 15
  HUMAN PALADIN 16
  XP 51,200
  Medium humanoid (human)
  LG
  Init +1; Senses Perception +15
  Aura courage (10 ft.), faith (10 ft.), justice (10 ft.), resolve (10 ft.)
  DEFENSE
  AC 28, touch 12, flat-footed 27 (+11 armor, +1 deflection, +1 Dex, 
  +1 natural, +4 shield)
  hp 148 (16d10+56)
  Fort +17, Ref +10, Will +13
  Immune charm, disease, fear, poison; Resist fire 30
  OFFENSE
  Speed 20 ft.
  Melee +1 holy lance +24/+19/+14/+9 (1d8+7/19–20/×3) or
  +1 heavy mace +23/+18/+13/+8 (1d8+7)
  Space 5 ft.; Reach 5 ft. (10 ft. with lance)
  Special Attacks channel positive energy (DC 20, 8d6), smite evil 
  6/day (+2 attack and AC, +16 damage)
  Paladin Spell-Like Abilities (CL 16th; concentration +18)
  At will—detect evil
  Paladin Spells Prepared (CL 13th; 
  concentration +15)
  4th—holy sword
  3rd—heal mount, prayer
  2nd—delay poison, eagle’s 
  splendor, remove 
  paralysis, resist energy
  1st—bless (2), divine favor (2)
  TACTICS
  Before Combat The paladin casts delay 
  poison and resist energy (fire).
  During Combat The paladin fights from 
  horseback with his lance, positioning himself 
  where he can attack the enemy leader using 
  Spirited Charge. He uses Improved Overrun and 
  Trample to pass and crush creatures in his way. If 
  he is unhorsed and mounting again is dangerous 
  or impractical, he casts holy sword on his mace and 
  fights on foot.
  Base Statistics Without delay poison and resist energy, 
  the paladin’s statistics are Immune charm, disease, 
  fear; Resist none.
  STATISTICS
  Str 22, Dex 12, Con 16, Int 10, Wis 8, Cha 14
  Base Atk +16; CMB +22 (+24 overrun); CMD 34 (36 vs. overrun)
  Feats Improved Critical (lance), Improved Overrun, Mounted 
  Combat, Power Attack, Ride-By Attack, Spirited Charge, 
  Trample, Vital Strike, Weapon Focus (lance)
  Skills Handle Animal +9, Heal +6, Intimidate 
  +10, Perception +15, Ride +15 (+17 to 
  stay in the saddle), Sense Motive +10
  Languages Common
  VELJ THUNDARI
  Velj Thundari feels at home only 
  when riding a horse, and always seeks 
  to improve his horsemanship. He 
  spends so much time training with 
  his steed that he often has a hard 
  time interacting with people. 
  Unlike his mount, people don’t 
  automatically react to his 
  commands (especially 
  since many of these 
  are nonverbal cues), 
  and he often sees 
  their confusion as 
  opposition. 
  Commoners 
  easily frustrate him, 
  which 
  makes 
  him 
  react with sarcasm. He values 
  those people who see his wisdom, 
  however, and is willing to make the 
  ultimate sacrifice to keep them safe.
  Combat 
  Encounters: 
  Velj 
  is 
  comfortable fighting alone, leading a 
  charge of mounted knights, 
  or breaking through a 
  wall of enemy defenders 
  to reach their leader. If he 
  grows frustrated with a PC, 
  he might challenge that 
  character to face him a nonlethal duel.
  Roleplaying Suggestions: Velj is proud 
  of his accomplishments and his 
  paladin code. He 
  becomes angry 
  if he or his life’s 
  path is insulted.
  123
  123
  CR
  14
  15
  CORE CLASSES
  PALADINS
  
  Init +3; Senses Perception +12
  Aura courage (10 ft.), faith (10 ft.), justice (10 ft.), resolve (10 ft.), 
  righteousness (10 ft.)
  DEFENSE
  AC 26, touch 11, flat-footed 26 (+10 armor, +2 deflection, –1 Dex, 
  +1 natural, +4 shield)
  hp 183 (17d10+85)
  Fort +16, Ref +7, Will +15; +2 vs. poison, spells, and spell-like abilities
  Defensive Abilities defensive training (+4 dodge bonus to AC vs. 
  giants); DR 5/evil; Immune charm, compulsion, disease, fear, poison
  OFFENSE
  Speed 20 ft.
  Melee +3 shock dwarven waraxe +27/+22/+17/+12 
  (1d10+9/19–20/×3 plus 1d6 electricity)
  Ranged +1 throwing axe +17/+12/+7/+2 (1d6+7)
  Special Attacks +1 on attack rolls against goblinoid and 
  orc humanoids, channel positive energy (DC 20, 9d6), 
  smite evil 6/day (+2 attack and AC, +17 damage)
  Paladin Spell-Like Abilities (CL 17th; concentration +19)
  At will—detect evil
  Paladin Spells Prepared (CL 14th; concentration +16)
  4th—holy sword
  3rd—greater magic weapon, prayer
  2nd—delay poison, eagle’s splendor (2), shield other
  1st—bless, divine favor (2), lesser restoration, protection from evil
  TACTICS
  Before Combat The paladin casts delay poison on himself 
  and greater magic weapon on his waraxe.
  During Combat The paladin uses Improved Vital Strike 
  and Cleave if he has a few targets close together.
  Base Statistics Without delay poison and greater magic weapon, 
  the paladin’s statistics are Immune charm, compulsion, disease, 
  fear; Melee +1 shock dwarven waraxe +25/+20/+15/+10 
  (1d10+7/19–20/×3 plus 1d6 electricity).
  STATISTICS
  Str 22, Dex 8, Con 16, Int 10, Wis 14, Cha 14
  Base Atk +17; CMB +23; CMD 34 (38 vs. bull rush or trip)
  Feats Cleave, Extra Lay on Hands, Improved Critical (dwarven 
  waraxe), Improved Initiative, Improved Vital Strike, Power 
  Attack, Toughness, Vital Strike, Weapon Focus (dwarven waraxe)
  Skills Climb +4, Diplomacy +7, Heal +7, Intimidate +10, Knowledge 
  (local) +2, Knowledge (religion) +5, Perception +12 (+14 to notice 
  unusual stonework), Swim +4
  Languages Common, Dwarven
  SQ aura, code of conduct, divine bond (weapon +5, 4/day), lay on 
  hands (8d6, 12/day), mercies (dazed, deafened, nauseated, 
  paralyzed, shaken)
  Other Gear +3 banded mail, +2 heavy steel shield, +1 shock 
  dwarven waraxe, +1 throwing axe, amulet of natural armor +1, 
  belt of giant strength +4, boots of speed, cloak of resistance +1, 
  headband of alluring charisma +2, ring of protection +2, silver 
  holy symbol, platinum rings for shield other (2, worth 50 gp each), 
  1,667 gp
  Axe lords guard dwarven citadels, hunting foul monsters 
  from the deeps and threats from outside.
  EDAGER GRAYBEARD
  A grim and proud dwarven warrior, Edager has a hard 
  time trusting people not of his race, but saves his true 
  enmity for goblins, giants, orcs, and the foul creatures of 
  the Darklands. 
  AXE LORD
  CR 16
  DWARF PALADIN OF TORAG 17
  XP 76,800
  Medium humanoid (dwarf)
  LG
  124
  124
  
  potions of haste (2), wand of cure light wounds (50 charges); 
  Other Gear +4 full plate, +1 flaming longspear, +1 sling with 
  20 bullets, amulet of natural armor +2, belt of giant strength +2, 
  boots of striding and springing, cloak of resistance +1, ring of 
  protection +3, 8,735 gp
  The furious crusader is a compact bundle of holy power 
  with a chip on his shoulder.
  HELLIN TALLHALLOW
  Short, stout for a halfling, and powerful, Hellin 
  sees himself as the quintessential paladin—and 
  does not suffer fools who doubt his prowess 
  or speak condescendingly about his size. 
  Most of the time he is a cheerful defender 
  of everything lawful and good, but he is 
  quick to anger if small folk or innocents are 
  threatened, abused, or mocked.
  Combat Encounters: Hellin picks fights 
  with slavers or slave owners, even in lands 
  where slavery is legal or ignored. In his mind, 
  those who turn a blind eye are just as 
  guilty as those who forge the chains.
  Roleplaying Suggestions: Hellin may 
  need assistance with freeing or protecting 
  a particularly large band of slaves.
  FURIOUS CRUSADER
  CR 17
  HALFLING PALADIN OF IOMEDAE 18
  XP 102,400
  Small humanoid (halfling)
  LG
  Init +1; Senses Perception +13
  Aura courage (10 ft.), faith (10 ft.), justice (10 ft.), resolve (10 ft.), 
  righteousness (10 ft.)
  DEFENSE
  AC 30, touch 15, flat-footed 29 (+13 armor, +3 deflection, +1 Dex, 
  +2 natural, +1 size)
  hp 139 (18d10+36)
  Fort +18, Ref +12, Will +17; +2 vs. fear
  DR 5/evil; Immune charm, compulsion, disease, fear
  OFFENSE
  Speed 30 ft.
  Melee +3 flaming longspear +27/+22/+17/+12 (1d6+9/×3 plus 1d6 fire)
  Ranged +1 sling +21 (1d3+5)
  Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
  Special Attacks channel positive energy (DC 22, 9d6), smite evil 6/day 
  (+3 attack and AC, +18 damage)
  Paladin Spell-Like Abilities (CL 18th; concentration +21)
  At will—detect evil
  Paladin Spells Prepared (CL 15th; concentration +18)
  4th—death ward, dispel evil
  3rd—greater magic weapon, magic circle against evil, prayer
  2nd—delay poison (2), resist energy (2)
  1st—bless (2), bless weapon (2), divine favor
  TACTICS
  Before Combat The paladin casts greater magic weapon on  
  his longspear.
  During Combat The paladin reserves most of his spells and magic 
  items for helping allies against a common foe. He uses Cleave as 
  often as possible against grouped opponents, and Lunge and 
  Stand Still to control the movement of multiple enemies. 
  He uses his divine bond to give his longspear the 
  defending, holy, keen, or speed special ability.
  Base Statistics Without greater magic weapon, the paladin’s 
  statistics are Melee +1 flaming longspear +25/+20/+15/+10 
  (1d6+7/×3 plus 1d6 fire).
  STATISTICS
  Str 18, Dex 12, Con 14, Int 8, Wis 12, Cha 16
  Base Atk +18; CMB +21; CMD 35
  Feats Cleave, Combat Reflexes, Greater Vital Strike, Improved Vital 
  Strike, Lunge, Power Attack, Stand Still, Vital Strike, Weapon 
  Focus (longspear)
  Skills Acrobatics –2 (–1 when jumping), Climb +4, Diplomacy +11,  
  Heal +9, Knowledge (local) +4, Knowledge (religion) +7, 
  Perception +13, Swim +2
  Languages Common, Halfling
  SQ aura, code of conduct, divine bond (weapon +5, 4/day), lay 
  on hands (9d6, 12/day), mercies (blinded, cursed, diseased, 
  paralyzed, sickened, stunned)
  Combat Gear +1 holy bullets (10), +1 undead-bane bullets (10),  
  125
  125
  CR
  16
  17
  CORE CLASSES
  PALADINS
  
  lay on hands (9d6, 14/day), mercies (blinded, dazed, diseased, 
  fatigued, paralyzed, shaken)
  Combat Gear potion of haste; Other Gear +4 mithral chainmail, 
  +1 heavy steel shield, +1 axiomatic longsword, +1 lance, amulet 
  of natural armor +2, belt of physical might +2 (Str, Con), cloak of 
  resistance +2, horseshoes of speed, ring of protection +4, slippers 
  of spider climbing, combat-trained heavy horse, military saddle,  
  holy symbol, 2,010 gp
  The mithral master is a gleaming symbol of honor.
  KALLISI KUL
  Kallisi Kul is a symbol of justice and an object for 
  adoration in a city ruled by a corrupt oligarchy.
  MITHRAL MASTER
  CR 18
  HALF-ELF PALADIN OF ABADAR 19
  XP 153,600
  Medium humanoid (elf, human)
  LG
  Init +6; Senses low-light vision; Perception +17
  Aura courage (10 ft.), faith (10 ft.), justice (10 ft.), resolve (10 ft.), 
  righteousness (10 ft.)
  DEFENSE
  AC 31, touch 16, flat-footed 29 (+10 armor, +4 deflection, +2 Dex, 
  +2 natural, +3 shield)
  hp 185 (19d10+76)
  Fort +20, Ref +13, Will +15; +2 vs. enchantments
  DR 5/evil; Immune charm, compulsion, disease, fear, poison, sleep; 
  Resist fire 30
  OFFENSE
  Speed 30 ft.
  Melee +4 axiomatic longsword +29/+24/+19/+14 (1d8+9/17–20) or
  +1 lance +26/+21/+16/+11 (1d8+6/19–20/×3)
  Special Attacks channel positive energy (DC 22, 10d6), smite evil 
  7/day (+3 attack and AC, +19 damage)
  Paladin Spell-Like Abilities (CL 19th; concentration +22)
  At will—detect evil
  Paladin Spells Prepared (CL 16th; concentration +19)
  4th—death ward, neutralize poison
  3rd—daylight, greater magic weapon, prayer, remove blindness
  2nd—delay poison, eagle’s splendor (2), resist energy
  1st—bless, create water, divine favor (2), lesser restoration
  TACTICS
  Before Combat The paladin casts delay poison and resist energy 
  (fire) on himself and greater magic weapon on his longsword.
  During Combat The paladin fights on horseback or on foot as the 
  situation warrants. He casts eagle’s splendor to enhance his smite 
  evil attacks, but otherwise relies on standard melee tactics and 
  healing himself with lay on hands.
  Base Statistics Without delay poison, greater magic weapon, 
  and resist energy the paladin’s statistics are Immune charm, 
  compulsion, disease, fear, sleep; Resist none; Melee +1 axiomatic 
  longsword +26/+21/+16/+11 (1d8+6/17–20).
  STATISTICS
  Str 20, Dex 14, Con 14, Int 10, Wis 8, Cha 16
  Base Atk +19; CMB +24; CMD 40
  Feats Extra Lay on Hands, Great Fortitude, 
  Improved Critical (lance, longsword), 
  Improved Initiative, Mounted Combat, 
  Power Attack, Skill Focus (Perception), 
  Toughness, Weapon Focus 
  (longsword, lance)
  Skills Diplomacy +11, Intimidate 
  +6, Knowledge (local) +5, 
  Knowledge (nobility) +8, 
  Perception +17, Ride +10 (+12 to stay in the saddle)
  Languages Common, Elven
  SQ aura, code of conduct, divine bond (weapon +5, 4/day), elf blood, 
  126
  126
  
  SQ aura, code of conduct, divine bond (weapon +6, 4/day), holy 
  champion, lay on hands (60 points, 15/day), mercies (dazed, 
  nauseated, poisoned, sickened, staggered, stunned)
  Combat Gear +1 evil outsider-bane arrows (5), +1 evil outsider-
  bane holy arrows (5), +1 holy arrows (5), potions of fly (2); Other 
  Gear +5 full plate, +1 cold iron evil outsider-bane greatsword, 
  +1 shortbow with 20 arrows, amulet of natural armor +2, belt of 
  physical might +4 (Str, Con), boots of striding and springing, cloak 
  of resistance +3, goggles of night, phylactery of faithfulness, ring 
  of protection +4, 4,760 gp
  The demon hunter has sworn to battle the hordes of the 
  Abyss. Though the demons constantly tempt her and try 
  to lead her from her path, she remains resolute—though 
  somewhat paranoid and difficult to befriend because of 
  the number of allies she’s seen slain.
  DEMON HUNTER
  CR 19
  HUMAN PALADIN 20
  XP 204,800
  Medium humanoid (human)
  LG
  Init +4; Senses darkvision 60 ft.; Perception +19
  Aura courage (10 ft.), faith (10 ft.), justice (10 ft.), resolve (10 ft.), 
  righteousness (10 ft.)
  DEFENSE
  AC 30, touch 14, flat-footed 30 (+14 armor, +4 deflection, +2 natural)
  hp 214 (20d10+100)
  Fort +23, Ref +14, Will +19
  DR 10/evil; Immune charm, compulsion, disease, fear, poison; 
  Resist electricity 30, fire 30
  OFFENSE
  Speed 30 ft.
  Melee +4 cold iron evil outsider-bane greatsword +32/+27/+22/+17 
  (2d6+14/17–20)
  Ranged +1 shortbow +21/+16/+11/+6 (1d6+1/×3)
  Special Attacks channel positive energy (DC 23, 60 points), smite 
  evil 7/day (+3 attack and AC, +20 damage, banish evil outsiders)
  Paladin Spell-Like Abilities (CL 20th; concentration +23)
  At will—detect evil
  Paladin Spells Prepared (CL 17th; concentration +20)
  4th—break enchantment, death ward, dispel evil
  3rd—daylight (2), greater magic weapon, prayer
  2nd—delay poison, eagle’s splendor (2), protection from 
  energy (2)
  1st—divine favor (3), lesser restoration (2)
  TACTICS
  Before Combat The paladin casts delay poison and protection from 
  energy (electricity and fire) on herself, and greater magic weapon 
  on her greatsword.
  During Combat The paladin targets the most powerful creature 
  present or an obviously demonic target. She uses her divine bond 
  to add the brilliant energy, holy, keen, and speed special abilities 
  to her greatsword as appropriate, and uses mercies to counteract 
  any negative conditions or afflictions she gains.
  Base Statistics Without delay poison, greater magic weapon, and 
  protection from energy, the paladin’s statistics are Immune charm, 
  compulsion, disease, fear; Resist none; Melee +1 cold iron evil 
  outsider-bane greatsword +29/+24/+19/+14 (2d6+11/17–20).
  STATISTICS
  Str 24, Dex 10, Con 17, Int 12, Wis 8, Cha 16
  Base Atk +20; CMB +27; CMD 41
  Feats Critical Focus, Extra Lay on Hands, Great 
  Fortitude, Improved Critical (greatsword), 
  Improved Initiative, Iron Will, Lightning 
  Reflexes, Power Attack, Stunning Critical, 
  Toughness, Weapon Focus (greatsword)
  Skills Climb +7, Diplomacy +11, Heal +7, Intimidate +13, Knowledge 
  (arcana) +6, Knowledge (planes) +21, Linguistics +3, Perception +19, 
  Survival +2, Swim +7
  Languages Abyssal, Celestial, Common, Infernal
  127127
  CR
  18
  19
  CORE CLASSES
  PALADINS
  
  Init +3; Senses Perception +8
  DEFENSE
  AC 17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 size)
  hp 15 (2d10)
  Fort +4, Ref +7, Will +2; +2 vs. fear
  OFFENSE
  Speed 20 ft.
  Melee short sword +4 (1d4+1/19–20)
  Ranged mwk shortbow +7 (1d4/×3)
  Special Attacks favored enemy (fey +2)
  TACTICS
  During Combat The ranger shoots at opponents who attempt to 
  harm innocents or his allies. If trying to capture someone alive, 
  he uses a tanglefoot bag. If trying to disperse a hostile crowd, he 
  throws a thunderstone.
  STATISTICS
  Str 12, Dex 17, Con 10, Int 13, Wis 12, Cha 10
  Base Atk +2; CMB +2; CMD 15
  Feats Point-Blank Shot, Precise Shot
  Skills Acrobatics +7 (+3 when jumping), Climb +8, Diplomacy +1, 
  Intimidate +4, Knowledge (geography, nature) +5, 
  Knowledge (local) +2, Perception +8,  
  Stealth +12, Survival +6, Swim +5
  Languages Common, Halfling
  SQ track +1, wild empathy +2
  Combat Gear potion of cure light wounds, tanglefoot 
  bags (2), thunderstone; Other Gear masterwork 
  studded leather, masterwork shortbow with 20 
  arrows, short sword, 84 gp
  The town watcher protects a settlement 
  from hostile creatures.
  COLIN FLETCHER
  Colin vigilantly guards 
  his town, and is 
  quick to respond 
  if 
  any 
  visitors 
  start fights or cause trouble 
  with locals.
  Combat Encounters: Colin fires 
  a warning shot from a rooftop to 
  distract unruly adventurers in town, or 
  uses a tanglefoot bag on a PC who’s obviously 
  drunk, raging, or out of control.
  Roleplaying Suggestions: Colin is the eyes 
  and ears for his town, and is a source of valuable 
  information about the comings and goings 
  of strangers.
  Init +3; Senses low-light vision; Perception +10
  DEFENSE
  AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
  hp 12 (1d10+2)
  Fort +3, Ref +5, Will +1; +2 vs. enchantments
  Immune sleep
  OFFENSE
  Speed 30 ft.
  Melee longsword +3 (1d8+3/19–20) or
  shortspear +3 (1d6+2)
  Ranged longbow +4 (1d8/×3)
  Special Attacks favored enemy (orcs +2)
  TACTICS
  During Combat The ranger ambushes her target from stealth or 
  takes cover in tree branches. If she has allies, she attacks enemies 
  that her allies have injured. She uses a smokestick to signal 
  trouble or cover her retreat.
  STATISTICS
  Str 14, Dex 17, Con 12, Int 10, Wis 13, Cha 8
  Base Atk +1; CMB +3; CMD 16
  Feats Point-Blank Shot, Skill Focus (Perception)
  Skills Climb +6, Knowledge (local) +1, 
  Knowledge (nature) +4, Perception +10, 
  Stealth +7, Survival +5
  Languages Common, Elven
  SQ elf blood, track +1, wild empathy +0
  Combat Gear potion of cure 
  light wounds, alchemist’s 
  fire, masterwork arrows (3), 
  smokestick; Other Gear masterwork 
  studded leather, longbow with 20 
  arrows, longsword, shortspear, 15 gp
  The novice scout is alert and 
  eager to prove her worth.
  ATANYA
  Atanya is gruff but shrewd, more 
  concerned about doing a good job 
  than getting along with anyone. 
  Secretly she hopes she has what it 
  takes to be a hero and leader.
  Combat Encounters: Atanya fires an 
  arrow to wound a tough-looking PC, then 
  demands surrender.
  Roleplaying Suggestions: Atanya calls 
  out a warning that the PCs are 
  surrounded, hoping to bluff her 
  way out of a lethal conflict.
  NOVICE SCOUT
  CR 1/2
  HALF-ELF RANGER 1
  XP 200
  Medium humanoid (elf, human)
  LN
  TOWN WATCHER
  CR 1
  HALFLING RANGER 2
  XP 400
  Small humanoid (halfling)
  LN
  128
  128
  
  Init +4; Senses darkvision 60 ft.; Perception +8
  DEFENSE
  AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
  hp 30 (4d10+4)
  Fort +5, Ref +8, Will +2
  Defensive Abilities orc ferocity; Resist fire 10
  OFFENSE
  Speed 30 ft.
  Melee mwk falchion +7 (2d4+3/18–20)
  Ranged mwk composite longbow +9 (1d8+2/×3)
  Special Attacks favored enemy (elves +2)
  Ranger Spells Prepared (CL 1st; concentration +2)
  1st—resist energy
  TACTICS
  Before Combat The ranger casts resist energy (fire).
  During Combat The ranger keeps her foes as far away as possible.
  Base Statistics Without resist energy, the ranger’s statistics 
  are Resist none.
  STATISTICS
  Str 14, Dex 18, Con 12, Int 10, Wis 13, Cha 8
  Base Atk +4; CMB +6; CMD 20
  Feats Endurance, Point-Blank Shot, 
  Precise Shot, Rapid Shot
  Skills Climb +8, Intimidate +8, 
  Knowledge (geography) +5, 
  Knowledge (local) +2, Knowledge 
  (nature) +7, Perception +8, 
  Stealth +10, Survival +8
  Languages Common, Orc
  SQ favored terrain 
  (plains +2), hunter’s 
  bond (companions), orc 
  blood, track +2, weapon 
  familiarity, wild empathy +3
  Combat Gear +1 flaming 
  arrows (3), potion of cure 
  moderate wounds, potion of 
  divine favor, potion of shield of 
  faith; Other Gear masterwork chain 
  shirt, masterwork composite longbow 
  (+2 Str) with 20 arrows, masterwork 
  falchion, elixir of hiding, 26 gp
  A border guard protects the 
  lands of her tribe.
  VARDEEKA
  Vardeeka considers it an insult to her 
  ancestors if an intruder gets past her.
  Init +1; Senses Perception +7
  DEFENSE
  AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
  hp 30 (3d10+9)
  Fort +5, Ref +4, Will +2
  OFFENSE
  Speed 30 ft.
  Melee 2 mwk handaxes +6 (1d6+3/×3)
  Ranged mwk heavy crossbow +5 (1d10/19–20)
  Special Attacks favored enemy (animals +2)
  TACTICS
  Before Combat If hunting an animal, the ranger drinks his potion of 
  hide from animals.
  During Combat The ranger sneaks close, then charges into melee. If 
  his target is more powerful than expected, he retreats and drinks 
  his potion of bull’s strength.
  STATISTICS
  Str 17, Dex 12, Con 14, Int 10, Wis 13, Cha 8
  Base Atk +3; CMB +6; CMD 17
  Feats Double Slice, Endurance, Quick Draw, 
  Two-Weapon Fighting, Weapon  
  Focus (handaxe)
  Skills Climb +9, Intimidate +4, 
  Knowledge (geography) +5, 
  Knowledge (local) +2, 
  Knowledge (nature) +6,  
  Perception +7, 
  Stealth +7, 
  Survival +7
  Languages 
  Common
  SQ favored terrain 
  (forest +2), track +1, 
  wild empathy +2
  Combat Gear potion of 
  bull’s strength, potions 
  of cure light wounds (2), 
  potion of hide from animals; 
  Other Gear masterwork studded leather, 
  masterwork handaxes (2), masterwork heavy 
  crossbow with 20 bolts, 63 gp
  Poachers hunt animals for meat or trophies 
  in areas where hunting is forbidden.
  BRAYVEK THE BUTCHER
  Brayvek is a sadist who enjoys cutting up 
  animals; selling the meat, horns, and 
  tusks is merely a side benefit.
  POACHER
  CR 2
  HUMAN RANGER 3
  XP 600
  Medium humanoid (human)
  CE
  BORDER GUARD
  CR 3
  HALF-ORC RANGER 4
  XP 800
  Medium humanoid (human, orc)
  NE
  129
  129
  CR
  1/2
  1
  2
  3
  CORE CLASSES
  RANGERS
  
  Init +3; Senses low-light vision; Perception +12
  DEFENSE
  AC 19, touch 15, flat-footed 15 (+4 armor, +3 Dex, +1 dodge, +1 size)
  hp 49 (6d10+12)
  Fort +6, Ref +8, Will +3; +2 vs. illusions
  Defensive Abilities defensive training (+4 dodge bonus to AC vs. 
  giants); Immune poison
  OFFENSE
  Speed 20 ft.
  Melee mwk dagger +9/+4 (1d3+1/19–20)
  Ranged +1 light crossbow +12 (1d6+1/19–20) or
  mwk dagger +11/+6 (1d3+1/19–20)
  Special Attacks +1 on attack rolls against goblinoid and reptilian 
  humanoids, favored enemy (elves +2, goblinoids +4)
  Ranger Spells Prepared (CL 3rd; concentration +4)
  1st—alarm, delay poison
  TACTICS
  Before Combat The ranger casts delay poison.
  During Combat The ranger uses Precise Shot to help allies in melee.
  Base Statistics Without delay poison, the ranger’s statistics are 
  Immune none.
  STATISTICS
  Str 12, Dex 16, Con 12, Int 12, Wis 13, Cha 10
  Base Atk +6; CMB +6; CMD 20
  Feats Dodge, 
  Endurance, Point-Blank 
  Shot, Precise Shot, 
  Rapid Reload, Weapon Focus 
  (light crossbow)
  Skills Acrobatics +8 (+4 when 
  jumping), Climb +6, Knowledge 
  (dungeoneering, nature) +10, 
  Knowledge (engineering) +4, 
  Perception +12, Stealth +15, 
  Survival +10
  Languages Common, Gnome, Sylvan
  SQ favored terrain (underground 
  +2), hunter’s bond (companion), 
  track +3, wild empathy +6
  Combat Gear +1 flaming 
  arrows (6), potion of barkskin, 
  potion of cure moderate wounds, 
  smokesticks (2); Other Gear 
  masterwork chain shirt, +1 light 
  crossbow with 20 bolts, masterwork 
  dagger, 167 gp
  A tunnel rat patrols twisting 
  passages underground.
  MOUNTED ARCHER
  CR 4
  HUMAN RANGER 5
  XP 1,200
  Medium humanoid (human)
  NE
  TUNNEL RAT
  CR 5
  GNOME RANGER 6
  XP 1,600
  Small humanoid (gnome)
  N
  Init +7; Senses Perception +9
  DEFENSE
  AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 shield)
  hp 42 (5d10+10)
  Fort +7, Ref +8, Will +3
  Resist fire 10
  OFFENSE
  Speed 30 ft.
  Melee mwk scimitar +8 (1d6+2/18–20) or
  lance +7 (1d8+2/×3)
  Ranged mwk composite shortbow +10 (1d6+2/×3)
  Space 5 ft.; Reach 5 ft. (10 ft. with lance)
  Special Attacks favored enemy (animals +2, humans +4)
  Ranger Spells Prepared (CL 2nd; concentration +3)
  1st—endure elements, resist energy
  TACTICS
  Before Combat The ranger casts endure elements and resist energy (fire).
  During Combat The ranger shoots from horseback. When fighting 
  dangerous opponents, she uses oil of magic weapon on her bow 
  and drinks her potion of blur.
  Base Statistics Without resist energy, the ranger’s statistics are Resist none.
  STATISTICS
  Str 15, Dex 16, Con 14, Int 10, Wis 12, Cha 8
  Base Atk +5; CMB +7; CMD 20
  Feats Endurance, Improved Initiative, Mounted Archery, Mounted 
  Combat, Point-Blank Shot, Weapon Focus (composite shortbow)
  Skills Handle Animal +7, Heal +9, Knowledge (geography, nature) +8, 
  Perception +9, Ride +9, Stealth +9, Survival +9
  Languages Common
  SQ favored terrain (desert +2), hunter’s bond (companions), track +2, 
  wild empathy +4
  Combat Gear oil of magic weapon, potion of blur, potion of 
  cure moderate wounds, potion of invisibility; Other 
  Gear masterwork chain shirt, masterwork heavy 
  wooden shield, lance, masterwork composite 
  shortbow (+2 Str) with 20 arrows, 
  masterwork scimitar, cloak of 
  resistance +1, combat-trained 
  horse, riding saddle, 72 gp
  The mounted archer fires deadly 
  arrows from horseback.
  ZARISHEN
  This bandit leader spares 
  merchants and porters if 
  they surrender so they 
  may return again later 
  with more cargo.
  130
  130
  
  Init +6; Senses low-light vision; Perception +14
  DEFENSE
  AC 22, touch 15, flat-footed 18 (+5 armor, +1 deflection, +4 Dex, +2 natural)
  hp 62 (8d10+14)
  Fort +8, Ref +13, Will +4; +2 vs. enchantments
  Immune sleep; Resist fire 10
  OFFENSE
  Speed 30 ft.
  Melee mwk elven curve blade +15/+10 (1d10+1/18–20)
  Ranged +1 longbow +15/+10 (1d8+1/×3)
  Special Attacks favored enemy (animals +2, orcs +4)
  Ranger Spells Prepared (CL 5th; concentration +6)
  2nd—barkskin, cat’s grace
  1st—entangle, resist energy
  TACTICS
  Before Combat The ranger casts barkskin, cat’s grace, and resist 
  energy (fire).
  During Combat If ranger acts in the surprise round, she casts 
  entangle. She prefers to attack at range and from cover.
  Base Statistics Without barkskin, cat’s grace, and resist energy, 
  the ranger’s statistics are Init +4; AC 20, touch 15, flat-footed 16; 
  Ref +11; Melee mwk elven curve blade +13/+8 (1d10+1/18–20); 
  Ranged +1 longbow +13/+8 (1d8+1/×3); Dex 19; CMD +24; 
  Skills Acrobatics +11, Ride +10, Stealth +14.
  STATISTICS
  Str 13, Dex 23, Con 12, Int 12, Wis 12, Cha 8
  Base Atk +8; CMB +9; CMD 26
  Feats Combat Reflexes, Deadly Aim, Endurance, Point-Blank 
  Shot, Power Attack, Precise Shot, Weapon Finesse
  Skills Acrobatics +13, Climb +9, Heal +8, Knowledge 
  (dungeoneering, geography) +6, Knowledge 
  (nature) +8, Perception +14, Ride +12, Stealth +16, 
  Survival +12, Swim +7
  Languages Common, Elven, Orc
  SQ elven magic, favored terrain (forest +4, 
  plains +2), hunter’s 
  bond (companions), 
  swift tracker, 
  track +4, 
  weapon 
  familiarity, wild 
  empathy +7, woodland stride
  Combat Gear potion of cure moderate wounds; 
  Other Gear +1 chain shirt, +1 longbow with 20 
  arrows, masterwork elven curve blade, cloak of 
  resistance +1, ring of protection +1, 194 gp
  The orc slayer is driven by vengeance to 
  kill all orcs.
  MOUNTAINEER
  CR 6
  DWARF RANGER 7
  XP 2,400
  Medium humanoid (dwarf)
  LE
  ORC SLAYER
  CR 7
  ELF RANGER 8
  XP 3,200
  Medium humanoid (elf)
  CN
  Init +2; Senses Perception +12
  DEFENSE
  AC 21, touch 12, flat-footed 19 (+7 armor, +2 Dex, +2 shield)
  hp 59 (7d10+16)
  Fort +8, Ref +8, Will +5; +2 vs. poison, spells, and spell-like abilities
  Defensive Abilities defensive training (+4 dodge bonus to AC vs. 
  giants); Resist fire 10
  OFFENSE
  Speed 30 ft.
  Melee +1 warhammer +9/+4 (1d8+6/×3), mwk heavy shield +9/+4 
  (1d4+5 plus bull rush)
  Ranged mwk heavy crossbow +10 (1d10/19–20)
  Special Attacks +1 on attack rolls against goblinoid and orc 
  humanoids, favored enemy (giants +2, humans +4)
  Ranger Spells Prepared (CL 4th; concentration +6)
  2nd—spike growth
  1st—longstrider, resist energy
  TACTICS
  Before Combat The ranger casts longstrider and resist energy (fire), 
  then drinks his potion of bull’s strength.
  During Combat The ranger uses Shield Slam to push opponents into 
  difficult terrain, off cliffs, or into the area of spike growth.
  Base Statistics Without bull’s strength, longstrider, and resist 
  energy, the ranger’s statistics are Resist none; Speed 
  20 ft.; Melee +1 warhammer +7/+2 (1d8+4/×3), 
  mwk heavy shield +7/+2 (1d4+3 plus bull 
  rush); Str 16; CMB +10; CMD 22 (26 vs. bull 
  rush or trip); Skills Climb +9, Swim +7.
  STATISTICS
  Str 20, Dex 14, Con 14, Int 10, Wis 15, Cha 6
  Base Atk +7; CMB +12; CMD 24 (28 vs. bull 
  rush or trip)
  Feats Double Slice, Endurance, Improved 
  Shield Bash, Improved Two-Weapon 
  Fighting, Power Attack, Shield Slam, Two-
  Weapon Fighting
  Skills Climb +11, Knowledge (dungeoneering, 
  geography, nature) +8, Perception +12 (+14 to 
  notice unusual stonework), Profession (miner) +8,  
  Stealth +6, Survival +10, Swim +9
  Languages Common, Dwarven
  SQ favored terrain (mountain +2), hunter’s bond 
  (companions), track +3, wild empathy +5, 
  woodland stride
  Combat Gear potion of bull’s strength, potion 
  of cure moderate wounds; Other Gear +1 
  breastplate, masterwork heavy wooden shield, 
  +1 warhammer, masterwork heavy crossbow 
  with 20 bolts, cloak of resistance +1, 229 gp
  131131
  CR
  4
  5
  6
  7
  CORE CLASSES
  RANGERS
  
  Init +1; Senses low-light vision; Perception +16
  DEFENSE
  AC 19, touch 12, flat-footed 18 (+4 armor, +1 deflection, +1 Dex, 
  +3 natural)
  hp 81 (9d10+27)
  Fort +8, Ref +7, Will +5; +2 vs. enchantments
  Defensive Abilities evasion; Immune sleep
  OFFENSE
  Speed 30 ft.
  Melee mwk spiked chain +14/+9 (2d4+6)
  Ranged +1 composite longbow +12/+7 (1d8+5/ 
  19–20/×3)
  Special Attacks favored enemy (aquatic humanoids +4, 
  humans +2)
  Ranger Spells Prepared (CL 6th; concentration +8)
  2nd—barkskin, snare
  1st—pass without trace, speak with animals (2)
  TACTICS
  Before Combat The ranger casts barkskin and pass 
  without trace.
  During Combat The ranger attacks from stealth 
  using his bow. He might drag a Small opponent 
  underwater, relying on Endurance to outlast his 
  drowning foe (though he has his potion of water 
  breathing just in case).
  Base Statistics Without barkskin, the ranger’s statistics are 
  AC 16, touch 12, flat-footed 15.
  STATISTICS
  Str 18, Dex 12, Con 14, Int 10, Wis 14, Cha 8
  Base Atk +9; CMB +13; CMD 25
  Feats Deadly Aim, Endurance, Exotic Weapon Proficiency 
  (spiked chain), Improved Critical (composite longbow), Point-Blank 
  Shot, Rapid Shot, Skill Focus (Stealth), Vital Strike, Weapon Focus 
  (composite longbow)
  Skills Climb +12, Handle Animal +6, Knowledge (nature) +12, 
  Perception +16, Stealth +16, Survival +14, Swim +16
  Languages Common, Elven
  SQ elf blood, favored terrain (forest +2, swamp +4), hunter’s 
  bond (companions), swift tracker, track +4, wild empathy +8, 
  woodland stride
  Combat Gear +1 frost arrows (5), +1 human-bane arrows (5); 
  potion of cure moderate wounds, potion of haste, potion of 
  water breathing; Other Gear +1 studded leather, +1 composite 
  longbow (+4 Str) with 20 arrows, masterwork spiked chain, ring of 
  protection +1, 290 gp
  The swampwalker is a savage predator of the stinking 
  marsh. He is familiar with its threats and uses them as 
  tools to defeat his opponents.
  CULLEN THEOREN
  Cullen is a savage survivor in an environment that 
  constantly threatens death from exposure, disease or 
  predators. He hunts any creature that intrudes on his 
  territory, and has little tolerance for weakness or mercy.
  Combat Encounters: Cullen strikes at the PCs from the 
  water or from an elevated branch, slipping away before 
  they can approach before returning to harass them 
  again and again. He may also try to lure the PCs into 
  environmental threats such as deep water or quicksand 
  to make them easier prey.
  Roleplaying Suggestions: If Cullen observes the PCs 
  navigating his swamp with ease or defeating a dangerous 
  monster, he may offer his services as a guide, or trade 
  information with them.
  SWAMPWALKER
  CR 8
  HALF-ELF RANGER 9
  XP 4,800
  Medium humanoid (elf, human)
  CE
  132
  132
  
  Init +4; Senses Perception +17
  DEFENSE
  AC 25, touch 17, flat-footed 20 (+4 armor, +1 deflection, +4 Dex,  
  +1 dodge, +3 natural, +1 shield, +1 size)
  hp 69 (10d10+10)
  Fort +10, Ref +13, Will +7; +2 vs. fear
  Defensive Abilities evasion; Resist fire 20
  OFFENSE
  Speed 30 ft.
  Melee +1 rapier +14/+9 (1d4+3/17–20), mwk handaxe +14/+9 
  (1d4+1/×3)
  Ranged mwk light crossbow +16 (1d6/19–20)
  Special Attacks favored enemy (aquatic humanoids +4, humans +4, 
  magical beasts +2)
  Ranger Spells Prepared (CL 7th; concentration +9)
  2nd—barkskin, wind wall
  1st—endure elements, longstrider, resist energy
  TACTICS
  Before Combat The ranger casts barkskin, endure elements, 
  longstrider, and resist energy (fire).
  During Combat The ranger prefers melee, using Mobility and Spring 
  Attack to engage the enemy leader while her pirate allies deal 
  with underlings.
  Base Statistics Without barkskin, longstrider, and resist energy, the 
  ranger’s statistics are AC 22, touch 17, flat-footed 17; Resist none; 
  Speed 20 ft.
  STATISTICS
  Str 14, Dex 18, Con 12, Int 10, Wis 14, Cha 10
  Base Atk +10; CMB +11; CMD 27
  Feats Dodge, Endurance, Improved Two-Weapon Fighting, Mobility, 
  Spring Attack, Two-Weapon Defense, Two-Weapon Fighting, Vital 
  Strike, Weapon Finesse
  Skills Acrobatics +11, Climb +17, Knowledge (geography, nature) +8, 
  Perception +17, Profession (sailor) +10, Stealth +21, Survival +15, 
  Swim +15
  Languages Common, Halfling
  SQ favored terrain (urban +2, water +4), hunter’s bond (companions), 
  swift tracker, track +5, wild empathy +10, woodland stride
  Combat Gear potion of cure moderate wounds; Other Gear  
  +1 studded leather, +1 rapier, masterwork handaxe, masterwork 
  light crossbow with 20 bolts, belt of incredible dexterity +2, 
  cloak of resistance +1, feather token (swan boat), ring of 
  protection +1, 863 gp
  The pirate queen is a deadly foe, whether she’s encountered 
  in a scummy port town or out on the high seas, flying 
  the black flag. She keeps a full crew of unruly, vicious 
  buccaneers in line, and rewards them with the treasure 
  and carnage they crave.
  PIALOOSA
  Cocky and self-assured from years of experience on the 
  water, Pialoosa expects nothing but the best from her 
  crew, and rewards them generously when they show 
  great bravery or skill. She is especially greedy—even for 
  a pirate—and pursues any rumors, maps, or historical 
  fables that might lead to treasure hoards hidden by long-
  dead pirates.
  Combat Encounters: Pialoosa pursues a ship the PCs 
  are on, demanding they surrender their treasure or be 
  tossed in the briny deep. If encountered on land, she 
  might start a massive brawl in a tavern, possibly after 
  playing a game of cards and losing a good share of the 
  booty she acquired most recently.
  Roleplaying Suggestions: Pialoosa could be hired as 
  a trustworthy (if black-hearted) ship captain to guide 
  the PCs through dangerous waters. She relies on her 
  reputation to keep other pirates away, and flies a special 
  red flag with a black image of a foot on it to indicate she’s 
  aboard a ship. Anyone who attacks her ship risks death 
  beneath her blade, even if it’s an old friend.
  PIRATE QUEEN
  CR 9
  HALFLING RANGER 10
  XP 6,400
  Small humanoid (halfling)
  NE
  133
  133
  CR
  8
  9
  CORE CLASSES
  RANGERS
  
  Init +2; Senses low-light vision; Perception +18
  DEFENSE
  AC 24, touch 15, flat-footed 21 (+6 armor, +1 deflection, +2 Dex,  
  +1 dodge, +3 natural, +1 size)
  hp 116 (11d10+51)
  Fort +12, Ref +10, Will +6; +2 vs. illusions
  Defensive Abilities defensive training (+4 dodge bonus to AC vs. 
  giants), evasion; Immune poison; Resist fire 20
  OFFENSE
  Speed 20 ft.
  Melee +1 gnome hooked hammer +13/+8/+3 (1d6+3/19–20/×3), 
  mwk gnome hooked hammer +13 (1d4+2/19–20/×4) or
  mwk longspear +15/+10/+5 (1d6+3/×3)
  Ranged mwk composite longbow +15/+10/+5 (1d6+2/×3)
  Special Attacks +1 on attack rolls against goblinoid and reptilian 
  humanoids, favored enemy (earth outsiders +2, giants +6, 
  oozes +2)
  Ranger Spells Prepared (CL 8th; concentration +10)
  3rd—cure moderate wounds
  2nd—barkskin, bear’s endurance
  1st—delay poison, entangle, resist energy
  TACTICS
  Before Combat The ranger casts barkskin,  
  bear’s endurance, delay poison, and resist 
  energy (fire).
  During Combat If facing multiple opponents 
  with reach, the ranger uses Lunge.
  Base Statistics Without barkskin, bear’s 
  endurance, delay poison, and resist 
  energy, the ranger’s statistics are hp 94;  
  Fort +10; AC 21, touch 15, flat-footed 18; 
  Immune none; Resist none;  
  Con 14.
  STATISTICS
  Str 14, Dex 14, Con 18, Int 10, Wis 14, 
  Cha 10
  Base Atk +11; CMB +12; CMD 26
  Feats Dodge, Double Slice, 
  Endurance, Improved Critical 
  (gnome hooked hammer), 
  Lunge, Mobility, Power Attack, 
  Two-Weapon Fighting, Two-
  Weapon Rend, Vital Strike
  Skills Acrobatics +17 (+13 when 
  jumping), Climb +8, Knowledge 
  (dungeoneering, local) +5, Knowledge 
  (geography, nature) +8, Linguistics +1, 
  Perception +18, Stealth +19, Survival +16, 
  Swim +8
  Languages Common, Giant, Gnome
  SQ favored terrain (mountain +2, underground +4), hunter’s bond 
  (companions), quarry, swift tracker, track +5, wild empathy +11,  
  woodland stride
  Combat Gear potion of invisibility, scroll of cure serious wounds; 
  Other Gear +2 chain shirt, +1/masterwork gnome hooked 
  hammer, masterwork composite longbow (+3 Str) with 20 
  arrows, boots of elvenkind, cloak of resistance +1, ring of 
  protection +1, 630 gp
  The giant-killer is trained to kill monsters many 
  times her size, using speed, specialized weapons, and 
  time honored techniques to bring down even the most 
  daunting foes.
  MIRSHI KNEE-SPLITTER
  Feisty and fearless, Mirshi is good at slaying giants—
  and she makes sure that everyone else knows it. If a 
  town is menaced by her favored prey, she swaggers in 
  and demands an outrageous price for her services. Once 
  the townsfolk agree, she murders the giants, claims her 
  wages, and leaves the town impoverished. She’s been 
  fighting giants since she came of age, and she wants 
  to collect at least one 
  head from each type 
  of giant to display in 
  her trophy room.
  Combat Encounters: 
  Mirshi 
  might 
  attack 
  the PCs to prevent them 
  from stealing her glory or 
  depriving her of a bounty 
  from a nearby village. If 
  giants are involved in a fight, 
  she fights them no matter 
  how much she might despise 
  the other combatants involved. 
  When she misses in combat 
  against a Medium or Small 
  creature, she claims it’s because 
  she’s so used to fighting much 
  larger opponents (mostly just to 
  protect her pride).
  Roleplaying Suggestions: Mirshi loves 
  it when others laud her achievements. 
  She quickly becomes friendly toward 
  a bard PC if she thinks the bard might 
  write ballads, songs, epic poems, or plays 
  about her giant-slaying adventures. 
  The tales Mirshiri tells about herself 
  are highly exaggerated, but she never lies 
  when counting up the number of giants 
  that she’s killed.
  GIANT-KILLER
  CR 10
  GNOME RANGER 11
  XP 9,600
  Small humanoid (gnome)
  NE
  134
  134
  
  Init +8; Senses Perception +16
  DEFENSE
  AC 25, touch 16, flat-footed 20 (+5 armor, +1 deflection, +4 Dex, 
  +1 dodge, +4 natural)
  hp 94 (12d10+24)
  Fort +11, Ref +13, Will +6
  Defensive Abilities evasion; Immune poison; Resist fire 20
  OFFENSE
  Speed 40 ft.
  Melee +1 kukri +16/+11/+6 (1d4+5/18–20), +1 kukri +16/+11 
  (1d4+5/18–20)
  Ranged mwk composite longbow +17/+12/+7 (1d8+4/×3)
  Special Attacks favored enemy (animals +2, humans +6, orcs +2)
  Ranger Spells Prepared (CL 9th; concentration +10)
  2nd—barkskin, cat’s grace, wind wall
  1st—delay poison, longstrider, resist energy
  TACTICS
  Before Combat The ranger casts barkskin, cat’s grace, delay poison, 
  longstrider, and resist energy (fire).
  During Combat The ranger attacks with his bow using Deadly Aim. 
  In melee, he uses his kukris or attempts to grapple.
  Base Statistics Without barkskin, cat’s grace, delay poison, 
  longstrider, and resist energy, the ranger’s statistics are Init 
  +6; Senses normal; AC 20, touch 14, flat-footed 17; Ref +11; 
  Immune none; Resist none; Speed 30 ft.; Ranged mwk longbow 
  +15/+10/+5 (1d8+4/×3); Dex 14; CMD 30 (32 vs. grapple);  
  Skills Acrobatics +12, Stealth +17.
  STATISTICS
  Str 19, Dex 18, Con 14, Int 10, Wis 12, Cha 10
  Base Atk +12; CMB +16 (+18 grapple); CMD 32  
  (34 vs. grapple)
  Feats Deadly Aim, Dodge, Double Slice, 
  Endurance, Improved Grapple, Improved 
  Initiative, Improved Two-Weapon Fighting, Improved 
  Unarmed Strike, Point-Blank Shot, Two-Weapon 
  Fighting, Weapon Focus (kukri)
  Skills Acrobatics +14 (+18 when jumping), Bluff +10, Climb +12, 
  Disguise +7, Knowledge (geography, nature) +8, Knowledge 
  (local) +5, Linguistics +2, Perception +16, Sense Motive +11, 
  Stealth +19, Survival +16, Swim +10
  Languages Common, Elven, Orc
  SQ camouflage, favored terrain (plains +2, urban +4), hunter’s bond 
  (companions), quarry, swift tracker, track +6, wild empathy +12, 
  woodland stride
  Combat Gear potions of cure serious wounds (2), smokesticks (2), 
  tanglefoot bags (2); Other Gear +2 studded leather, +1 kukris (2), 
  masterwork composite longbow (+4 Str) with 20 arrows, amulet 
  of natural armor +1, belt of giant strength +2, cloak of resistance +1, 
  ring of protection +1, 793 gp
  A bounty hunter brings back his targets dead or alive.
  ALEC RENATUS
  Alec hunts people to bring them to justice, not because 
  he enjoys killing. He uses deadly force only if he must to 
  protect himself or others. He tries to learn as much as 
  possible about his target before starting his pursuit, and 
  selects potions and other items based on the best tactics 
  for capturing that person.
  Combat Encounters: Alec generally does work only for 
  legitimate and lawful governments, but might attempt to 
  capture a PC if he was deceived into believing that PC has 
  broken the law.
  Roleplaying Suggestions: Alec could approach the PCs to 
  gain their help in capturing a particularly difficult target.
  BOUNTY HUNTER
  CR 11
  HUMAN RANGER 12
  XP 12,800
  Medium humanoid (human)
  LN
  135
  135
  CR
  10
  11
  CORE CLASSES
  RANGERS
  
  The fiendslayer’s ultimate goal is to rid the mortal world 
  of evil outsiders.
  ELIZAVETA ORIONES
  Trained by a church, Elizaveta sees killing demons and 
  devils as a sacred duty. In villages plagued by fiends, she 
  questions locals to determine what kind of threat she 
  faces. If foolish dabblers called the fiends, she turns them 
  in. If the summoning was deliberate, she kills those who 
  were responsible.
  Combat Encounters: Eliza might confront the PCs if 
  she hears rumors that one is a conjurer or summoner.
  Roleplaying Suggestions: Eliza volunteers her help 
  only if PCs are hunting demons, devils, or fiendish cults.
  FIENDSLAYER
  CR 12
  HALF-ELF RANGER 13
  XP 19,200
  Medium humanoid (elf, human)
  N
  Init +5; Senses low-light vision; Perception +26
  DEFENSE
  AC 28, touch 16, flat-footed 22 (+8 armor, +5 Dex, +1 dodge, +4 natural)
  hp 125 (13d10+49)
  Fort +12, Ref +14, Will +7; +2 vs. enchantments
  Defensive Abilities evasion; Immune fire (120 points), poison, 
  sleep; Resist electricity 20
  OFFENSE
  Speed 40 ft.
  Melee +1 cold iron rapier +17/+12/+7 (1d6+3/15–20), +1 silver dagger 
  +17/+12/+7 (1d4+2/19–20)
  Ranged +1 light crossbow +19 (1d8+1/19–20)
  Special Attacks favored enemy (evil outsiders +6, magical beasts +2, 
  undead +2)
  Ranger Spells Prepared (CL 10th; concentration +12)
  3rd—cure moderate wounds
  2nd—barkskin, bear’s endurance, protection from energy
  1st—delay poison, longstrider, resist energy (2)
  TACTICS
  Before Combat The ranger casts barkskin, bear’s endurance, delay poison, 
  longstrider, protection from energy (fire), and resist energy (electricity).
  During Combat If fighting demons or devils, the ranger applies oil of 
  bless weapon to one weapon and drinks her potion of heroism.
  Base Statistics Without barkskin, bear’s endurance, delay poison, 
  longstrider, protection from energy, and resist energy, the ranger’s 
  statistics are AC 24, touch 16, flat-footed 18; hp 99; Fort +10; 
  Immune sleep; Resist none; Speed 30; Con 12; Skills Acrobatics +15.
  STATISTICS
  Str 14, Dex 21, Con 16, Int 10, Wis 14, Cha 8
  Base Atk +13; CMB +15; CMD 31
  Feats Dodge, Double Slice, Endurance, Greater Two-Weapon Fighting, 
  Improved Critical (rapier), Improved Two-Weapon Fighting, 
  Improved Vital Strike, Skill Focus (Perception), Two-Weapon 
  Fighting, Two-Weapon Rend, Vital Strike, Weapon Finesse
  Skills Acrobatics +15 (+19 when jumping), Knowledge (nature) +13, 
  Knowledge (planes) +10, Linguistics +3, Perception +26, Ride +12,  
  Stealth +21, Survival +18, Swim +10
  Languages Abyssal, Celestial, Common, Elven, Infernal
  SQ camouflage, elf blood, favored terrain (Abyss +4, 
  underground +4, urban +2), hunter’s bond 
  (companions), quarry, swift tracker, track +6, 
  wild empathy +12, woodland stride
  Combat Gear oil of bless weapon (2), 
  potions of cure serious wounds (2), 
  potion of heroism, potions of 
  invisibility (2), +1 evil outsider-
  bane bolts (5), holy water (4); Other Gear +2 mithral breastplate, 
  +1 cold iron rapier, +1 light crossbow with 15 bolts, +1 silver dagger, 
  belt of incredible dexterity +2, cloak of resistance +1, 772 gp
  136
  136
  
  Init +5; Senses darkvision 60 ft.; Perception +19
  DEFENSE
  AC 27, touch 14, flat-footed 25 (+6 armor, +2 deflection, +1 Dex,  
  +1 dodge, +4 natural, +3 shield)
  hp 130 (14d10+49)
  Fort +14, Ref +12, Will +8
  Defensive Abilities evasion, orc ferocity; Immune fire (120 points); 
  Resist electricity 30
  OFFENSE
  Speed 40 ft.
  Melee +1 scimitar +18/+13/+8 (1d6+6/15–20), +2 light shield +21/+16 
  (1d3+7 plus bull rush)
  Ranged mwk composite longbow +16/+11/+6 (1d8+5/×3)
  Special Attacks favored enemy (animals +2, humans +4, 
  magical beasts +4)
  Ranger Spells Prepared (CL 11th; concentration +13)
  4th—freedom of movement
  3rd—neutralize poison
  2nd—barkskin, protection from energy, wind wall
  1st—endure elements, longstrider, pass without trace, 
  resist energy
  TACTICS
  Before Combat The ranger casts barkskin, endure elements, 
  freedom of movement, longstrider, pass without trace, 
  protection from energy (fire), and resist energy (electricity).
  During Combat The ranger casts wind wall to separate foes, 
  then uses Improved Shield Bash to manipulate positioning.
  Base Statistics Without barkskin, longstrider, protection 
  from energy, and resist energy, the ranger’s statistics 
  are AC 23, touch 14, flat-footed 21; Immune none; Resist none; 
  Speed 30 ft.; Skills Acrobatics +11.
  STATISTICS
  Str 20, Dex 13, Con 16, Int 10, Wis 14, Cha 8
  Base Atk +14; CMB +19; CMD 33
  Feats Blind-Fight, Dodge, Double Slice, Endurance, Improved Critical 
  (scimitar), Improved Initiative, Improved Shield Bash, Improved 
  Two-Weapon Fighting, Power Attack, Shield Master, Shield Slam, 
  Two-Weapon Fighting
  Skills Acrobatics +11 (+15 when jumping), Climb +13, Diplomacy +4,  
  Handle Animal +7, Heal +10, Intimidate +1, Knowledge 
  (geography) +8, Knowledge (nature) +13, Perception +19, Ride +9, 
  Sense Motive +5, Stealth +18, Survival +15
  Languages Common, Orc
  SQ camouflage, favored terrain (desert +6, mountain +2, urban +2), 
  hunter’s bond (companions), orc blood, quarry, swift tracker, 
  track +7, weapon familiarity, wild empathy +13, woodland stride
  Combat Gear potions of cure serious wounds (2), potion of fly, 
  potion of haste, scrolls of neutralize poison (2), wand of cure 
  moderate wounds (20 charges); Other Gear +2 chain shirt, 
  +2 light wooden shield, +1 scimitar, masterwork composite 
  longbow (+5 Str) with 20 arrows, belt of giant strength +2, cloak 
  of resistance +2, ring of protection +2, 981 gp
  The desert stalker snares his prey and bleeds it dry.
  ARKESH
  Arkesh loves the desert, its people, and their traditions, 
  and hates those who would change or exploit any of these. 
  He might let a water caravan run by foreigners pass, but 
  would kill a similar group bringing exotic goods to tempt 
  desert people into strange new ways.
  Combat Encounters: Arkesh attacks the PCs for a 
  perceived affront to his territory or traditions.
  Roleplaying Suggestions: If PCs respect the desert, 
  Arkesh might rescue them during a sandstorm, guide 
  them past a dangerous monster, or explain in detail 
  the hazards of the wilds.
  DESERT STALKER
  CR 13
  HALF-ORC RANGER 14
  XP 25,600
  Medium humanoid (human, orc)
  LE
  137
  137
  CR
  12
  13
  CORE CLASSES
  RANGERS
  
  Init +7; Senses darkvision 60 ft.; Perception +20
  DEFENSE
  AC 26, touch 14, flat-footed 23 (+6 armor, +1 deflection, +3 Dex, 
  +5 natural, +1 shield)
  hp 112 (15d10+25)
  Fort +13, Ref +17, Will +12
  Defensive Abilities evasion, orc ferocity; Immune cold (120 points); 
  Resist electricity 30, fire 30
  OFFENSE
  Speed 40 ft.
  Melee +1 good outsider-bane orc double axe +21/+16/+11 
  (1d8+7/19–20/×3), +1 orc double axe +21/+16/+11 (1d8+7/19–20/×3)
  Ranged mwk composite longbow +19/+14/+9 (1d8+6/×3)
  Special Attacks favored enemy (elves +2, good outsiders +8, 
  humans +2, magical beasts +2)
  Ranger Spells Prepared (CL 12th; concentration +14)
  4th—freedom of movement
  3rd—cure moderate wounds, neutralize poison
  2nd—barkskin, cat’s grace, protection from energy
  1st—longstrider, pass without trace, resist energy (2)
  TACTICS
  Before Combat The ranger casts barkskin, cat’s grace, freedom 
  of movement, longstrider, pass without trace, protection from 
  energy (cold), and resist energy (electricity, fire).
  During Combat The ranger uses her bow against flying targets, but 
  prefers melee and uses a potion of fly if her prey won’t land.
  Base Statistics Without barkskin, cat’s grace, longstrider, protection 
  from energy, and resist energy, the ranger’s statistics are Init +5; 
  AC 19, touch 12, flat-footed 18; Ref +15; Immune none; Resist 
  none; Speed 30 ft.; Ranged mwk composite longbow +17/+12/+7 
  (1d8+6/×3); Dex 13; CMD 33; Skills Ride +8, Stealth +18.
  STATISTICS
  Str 22, Dex 17, Con 12, Int 10, Wis 14, Cha 8
  Base Atk +15; CMB +21; CMD 35
  Feats Double Slice, Endurance, Greater Two-Weapon Fighting, 
  Improved Critical (orc double axe), Improved Initiative, Improved 
  Two-Weapon Fighting, Iron Will, Lightning Reflexes, Point-Blank 
  Shot, Power Attack, Two-Weapon Defense, Two-Weapon Fighting, 
  Weapon Focus (orc double axe)
  Skills Bluff +7, Climb +18, Intimidate +1, Knowledge (nature) +13, 
  Knowledge (planes) +10, Linguistics +2, Perception +20, Ride +10, 
  Stealth +20, Survival +15, Swim +18
  Languages Abyssal, Celestial, Common, Orc
  SQ camouflage, favored terrain (Heaven +6, mountain +2, urban +2), 
  hunter’s bond (companions), orc blood, quarry, swift tracker, 
  track +7, weapon familiarity, wild empathy +14, woodland stride
  Combat Gear +1 good outsider-bane arrows (10), potions of cure 
  serious wounds (2), potions of fly (2), potions of restoration (2), 
  ring of feather falling, wand of cure light wounds (50 charges); 
  Other Gear +3 studded leather, +1 good outsider-bane/+1 orc 
  double axe, masterwork composite longbow (+6 Str) with 10 
  arrows, belt of giant strength +2, cloak of resistance +3, ring of 
  protection +1, 895 gp
  An angel slayer decries false gods and their messengers.
  WRATHACK
  Wrathack doesn’t tolerate preaching about goodness or 
  the benign nature of the gods. She decorates her clothing 
  with bloody feathers from angel wings as a warning to any 
  who dare speak lies about hope, kindness, and salvation.
  ANGEL SLAYER
  CR 14
  HALF-ORC RANGER 15
  XP 38,400
  Medium humanoid (human, orc)
  CE
  138
  138
  
  Combat Gear necklace of fireballs (type I), potion of blur, potion of 
  bull’s strength, potions of cure serious wounds (2), potions of hide 
  from undead (5), potions of lesser restoration (2), silversheen, 
  alchemical silver arrows (20), holy water (4); Other Gear +2 chain 
  shirt, +1 holy scimitar, +1 undead-bane light hammer, masterwork 
  composite longbow (+5 Str) with 20 arrows, belt of mighty 
  constitution +2, cloak of resistance +3, ring of protection +2, 743 gp
  An undead slayer’s sole purpose is to destroy undead.
  SEIJAL NIGHTBANE
  With a combination of relentless determination and 
  cold efficiency, Seijal seeks out places where undead are 
  known to lurk, attracts their attention, then destroys any 
  that crawl forth.
  UNDEAD SLAYER
  CR 15
  HUMAN RANGER 16
  XP 51,200
  Medium humanoid (human)
  LG
  Init +2; Senses Perception +21
  DEFENSE
  AC 25, touch 14, flat-footed 23 (+6 armor, +2 deflection, +2 Dex, 
  +5 natural)
  hp 132 (16d10+40)
  Fort +17, Ref +15, Will +10
  Defensive Abilities improved evasion; Immune cold (120 points), 
  fire (120 points), poison; Resist electricity 30
  OFFENSE
  Speed 40 ft.
  Melee +1 holy scimitar +21/+16/+11/+6 (1d6+6/18–20), +1 undead-bane 
  light hammer +21/+16/+11 (1d4+6)
  Ranged mwk composite longbow +19/+14/+9/+4 (1d8+5/×3)
  Special Attacks favored enemy (aberrations +2, evil outsiders +2, 
  humans +2, undead +8)
  Ranger Spells Prepared (CL 13th; concentration +15)
  4th—freedom of movement
  3rd—remove disease (2)
  2nd—barkskin, owl’s wisdom, protection from energy (2)
  1st—calm animals, delay poison, longstrider, resist energy
  TACTICS
  Before Combat The ranger casts barkskin, delay poison, freedom of 
  movement, longstrider, protection from energy (cold, fire), and 
  resist energy (electricity).
  During Combat The ranger allows herself to be surrounded by weak 
  undead so she can use Great Cleave and Power Attack.
  Base Statistics Without barkskin, delay poison, longstrider, 
  protection from energy, and resist energy, the ranger’s statistics 
  are AC 20, touch 14, flat-footed 18; Immune none; Resist none; 
  Speed 30 ft.; Skills Acrobatics +17.
  STATISTICS
  Str 20, Dex 14, Con 14, Int 10, Wis 14, Cha 8
  Base Atk +16; CMB +21; CMD 35
  Feats Cleave, Double Slice, Endurance, Great Fortitude, Greater Two-
  Weapon Fighting, Improved Two-Weapon Fighting, Improved 
  Vital Strike, Point-Blank Shot, Power Attack, Two-Weapon 
  Fighting, Two-Weapon Rend, Vital Strike, Weapon Focus (light 
  hammer, scimitar)
  Skills Acrobatics +17 (+21 when jumping), Climb +13, 
  Heal +15, Knowledge (dungeoneering) +8, 
  Knowledge (local, planes) +5, Knowledge 
  (nature) +6, Knowledge (religion) +15, 
  Perception +21, Perform (string) +1,  
  Ride +10, Spellcraft +13, Stealth +21, 
  Survival +15, Swim +13
  Languages Common
  SQ camouflage, favored terrain (forest +2, underground +4, urban +4), 
  hunter’s bond (companions), quarry, swift tracker, track +8, wild 
  empathy +15, woodland stride
  139
  139
  CR
  14
  15
  CORE CLASSES
  RANGERS
  
  Init +7; Senses darkvision 60 ft., low-light vision; Perception +21
  DEFENSE
  AC 33, touch 19, flat-footed 26 (+9 armor, +2 deflection, +6 Dex,  
  +1 dodge, +5 natural)
  hp 142 (17d10+44)
  Fort +15, Ref +20, Will +9; +2 vs. enchantments
  Defensive Abilities improved evasion; Immune poison, sleep
  OFFENSE
  Speed 40 ft.
  Melee +1 elven curve blade +20/+15/+10/+5 (1d10+4/18–20)
  Ranged +2 composite longbow +26/+21/+16/+11 (1d8+4/19–20/×3)
  Special Attacks favored enemy (animals +2, dragons +4, giants +4, 
  magical beasts +4)
  Ranger Spells Prepared (CL 14th; concentration +15)
  3rd—darkvision, neutralize poison
  2nd—barkskin, bear’s endurance, protection from energy, snare
  1st—delay poison, hide from animals, longstrider, pass without 
  trace, resist energy
  TACTICS
  Before Combat The ranger casts barkskin, bear’s endurance, 
  darkvision, delay poison, longstrider, and pass without trace.
  During Combat The ranger prefers ranged combat. He uses Deadly 
  Aim with Rapid Shot, hoping to also use Tiring Critical.
  Base Statistics Without barkskin, bear’s endurance, darkvision, 
  delay poison, and longstrider, the ranger’s statistics are Senses 
  low-light vision; AC 28, touch 19, flat-footed 21; hp 108; Fort +13; 
  Immune sleep; Speed 30 ft.; Con 11; Skills Acrobatics +23.
  STATISTICS
  Str 14, Dex 24, Con 15, Int 10, Wis 13, Cha 10
  Base Atk +17; CMB +19; CMD 39
  Feats Critical Focus, Deadly Aim, Dodge, Endurance, Improved Critical 
  (composite longbow), Manyshot, Mobility, Point-Blank Shot, 
  Power Attack, Precise Shot, Rapid Shot, Shot on the Run, Spring 
  Attack, Tiring Critical
  Skills Acrobatics +23 (+27 when jumping), Climb +9, Handle 
  Animal +8, Knowledge (arcana, local) +10, Knowledge 
  (nature) +13, Perception +21, Ride +11, Stealth +26, 
  Survival +21, Swim +5
  Languages Common, Elven
  SQ camouflage, elven magic, favored terrain (forest +2, 
  mountain +4, plains +4), hide in plain sight, hunter’s bond 
  (companions), quarry, swift tracker, track +8, weapon 
  familiarity, wild empathy +17, woodland stride
  Combat Gear +1 dragon-bane arrows (5), +1 giant-bane 
  arrows (5), +1 magical beast-bane arrows (5); 
  potions of displacement (2), potions of fly (2), 
  potions of haste (2), scroll of commune with nature, 
  wand of cure moderate wounds (20 charges); Other Gear  
  +3 mithral breastplate, +1 elven curve blade, +2 composite 
  longbow (+2 Str) with 60 arrows, belt of incredible dexterity +4, 
  boots of elvenkind, cloak of resistance +3, efficient quiver, ring of 
  feather falling, ring of protection +2, 1,380 gp
  The daredevil hunter seeks the largest and most dangerous 
  creatures for trophy kills.
  THALION SKYTALE
  Thalion thinks of himself as the world’s greatest big game 
  hunter. He spends days—even weeks—tracking creatures 
  he intends to slay, and sometimes hires his services to 
  areas plagued by marauding giants or dragons. If he 
  mistakenly attacks an animal companion or eidolon, he 
  apologizes and asks to duel the creature to test his skills.
  DAREDEVIL HUNTER
  CR 16
  ELF RANGER 17
  XP 76,800
  Medium humanoid (elf)
  CN
  140
  140
  
  hunter’s bond (companions), quarry, swift tracker, track +9, wild 
  empathy +16, woodland stride
  Combat Gear boots of speed; Other Gear +4 mithral breastplate, 
  +2/+2 dwarven urgrosh, +1 heavy crossbow with 10 bolts, bag of 
  holding (type I), belt of giant strength +4, cloak of resistance +2, 
  golembane scarab, ring of protection +3, 1,600 gp
  A golem-breaker makes a ruin of constructs, clockworks, 
  and complex devices.
  ESHEYNA
  Esheyna has always had a knack for spotting the weak 
  points in structures, a talent she has long put to use to 
  sabotage enemy siege engines. Now a legendary mercenary, 
  she enjoys bashing apart teams of iron golems just to see 
  how they’re supposed to fit together.
  Combat Encounters: Esheyna might battle the PCs for 
  control of an ancient juggernaut just so she has bragging 
  rights about destroying it.
  Roleplaying Suggestions: Esheyna offers advice and 
  assistance to the PCs about ancient war machines or 
  clockwork invaders from another plane.
  GOLEM-BREAKER
  CR 17
  DWARF RANGER 18
  XP 102,400
  Medium humanoid (dwarf)
  LN
  Init +6; Senses darkvision 60 ft.; Perception +20
  DEFENSE
  AC 31, touch 16, flat-footed 28 (+10 armor, +3 deflection, +2 Dex, 
  +1 dodge, +5 natural)
  hp 203 (18d10+100)
  Fort +18, Ref +15, Will +10; +2 vs. poison, spells, and spell-like abilities
  Defensive Abilities defensive training (+4 dodge bonus to AC vs. 
  giants), improved evasion; Immune fire (120 points), poison; 
  Resist electricity 30
  OFFENSE
  Speed 30 ft.
  Melee +2 dwarven urgrosh +25/+20/+15/+10 (1d8+8/19–20/×3), 
  +2 dwarven urgrosh +25/+20/+15 (1d6+8/19–20/×3)
  Ranged +1 heavy crossbow +21 (1d10+1/19–20)
  Special Attacks +1 on attack rolls against goblinoid and orc 
  humanoids, favored enemy (constructs +8, elves +2, goblinoids +2, 
  oozes +2)
  Ranger Spells Prepared (CL 15th; concentration +17)
  4th—cure serious wounds, freedom of movement
  3rd—cure moderate wounds, water walk
  2nd—barkskin, bear’s endurance, protection from energy, wind wall
  1st—delay poison, detect snares and pits (2), longstrider, resist energy
  TACTICS
  Before Combat The ranger casts barkskin, bear’s endurance, delay 
  poison, longstrider, protection from energy (fire), and resist 
  energy (electricity).
  During Combat The ranger uses Mobility and Spring Attack to 
  overcome enemy reach, and Greater Vital Strike to make 
  devastating single blows.
  Base Statistics Without barkskin, bear’s endurance, 
  delay poison, freedom of movement, longstrider, 
  protection from energy, and resist energy, the ranger’s statistics 
  are AC 26, touch 16, flat-footed 23; hp 167; Fort +16; Immune 
  none; Resist none; Speed 20 ft.; Con 16.
  STATISTICS
  Str 22, Dex 14, Con 20, Int 10, Wis 14, Cha 6
  Base Atk +18; CMB +24; CMD 40 (44 vs. bull rush or trip)
  Feats Dodge, Double Slice, Endurance, Greater Two-Weapon Fighting, 
  Greater Vital Strike, Improved Critical (dwarven urgrosh), Improved 
  Initiative, Improved Two-Weapon Fighting, Improved Vital Strike, 
  Mobility, Spring Attack, Two-Weapon Fighting, Two-Weapon Rend, 
  Vital Strike, Weapon Focus (dwarven urgrosh)
  Skills Acrobatics +19, Climb +14, Heal +10, Knowledge (arcana) +15, 
  Knowledge (dungeoneering) +18, Knowledge (engineering) +10, 
  Knowledge (geography, nature) +8, Perception +20 (+22 to notice 
  unusual stonework), Stealth +12, Survival +15, Swim +9
  Languages Common, Dwarven
  SQ camouflage, favored terrain (forest +2, mountain +4,  
  underground +4, urban +4), hide in plain sight, 
  141141
  CR
  16
  17
  CORE CLASSES
  RANGERS
  
  Combat Gear +1 elf-bane arrows (5), +1 flaming arrows (5),  
  +1 gnome-bane arrows (5), +1 human-bane arrows (10),  
  +1 shock arrows (5), chime of interruption, potions of 
  invisibility (2), wand of cure serious wounds (20 charges); 
  Other Gear +4 mithral breastplate, +1 frost longbow with  
  20 arrows, +1 greataxe, bag of holding (type I), belt of 
  incredible dexterity +4, cloak of resistance +4, ring of 
  protection +3, diamond dust for nondetection (worth 50 gp), 
  2,574 gp
  A mage hunter thrills at killing sorcerers and wizards. 
  Knowing how to circumvent their hated spells, he casts 
  nondetection every day to deter pursuit and scrying.
  MAGE HUNTER
  CR 18
  HUMAN RANGER 19
  XP 153,600
  Medium humanoid (human)
  CE
  Init +11; Senses darkvision 60 ft.; Perception +24
  DEFENSE
  AC 34, touch 19, flat-footed 28 (+10 armor, +3 deflection, +5 Dex, 
  +1 dodge, +5 natural)
  hp 195 (19d10+86)
  Fort +19, Ref +24, Will +14
  Defensive Abilities improved evasion, nondetection; Immune 
  electricity (120 points), fire (120 points), poison; Resist cold 30, 
  electricity 30, fire 30
  OFFENSE
  Speed 40 ft.
  Melee +1 greataxe +21/+16/+11/+6 (1d12+2/×3)
  Ranged +1 frost longbow +27/+22/+17/+12 (1d8+1/19–20/×3 plus 
  1d6 cold)
  Special Attacks favored enemy (elves +6, gnomes +2, humans +4, 
  magical beasts +2)
  Ranger Spells Prepared (CL 16th; concentration +18)
  4th—freedom of movement, nondetection
  3rd—darkvision, neutralize poison, repel vermin
  2nd—barkskin, bear’s endurance, protection from energy (2)
  1st—delay poison, longstrider, resist energy (3)
  TACTICS
  Before Combat The ranger casts barkskin, bear’s endurance, 
  darkvision, delay poison, freedom of movement, longstrider, 
  nondetection, protection from energy (electricity, fire), and resist 
  energy (cold, electricity, fire).
  During Combat The ranger slays spellcasters with bane arrows. He 
  rings his chime of interruption to hamper spellcasting.
  Base Statistics Without barkskin, bear’s endurance, darkvision, 
  longstrider, nondetection, protection from energy, and resist 
  energy, the ranger’s statistics are Senses normal; hp 157; Fort +17;  
  Defensive Abilities improved evasion; Immune none; Resist 
  none; Speed 30 ft.; Con 14; Skills Acrobatics +22.
  STATISTICS
  Str 12, Dex 24, Con 18, Int 10, Wis 14, Cha 8
  Base Atk +19; CMB +20; CMD 41
  Feats Critical Focus, Deadly Aim, Dodge, Endurance, Improved Critical 
  (longbow), Improved Initiative, Improved Iron Will, Improved Precise 
  Shot, Iron Will, Lightning Reflexes, Manyshot, Point-Blank Shot, Precise 
  Shot, Quick Draw, Rapid Shot, Staggering Critical, Stunning Critical
  Skills Acrobatics +22 (+26 when jumping), Climb +14, Handle 
  Animal +7, Heal +10, Knowledge (arcana, local) +10, Knowledge 
  (dungeoneering, geography) +8, Knowledge (history) +5, 
  Knowledge (nature) +7, Linguistics +1, Perception +24, Ride +14, 
  Spellcraft +13, Stealth +29, Survival +15, Swim +9
  Languages Common, Draconic
  SQ camouflage, favored terrain (forest +4, plains +2, underground +2, 
  urban +6), hide in plain sight, hunter’s bond (companions), improved 
  quarry, swift tracker, track +9, wild empathy +18, woodland stride
  142
  142
  
  Combat Gear +1 anarchic arrows (5), boots of speed, +1 flaming 
  arrows (5), +1 frost arrows (5), +1 shock arrows (5), +1 unholy 
  arrows (5), potions of cure serious wounds (2), potions of delay 
  poison (2), scroll of neutralize poison, adamantine arrows (5), 
  purple worm poison (2), smokesticks (5), tanglefoot bags (5); 
  Other Gear +4 mithral chain shirt, +2 longsword, oathbow  
  (+6 Str) with 30 arrows, belt of physical might +4 (Str, Dex), cloak 
  of resistance +5, efficient quiver, ring of protection +3, ring of 
  sustenance, 4,195 gp
  Supreme hunters stalk and kill anything they choose. 
  Most of them are so skilled they need to keep looking for 
  tougher targets just to feel challenged.
  SUPREME HUNTER
  CR 19
  HUMAN RANGER 20
  XP 204,800
  Medium humanoid (human)
  CE
  Init +9; Senses darkvision 60 ft.; Perception +25
  DEFENSE
  AC 31, touch 18, flat-footed 26 (+8 armor, +3 deflection, +4 Dex, 
  +1 dodge, +5 natural)
  hp 184 (20d10+70)
  Fort +20, Ref +22, Will +13
  Defensive Abilities improved evasion; Immune fire (120 points), 
  poison; Resist cold 30
  OFFENSE
  Speed 40 ft.
  Melee +2 longsword +28/+23/+18/+13 (1d8+11/19–20)
  Ranged oathbow +28/+23/+18/+13 (1d8+8/19–20/×3)
  Special Attacks favored enemy (dwarves +4, elves +4, gnomes +2, 
  humans +6, orcs +2)
  Ranger Spells Prepared (CL 17th; concentration +19)
  4th—commune with nature, freedom of movement, tree stride
  3rd—darkvision, neutralize poison, remove disease
  2nd—barkskin, bear’s endurance, protection from energy, snare, 
  spike growth
  1st—alarm, endure elements, longstrider, pass without trace, 
  resist energy
  TACTICS
  Before Combat The ranger casts barkskin, bear’s endurance, 
  darkvision, freedom of movement, longstrider, pass without trace, 
  protection from energy (fire), resist energy (cold), and tree stride.
  During Combat The ranger swears to kill one target with his 
  oathbow, using his boots of speed and feats to gain extra attacks. 
  Against dangerous foes, he uses poison.
  Base Statistics Without barkskin, bear’s endurance, darkvision, 
  longstrider, protection from energy, and resist energy, the ranger’s 
  statistics are Senses normal; AC 26, touch 18, flat-footed 21; hp 144;  
  Fort +18; Immune none; Resist none; Speed 30 ft.; Con 12; 
  Skills Acrobatics +15.
  STATISTICS
  Str 22, Dex 20, Con 16, Int 11, Wis 14, Cha 8
  Base Atk +20; CMB +26; CMD 45
  Feats Bleeding Critical, Blinding Critical, Combat Reflexes, Critical 
  Focus, Deadly Aim, Dodge, Endurance, Improved Critical 
  (composite longbow), Improved Initiative, Improved Precise Shot, 
  Manyshot, Point-Blank Shot, Power Attack, Precise Shot, Quick 
  Draw, Rapid Shot, Weapon Focus (composite longbow)
  Skills Acrobatics +15 (+19 when jumping), Climb +19, Handle Animal +12,  
  Heal +15, Knowledge (dungeoneering) +8, Knowledge 
  (geography) +13, Knowledge (nature) +18, Knowledge (planes) +5,  
  Perception +25, Ride +18, Stealth +28, Survival +25, Swim +14
  Languages Common
  SQ camouflage, favored terrain (desert +2, forest +2, mountain +4, 
  plains +6), hide in plain sight, hunter’s bond (companions), improved 
  quarry, swift tracker, track +10, wild empathy +19, woodland stride
  143
  143
  CR
  18
  19
  CORE CLASSES
  RANGERS
  
  Init +7; Senses Perception +3
  DEFENSE
  AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
  hp 10 (1d8+2)
  Fort +1, Ref +5, Will –1
  OFFENSE
  Speed 30 ft.
  Melee short sword +3 (1d6+2/19–20)
  Ranged dagger +3 (1d4+2/19–20)
  Special Attacks sneak attack +1d6
  TACTICS
  Before Combat The rogue hides so he can use sneak attack.
  During Combat The rogue continues to engage his initial opponent 
  in melee, or throws acid if all his opponents are at range.
  STATISTICS
  Str 14, Dex 17, Con 13, Int 10, Wis 8, Cha 12
  Base Atk +0; CMB +2; CMD 15
  Feats Improved Initiative, Weapon Finesse
  Skills Acrobatics +7, Climb +6, Disable Device +7, Escape Artist +7, 
  Knowledge (local) +4, Perception +3, Sleight of Hand +7, 
  Stealth +7, Swim +6
  Languages Common
  SQ trapfinding +1
  Combat Gear potion of cure 
  light wounds, acid (2), 
  smokestick, tanglefoot bag; 
  Other Gear masterwork 
  studded leather, daggers (5), short 
  sword, thieves’ tools, 25 gp
  The cutpurse is a dirty sneak who 
  uses surprise and stealth to rob 
  unsuspecting victims.
  AVEM THE BLADE
  A young tough trying to make 
  a name for himself, Avem 
  prefers robbery and burglary 
  to outright murder—but isn’t afraid 
  to kill.
  Combat Encounters: Avem might 
  target a solitary PC in a dangerous 
  part of town, or may be the leader 
  of a gang of unskilled thugs.
  Roleplaying Suggestions: Avem 
  is skilled at many kinds of theft, 
  and can be hired to commit petty 
  larceny or create a distraction at 
  reasonable rates.
  Init +2; Senses darkvision 60 ft.; Perception +6
  DEFENSE
  AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
  hp 19 (2d8+7)
  Fort +1, Ref +5, Will +1
  Defensive Abilities evasion, orc ferocity
  OFFENSE
  Speed 30 ft.
  Melee mwk greataxe +5 (1d12+4/�3)
  Ranged shortspear +3 (1d6+3)
  Special Attacks sneak attack +1d6
  TACTICS
  During Combat The rogue charges at the nearest foe.
  STATISTICS
  Str 17, Dex 14, Con 13, Int 8, Wis 12, Cha 10
  Base Atk +1; CMB +4; CMD 16
  Feats Toughness
  Skills Acrobatics +5, Climb +6, Intimidate +7, Perception +6, Ride +2, 
  Sense Motive +6, Stealth +5
  Languages Common, Orc
  SQ orc blood, rogue talents (bleeding attack +1),  
  trapfinding +1, weapon familiarity
  Combat Gear potions of cure light wounds (2),  
  potion of disguise self, potion of divine favor, 
  potion of feather fall, potion of hide from 
  undead; Other Gear chain shirt, masterwork 
  greataxe, shortspear, 59 gp
  The skulking brute extorts illegal 
  tolls from travelers, attacking 
  those who refuse to pay.
  BLARTA
  Blarta is a bully, and prefers 
  intimidation to fighting, since it 
  requires less work from him.
  Combat Encounters: 
  Blarta might harass 
  the PCs on the 
  road or scout 
  for bandits.
  Roleplaying Suggestions: Blarta 
  sees a lot of people on the road, 
  and may know things of 
  interest to the PCs. 
  For the right price, 
  he might even be 
  persuaded to join them, 
  though he’s unreliable at best.
  CUTPURSE
  CR 1/2
  HUMAN ROGUE 1
  XP 200
  Medium humanoid (human)
  NE
  SKULKING BRUTE
  CR 1
  HALF-ORC ROGUE 2
  XP 400
  Medium humanoid (human, orc)
  CE
  144
  144
  
  Init +3; Senses low-light vision; Perception +11
  DEFENSE
  AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
  hp 23 (3d8+6)
  Fort +3, Ref +6, Will +1; +2 vs. enchantments
  Defensive Abilities evasion, trap sense +1; Immune sleep
  OFFENSE
  Speed 30 ft.
  Melee rapier +3 (1d6+1/18–20)
  Ranged mwk composite longbow +6 (1d8+1/×3)
  Special Attacks sneak attack +2d6
  TACTICS
  Before Combat The rogue picks a perch 
  that’s hard to reach and waits for 
  targets to come into range.
  During Combat The rogue uses her 
  sleep arrow against ranged attackers 
  or anyone she needs to keep alive.
  STATISTICS
  Str 12, Dex 17, Con 14, Int 13, Wis 10, Cha 8
  Base Atk +2; CMB +3; CMD 16
  Feats Point-Blank Shot, Precise Shot, Skill 
  Focus (Perception)
  Skills Acrobatics +9, Climb +7, Disguise +5, 
  Escape Artist +9, Perception +11, Perform 
  (wind) +5, Ride +6, Stealth +9, Survival +3, 
  Swim +7
  Languages Common, Dwarven, Elven
  SQ elf blood, rogue talents (surprise attack), 
  trapfinding +1
  Combat Gear oil of magic weapon (2), potion of 
  cure moderate wounds, potion of invisibility, 
  sleep arrow; Other Gear masterwork studded 
  leather, masterwork composite longbow with 
  20 arrows, rapier, 73 gp
  The skilled sniper waits for the perfect 
  opportunity to strike.
  DIATA THE POACHER
  Diata specializes in capturing live targets, 
  such as exotic animals or escaped criminals. 
  She doesn’t care what she hunts, captures, or 
  kills as long as she’s paid on time.
  Combat Encounters: Diata may be hired to 
  capture PCs or their animal companions.
  Roleplaying Suggestions: Diata avoids 
  dungeons, but can be hired as a scout 
  or sniper in an outdoor fight.
  Init +2; Senses Perception +8
  DEFENSE
  AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
  hp 21 (4d8)
  Fort +1, Ref +6, Will +2
  Defensive Abilities evasion, trap sense +1, uncanny dodge
  OFFENSE
  Speed 30 ft.
  Melee mwk rapier +3 (1d6–1/18–20)
  Ranged light crossbow +5 (1d8/19–20)
  Special Attacks sneak attack +2d6
  Rogue Spell-Like Abilities (CL 4th, concentration +5)
  3/day—prestidigitation
  2/day—disguise self
  TACTICS
  Before Combat Using Bluff or Disguise, the rogue avoids combat.
  During Combat The rogue uses Improved Feint to make 
  sneak attacks while trying to escape.
  STATISTICS
  Str 8, Dex 14, Con 10, Int 13, Wis 12, Cha 18
  Base Atk +3; CMB +2; CMD 14
  Feats Combat Expertise, Deceitful,  
  Improved Feint
  Skills Bluff +13, Diplomacy +11, Disable 
  Device +9, Disguise +13, Heal +3, 
  Knowledge (local) +8, Perception +8, 
  Perform (sing) +9,  
  Sense Motive +8, Sleight of Hand +9, 
  Stealth +9, Use Magic Device +11
  Languages Common, Elven
  SQ rogue talents (major magic, minor 
  magic), trapfinding +2
  Combat Gear potion of cure moderate 
  wounds, scroll of bless, scroll of burning 
  hands, scroll of cure light wounds, scroll 
  of magic missile, alchemist’s fire (2), holy 
  water, thunderstone; Other Gear +1 studded 
  leather, light crossbow with 10 bolts, 
  masterwork rapier, disguise kit, everburning 
  torch, healer’s kit, thieves’ tools, wizard’s 
  spellbook, wooden holy symbol, 129 gp
  Using tricks, the charlatan imitates 
  a mage, a priest, or an official.
  EZEKARI
  Quick-witted Ezekari cons people by 
  pretending she’s a spellcaster, picking  
  up useful information in the process. 
  SKILLED SNIPER
  CR 2
  HALF-ELF ROGUE 3
  XP 600
  Medium humanoid (elf, human)
  CN
  CHARLATAN
  CR 3
  HUMAN ROGUE 4
  XP 800
  Medium humanoid (human)
  CN
  145
  145
  CR
  1/2
  1
  2
  3
  CORE CLASSES
  ROGUES
  
  Init +3; Senses darkvision 60 ft., Perception +11
  DEFENSE
  AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
  hp 54 (6d8+24)
  Fort +5, Ref +8, Will +4; +2 vs. poison, spells, and spell-like abilities
  Defensive Abilities defensive training (+4 dodge bonus to AC vs. 
  giants), evasion, trap sense +2, uncanny dodge
  OFFENSE
  Speed 20 ft.
  Melee mwk short sword +6 (1d6+1/19–20)
  Ranged +1 light crossbow +9 (1d8+1/19–20)
  Special Attacks +1 on attack rolls against goblinoid and orc 
  humanoids, sneak attack +3d6
  TACTICS
  Before Combat The rogue prefers to find an elevated spot so she can 
  shoot opponents while they waste time climbing to her.
  During Combat The rogue uses Rapid Shot, making the 
  most of Point Blank Shot and her darkvision.
  STATISTICS
  Str 13, Dex 16, Con 16, Int 10, Wis 14, Cha 6
  Base Atk +4; CMB +5; CMD 18 (22 vs. bull rush or trip)
  Feats Point-Blank Shot, Precise Shot, Rapid 
  Reload, Rapid Shot, Weapon Focus (light 
  crossbow)
  Skills Acrobatics +12 (+8 when jumping), 
  Climb +12, Escape Artist +12, 
  Knowledge (dungeoneering) +9, 
  Perception +11 (+13 to notice 
  unusual stonework), Stealth +12, 
  Survival +8, Swim +10
  Languages Common, Dwarven
  SQ rogue talents (combat trick, resiliency, weapon 
  training), trapfinding +3
  Combat Gear potion of cure moderate wounds, 
  potions of spider climb (2), alchemist’s fire (2); Other 
  Gear +1 studded leather, +1 light crossbow with 20 
  bolts, masterwork short sword, climber’s kit, 308 gp
  The cave stalker is an experienced 
  spelunker and treasure hunter.
  GALETH REDBEARD
  Galeth is dour, even for a dwarf, 
  and rarely speaks unless questioned.
  Combat Encounters: Galeth might be a solitary 
  hunter, the lead member of an underground army, 
  or part of a unit of guards wielding crossbows.
  Roleplaying Suggestions: Galeth could be 
  discovered barely alive, stuck in a dungeon trap.
  GUILD INITIATE
  CR 4
  HALFLING ROGUE 5
  XP 1,200
  Small humanoid (halfling)
  LE
  CAVE STALKER
  CR 5
  DWARF ROGUE 6
  XP 1,600
  Medium humanoid (dwarf)
  LN
  Init +8; Senses Perception +9
  DEFENSE
  AC 18, touch 15, flat-footed 14 (+3 armor, +4 Dex, +1 size)
  hp 41 (5d8+15)
  Fort +4, Ref +11, Will +1; +2 vs. fear
  Defensive Abilities evasion, trap sense +1, uncanny dodge
  OFFENSE
  Speed 20 ft.
  Melee +1 short sword +9 (1d4+1/19–20)
  Ranged mwk hand crossbow +9 (1d3/19–20)
  Special Attacks sneak attack +3d6
  TACTICS
  During Combat The rogue uses surprise and flanking to make sneak 
  attacks, as well as his slow reactions rogue talent.
  STATISTICS
  Str 10, Dex 18, Con 14, Int 10, Wis 8, Cha 15
  Base Atk +3; CMB +2; CMD 16
  Feats Improved Initiative, Lightning Reflexes, 
  Point-Blank Shot, Weapon Finesse
  Skills Acrobatics +14 (+10 when jumping), 
  Bluff +10, Climb +10, Disable Device +14, 
  Knowledge (local) +8, Perception +9, Sleight of 
  Hand +12, Stealth +16
  Languages Common, Halfling
  SQ rogue talents (finesse rogue, slow 
  reactions), trapfinding +2
  Combat Gear potions of cure light 
  wounds (2), potion of invisibility; 
  Other Gear masterwork 
  studded leather, +1 short sword, 
  masterwork hand crossbow with 
  20 bolts, masterwork thieves’ 
  tools, tindertwig (5), 60 gp
  The guild initiate is a rogue who 
  is still seeking to 
  prove his worth 
  to a thieves’ guild.
  FELIX THE 
  TWIG
  Felix is an accomplished 
  burglar who always chews 
  on a tindertwig for luck.
  Combat Encounters: Felix 
  might be part of a team of young 
  footpads or a lookout for a larger job.
  Roleplaying Suggestions: Felix is a 
  good contact within a thieves’ guild.
  146
  146
  
  Init +7; Senses low-light vision; Perception +14
  DEFENSE
  AC 19, touch 16, flat-footed 15 (+3 armor, +1 deflection, +3 Dex,  
  +1 dodge, +1 size)
  hp 63 (8d8+24)
  Fort +6, Ref +12, Will +4; +2 vs. illusions
  Defensive Abilities defensive training (+4 dodge bonus to AC vs. 
  giants), evasion, improved uncanny dodge, trap sense +2
  OFFENSE
  Speed 20 ft.
  Melee mwk dagger +7/+2 (1d3–1/19–20)
  Ranged mwk light crossbow +11 (1d6/19–20)
  Special Attacks +1 on attack rolls against goblinoid and reptilian 
  humanoids, sneak attack +4d6
  TACTICS
  During Combat The rogue uses her crossbow to make direct attacks.
  STATISTICS
  Str 8, Dex 16, Con 16, Int 14, Wis 12, Cha 10
  Base Atk +6; CMB +4; CMD 19
  Feats Dodge, Improved Initiative, Lightning Reflexes, Skill Focus 
  (Craft [traps])
  Skills Acrobatics +14 (+10 when jumping), Bluff +11, Climb +10, Craft 
  (traps) +20, Disable 
  Device +19, Escape 
  Artist +14, Knowledge 
  (dungeoneering) +13, 
  Knowledge (engineering) 
  +10, Perception +14, Stealth 
  +18, Use Magic Device +11
  Languages Common, 
  Draconic, Dwarven, Gnome, 
  Sylvan
  SQ rogue talents (ledge walker, 
  quick disable, resiliency, trap 
  spotter), trapfinding +4
  Combat Gear potion of cure 
  moderate wounds, scroll of 
  knock, wand of detect magic 
  (20 charges); Other Gear mwk 
  studded leather, mwk dagger, mwk 
  light crossbow with 10 bolts, cloak of 
  resistance +1, goggles of minute 
  seeing, ring of protection +1, 
  mwk artisan’s tools, 
  thieves’ tools, 577 gp
  This rogue excels 
  at building, setting, 
  and bypassing traps.
  FREELANCE THIEF
  CR 6
  HUMAN ROGUE 7
  XP 2,400
  Medium humanoid (human)
  NE
  TRAPSMITH
  CR 7
  GNOME ROGUE 8
  XP 3,200
  Small humanoid (gnome)
  NE
  Init +4; Senses Perception +10
  DEFENSE
  AC 19, touch 15, flat-footed 14 (+4 armor, +4 Dex, +1 dodge)
  hp 42 (7d8+7)
  Fort +4, Ref +10, Will +3
  Defensive Abilities evasion, trap sense +2, uncanny dodge
  OFFENSE
  Speed 30 ft.
  Melee +1 rapier +10 (1d6+3/18–20)
  Ranged mwk light crossbow +10 (1d8/19–20)
  Special Attacks sneak attack +4d6
  TACTICS
  During Combat The rogue uses Spring Attack and Combat Expertise.
  STATISTICS
  Str 14, Dex 18, Con 12, Int 13, Wis 10, Cha 8
  Base Atk +5; CMB +7; CMD 22
  Feats Combat Reflexes, Dodge, Mobility, Spring Attack, Weapon Finesse
  Skills Acrobatics +14, Bluff +9, Climb +12, Diplomacy +9, Disable Device 
  +14, Disguise +9, Knowledge (local) +11, Perception +10, Sense 
  Motive +10, Sleight of Hand +14, Stealth +14
  Languages Common, Halfling
  SQ rogue talents (bleeding attack +4, fast stealth, 
  stand up), trapfinding +3
  Combat Gear potion of cure moderate wounds, 
  potion of invisibility, tanglefoot bag; Other 
  Gear +1 studded leather, +1 rapier, 
  masterwork light crossbow with 20 bolts, 
  cloak of resistance +1, thieves’ tools, 
  489 gp
  The freelance 
  thief sells his 
  loyalty for gold.
  HAL FIVE-COINS
  Hal is an arrogant but 
  skilled thief whose nickname 
  comes from his habit of juggling 
  gold coins. Many guilds have 
  a price on his head.
  Combat Encounters: 
  Hal might be found 
  while rigging an 
  accident, stealing, 
  or planting evidence.
  Roleplaying Suggestions: 
  Because he’s willing to work 
  for anyone, Hal might end up on the 
  same side as the PCs.
  147
  147
  CR
  4
  5
  6
  7
  CORE CLASSES
  ROGUES
  
  Init +4; Senses low-light vision; Perception +13
  DEFENSE
  AC 19, touch 14, flat-footed 15 (+5 armor, +4 Dex)
  hp 53 (9d8+9)
  Fort +4, Ref +10, Will +2; +2 vs. enchantments
  Defensive Abilities evasion, improved uncanny dodge, trap sense +3; 
  Immune sleep
  OFFENSE
  Speed 30 ft.
  Melee +1 rapier +11/+6 (1d6+1/18–20)
  Ranged dagger +10/+5 (1d4/19–20)
  Special Attacks sneak attack +5d6
  TACTICS
  Before Combat The rogue understands that fighting 
  and killing raises too many questions, and thus 
  uses Diplomacy and Bluff to avoid combat and 
  maintain his cover if at all possible.
  During Combat The rogue prefers to use sneak 
  attacks and disarm combat maneuvers against 
  his opponents, and flees if he can get away 
  safely. If any who are present can identify him 
  as a spy—or if their continued existence 
  is against the interests of his shadowy 
  paymasters—he strikes to kill.
  STATISTICS
  Str 10, Dex 18, Con 12, Int 14, Wis 8, Cha 14
  Base Atk +6; CMB +10 (+14 disarm); CMD 20 
  (22 vs. disarm)
  Feats Agile Maneuvers, Combat Expertise, 
  Deceitful, Greater Disarm, Improved 
  Disarm, Weapon Finesse
  Skills Acrobatics +16, Bluff +16, Diplomacy +14,  
  Disable Device +16, Disguise +16, 
  Escape Artist +16, Knowledge (local) +14, 
  Perception +13, Sense Motive +11, Sleight 
  of Hand +16, Stealth +16
  Languages Common, Draconic, Dwarven, Elven
  SQ elven magic, rogue talents (bleeding attack +5, 
  finesse rogue, quick disable, surprise attack), 
  trapfinding +4, weapon familiarity
  Combat Gear potion of cure moderate wounds, 
  potion of invisibility, potion of tongues; Other 
  Gear +2 studded leather, +1 rapier, hat of disguise, 
  dagger, thieves’ tools, 373 gp
  The deadly spy is highly trained 
  in the arts of diplomacy, 
  mimicry, psychology, 
  and assassination.
  KELETHIROS
  Kelethiros is a valuable and dangerous member of royal 
  courts and secret societies, skilled at using subtle lies 
  and disguises to turn enemies against each other. Using 
  his talents—and a little help from his hat of disguise—
  he can infiltrate and spy upon any guild, government, 
  or noble household. His only f law is that he is easily 
  distracted by an attractive face and strong, slender legs, 
  and often has to extricate himself when confronted by 
  hoodwinked lovers and enraged spouses.
  Though able to move easily in most societies by virtue 
  of his handsome face and disarming nature, Kelethiros 
  is at heart a racist, and prefers to operate on behalf of 
  elven interests against those of other races, particularly 
  humans. He strongly resents the way that the shorter-
  lived races have expanded and achieved so much so 
  quickly, and on those occasions when he allows his 
  cover stories to slip, has often been heard to refer to 
  the works of these other races as akin to “children 
  playing at civilization.” Of course, this general 
  disdain for humanity doesn’t keep him from 
  taking human lovers while on his missions, 
  and no doubt quite a few half-elves can trace 
  their lineage to one of his false personas. 
  His prejudice also makes it easier on 
  those occasions when his missions or 
  cover requires him to kill, as he tells 
  himself with that killing humans 
  and their ilk isn’t really murder. 
  After all, since they’re going to die so 
  soon anyway, he’s only robbed them 
  of a few decades at most—hardly 
  anything for an elf to get upset 
  about.
  Combat Encounters: Kelethiros 
  prefers to work behind the scenes, 
  and avoids combat unless he’s 
  confident of winning. Instead, he 
  uses disguise magic to turn the PCs’ 
  allies against them, to frame the 
  PCs for an attack on someone, or 
  to change his appearance just 
  before the battle with the 
  PCs begins so it looks like 
  they have set upon some 
  innocent person.
  Roleplaying Suggestions: Like a 
  doppelganger, Kelethiros could play 
  many roles in a campaign, sometimes 
  helping the PCs out with 
  information, but just 
  as often opposing or 
  observing them.
  DEADLY SPY
  CR 8
  ELF ROGUE 9
  XP 4,800
  Medium humanoid (elf)
  CN
  148
  148
  
  Init +8; Senses Perception +12
  DEFENSE
  AC 20, touch 16, flat-footed 15 (+4 armor, +1 deflection, +4 Dex, 
  +1 dodge)
  hp 68 (10d8+20)
  Fort +4, Ref +11, Will +2
  Defensive Abilities evasion, improved uncanny dodge, trap sense +3
  OFFENSE
  Speed 30 ft.
  Melee +1 keen rapier +13/+8 (1d6+3/15–20)
  Ranged light crossbow +11 (1d8/19–20)
  Special Attacks sneak attack +5d6
  TACTICS
  Before Combat The rogue relishes combat, but often prefers 
  to hide the full extent of his abilities until he’s completely 
  surrounded, the better to take his enemies by surprise and 
  make use of Whirlwind Attack.
  During Combat The rogue charges into combat, trying to get 
  in the middle of as many enemies as possible before using 
  Whirlwind Attack, laughing and singing prayers as he lays 
  waste to his enemies.
  STATISTICS
  Str 14, Dex 19, Con 12, Int 13, Wis 8, Cha 10
  Base Atk +7; CMB +9; CMD 25
  Feats Combat Expertise, Dodge, Improved Initiative, Mobility, Nimble 
  Moves, Spring Attack, Weapon Finesse, Weapon Focus (rapier), 
  Whirlwind Attack
  Skills Acrobatics +17, Climb +15, Disable Device +19, Escape Artist +17, 
  Intimidate +13, Perception +12, Perform (dance) +13, Sleight of 
  Hand +17, Stealth +17, Swim +15
  Languages Common, Elven
  SQ rogue talents (combat trick, finesse rogue, opportunist, surprise 
  attack, weapon training), trapfinding +5
  Combat Gear potion of blur, potion of cat’s grace, alchemist’s 
  fire (2); Other Gear +1 studded leather, +1 keen rapier, light 
  crossbow with 20 bolts, ring of protection +1, masterwork 
  thieves’ tools, 480 gp
  The dancing dervish spins as a way to focus himself 
  on achieving harmony with the gods.
  LESATH THE DESERT STING
  Lesath is a troubled man who acutely feels the pain 
  of separation from the divine, and only when he has 
  a sword in hand do his dark thoughts stop. For him, 
  the dance of the sword is a means of finding peace and 
  spiritual tranquility. He dances several times per day 
  (whether or not he is in combat) as a silent prayer ritual. 
  Afterward, he meditates to focus his memory on the joy 
  of the prayer, sometimes unconsciously speaking some 
  truth he learned from this connection. Though he often 
  springs into battle if a cause seems justified and in 
  keeping with his god’s will, the truth is that the fighting 
  is more important to him than the reason for it.
  Combat Encounters: Lesath might watch over a group of 
  pilgrims and rebuff any attempts by the PCs to interfere or 
  communicate, or he might guard a holy site and refuse to 
  allow the PCs to trespass.
  Roleplaying Suggestions: The PCs might discover 
  Lesath surrounded by a ring of slain enemies, meditating 
  and perhaps unknowingly speaking words of prophecy or 
  divine truth. They might also find themselves saddled with 
  the job of keeping him out of trouble.
  DANCING DERVISH
  CR 9
  HUMAN ROGUE 10
  XP 6,400
  Medium humanoid (human)
  N
  149
  149
  CR
  8
  9
  CORE CLASSES
  ROGUES
  
  Init +5; Senses low-light vision; Perception +17
  DEFENSE
  AC 21, touch 16, flat-footed 16 (+5 armor, +1 deflection, +5 Dex)
  hp 86 (11d8+33)
  Fort +5, Ref +13, Will +5; +2 vs. enchantments
  Defensive Abilities evasion, improved uncanny dodge, trap sense +3; 
  Immune sleep
  OFFENSE
  Speed 30 ft.
  Melee +1 rapier +15/+10 (1d6+3/15–20 plus poison)
  Ranged mwk dagger +14/+9 (1d4+2/19–20 plus poison)
  Special Attacks sneak attack +6d6
  TACTICS
  Before Combat The rogue applies blue whinnis poison to his rapier 
  and dagger.
  During Combat The rogue focuses on one target, using Power 
  Attack, sneak attack, and the ongoing effects of his bleeding 
  attack ability and blue whinnis poison to deal as much damage 
  as possible in a short amount of time. If the target tries to flee, 
  the contract killer uses Stand Still to prevent escape, or throws his 
  poisoned dagger.
  STATISTICS
  Str 14, Dex 20, Con 12, Int 12, Wis 12, Cha 8
  Base Atk +8; CMB +10; CMD 26
  Feats Combat Reflexes, Improved Critical (rapier), Power Attack, 
  Stand Still, Toughness, Weapon Finesse, Weapon Focus (rapier)
  Skills Acrobatics +19, Bluff +13, Climb +16, Disable Device +21, 
  Disguise +13, Intimidate +13, Knowledge (local) +15, Perception +17, 
  Stealth +19
  Languages Common, Dwarven, Elven
  SQ elven magic, rogue talents (bleeding attack +6, combat trick, 
  crippling strike, fast stealth, surprise attack), trapfinding +5, 
  weapon familiarity
  Combat Gear elixir of hiding, potion of cure serious wounds, 
  potion of invisibility, antitoxin, blue whinnis poison (4); 
  Other Gear +2 studded leather, +1 rapier, masterwork 
  dagger, belt of incredible dexterity +2, cloak of 
  resistance +1, ring of protection +1, masterwork thieves’ 
  tools, sunrods (3), 617 gp
  The contract killer uses stealth and poison to kill 
  his latest target.
  MOLLARN THE CORPSEMAKER
  Mollarn is an old elf, and the only constant he has found 
  over the centuries is that people are fragile and prone 
  to unexpected injuries and death. Having lost countless 
  friends in his lifetime, he has given up on forming 
  anything but the most casual attachments to others, 
  and has transformed himself into an agent of death. 
  Killing gives him no sense of satisfaction or pleasure—
  it is simply as common and routine as breathing. If he 
  must kill others to reach his intended target, he does so 
  without remorse or guilt.
  Combat Encounters: Mollarn might arrive to murder 
  one of the PCs or someone known to them. A victim could 
  merely be an obstacle in Mollarn’s path to his true target, 
  and getting the person out of the way is enough to get 
  Mollarn to proceed toward his intended foe.
  Roleplaying Suggestions: Utterly without scruples, 
  Mollarn might work for the PCs as an 
  assassin. If he has been double-crossed by 
  an employer, he might ask the PCs to help 
  him get revenge, especially if the PCs 
  dislike the one who betrayed him.
  CONTRACT KILLER
  CR 10
  ELF ROGUE 11
  XP 9,600
  Medium humanoid (elf)
  NE
  150
  150
  
  Init +2; Senses Perception +20
  DEFENSE
  AC 18, touch 14, flat-footed 15 (+4 armor, +1 deflection, +2 Dex,  
  +1 dodge)
  hp 57 (12d8)
  Fort +6, Ref +12, Will +7
  Defensive Abilities improved evasion, improved uncanny dodge, 
  trap sense +4
  OFFENSE
  Speed 30 ft.
  Melee +1 frost dagger +12/+7 (1d4/19–20 plus 1d6 cold)
  Ranged dagger +11 (1d4–1/19–20)
  Special Attacks sneak attack +6d6
  Rogue Spell-Like Abilities (CL 12th, concentration +16)
  3/day—message
  2/day—comprehend languages
  TACTICS
  Before Combat The rogue uses his wand of mage armor.
  During Combat If forced to fight, the rogue uses the disarm combat 
  maneuver against his opponent’s weapon to defuse the situation.
  Base Statistics Without mage armor, the rogue’s statistics are AC 14, 
  touch 14, flat-footed 11.
  STATISTICS
  Str 8, Dex 14, Con 10, Int 18, Wis 12, Cha 17
  Base Atk +9; CMB +8; CMD 22
  Feats Alertness, Combat Expertise, Deceitful, Dodge, Greater Disarm, 
  Improved Disarm, Weapon Finesse
  Skills Acrobatics +17, Bluff +22, Diplomacy +18, Disable Device +19,  
  Disguise +22, Knowledge (local) +19, Knowledge (nobility, 
  religion) +16, Perception +20, Perform (dance, sing) +18, Sense 
  Motive +20, Stealth +17, Use Magic Device +18
  Languages Common, Dwarven, Elven, Gnome, Halfling
  SQ rogue talents (improved evasion, major magic, minor magic, 
  quick disable, slippery mind, trap spotter), trapfinding +6
  Combat Gear potions of glibness (2), scrolls of tongues (2), wand of 
  mage armor (20 charges); Other Gear +1 frost dagger, dagger, 
  cloak of resistance +2, headband of alluring charisma +2, ring 
  of protection +1, disguise kit, masterwork thieves’ tools, jewelry 
  (worth 200 gp), 696 gp
  The dilettante developed magical abilities, but eventually 
  decided to avoid both the arcane and divine paths.
  NEBERTON THE WISE
  Neberton could have been a spellcaster, but felt it required 
  too much work. Instead, he uses his natural talents for 
  trickery and altering his appearance to acquire money and 
  shelter—and get company for his bed. He isn’t malicious, 
  but feels no remorse for conning the rich and gullible.
  Combat Encounters: Neberton avoids combat if at all 
  possible. A duped ally might turn on him, a spurned lover 
  may send a champion (such as a PC) to duel him, or he 
  could whip a crowd of “believers” into a mob intent on 
  protecting their “savior.”
  Roleplaying Suggestions: Neberton’s talents make 
  him a good “face” for a group of PCs lacking adequate 
  diplomacy. His many schemes in various cities give him 
  valuable information on high and low society, including 
  the means to infiltrate exclusive parties or find the secret 
  ins and outs of castles and mansions.
  DILETTANTE
  CR 11
  HUMAN ROGUE 12
  XP 12,800
  Medium humanoid (human)
  N
  151151
  CR
  10
  11
  CORE CLASSES
  ROGUES
  
  Init +4; Senses darkvision 60 ft.; Perception +18
  DEFENSE
  AC 23, touch 16, flat-footed 18 (+5 armor, +1 deflection, +4 Dex,  
  +1 dodge, +1 natural, +1 shield)
  hp 114 (13d8+52)
  Fort +7, Ref +13, Will +9; +2 vs. poison, spells, and spell-like abilities
  Defensive Abilities defensive training (+4 dodge bonus to AC 
  vs. giants), improved evasion, improved uncanny dodge, trap 
  sense +4
  OFFENSE
  Speed 20 ft.
  Melee +1 short sword +12/+7 (1d6+1/17–20), +1 short sword +12/+7 
  (1d6+1/17–20) or
  +1 short sword +14/+9 (1d6+1/17–20)
  Ranged dagger +13/+8 (1d4/19–20)
  Special Attacks +1 on attack rolls against goblinoid and orc 
  humanoids, sneak attack +7d6
  Rogue Spell-Like Abilities (CL 13th, concentration +14)
  3/day—detect magic
  TACTICS
  During Combat The rogue uses flanking and 
  sneak attacks as often as possible. He 
  relies on his resiliency and defensive 
  roll rogue talents to stay alive against 
  dangerous opponents.
  STATISTICS
  Str 10, Dex 18, Con 14, Int 13, Wis 14, 
  Cha 12
  Base Atk +9; CMB +9; CMD 25 (29 vs. 
  bull rush or trip)
  Feats Dodge, Improved Critical (short 
  sword), Improved Two-Weapon 
  Fighting, Iron Will, Toughness, Two-
  Weapon Defense, Two-Weapon 
  Fighting, Weapon Finesse
  Skills Acrobatics +20 (+16 when jumping), 
  Bluff +17, Climb +8, Disable Device 
  +19, Disguise +9, Knowledge (arcana) 
  +6, Knowledge (dungeoneering) +5, 
  Knowledge (history) +2, Knowledge 
  (local) +14, Perception +18 (+20 to 
  notice unusual stonework), Sense 
  Motive +18, Sleight of Hand +12, Stealth +20, 
  Swim +8, Use Magic Device +9
  SQ rogue talents (bleeding attack +7, combat 
  trick, defensive roll, improved evasion, 
  minor magic, resiliency), trapfinding +6
  Combat Gear potion of cure serious wounds, 
  potion of invisibility, antitoxin (2); Other Gear 
  +2 studded leather, +1 short swords (2), daggers (4), amulet of 
  natural armor +1, belt of physical might +2 (Dex, Con), cloak of 
  resistance +1, ring of protection +1, masterwork thieves’ tools, 
  2,047 gp
  The guildmaster manipulates crime and politics—often 
  the same thing—to create wealth and stability for himself 
  and his devoted thieves.
  OLENJACK THE AXE
  Olenjack worked his way up through the ranks of the 
  guild he now runs with a patient but firm hand. He has 
  always been unusually tall for a dwarf, and frequently 
  jokes that he’s used magic to make himself even taller. 
  He is patient and deliberate, able to keep multiple 
  schemes and long-term plans in mind simultaneously, 
  and never forgets (or lets his acolytes forget) that as 
  his dwarven lifespan is longer than that of 
  his human enemies. He’s often able 
  to plan for the future, remain 
  patient, and let his more brash 
  enemies walk directly into the 
  traps he’s laid for them. His 
  nickname refers to his habit 
  of taking swift, decisive action 
  after quiet planning, executing 
  his will in one stroke. Yet 
  despite his formidable nature, 
  he’s learned the value of 
  spreading the wealth and not 
  preying too heavily on locals. 
  As a result, he remains a pillar 
  of his community, highly 
  respected even by those who 
  suspect his criminal ties. Those 
  living within his territory seek 
  his advice and ask him for 
  favors, most regarding him as 
  a beneficent but firm grandfatherly 
  figure without ever realizing his true 
  hardhearted character.
  Combat Encounters: Olenjack and 
  his bodyguards might fight the PCs if a 
  peaceful meeting goes terribly wrong, if the 
  PCs betray him and he wants to personally teach 
  them a lesson, or if they threaten the livelihood 
  of his guild and have already proven themselves 
  capable of overpowering his minions.
  Roleplaying Suggestions: Given Olenjack’s 
  ties to the community, the PCs may interact 
  with him in a king’s court, at a 
  meeting of mercantile guildmasters, 
  or among the patrons of high society.
  GUILDMASTER
  CR 12
  DWARF ROGUE 13
  XP 19,200
  Medium humanoid (dwarf)
  LE
  152
  152
  
  Init +10; Senses Perception +16
  DEFENSE
  AC 21, touch 16, flat-footed 16 (+4 armor, +1 deflection, +5 Dex, 
  +1 natural)
  hp 108 (14d8+42)
  Fort +6, Ref +16, Will +4
  Defensive Abilities improved evasion, improved uncanny dodge, 
  trap sense +4
  OFFENSE
  Speed 30 ft.
  Melee +2 vicious spiked chain +19/+14 (2d4+5/19–20 plus 2d6)
  Special Attacks sneak attack +7d6
  TACTICS
  During Combat The rogue uses trip and disarm combat 
  maneuvers to hinder opponents before finishing them off with 
  damaging attacks.
  STATISTICS
  Str 14, Dex 22, Con 12, Int 13, Wis 8, Cha 10
  Base Atk +10; CMB +12 (+16 disarm or trip); CMD 29 (31 vs. disarm 
  or trip)
  Feats Combat Expertise, Exotic Weapon Proficiency (spiked chain), 
  Greater Disarm, Greater Trip, Improved Critical (spiked chain), 
  Improved Disarm, Improved Initiative, Improved Trip, Toughness, 
  Weapon Finesse, Weapon Focus (spiked chain)
  Skills Acrobatics +23, Climb +19, Disable Device +23, Escape Artist +23,  
  Intimidate +17, Knowledge (dungeoneering) +8, Knowledge 
  (local) +9, Knowledge (religion) +6, Perception +16, Sleight of 
  Hand +23, Stealth +23, Survival +13, Swim +19
  SQ rogue talents (bleeding attack +7, feat, finesse rogue, improved 
  evasion, opportunist, stand up, weapon training), trapfinding +7
  Combat Gear potions of cure serious wounds (3), potions of haste (2); 
  Other Gear +1 studded leather, +2 vicious spiked chain, amulet 
  of natural armor +1, belt of incredible dexterity +2, brooch of 
  shielding, cloak of resistance +1, ring of protection +1, thieves’ 
  tools, 1,020 gp
  The chain mauler is a vicious sadist whose weapon allows 
  her the bloodiest satisfaction.
  PELETHA
  Peletha’s dark career as a torturer began as a child, when 
  she collected live insects and pinned them to her wall 
  with needles and nails. Soon she moved on to larger, 
  bloodier animals, and started beating the children in 
  her neighborhood at random. Taken in by a cult of the 
  god of pain, she spent her teenage years as the “pet” of 
  the high priest, learning to understand new heights 
  of pain and how to inflict it upon others. Though she 
  appreciates the delicacies of torture, she prefers more 
  direct methods—namely, beating her victims with her 
  magical spiked chain.
  Combat Encounters: Peletha might hunt the PCs of her 
  own volition, or pursue them on orders from her cultist 
  masters. She could be encountered roaming the city or 
  patrolling her cult’s secret lair.
  Roleplaying Suggestions: Peletha may allow herself to 
  be shackled and used as bait for the PCs, pretending to be 
  an innocent victim of the church of torturers. However, 
  she is not good at lying or interacting with people in 
  socially acceptable ways, and her true personality and role 
  soon become obvious.
  CHAIN MAULER
  CR 13
  HUMAN ROGUE 14
  XP 25,600
  Medium humanoid (human)
  CE
  153
  153
  CR
  CORE CLASSES
  ROGUES
  12
  13
  
  Init +6; Senses low-light vision; Perception +21
  DEFENSE
  AC 22, touch 17, flat-footed 16 (+5 armor, +1 deflection, +5 Dex, 
  +1 dodge)
  hp 101 (15d8+30)
  Fort +7, Ref +16, Will +7; +2 vs. enchantments
  Defensive Abilities improved evasion, improved uncanny dodge, 
  trap sense +5
  OFFENSE
  Speed 30 ft.
  Melee mwk rapier +14/+9/+4 (1d6+2/18–20)
  Ranged +1 shock composite longbow +19/+14/+9 (1d8+3/×3 plus 
  1d6 electricity)
  Special Attacks sneak attack +8d6
  TACTICS
  Before Combat The rogue uses his ring of invisibility and finds a 
  hiding place from which he can ambush the PCs.
  During Combat The rogue uses Manyshot and Rapid Shot against 
  his foes. If discovered, he uses his ring of invisibility again and 
  changes location.
  STATISTICS
  Str 14, Dex 22, Con 13, Int 10, Wis 12, Cha 8
  Base Atk +11; CMB +13; CMD 31
  Feats Dodge, Improved Precise Shot, Manyshot, 
  Mobility, Point-Blank Shot, Precise Shot, Rapid Shot, 
  Shot on the Run, Skill Focus (Stealth), Weapon Focus 
  (composite longbow)
  Skills Acrobatics +24, Climb +20, Disguise +17, Knowledge 
  (dungeoneering) +8, Knowledge (geography) +5, Knowledge 
  (nature) +15, Perception +21, Ride +21, Stealth +30, Swim +10
  Languages Common, Elven
  SQ rogue talents (bleeding attack +8, defensive roll, fast stealth, 
  improved evasion, rogue crawl, slippery mind, weapon training), 
  trapfinding +7, elf blood
  Combat Gear +1 human-bane arrows (5), +1 magical beast-bane 
  arrows (5), silversheen (2); Other Gear +2 studded leather, +1 shock 
  composite longbow (+2 Str) with 50 arrows, masterwork rapier, belt 
  of incredible dexterity +2, cloak of resistance +1, efficient quiver, ring 
  of invisibility, ring of protection +1, disguise kit, sunrods (4), 1,587 gp
  The unseen archer strikes from concealment, planning 
  for his target to die before it has a chance to see him.
  ROSCOLIAN
  Roscolian is a mercenary sniper, willing to work alone 
  or as part of a team as long as he gets to fight at a safe 
  distance, shooting at creatures that don’t know he’s there. 
  He doesn’t care whether it’s unfair or unsportsmanlike; 
  he’d rather be a coward with a hundred kills than a hero 
  with a sword in his neck. He relies on his ring of invisibility 
  to keep him out of trouble, and isn’t averse to abandoning 
  his companions and fleeing invisibly if a battle goes 
  wrong. He doesn’t particularly like dungeons because he 
  feels the narrow tunnels don’t allow enough space between 
  him and his targets.
  Combat Encounters: When invisible, Roscolian can 
  attack from anywhere, surprising unsuspecting PCs with 
  a hail of deadly arrows and staying hidden until he can 
  activate his ring again. Since he works best at a distance, 
  he prefers situations where he can kill a target and then 
  move before he is discovered.
  Roleplaying Suggestions: Roscolian doesn’t brag about 
  what he does, and the PCs might think he is just a humble, 
  local scout or archer. He’ll work for almost anyone, so the 
  PCs may be able to hire him—though only on his terms.
  UNSEEN ARCHER
  CR 14
  HALF-ELF ROGUE 15
  XP 38,400
  Medium humanoid (elf, human)
  NE
  154
  154
  
  invisibility, potions of resist energy (acid, cold, fire); Other Gear 
  +1 studded leather, sword of subtlety, masterwork dagger, belt of 
  incredible dexterity +2, brooch of shielding, cloak of resistance +5, 
  masterwork thieves’ tools, 1,413 gp
  The mage slayer is trained and equipped to murder 
  arcane spellcasters. Each one has some minor magical 
  training, either from a church or arcane study.
  SKANRAK
  Skanrak was raised by a cult of religious zealots who 
  believe arcane magic is a profane offense to the gods. He 
  hates all arcane spellcasters with a passion, no matter 
  what their class is, whether their magic is trained or 
  natural, or toward what ends the magic is used. His 
  hatred includes monsters that use arcane magic, 
  such as nagas and dragons, and especially those 
  that use magic to bypass the natural laws of death 
  by becoming undead. He is very knowledgeable 
  about arcane magic, recognizing signs 
  of magic and quickly identifying a 
  caster’s class, bloodline, or favored 
  school. He knows that a split-second 
  hesitation could cost him his life, 
  so he never makes witty chatter 
  during a fight, instead going about 
  his business with a 
  grim and brutal 
  efficiency.
  Combat Encounters: 
  Skanrak often works alone, 
  targeting vulnerable individuals 
  (like a solitary wizard crafting a 
  magic item) who he can then isolate 
  and attack. He might ally with 
  priests of his cult, especially if 
  they can ward him against hostile 
  magic (such as with death ward, 
  spell immunity, and spell resistance). 
  He has no particular hatred 
  for nonmagical creatures, but 
  never gives more than one 
  warning to stay out of his way, 
  and frequently waives that 
  warning if it’s clear someone 
  intends to stop him.
  Roleplaying 
  Suggestions: 
  Skanrak may agree to a truce with 
  a magic-wielding PC in exchange 
  for help killing a dangerous 
  opponent he cannot defeat alone, 
  but the truce expires as soon as his 
  objective is met.
  MAGE SLAYER
  CR 15
  HALF-ORC ROGUE 16
  XP 51,200
  Medium humanoid (human, orc)
  NE
  Init +8; Senses darkvision 60 ft.; Perception +20
  DEFENSE
  AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
  hp 123 (16d8+48)
  Fort +12, Ref +19, Will +13
  Defensive Abilities improved evasion, improved uncanny dodge, 
  orc ferocity, trap sense +5
  OFFENSE
  Speed 30 ft.
  Melee sword of subtlety +18/+13/+8 (1d6+5/17–20)
  Ranged mwk dagger +17 (1d4+4/19–20)
  Special Attacks sneak attack +8d6
  Rogue Spell-Like Abilities (CL 16th, concentration +16)
  3/day—detect magic
  2/day—shield
  TACTICS
  Before Combat The rogue drinks a potion of resist 
  energy if he expects his target to use energy 
  attacks and uses shield on himself.
  During Combat The rogue uses Sickening 
  Critical or Intimidate to hinder 
  opponents so he can use Shatter 
  Defenses to sneak attack them. 
  If the opponent has magical 
  protections, the rogue uses the 
  dispelling attack rogue talent to break 
  those defenses.
  STATISTICS
  Str 18, Dex 18, Con 14, Int 10, Wis 12, Cha 8
  Base Atk +12; CMB +16; CMD 30
  Feats Critical Focus, Dazzling Display, 
  Improved Critical (short sword), Improved 
  Initiative, Improved Iron Will, Iron Will, 
  Shatter Defenses, Sickening Critical, Step 
  Up, Weapon Finesse, Weapon Focus (short 
  sword)
  Skills Acrobatics +23, Disable Device +25, 
  Fly +20, Intimidate +20, Knowledge 
  (arcana) +16, Perception +20, 
  Spellcraft +16, Stealth +23
  Languages Common
  SQ orc blood, rogue talents (combat 
  trick, dispelling attack [CL 16th], 
  feat, improved evasion, major 
  magic, minor magic, slippery mind, 
  weapon training), trapfinding +8, weapon 
  familiarity
  Combat Gear potions of cure serious 
  wounds (2), potion of fly, potion of 
  155
  155
  CR
  14
  15
  CORE CLASSES
  ROGUES
  
  Init +6; Senses Perception +15
  DEFENSE
  AC 27, touch 19, flat-footed 21 (+7 armor, +3 deflection, +5 Dex,  
  +1 dodge, +1 natural)
  hp 148 (17d8+68)
  Fort +9, Ref +18, Will +9
  Defensive Abilities improved evasion, improved uncanny dodge, 
  trap sense +5
  OFFENSE
  Speed 30 ft.
  Melee +1 shock rapier +19/+14/+9 (1d6+1/15–20 plus 1d6 electricity)
  Ranged +1 shortbow +19/+14/+9 (1d6+1/�3)
  Special Attacks sneak attack +9d6
  TACTICS
  Before Combat The rogue prefers to work from the shadows, 
  manipulating events and people to do his bidding. If combat is 
  needed, he always attacks from surprise, when his foes least 
  expect it.
  During Combat The rogue prefers to move up, strike suddenly, 
  withdraw before his foes can respond, and use his hat of 
  disguise to change his appearance once he’s out of sight. He 
  relies on his rogue talents to protect him.
  STATISTICS
  Str 10, Dex 22, Con 14, Int 14, Wis 10, Cha 12
  Base Atk +12; CMB +12; CMD 32
  Feats Combat Expertise, Dodge, Greater Feint, Improved Critical 
  (rapier), Improved Feint, Iron Will, Mobility, Spring Attack, 
  Toughness, Weapon Finesse
  Skills Bluff +21, Climb +8, Diplomacy +21, Disable Device +23, 
  Disguise +21, Escape Artist +19, Intimidate +9, Knowledge (arcana, 
  geography) +7, Knowledge (local) +22, Knowledge (nobility) +12, 
  Perception +15, Perform (act) +8, Ride +11, Sense Motive +15, 
  Sleight of Hand +14, Stealth +26, Use Magic Device +16
  Languages Common, Dwarven, Elven
  SQ rogue talents (bleeding attack +9, crippling strike, defensive 
  roll, fast stealth, improved evasion, slippery mind, stand up, 
  trap spotter), trapfinding +8
  Combat Gear potions of cure serious wounds (2), scroll of dimension 
  door, scroll of heal, scrolls of invisibility (2); Other Gear  
  +4 shadow studded leather, +1 shock rapier, +1 shortbow with 
  20 arrows, amulet of natural armor +1, bag of holding (type I),  
  belt of incredible dexterity +4, cloak of resistance +2, hat of 
  disguise, ring of protection +3, everburning torch, masterwork 
  thieves’ tools, 1,765 gp
  The masked lord manipulates events from the shadows, 
  using a thousand different names. He creates conspiracies 
  and topples empires without anyone ever knowing his 
  true identity.
  TADROS THE HIDDEN
  Tadros is only comfortable when nobody knows he exists. 
  His disguises have aliases and his aliases lead double lives. 
  None of his contacts have any idea what he really looks like; 
  they recognize him only by specific code words. In addition 
  to taking on fictional identities, he pretends to be real 
  people, creating no end of trouble.
  Combat Encounters: In the unlikely event that the PCs 
  face Tadros in direct combat, he almost certainly has an 
  ace up his sleeve. The PCs may be fighting a simulacrum, 
  or someone else disguised as one of Tadros’s aliases, or 
  (if he is desperate) his real self with a contingency plan to 
  cover his resurrection.
  Roleplaying Suggestions: With his connections, 
  identities, and plans, Tadros can be almost anyone, even 
  temporarily replacing one of the PCs for a period of time.
  MASKED LORD
  CR 16
  HUMAN ROGUE 17
  XP 76,800
  Medium humanoid (human)
  LN
  156
  156
  
  Init +5; Senses Perception +23
  DEFENSE
  AC 27, touch 18, flat-footed 22 (+6 armor, +2 deflection, +5 Dex,  
  +2 natural, +1 shield, +1 size)
  hp 138 (18d8+54)
  Fort +9, Ref +17, Will +7; +2 vs. fear
  Defensive Abilities 20% displacement, improved evasion, improved 
  uncanny dodge, trap sense +6
  OFFENSE
  Speed 20 ft.
  Melee +1 wounding dagger +19/+14/+9 (1d3+1/17–20 plus 1 bleed), 
  +1 dagger +19/+14/+9 (1d3+1/17–20) or
  +1 wounding dagger +21/+16/+11 (1d3+1/17–20 plus 1 bleed)
  Ranged mwk dagger +21/+16/+11 (1d3/17–20)
  Special Attacks sneak attack +9d6
  TACTICS
  During Combat The rogue uses his boots of speed and enters melee, 
  trying to kill one opponent as quickly as possible before moving to 
  another. In ranged combat, he uses Quick Draw to draw and throw 
  multiple daggers in 1 round.
  STATISTICS
  Str 10, Dex 20, Con 14, Int 14, Wis 10, Cha 10
  Base Atk +13; CMB +12; CMD 29
  Feats Combat Expertise, Critical Focus, Greater Feint, 
  Greater Two-Weapon Fighting, Improved Critical (dagger), 
  Improved Feint, Improved Two-Weapon Fighting, Quick 
  Draw, Two-Weapon Defense, Two-Weapon Fighting, 
  Weapon Finesse, Weapon Focus (dagger)
  Skills Acrobatics +28 (+24 when jumping), Bluff +21, Climb +23, 
  Diplomacy +12, Disable Device +28, Escape Artist +26, 
  Intimidate +12, Knowledge (local) +14, Perception +23, 
  Sleight of Hand +26, Stealth +30, Swim +12
  Languages Common, Halfling
  SQ rogue talents (bleeding attack +9, combat trick, crippling 
  strike, defensive roll, feat, finesse rogue, improved evasion, slow 
  reactions, surprise attack), trapfinding +9
  Gear +4 leather armor, +1 dagger, +1 wounding dagger, daggers (4), 
  masterwork daggers (4), amulet of natural armor +2, boots of 
  speed, cloak of minor displacement, dust of appearance, ring 
  of protection +2, salve of slipperiness, masterwork thieves’ 
  tools, 1,770 gp
  The dagger master has perfected the technique 
  of killing with a small blade.
  VINK THE BLADE
  Vink considers himself a champion of the halfling 
  people, their greatest son and the one who defends the 
  small folk against any larger creature that threatens 
  them. Having experienced a fair share of mockery because 
  of to his size, Vink’s definition of threatening a halfling 
  is very broad, including slight insults, roughhousing by 
  larger races, and legal actions that limit halfling rights. 
  Though he normally uses his blades against tyrants and 
  rampaging monsters, he’s been known to obliterate entire 
  caravans of slavers, murder government officials who 
  demean halflings or treat them as second-class citizens, 
  and assassinate bards or actors who perform plays that 
  treat halflings as subjects of ridicule.
  Combat Encounters: Vink might attack the PCs for 
  something he considers a slight, or work with any group 
  he thinks advances the cause of halflings. Expressing 
  a sincere apology and offering a compensatory gift to a 
  halfling community usually convinces him to back down 
  without killing anyone.
  Roleplaying Suggestions: The PCs might encounter 
  Vink as an easily-insulted, hot-tempered bravo defending 
  halfling honor, rights, or territory. If the PCs include a 
  halfling or have acted on behalf of a halfling community 
  in the past, he might attempt to befriend them or seek 
  their aid for a dangerous plan.
  DAGGER MASTER
  CR 17
  HALFLING ROGUE 18
  XP 102,400
  Small humanoid (halfling)
  NE
  157
  157
  CR
  16
  17
  CORE CLASSES
  ROGUES
  
  brings her a moment of hope that it will acknowledge 
  her as its favorite. To challenge herself and prove her 
  worthiness, she often sets specific criteria for her kills, 
  such as death in exactly three hits, or from two different 
  directions, or while holding a black rose in her off hand.
  Combat Encounters: Wu Shen might select a PC to be 
  the target of her latest challenge, attacking unexpectedly 
  and retreating without saying a word if she fails to meet 
  the self-imposed parameters of her challenge.
  Roleplaying Suggestions: With her highly romanticized 
  way of speaking about “her lover,” Wu Shen might convince 
  the PCs to help her with specific killings under the pretense 
  of deeds of heroic chivalry. The PCs may persuade her to 
  help them with battles that would pose a unique enough 
  challenge to attract her lover’s attention.
  DEATH WHISPERER
  CR 18
  HUMAN ROGUE 19
  XP 153,600
  Medium humanoid (human)
  LE
  Init +10; Senses Perception +23
  DEFENSE
  AC 28, touch 18, flat-footed 22 (+6 armor, +2 deflection, +5 Dex,  
  +1 dodge, +2 natural, +2 shield)
  hp 184 (19d8+95)
  Fort +12, Ref +20, Will +12
  Defensive Abilities improved evasion, improved uncanny dodge, 
  trap sense +6
  OFFENSE
  Speed 30 ft.
  Melee rapier of puncturing +23/+18/+13 (1d6+4/15–20 plus 1 bleed)
  Ranged mwk dagger +21 (1d4+2/19–20)
  Special Attacks sneak attack +10d6
  TACTICS
  During Combat The rogue uses Spring Attack and 
  Lightning Stance to reach opponents, and uses his 
  rapier of puncturing to make sneak attacks.
  STATISTICS
  Str 14, Dex 22, Con 16, Int 10, Wis 12, Cha 8
  Base Atk +14; CMB +16; CMD 35
  Feats Critical Focus, Dodge, Improved Critical (rapier), Improved 
  Initiative, Improved Vital Strike, Iron Will, Lightning Stance, 
  Mobility, Spring Attack, Staggering Critical, Toughness, Vital Strike, 
  Weapon Finesse, Weapon Focus (rapier), Wind Stance
  Skills Acrobatics +28, Bluff +21, Climb +24, Disable Device +39, 
  Escape Artist +28, Perception +23, Sense Motive +23, Stealth +28, 
  Swim +24
  Languages Common
  SQ rogue talents (bleeding attack +10, combat trick, defensive roll, 
  feat, finesse rogue, improved evasion, rogue crawl, slippery mind, 
  weapon training), trapfinding +9
  Combat Gear potions of cure serious wounds (2), potion of fly, 
  potions of haste (2), potions of invisibility (3); Other Gear  
  +3 shadow studded leather, rapier of puncturing, 
  masterwork dagger, amulet of natural armor +2, belt 
  of incredible dexterity +4, cloak of resistance +3, ring of 
  force shield, ring of protection +2, masterwork dagger (4), 
  masterwork rapier, masterwork thieves’ tools, 3,977 gp
  The death whisperer ends lives with a quiet sigh, 
  freeing a last breath and a soul with one strike.
  WU SHEN
  Wu Shen loves death as if it were an actual person. She 
  speaks of death as “her lover” and never as “death” or 
  any proper name, and listeners may mistakenly believe 
  she is referring to a mortal person. She relishes every 
  killing, seeing them as love notes of a sort. Death’s 
  affection is the most elusive prize, and each murder 
  158
  158
  
  touched another kind of weapon in more than a hundred 
  years, as she feels such things are beneath her. If her survival 
  depends on using something other than a sword, she does 
  what she must, but vents her rage on those around her.
  Combat Encounters: Yalandara knows she doesn’t have 
  to prove her skill, but likes to teach upstarts a lesson, and 
  might duel a martial character for fun.
  Roleplaying Suggestions: Yalandara respects others who 
  uses swords with skill, and may aid them in tasks that don’t 
  inconvenience her. The PCs might encounter her practicing 
  swordplay in some extreme environment 
  chosen to test her balance and concentration.
  BLADE LORD
  CR 19
  ELF ROGUE 20
  XP 204,800
  Medium humanoid (elf)
  NE
  Init +6; Senses low-light vision; Perception +25
  DEFENSE
  AC 30, touch 20, flat-footed 23 (+8 armor, +3 deflection, +6 Dex, 
  +1 dodge, +1 natural, +1 shield)
  hp 173 (20d8+80)
  Fort +10, Ref +20, Will +8; +2 vs. enchantments
  Defensive Abilities improved evasion, improved uncanny dodge, 
  trap sense +6; Immune sleep
  OFFENSE
  Speed 30 ft.
  Melee +2 brilliant energy longsword +19/+14/+9 (1d8+5/19–20),  
  +1 frost short sword +20/+15/+10 (1d6+4/19–20 plus 1d6 cold) or
  +2 brilliant energy longsword +21/+16/+11 (1d8+5/19–20) or
  +1 keen rapier +22/+17/+12 (1d6+4/15–20) or
  +1 frost short sword +22/+17/+12 (1d6+4/19–20 plus 1d6 cold)
  Special Attacks master strike (DC 23), sneak attack +10d6
  TACTICS
  During Combat The rogue uses Whirlwind Attack if engaging 
  multiple foes, otherwise focusing all attacks with her longsword 
  against a target whose defenses the weapon easily ignores.
  STATISTICS
  Str 16, Dex 23, Con 14, Int 16, Wis 10, Cha 8
  Base Atk +15; CMB +18; CMD 38
  Feats Combat Expertise, Dodge, Greater Disarm, Greater 
  Two-Weapon Fighting, Improved Disarm, Improved 
  Two-Weapon Fighting, Mobility, Spring Attack, 
  Toughness, Two-Weapon Defense, Two-Weapon Fighting, 
  Weapon Finesse, Weapon Focus (longsword), Whirlwind Attack
  Skills Acrobatics +29, Climb +26, Diplomacy +22, Disable 
  Device +31, Disguise +22, Escape Artist +29, 
  Intimidate +22, Knowledge (local) +26,  
  Perception +25, Sense Motive +23, Stealth +29
  SQ elven magic, rogue talents (bleeding attack +10, combat 
  trick, crippling strike, fast stealth, feat, finesse rogue, 
  improved evasion, slippery mind, surprise attack, 
  weapon training), trapfinding +10, weapon familiarity
  Combat Gear potions of cure serious wounds (3), potions of 
  heroism (2), potions of invisibility (3); Other Gear +4 chain 
  shirt, +2 brilliant energy longsword, +1 frost short sword, 
  +1 keen rapier, amulet of natural armor +1, belt of physical 
  perfection +2, cloak of resistance +2, headband of vast intelligence 
  +2, ring of protection +3, masterwork thieves’ tools, 4,055 gp
  The blade lord has attained mastery with swords by 
  forsaking all other weapons.
  YALANDARA
  Yalandara has spent her long elven life perfecting the use 
  of longswords, short swords, and rapiers. She has not even 
  159
  159
  CR
  18
  19
  CORE CLASSES
  ROGUES
  
  Init +0; Senses darkvision 60 ft.; Perception +2
  DEFENSE
  AC 12, touch 10, flat-footed 12 (+2 armor)
  hp 18 (2d6+9)
  Fort +2, Ref +0, Will +3; +2 vs. poison, spells, and spell-like abilities
  Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
  OFFENSE
  Speed 20 ft.
  Melee spiked gauntlet +3 (1d4+2) or  
  heavy mace +3 (1d8+2)
  Ranged mwk heavy crossbow +2 (1d10/19–20)
  Special Attacks +1 on attack rolls vs. goblinoid and orc humanoids
  Bloodline Spell-Like Abilities (CL 2nd; concentration +3)
  4/day—elemental ray (1d6+1 fire)
  Sorcerer Spells Known (CL 2nd; concentration +3; arcane spell failure 10%)
  1st (5/day)—burning hands (DC 12), shocking grasp (fire)
  0 (at will)—acid splash (fire), dancing lights, mending, read 
  magic, touch of fatigue (DC 11)
  Bloodline elemental (fire)
  TACTICS
  During Combat The sorcerer 
  uses burning hands and shocking 
  grasp to scorch his foes.
  STATISTICS
  Str 14, Dex 10, Con 15, Int 12, Wis 10, Cha 13
  Base Atk +1; CMB +3; CMD 13 (17 vs. bull rush or trip)
  Feats Eschew Materials, Toughness
  Skills Appraise +5 (+7 to assess 
  metals or gemstones), Craft (jewelry) 
  +5, Perception +2 (+4 to notice unusual 
  stonework), Spellcraft +5, Use Magic Device +5
  Languages Common, Dwarven, Giant
  SQ bloodline arcana (change energy 
  damage spells to fire)
  Combat Gear potion of cure light 
  wounds, scroll of flaming 
  sphere, acid (2),  
  alchemist’s fire (3); Other 
  Gear leather armor, heavy 
  mace, masterwork heavy 
  crossbow with 20 bolts, 
  spiked gauntlet, uncut gems 
  (worth 100 gp), 23 gp
  The gem sorcerer is 
  unusual among dwarves, 
  using 
  arcane 
  magic 
  to satisfy his insatiable 
  greed for gems.
  Init +2; Senses Perception +1
  DEFENSE
  AC 12, touch 12, flat-footed 10 (+2 Dex)
  hp 8 (1d6+2)
  Fort +3, Ref +2, Will +3
  OFFENSE
  Speed 30 ft.
  Melee quarterstaff +0 (1d6)
  Ranged dart +2 (1d4)
  Sorcerer Spells Known (CL 1st; concentration +4)
  1st (4/day)—color spray (DC 14), magic missile
  0 (at will)—daze (DC 13), detect magic, ray of frost, read magic
  Bloodline arcane
  TACTICS
  During Combat The sorcerer casts color spray to neutralize groups of 
  foes, followed by magic missile at any foes left standing.
  STATISTICS
  Str 10, Dex 14, Con 13, Int 12, Wis 8, Cha 17
  Base Atk +0; CMB +0; CMD 12
  Feats Alertness, Combat Casting, Eschew Materials, Iron Will
  Skills Bluff +7, Intimidate +7, Knowledge (local) +5, Perception +1, 
  Sense Motive +1, Spellcraft +5
  Languages Common, Draconic
  SQ arcane bond (familiar [rat named Slivikin]), bloodline arcana 
  (+1 DC for metamagic spells that increase spell level)
  Combat Gear potion of cure 
  light wounds, scrolls 
  of disguise self (2), 
  scrolls of shield (2), 
  wand of sleep (11 
  charges), alchemist’s 
  fire (2); Other Gear 
  darts (5), quarterstaff, 
  33 gp
  The mercenary magician 
  serves whoever can pay 
  her, but is not particularly 
  loyal to her employers.
  MARON 
  BLACKTHORNE
  Though she’s fond of gambling, 
  Maron doesn’t always have the best 
  luck. When the odds turn against her, 
  she leaves town in a hurry to avoid paying her 
  debts, and picks jobs that get her quickly out 
  of range of collectors, even if those 
  jobs are dangerous.
  MERCENARY MAGICIAN
  CR 1/2
  HUMAN SORCERER 1
  XP 200
  Medium humanoid (human)
  LN
  GEM SORCERER
  CR 1
  DWARF SORCERER 2
  XP 400
  Medium humanoid (dwarf)
  LE
  160
  160
  
  Init +1; Senses low-light vision; Perception +2
  DEFENSE
  AC 13, touch 12, flat-footed 12 (+1 armor, +1 Dex, +1 size)
  hp 28 (4d6+12)
  Fort +3, Ref +2, Will +6; +2 vs. illusions
  Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
  OFFENSE
  Speed 20 ft.
  Melee mwk spear +5 (1d6+1/×3)
  Ranged light crossbow +4 (1d6/19–20)
  Special Attacks +1 on attack rolls against goblinoid and reptilian 
  humanoids, long limbs (+5 ft.)
  Bloodline Spell-Like Abilities (CL 4th; concentration +8)
  7/day—acidic ray (1d6+2 acid)
  Gnome Spell-Like Abilities (CL 4th; concentration +8)
  1/day—dancing lights, ghost sound (DC 15), prestidigitation, 
  speak with animals
  Sorcerer Spells Known (CL 4th; concentration +8)
  2nd (4/day)—alter self
  1st (7/day)—enlarge person (DC 16), reduce person (DC 16), 
  shield, shocking grasp
  0 (at will)—acid splash, bleed (DC 14), detect magic, mage hand, 
  read magic, touch of fatigue (DC 14)
  Bloodline aberrant
  TACTICS
  During Combat The sorcerer casts shield, targets 
  approaching enemies with acidic ray, then uses her long limbs 
  ability to deliver touch spells. In melee, she casts enlarge 
  person on herself and attacks with her spear.
  STATISTICS
  Str 12, Dex 13, Con 14, Int 8, Wis 10, Cha 18
  Base Atk +2; CMB +2; CMD 13
  Feats Eschew Materials, Iron Will, Spell Focus (transmutation)
  Skills Bluff +8, Craft (alchemy) +5, Disguise +5, 
  Perception +2, Use Magic Device +8
  Languages Common, Gnome, Sylvan
  SQ bloodline arcana (+50% duration on 
  polymorph spells), gnome magic
  Combat Gear potion of spider climb, scrolls of 
  cat’s grace (2), scroll of slow, acid, tanglefoot 
  bag; Other Gear light crossbow with 10 
  bolts, masterwork spear, bracers of 
  armor +1, collection of dolls’ heads, 
  28 gp
  The 
  tainted 
  sorcerer’s 
  mind and body have 
  been warped by alien or 
  extraplanar magic.
  Init +2; Senses low-light vision; Perception +7
  DEFENSE
  AC 17, touch 12, flat-footed 15 (+4 armor, +2 Dex, +1 natural)
  hp 19 (3d6+6)
  Fort +2, Ref +5, Will +2; +2 vs. enchantments
  Immune sleep; Resist cold 5
  OFFENSE
  Speed 30 ft.
  Melee 2 claws +1 (1d4) or
  mwk longsword +2 (1d8/19–20)
  Ranged longbow +3 (1d8/×3)
  Special Attacks claws (2, 1d4, 5 rounds/day)
  Sorcerer Spells Known (CL 3rd; concentration +5)
  1st (6/day)—cause fear (DC 13), endure elements, mage armor, 
  magic missile
  0 (at will)—bleed (DC 12), detect magic, light, ray of frost,  
  read magic
  Bloodline draconic (white)
  TACTICS
  Before Combat The sorcerer casts mage armor.
  During Combat The sorcerer casts cause fear at any dangerous-
  looking opponent, then casts magic missile at her foes. 
  When her spells are exhausted, she casts 
  bull’s strength from a scroll and attacks 
  with her claws or longsword.
  Base Statistics Without mage armor, the 
  sorcerer’s statistics are AC 13, touch 12, 
  flat-footed 11.
  STATISTICS
  Str 10, Dex 14, Con 12, Int 15, Wis 8, Cha 15
  Base Atk +1; CMB +1; CMD 13
  Feats Combat Casting, Eschew Materials,  
  Lightning Reflexes
  Skills Intimidate +8, Knowledge 
  (arcana) +8, Perception +7, 
  Spellcraft +8 (+10 to identify 
  magic item properties)
  Languages Common, Draconic, 
  Elven, Goblin
  SQ bloodline arcana (cold spells deal +1 damage 
  per die), elven magic, weapon familiarity
  Combat Gear potion of cure light wounds, potion of 
  fly, scrolls of bull’s strength (2), scroll of fog cloud; 
  Other Gear longbow with 20 arrows, masterwork 
  longsword, 10 gp
  The whiteclaw sorcerer revels in her draconic 
  blood, using her powers to terrify and 
  kill enemies in her territory.
  WHITECLAW SORCERER
  CR 2
  ELF SORCERER 3
  XP 600
  Medium humanoid (elf)
  NE
  TAINTED SORCERER
  CR 3
  GNOME SORCERER 4
  XP 800
  Small humanoid (gnome)
  CE
  161161
  CR
  1/2
  1
  2
  3
  CORE CLASSES
  SORCERERS
  
  BRAMBLE SORCERER
  CR 4
  HALF-ELF SORCERER 5
  XP 1,200
  Medium humanoid (elf, human)
  LE
  Init +2; Senses low-light vision; Perception +7
  DEFENSE
  AC 18, touch 13, flat-footed 15 (+4 armor, +2 Dex, +1 dodge, +1 natural)
  hp 30 (5d6+10)
  Fort +3, Ref +6, Will +4; +2 vs. enchantments
  Resist acid 5, fire 10
  OFFENSE
  Speed 30 ft.
  Melee mwk light mace +3 (1d6) or
  2 claws +2 (1d4)
  Ranged mwk light crossbow +5 (1d8/19–20)
  Special Attacks claws (2, 1d4, treated as magic, 7 rounds/day)
  Sorcerer Spells Known (CL 5th; concentration +9)
  2nd (5/day)—acid arrow, mirror image, resist energy
  1st (7/day)—cause fear (DC 15), charm person (DC 15), mage 
  armor, magic missile, ray of enfeeblement (DC 15)
  0 (at will)—acid splash, detect magic, ghost sound (DC 14), mage 
  hand, message, read magic
  Bloodline draconic (green)
  TACTICS
  Before Combat The sorcerer casts mage armor and resist energy (fire).
  During Combat The sorcerer casts mirror image, then entangles 
  opponents with his wand of entangle (using the Use Magic Device 
  skill). He uses one of his scrolls of levitate to avoid melee combat, 
  and casts cause fear to remove opponents threatening him.
  Base Statistics Without mage armor and resist energy, the sorcerer’s 
  statistics are AC 14, touch 13, flat-footed 11; Resist acid 5.
  STATISTICS
  Str 10, Dex 14, Con 12, Int 13, Wis 8, Cha 18
  Base Atk +2; CMB +2; CMD 15
  Feats Combat Casting, Dodge, Eschew Materials, Lightning Reflexes, 
  Skill Focus (Use Magic Device)
  Skills Intimidate +10, Knowledge (arcana) +7, Perception +7, 
  Spellcraft +7, Use Magic Device +13
  Languages Common, Draconic, Elven
  SQ bloodline arcana (acid spells deal +1 damage per die), elf blood
  Combat Gear potion of cure moderate wounds, potion of invisibility, 
  scrolls of levitate (2), scroll of ray of exhaustion, scroll of silent 
  image, wand of entangle (20 charges), smokestick; Other Gear 
  masterwork light crossbow with 10 bolts, masterwork light mace, 
  cloak of resistance +1, 190 gp
  The bramble sorcerer serves the interests of green 
  dragons, walking where his masters cannot and speaking 
  on their behalf to other forest dwellers.
  AMRIEL THASK
  Amriel is a hollow shell of a man. He was raised to believe 
  dragons are the true masters of the world, and his will 
  is so broken that he cannot believe otherwise. When in 
  the presence of a dragon, he hangs on the creature’s every 
  word, and is greatly tempted to grovel like a slave. When 
  away from dragons, he is arrogant and condescending, 
  knowing that the dragons have chosen him to interact 
  with lesser races so they do not have to. His greatest hope 
  is to become a dragon disciple so that he can become 
  closer in flesh and spirit to his masters.
  Combat Encounters: Amriel could be the guardian of 
  or advisor to a young dragon, an agent of a more mature 
  dragon, or the leader of a kobold tribe.
  Roleplaying Encounters: Amriel might be a liaison 
  between the PCs and a nearby dragon, an agent of a 
  secretive group of druids, or the last survivor of a dragon 
  cult that was wiped out by a hostile force.
  162
  162
  
  Init +6; Senses low-light vision; Perception +4
  DEFENSE
  AC 18, touch 14, flat-footed 15 (+4 armor, +1 deflection, +2 Dex, 
  +1 dodge)
  hp 35 (6d6+12)
  Fort +4, Ref +5, Will +7; +2 vs. enchantments
  Immune sleep; Resist electricity 10
  OFFENSE
  Speed 30 ft.
  Melee spear +2 (1d8–1/×3)
  Ranged mwk longbow +6 (1d8/×3)
  Bloodline Spell-Like Abilities (CL 6th; concentration +9)
  6/day—elemental ray (1d6+3 electricity)
  Sorcerer Spells Known (CL 6th; concentration +9)
  3rd (4/day)—lightning bolt (DC 17)
  2nd (6/day)—gust of wind (DC 16), scorching ray 
  (electricity), spectral hand
  1st (7/day)—burning hands (electricity; DC 15), 
  mage armor, magic missile, obscuring mist, 
  shocking grasp
  0 (at will)—acid splash (electricity), dancing lights, 
  detect magic, light, mage hand, ray of frost 
  (electricity), read magic
  Bloodline elemental (air)
  TACTICS
  Before Combat The sorcerer casts mage armor.
  During Combat The sorcerer favors his electricity spells, casting 
  lightning bolt or scorching ray, or using his spectral hand to 
  deliver shocking grasp attacks. He prefers ranged combat, 
  using a scroll of fly or levitate to avoid opponents on the 
  ground.
  Base Statistics Without mage armor, the sorcerer’s base statistics 
  are AC 14, touch 14, flat-footed 11.
  STATISTICS
  Str 8, Dex 15, Con 12, Int 12, Wis 12, Cha 16
  Base Atk +3; CMB +2; CMD 16
  Feats Dodge, Eschew Materials, Improved Initiative, Spell Focus 
  (evocation)
  Skills Fly +10, Knowledge (arcana) +9, Linguistics +2, Perception +4, 
  Spellcraft +10 (+12 to identify magic item properties)
  Languages Auran, Common, Draconic, Elven
  SQ bloodline arcana (change energy damage spells to electricity), 
  elven magic, weapon familiarity
  Combat Gear scroll of fly, scroll of gaseous form, scroll of levitate; 
  Other Gear masterwork longbow with 20 arrows, spear, cloak of 
  resistance +1, ring of protection +1; 375 gp
  The storm sorcerer battles his enemies with wind and 
  lightning, reveling in nature’s destructive power.
  STORM SORCERER
  CR 5
  ELF SORCERER 6
  XP 1,600
  Medium humanoid (elf)
  NE
  VALENDRON OPARAL
  Valendron hails from an elven village in the high 
  mountains. When he was an infant, he and his mother 
  were caught outside in a storm and struck by a bolt of 
  lightning. Though his mother died, he survived, and as 
  a youth he began to develop arcane powers. He believes 
  that storms and natural disasters eliminate the weak, 
  allowing the strong to survive. He struck out on his own 
  to find others like himself.
  Combat Encounters: Valendron might join with air 
  mephits, air elementals, or jann trying to open a portal 
  to or increase the influence of the Plane of Air. He may 
  share a lair with electricity-using creatures such as 
  behirs, shocker lizards, or blue dragons.
  Roleplaying Encounters: Valendron may be looking 
  for survivors in a village or town wrecked by a powerful 
  storm, or could instead be searching for magic items 
  relating to air, weather, and electricity.
  163
  163
  CR
  4
  5
  CORE CLASSES
  SORCERERS
  
  Init +1; Senses darkvision 60 ft.; Perception +7
  DEFENSE
  AC 17, touch 12, flat-footed 16 (+4 armor, +1 deflection, +1 Dex, 
  +1 natural)
  hp 60 (7d6+33)
  Fort +3, Ref +3, Will +7
  Defensive Abilities orc ferocity; Resist fire 10
  OFFENSE
  Speed 30 ft.
  Melee mwk falchion +7 (2d4+4/18–20)
  Ranged mwk heavy crossbow +5 (1d10/19–20)
  Bloodline Spell-Like Abilities (CL 7th; concentration +10)
  6/day—elemental ray (1d6+3 fire)
  Sorcerer Spells Known (CL 7th; concentration +10)
  3rd (5/day)—fireball (DC 17), haste, protection from energy
  2nd (7/day)—blur, false life, glitterdust (DC 15), scorching ray
  1st (7/day)—burning hands (DC 15), mage armor, magic missile, 
  magic weapon, ray of enfeeblement (DC 14), shield
  0 (at will)—bleed (DC 13), dancing lights, detect magic, flare 
  (DC 14), light, ray of frost (fire), read magic
  Bloodline elemental (fire)
  TACTICS
  Before Combat The sorcerer casts false 
  life and mage armor.
  During Combat The sorcerer casts 
  haste before targeting her foes with 
  fireball or scorching ray. In melee 
  combat, she casts shield on herself, and 
  magic weapon on her falchion.
  Base Statistics Without false life and mage 
  armor, the sorcerer’s statistics are AC 13, 
  touch 11, flat-footed 12; hp 48.
  STATISTICS
  Str 16, Dex 12, Con 13, Int 8, Wis 10, Cha 16
  Base Atk +3; CMB +6; CMD 18
  Feats Combat Casting, Eschew Materials, Iron Will, Power Attack, 
  Spell Focus (evocation), Toughness
  Skills Intimidate +11, Knowledge (arcana) +3, Linguistics +0, 
  Perception +7, Spellcraft +4
  Languages Common, Ignan, Orc
  SQ bloodline arcana (change energy damage spells to fire), orc blood, 
  weapon familiarity
  Combat Gear potion of cure moderate wounds, scroll of fly (2); 
  Other Gear masterwork falchion, masterwork heavy crossbow 
  with 10 bolts, amulet of natural armor +1, ring of protection +1, 
  225 gp
  The bloodfire sorcerer withers her enemies with flame 
  and quickens her allies with hot-blooded ferocity.
  SINDRIZA
  Sindriza was born to a shaman in an efreet-worshiping 
  orc tribe. Her magic manifested early, burning anyone 
  who tried to harm her and keeping her warm when 
  the chief tried to abandon her to die in the cold. She 
  embraced her tribe’s love of violence and fire, and loves 
  to use her powers to maim, torture, and kill. She believes 
  she is blessed by the fire gods and meant to use her magic 
  to conquer and destroy. She is a pyromaniac, and has 
  difficulty resisting her urge to ignite flammable objects, 
  creatures, and buildings.
  Combat Encounters: Sindriza readily allies with bandits, 
  raiders, or mercenaries, especially if they are prone to 
  needless violence and arson. She may lead a fire cult, or 
  serve an efreet or a gang of fire giants.
  Roleplaying Encounters: Sindriza can be a valuable ally 
  if she’s allowed to satiate her destructive urges. She grows 
  restless if kept on a short leash, even by a strong master, 
  and is prone to verbally lash out at dwarves and elves if 
  she can’t physically attack them.
  BLOODFIRE SORCERER
  CR 6
  HALF-ORC SORCERER 7
  XP 2,400
  Medium humanoid (human, orc)
  NE
  164
  164
  
  Init +2; Senses low-light vision; Perception +10
  DEFENSE
  AC 16, touch 14, flat-footed 13 (+2 armor, +2 Dex, +1 dodge, +1 size)
  hp 46 (8d6+16)
  Fort +3, Ref +4, Will +10; +2 vs. illusions
  Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
  OFFENSE
  Speed 20 ft.
  Melee sickle +3 (1d4–2)
  Ranged mwk light crossbow +8 (1d6/19–20)
  Special Attacks +1 on attack rolls against goblinoid and  
  reptilian humanoids
  Gnome Spell-Like Abilities (CL 8th; concentration +12)
  1/day—dancing lights, ghost sound (DC 15), prestidigitation, 
  speak with animals
  Bloodline Spell-Like Abilities (CL 8th; concentration +12)
  7/day—laughing touch
  Sorcerer Spells Known (CL 8th; concentration +12)
  4th (4/day)—phantasmal killer (DC 21)
  3rd (6/day)—deep slumber (DC 19), major image (DC 20), 
  suggestion (DC 19)
  2nd (7/day)—hideous laughter (DC 18), hypnotic pattern (DC 19), 
  mirror image, scorching ray
  1st (7/day)—charm person (DC 15), color spray (DC 18), entangle 
  (DC 15), magic missile, shield, ventriloquism (DC 18)
  0 (at will)—daze (DC 16), detect magic, flare (DC 14), mage hand, 
  message, ray of frost, read magic, touch of fatigue (DC 14)
  Bloodline fey
  TACTICS
  During Combat The sorcerer casts mirror image, then attempts 
  to control or humiliate opponents with charm person, 
  hideous laughter, suggestion, or his wand of grease.
  STATISTICS
  Str 6, Dex 14, Con 12, Int 12, Wis 14, Cha 18
  Base Atk +4; CMB +1; CMD 14
  Feats Dodge, Eschew Materials, Greater Spell Focus (illusion),  
  Iron Will, Mobility, Spell Focus (illusion)
  Skills Bluff +12, Knowledge (arcana) +8, Knowledge (nature) +5, 
  Perception +10, Spellcraft +8, Use Magic Device +11
  Languages Common, Elven, Gnome, Sylvan
  SQ bloodline arcana (+2 DC for compulsion spells), gnome magic, 
  woodland stride
  Combat Gear potion of cure moderate wounds, screaming bolts (3), 
  wand of grease (20 charges), wand of invisibility (21 charges); 
  Other Gear masterwork light crossbow with 10 bolts, sickle, 
  bracers of armor +2, book of pressed fairy wings, 168 gp
  The trickster mage thinks everyone deserves to be the 
  butt of his jokes, even if they don’t want to be.
  QUALZAR JALLARIMPLE
  Qualzar’s heritage includes mischievous fey who tie 
  shoelaces, curdle milk, and generally make nuisances 
  of themselves. He claims to not understand why other 
  creatures find his humor malicious, but in truth he 
  doesn’t care. He’s willing to hurt others for the sake of a 
  pun or punch line, and has a book of plucked fairy wings 
  to prove it.
  Combat Encounters: Qualzar may try to annoy the PCs 
  in a city or woodland, either for spite or as part of some 
  elaborate, cruel joke. If one of his victims is injured in a 
  funny way, he laughs even harder. His actions could be 
  incidental to another encounter—he might appear just 
  long enough to make trouble during a fight, then leave 
  and not be seen again for weeks.
  Roleplaying Encounters: Qualzar could lead a troupe 
  of gnomes or be a recent outcast from a famous circle of 
  allies. He might make catcalls at PCs to undermine their 
  diplomatic efforts, or arrange to humiliate them at a time 
  when they can’t retaliate.
  TRICKSTER MAGE
  CR 7
  GNOME SORCERER 8
  XP 3,200
  Small humanoid (gnome)
  CE
  165
  165
  CR
  6
  7
  CORE CLASSES
  SORCERERS
  
  Init +2; Senses Perception +9
  DEFENSE
  AC 19, touch 14, flat-footed 16 (+4 armor, +1 deflection, +2 Dex,  
  +1 dodge, +1 natural)
  hp 75 (9d6+41)
  Fort +5, Ref +8, Will +9
  Resist acid 10, cold 10
  OFFENSE
  Speed 30 ft.
  Melee mwk morningstar +4 (1d8–1)
  Ranged javelin +6 (1d6–1) or  
  ray +7 (by spell)
  Bloodline Spell-Like Abilities (CL 9th; concentration +13)
  7/day—heavenly fire (1d4+4 divine energy)
  Sorcerer Spells Known (CL 9th; concentration +13)
  4th (5/day)—remove curse, summon monster IV, wall of fire
  3rd (7/day)—dispel magic, lightning bolt (DC 17), magic 
  circle against evil, ray of exhaustion (DC 17)
  2nd (7/day)—acid arrow, false life, resist energy, 
  scorching ray, shatter
  1st (7/day)—bless, mage armor, magic missile, ray of 
  enfeeblement (DC 15), shield, true strike
  0 (at will)—daze (DC 14), detect magic, light,  
  mage hand, mending, ray of frost, read  
  magic, resistance
  Bloodline celestial
  TACTICS
  Before Combat The sorcerer casts false life and 
  mage armor.
  During Combat The sorcerer casts summon 
  monster IV to summon a celestial giant wasp, 
  then shoots ray spells at her foes.
  Base Statistics Without false life and mage armor, 
  the sorcerer’s statistics are AC 15, touch 14, 
  flat-footed 12; hp 61.
  STATISTICS
  Str 8, Dex 14, Con 12, Int 10, Wis 14, Cha 18
  Base Atk +4; CMB +3; CMD 17
  Feats Combat Casting, Dodge, Eschew Materials, 
  Lightning Reflexes, Mobility, Point-Blank Shot, 
  Toughness, Weapon Focus (ray)
  Skills Diplomacy +5, Handle Animal +5, Heal +6, 
  Knowledge (arcana) +10, Knowledge (religion) +1, 
  Linguistics +1, Perception +9, Spellcraft +10, Survival +3
  Languages Celestial, Common
  SQ bloodline arcana (summoned creatures gain DR 4/evil), 
  wings of heaven (9 minutes/day)
  Combat Gear potion of cure serious wounds, scroll of confusion, 
  wand of bull’s strength (25 charges), holy water (2); Other 
  Gear javelins (4), masterwork morningstar, amulet of natural 
  armor +1, cloak of resistance +1, ring of protection +1, 988 gp
  The sacred sorcerer is an agent of the gods, less 
  constrained than a priest and armed with magic rarely 
  used by other servants of the divine.
  EVANGELINE DE JILLE
  Evangeline is blessed by divine magic, but not quite 
  willing to devote herself to the causes of good and order. 
  Instead, she uses her powers to protect herself, travel, and 
  learn more about the world. Though she seeks balance in 
  her life, the innate goodness within her finds overt evil 
  and cruelty to be repugnant, and she distances herself 
  from such people and things that exhibit them.
  SACRED SORCERER
  CR 8
  HUMAN SORCERER 9
  XP 4,800
  Medium humanoid (human)
  N
  166
  166
  
  Init +5; Senses darkvision 60 ft.; Perception +7
  DEFENSE
  AC 19, touch 12, flat-footed 18 (+4 armor, +1 deflection, +1 Dex, 
  +3 natural)
  hp 82 (10d6+45)
  Fort +8, Ref +5, Will +7
  Defensive Abilities orc ferocity; DR 10/adamantine; Resist acid 10
  OFFENSE
  Speed 30 ft.
  Melee mwk greataxe +8 (1d12+3/×3) or
  2 claws +7 (1d6+2)
  Special Attacks breath weapon (60-foot line, 10d6 acid, DC 20,  
  1/day), claws (2, 1d6+2, treated as magic weapons, 7 rounds/day)
  Sorcerer Spells Known (CL 10th; concentration +15)
  5th (4/day)—cloudkill (DC 20)
  4th (6/day)—fear (DC 19), shout (DC 21), stoneskin
  3rd (7/day)—fireball (DC 20), fly, rage, stinking cloud (DC 18)
  2nd (7/day)—acid arrow, bull’s strength, false life, resist energy, 
  scorching ray
  1st (8/day)—burning hands (DC 18), endure elements, mage 
  armor, magic missile, ray of enfeeblement (DC 16), shield
  0 (at will)—acid splash, arcane mark, bleed (DC 15), detect magic, 
  flare (DC 17), ray of frost, read magic, resistance, touch of 
  fatigue (DC 15)
  Bloodline draconic (black)
  TACTICS
  Before Combat The sorcerer casts false life, mage armor, and 
  stoneskin on himself.
  During Combat The sorcerer casts fly on 
  the first round of combat along with a 
  quickened magic missile. He maneuvers 
  so he can catch as many opponents 
  as possible with his breath weapon. 
  If pressed into melee, he casts bull’s 
  strength and rage, then attacks with his 
  greataxe or claws.
  Base Statistics Without false life, mage armor, and stoneskin, 
  the sorcerer’s statistics are AC 15, touch 12, flat-footed 14; 
  hp 67; DR —.
  STATISTICS
  Str 14, Dex 12, Con 14, Int 10, Wis 8, Cha 20
  Base Atk +5; CMB +7; CMD 19
  Feats Combat Casting, Eschew Materials, Great Fortitude, Greater 
  Spell Focus (evocation), Improved Initiative, Quicken Spell, Spell 
  Focus (evocation)
  Skills Fly +9, Intimidate +15, Linguistics +1, Perception +7, Spellcraft +7
  Languages Common, Draconic, Orc
  SQ bloodline arcana (acid spells deal +1 damage per die), orc blood, 
  weapon familiarity
  Combat Gear potion of cure serious wounds, wand of acid arrow 
  (15 charges); Other Gear masterwork greataxe, amulet of natural 
  armor +1, cloak of resistance +1, headband of alluring charisma +2, 
  ring of protection +1, signet ring, diamond dust (worth 500 gp), 
  825 gp
  The blackscale sorcerer channels the powers of corruption 
  and sloth.
  BRAX SWAMPBLACK
  Brax was born in an inbred human village tainted by 
  swamp magic and a forgotten legacy of despicable acts. He is 
  primarily driven by hunger and the urge to corrupt others, 
  though his sloth often gets the better of him. He is equally 
  comfortable sleeping in a bed, in a sewer, or on a 
  pile of corpses. When his laziness overcomes 
  his violent tendencies, he is talkative but 
  dull, concerned more with his inflated 
  ego than anything of consequence.
  Combat Encounters: Brax is usually 
  a loner, but he may browbeat simple 
  creatures, such as boggards, orcs, 
  or trolls, into serving him.
  Roleplaying Encounters: 
  When Brax is feeling 
  particularly sated, flattery 
  could convince him to work 
  with the PCs, especially if their goal 
  is removing threats to his territory.
  BLACKSCALE SORCERER
  CR 9
  HALF-ORC SORCERER 10
  XP 6,400
  Medium humanoid (human, orc)
  CE
  167
  167
  CR
  8
  9
  CORE CLASSES
  SORCERERS
  
  Init +3; Senses Perception +13
  DEFENSE
  AC 21, touch 16, flat-footed 17 (+4 armor, +1 deflection, +3 Dex,  
  +1 dodge, +1 natural, +1 size)
  hp 63 (11d6+22)
  Fort +9, Ref +11, Will +10; +2 vs. fear
  Defensive Abilities fated +3; Immune fire (120 points)
  OFFENSE
  Speed 20 ft.
  Melee mwk longspear +5 (1d6–2/×3)
  Ranged mwk light crossbow +10 (1d6/19–20)
  Special Attacks it was meant to be (1/day)
  Bloodline Spell-Like Abilities (CL 11th; concentration +16)
  8/day—touch of destiny (+5)
  Sorcerer Spells Known (CL 11th; concentration +16)
  5th (5/day)—break enchantment, interposing hand, teleport
  4th (7/day)—bestow curse (DC 19), dimension 
  door, freedom of movement,  
  greater invisibility
  3rd (7/day)—dispel magic, fireball 
  (DC 18), hold person (DC 18), 
  protection from energy, ray of 
  exhaustion (DC 18)
  2nd (7/day)—acid arrow, 
  blindness/deafness (DC 17), blur, 
  scorching ray, see invisibility, spider climb
  1st (8/day)—alarm, charm person (DC 16), 
  floating disk, mage armor, magic missile, true strike
  0 (at will)—arcane mark, detect magic, light, mage hand, 
  message, prestidigitation, ray of frost, read  
  magic, resistance
  Bloodline destined
  TACTICS
  Before Combat The sorcerer casts freedom of 
  movement, mage armor, and protection from 
  energy (fire).
  During Combat The sorcerer uses interposing hand 
  or hold person to keep opponents from reaching her 
  while she uses ranged attack spells such as fireball 
  and ray of exhaustion.
  Base Statistics Without mage armor and protection 
  from energy, the sorcerer’s statistics are AC 17, 
  touch 16, flat-footed 13; Immune none.
  STATISTICS
  Str 6, Dex 16, Con 12, Int 13, Wis 10, Cha 21
  Base Atk +5; CMB +2; CMD 23
  Feats Combat Casting, Combat Expertise, Defensive 
  Combat Training, Dodge, Eschew Materials, Great 
  Fortitude, Lightning Reflexes, Mobility
  Skills Acrobatics +5 (+1 when jumping), Bluff +13, Climb +0, Fly +9, 
  Knowledge (arcana, history) +9, Perception +13, Spellcraft +10
  Languages Common, Gnome, Halfling
  SQ bloodline arcana (gains a luck bonus to saves when casting 
  personal-range spells)
  Combat Gear potion of cure moderate wounds, potion of cure 
  serious wounds, potion of eagle’s splendor, potion of fly, potion of 
  invisibility, wand of shield (44 charges); Other Gear masterwork 
  light crossbow with 10 bolts, masterwork longspear, amulet of 
  natural armor +1, cloak of resistance +2, headband of alluring 
  charisma +2, ring of protection +1, 649 gp
  The lucky mage uses her magic, innate talents and good 
  fortune to survive incredible odds with barely a scratch. 
  Rather than depend on this strange fortune, however, the 
  lucky mage constantly strives to understand and harness 
  her unique abilities.
  AMARYLLIS 
  HOLLENDOCK
  Amaryllis, a relaxed and 
  personable halfling, tries 
  not to upset the apple cart 
  too much, mainly because she 
  doesn’t like seeing other people 
  get hurt. She trusts her 
  powers to get her 
  through danger alive, 
  but carries a burden 
  of guilt over friends 
  she wasn’t able to  
  save. She hides this  
  underneath a veneer 
  of constant cheerfulness 
  and good humor, and is fond 
  of using her magic to delight 
  others and make friends—though 
  anyone who underestimates her because of her love 
  of clowning and children may find themselves in 
  desperate straits should they rile her anger.
  Combat Encounters: Amaryllis might fight the 
  PCs if she believes they are responsible for harming 
  her friends or threatening a person or place she cares 
  about. She has a strong sense of fairness, and may 
  attack the PCs to right an affront against someone 
  else. She is quick to jump to conclusions, but also 
  quick to talk if the PCs try to explain themselves.
  Roleplaying Encounters: Amaryllis can be recruited 
  as an ally easily, especially if the PCs look like they 
  can take care of themselves. The PCs may meet her 
  in the midst of a deadly situation—an opportune 
  meeting she sees as her luck delivering the right 
  people at the right time.
  LUCKY MAGE
  CR 10
  HALFLING SORCERER 11
  XP 9,600
  Small humanoid (halfling)
  N
  168
  168
  
  Init +3; Senses low-light vision; Perception +12
  DEFENSE
  AC 21, touch 16, flat-footed 17 (+4 armor, +2 deflection, +3 Dex,  
  +1 dodge, +1 natural)
  hp 56 (12d6+12)
  Fort +5, Ref +10, Will +12; +2 vs. enchantments
  Immune sleep
  OFFENSE
  Speed 30 ft.
  Melee mwk rapier +10/+5 (1d6–1/18–20)
  Ranged mwk shortbow +10/+5 (1d6/×3)
  Bloodline Spell-Like Abilities (CL 12th; concentration +17)
  8/day—laughing touch
  12 rounds/day—fleeting glance
  Sorcerer Spells Known (CL 12th; concentration +17)
  6th (3/day)—mass suggestion (DC 25)
  5th (6/day)—dominate person (DC 24), mind fog (DC 24), tree stride
  4th (7/day)—bestow curse (DC 19), charm monster (DC 21), 
  crushing despair (DC 23), poison (DC 19)
  3rd (7/day)—deep slumber (DC 22), fly, hold person (DC 22), 
  lightning bolt (DC 18), suggestion (DC 22)
  2nd (7/day)—false life, glitterdust (DC 17), hideous laughter 
  (DC 21), scorching ray, spectral hand, touch of idiocy
  1st (8/day)—charm person (DC 18), entangle (DC 16), mage 
  armor, magic missile, shield, ventriloquism (DC 16)
  0 (at will)—dancing lights, daze (DC 19), detect magic, ghost 
  sound (DC 15), mage hand, message, prestidigitation, ray of 
  frost, read magic
  Bloodline fey
  TACTICS
  Before Combat The sorcerer casts false life and mage armor.
  During Combat The sorcerer uses her fleeting glance ability to 
  turn invisible, then casts mind fog before using her enchantment 
  spells. She casts spectral hand to deliver touch spells such as 
  bestow curse, poison, or touch of idiocy.
  Base Statistics Without false life and mage armor, the sorcerer’s 
  statistics are AC 17, touch 16, flat-footed 13; hp 44.
  STATISTICS
  Str 8, Dex 16, Con 10, Int 12, Wis 13, Cha 20
  Base Atk +6; CMB +5; CMD 21
  Feats Dodge, Eschew Materials, Greater Spell Focus 
  (enchantment), Improved Iron Will, Iron Will, Lightning 
  Reflexes, Spell Focus (enchantment), Weapon Finesse
  Skills Bluff +18, Diplomacy +15, Fly +7, Intimidate +18, 
  Knowledge (arcana) +6, Knowledge (nature) +5, Perception +12,  
  Spellcraft +9 (+11 to identify magic item properties)
  Languages Common, Elven, Sylvan
  SQ bloodline arcana (+2 DC for compulsion spells), elven magic, 
  weapon familiarity, woodland stride
  Combat Gear elixir of love (2), scroll of wall of force; Other Gear 
  masterwork rapier, masterwork shortbow with 20 arrows, cloak of 
  resistance +1, hat of disguise, headband of alluring charisma +2, 
  ring of protection +2, jewelry (worth 300 gp), 1,825 gp
  The fey enchantress uses her powers to manipulate others, 
  acquire power, and gain wealth.
  ELINDRIA
  Elindria believes she is the descendant of an exiled faerie 
  queen. She plans to gather sycophants under her banner, 
  claim a stretch of primordial forest, and rule over a court 
  where her minions flatter her and dance for her pleasure.
  FEY ENCHANTRESS
  CR 11
  ELF SORCERER 12
  XP 12,800
  Medium humanoid (elf)
  CN
  169
  169
  CR
  10
  11
  CORE CLASSES
  SORCERERS
  
  Init +6; Senses see invisibility; Perception +11
  DEFENSE
  AC 22, touch 15, flat-footed 19 (+4 armor, +2 deflection, +2 Dex, 
   +1 dodge, +3 natural)
  hp 141 (13d6+93)
  Fort +10, Ref +10, Will +9
  Resist electricity 10
  OFFENSE
  Speed 30 ft., fly 60 ft. (good)
  Melee 2 claws +7 (1d6+1 plus 1d6 electricity) or
  mwk morningstar +8/+3 (1d8+1)
  Ranged mwk javelin +9 (1d6+1)
  Special Attacks claws (2, 1d4+1 plus 1d6 electricity, treated as magic 
  weapons, 8 rounds/day), breath weapon (60-foot line, 13d6 
  electricity, DC 21, 1/day)
  Sorcerer Spells Known (CL 13th; concentration +18)
  6th (4/day)—acid fog, chain lightning (DC 23), form of 
  the dragon I
  5th (7/day)—cone of cold (DC 22), feeblemind (DC 
  20), overland flight, spell resistance
  4th (7/day)—black tentacles, charm monster 
  (DC 19), dimension door, fear (DC 19), 
  ice storm
  3rd (7/day)—fireball (DC 20), fly, 
  haste, lightning bolt (DC 20), slow 
  (DC 18)
  2nd (7/day)—bear’s endurance, 
  false life, gust of wind  
  (DC 19), resist energy, 
  scorching ray, see 
  invisibility
  1st (8/day)—grease, 
  mage armor, 
  magic missile, ray of 
  enfeeblement (DC 16), 
  shield, shocking grasp
  0 (at will)—acid splash, bleed 
  (DC 15), detect magic, flare 
  (DC 17), light, mage hand, 
  mending, ray of frost,  
  read magic
  Bloodline draconic (blue)
  TACTICS
  Before Combat The sorcerer casts bear’s endurance, 
  false life, fly, mage armor, and see invisibility.
  During Combat The sorcerer prefers to fight with 
  her electricity spells, such as chain lightning and 
  lightning bolt, and saves her breath weapon until 
  her foes are lined up so she can catch as many as 
  possible in its effect. She uses spells such as black tentacles, 
  grease, and ice storm to hinder her opponents. If forced into 
  melee combat, the sorcerer casts haste and form of the dragon I.
  Base Statistics Without bear’s endurance, false life, fly, and mage 
  armor, the sorcerer’s statistics are AC 18, touch 15, flat-footed 15; 
  hp 126; Fort +8; Speed 30 ft.
  STATISTICS
  Str 12, Dex 14, Con 18, Int 10, Wis 8, Cha 21
  Base Atk +6; CMB +7; CMD 22
  Feats Combat Casting, Dodge, Eschew Materials, Greater Spell Focus 
  (evocation), Improved Initiative, Lightning Reflexes, Maximize 
  Spell, Mobility, Quick Draw, Spell Focus (evocation), Toughness
  Skills Bluff +12, Fly +10, Intimidate +20, Knowledge (arcana) +7, 
  Linguistics +1, Perception +11, Spellcraft +7
  Languages Common, Draconic
  SQ bloodline arcana (electricity spells deal +1 damage per die)
  Combat Gear potions of cure serious wounds (2), wand of vampiric 
  touch (10 charges); Other Gear masterwork javelins (2),  
  masterwork morningstar, amulet of natural armor +1, bag of 
  holding (type I), cloak of resistance +2, headband of alluring 
  charisma +2, ring of protection +2, 1,839 gp
  An 
  azure 
  bolt 
  sorcerer believes she 
  is smarter than she 
  actually is, and spins 
  wild schemes to make 
  herself feel important.
  SESSERAND
  Sesserand has always been a 
  small person, a lackey to others, 
  only coming into her own when 
  her magic awakened. Now she 
  makes up for years of insults  
  by preparing and memorizing 
  cutting remarks for every possible slight, not 
  realizing her power and inner strength are 
  more than enough to garner respect despite 
  her shortcomings.
  Combat Encounters: Sesserand prefers 
  to have lackeys engage enemies so she 
  can freely choose targets to destroy. 
  She might serve as a lieutenant to a 
  wittier person who can make her feel 
  important.
  Roleplaying Encounters: Sesserand  
  might work for a charismatic person 
  who values her abilities, or might 
  tell herself that she’s the “power 
  behind the throne” in an unequal 
  partnership.
  AZURE BOLT SORCERER
  CR 12
  HUMAN SORCERER 13
  XP 19,200
  Medium humanoid (human)
  LE
  170
  170
  
  Init +2; Senses low-light vision; Perception +19
  DEFENSE
  AC 21, touch 15, flat-footed 18 (+4 armor, +2 deflection, +2 Dex,  
  +1 dodge, +2 natural)
  hp 79 (14d6+28)
  Fort +6, Ref +6, Will +12; +2 vs. enchantments
  Immune fire (120 points), sleep; Resist cold 20
  OFFENSE
  Speed 30 ft.
  Melee mwk spear +7/+2 (1d8–1/×3)
  Ranged mwk light crossbow +10 (1d8/19–20)
  Bloodline Spell-Like Abilities (CL 14th; concentration +20)
  9/day—elemental ray (1d6+7 cold)
  1/day—elemental blast (14d6 cold, DC 23)
  Sorcerer Spells Known (CL 14th, concentration +20)
  7th (3/day)—delayed blast fireball (cold, DC 25)
  6th (6/day)—chain lightning (cold, DC 24), elemental 
  body III, freezing sphere (DC 24)
  5th (7/day)—baleful polymorph (DC 21), cone of cold 
  (DC 23), elemental body II, summon monster V
  4th (7/day)—elemental body I, ice storm, resilient 
  sphere (DC 22), solid fog, wall of ice (DC 22)
  3rd (7/day)—fly, lightning bolt (cold, DC 21), protection from 
  energy, ray of exhaustion (DC 19), sleet storm
  2nd (8/day)—acid arrow (cold), blindness/deafness 
  (DC 18), fog cloud, gust of wind (DC 20), mirror image, 
  scorching ray (cold)
  1st (8/day)—burning hands (cold, DC 19), endure elements, 
  mage armor, magic missile, obscuring mist, shield
  0 (at will)—acid splash (cold), bleed (DC 16), detect magic, 
  detect poison, mage hand, ray of frost, read magic, resistance, 
  touch of fatigue (DC 16)
  Bloodline elemental (water)
  TACTICS
  Before Combat The sorcerer casts mage armor and protection from 
  energy (fire).
  During Combat The sorcerer casts empowered area damage spells 
  such as cone of cold, freezing sphere, and chain lightning. If forced 
  into melee, she casts elemental body III and transforms into a 
  Large water elemental.
  Base Statistics Without mage armor and protection from energy, 
  the sorcerer’s statistics are AC 17, touch 15, flat-footed 14; 
  Immune sleep.
  STATISTICS
  Str 8, Dex 15, Con 14, Int 10, Wis 12, Cha 22
  Base Atk +7; CMB +6; CMD 21
  Feats Combat Casting, Dodge, Empower Spell, Eschew Materials, 
  Greater Spell Focus (evocation), Improved Initiative, Iron Will, Nimble 
  Moves, Silent Spell, Skill Focus (Perception), Spell Focus (evocation)
  Skills Diplomacy +11, Fly +11, Knowledge (arcana, planes) +8, 
  Linguistics +1, Perception +19, Spellcraft +8, Swim +4
  Languages Aquan, Common, Elven
  SQ bloodline arcana (change energy damage spells to cold), elf blood
  Combat Gear potion of fly; Other Gear masterwork light crossbow 
  with 10 bolts, masterwork spear, amulet of natural armor +2, 
  headband of alluring charisma +4, ring of protection +2, 1,413 gp
  The ice mage bends liquid and solid water to her will, 
  killing with the efficiency of a sudden frost.
  MATHERIE TOURANE
  As a child, Matherie was buried alive by an avalanche for 
  3 days. After she dug herself free, she found the ordeal had 
  given her power over ice and snow. She abandoned her old 
  life and embraced the coldness and cruelty in her heart. 
  ICE MAGE
  CR 13
  HALF-ELF SORCERER 14
  XP 25,600
  Medium humanoid (elf, human)
  NE
  171171
  CR
  12
  13
  CORE CLASSES
  SORCERERS
  
  Lightning Reflexes, Persuasive, Quicken Spell, Spell Focus 
  (evocation), Spell Penetration
  Skills Bluff +19, Diplomacy +23, Fly +10, Intimidate +23, Knowledge 
  (arcana) +9, Knowledge (planes) +6, Perception +12, Spellcraft +9
  Languages Common, Infernal
  SQ bloodline arcana (+2 DC for charm spells), infernal resistances, on 
  dark wings
  Combat Gear potions of cure serious wounds (2), scrolls of 
  invisibility (2), scroll of nondetection, wand of mage armor 
  (20 charges); Other Gear masterwork quarterstaff, amulet of 
  natural armor +2, cloak of resistance +2, headband of alluring 
  charisma +4, ring of counterspells, ring of protection +2, 
  diamond dust (worth 500 gp), 1,675 gp
  The diabolical charmer uses magic and honeyed words to 
  convince mortals and fiends to do her bidding.
  DIABOLICAL CHARMER
  CR 14
  HUMAN SORCERER 15
  XP 38,400
  Medium humanoid (human)
  LE
  Init +6; Senses Perception +12
  DEFENSE
  AC 21, touch 15, flat-footed 18 (+4 armor, +2 deflection, +2 Dex,  
  +1 dodge, +2 natural) (+2 deflection vs. good)
  hp 85 (15d6+30)
  Fort +7, Ref +11, Will +15; +4 vs. poison
  DR 10/adamantine (150 points); Resist fire 10
  OFFENSE
  Speed 30 ft.
  Melee mwk quarterstaff +7/+2 (1d6–1)
  Bloodline Spell-Like Abilities (CL 15th; concentration +21)
  9/day—corrupting touch (7 rounds)
  1/day—hellfire (15d6 fire, DC 23)
  Sorcerer Spells Known (CL 15th; concentration +21)
  7th (4/day)—delayed blast fireball (DC 24), greater teleport, 
  summon monster VII
  6th (7/day)—disintegrate (DC 22), globe of invulnerability, 
  mass suggestion (DC 22), planar binding (devils/fiendish 
  creatures only, DC 22)
  5th (7/day)—cone of cold (DC 22), dismissal (DC 21), 
  dominate person (DC 21), polymorph, wall of force
  4th (7/day)—black tentacles, charm monster (DC 22), 
  dimension door, stoneskin, wall of fire
  3rd (7/day)—dispel magic, fireball (DC 20), hold 
  person (DC 19), suggestion (DC 19), vampiric touch
  2nd (8/day)—acid arrow, darkness, false life, 
  invisibility, scorching ray, web (DC 18)
  1st (8/day)—burning hands (DC 18), charm 
  person (DC 19), magic missile, protection 
  from good, shield, true strike
  0 (at will)—acid splash, bleed (DC 16), 
  daze (DC 16), detect magic, open/close, 
  prestidigitation, ray of frost, read magic, touch of 
  fatigue (DC 16)
  Bloodline infernal
  TACTICS
  Before Combat The sorcerer casts false life and stoneskin, 
  and uses her wand of mage armor.
  During Combat The sorcerer uses hellfire on the first round 
  of combat, then uses controlling spells like dominate person, 
  or damaging attacks such as black tentacles or cone of cold.
  Base Statistics Without false life, mage armor, and stoneskin, the 
  sorcerer’s statistics are AC 17, touch 15, flat-footed 14; hp 70; 
  DR none.
  STATISTICS
  Str 8, Dex 14, Con 10, Int 12, Wis 14, Cha 23
  Base Atk +7; CMB +6; CMD 21
  Feats Combat Casting, Dodge, Eschew Materials, Extend Spell, 
  Improved Initiative, Improved Iron Will, Iron Will, 
  172172
  
  SQ arcane bond (ring of protection), bloodline arcana (+1 DC for 
  metamagic spells that increase spell level), metamagic adept 
  (4/day), new arcana, school power (+2 DC for evocation spells)
  Combat Gear potion of cure serious wounds, scroll of mislead, scroll 
  of shadow walk; Other Gear masterwork sling with 20 bullets, 
  masterwork spear, amulet of natural armor +2, bracers of armor +3, 
  cloak of resistance +3, headband of alluring charisma +4, ring of 
  protection +3, diamond dust (worth 500 gp), eye ointment for true 
  seeing (worth 500 gp), 1,848 gp
  The natural arcanist is a conduit for magical power, 
  always on the brink of releasing too much energy.
  NAR LOSAFEL
  Nar is a troubled halfling whose innate magic has always 
  caused inadvertent destruction in his home. He was born 
  in a quiet halfling district of a human city, but his friends 
  and family chased him out in his teen years, fearing for 
  their safety. Forced to live like a hermit, Nar grew bitter 
  and angry. His odd speech patterns and personality make 
  him difficult to read.
  NATURAL ARCANIST
  CR 15
  HALFLING SORCERER 16
  XP 51,200
  Small humanoid (halfling)
  NE
  Init +3; Senses Perception +12
  DEFENSE
  AC 23, touch 18, flat-footed 19 (+3 armor, +3 deflection, +3 Dex,  
  +1 dodge, +2 natural, +1 size)
  hp 137 (16d6+79)
  Fort +11, Ref +12, Will +16; +2 vs. fear
  Defensive Abilities spell turning; DR 10/adamantine (150 points)
  OFFENSE
  Speed 20 ft.
  Melee mwk spear +8/+3 (1d6–2/×3)
  Ranged mwk sling +13/+8 (1d3–2)
  Sorcerer Spells Known (CL 16th; concentration +23)
  8th (3/day)—prismatic wall (DC 25)
  7th (6/day)—grasping hand, greater teleport, spell turning
  6th (7/day)—acid fog, chain lightning (DC 25), globe of 
  invulnerability, greater dispel magic, true seeing
  5th (7/day)—break enchantment, cone of cold (DC 24), mage’s 
  faithful hound, mind fog (DC 22), overland flight
  4th (7/day)—dimension door, enervation, phantasmal killer 
  (DC 21), resilient sphere (DC 23), stoneskin
  3rd (8/day)—dispel magic, displacement, fly, hold 
  person (DC 20), lightning bolt (DC 22), protection 
  from energy (DC 20)
  2nd (8/day)—false life, glitterdust (DC 19), invisibility, 
  knock, resist energy, scorching ray
  1st (8/day)—alarm, grease, identify, magic missile, ray of 
  enfeeblement (DC 18), shield
  0 (at will)—acid splash, arcane mark, detect magic, detect poison, 
  light, mage hand, ray of frost, read magic, resistance
  Bloodline arcane
  TACTICS
  Before Combat The sorcerer casts false life, stoneskin, and  
  spell turning.
  During Combat The sorcerer casts prismatic wall between himself and 
  his enemies on the first round of combat, then casts displacement 
  and globe of invulnerability. He attacks with area damage spells 
  such as acid fog, chain lightning, and cone of cold. 
  Base Statistics Without false life, spell turning, and stoneskin, the 
  sorcerer’s statistics are hp 122; Defensive Abilities none; DR none.
  STATISTICS
  Str 6, Dex 16, Con 14, Int 12, Wis 10, Cha 24
  Base Atk +8; CMB +5; CMD 22
  Feats Combat Casting, Dodge, Empower Spell, Eschew Materials, 
  Improved Counterspell, Iron Will, Maximize Spell, Quicken Spell, 
  Silent Spell, Still Spell, Toughness
  Skills Acrobatics +5 (+1 when jumping), Bluff +18, Climb +0, Fly +9, 
  Knowledge (arcana) +12, Knowledge (local) +9, Perception +12, 
  Spellcraft +12, Use Magic Device +18
  Languages Common, Dwarven, Halfling
  173
  173
  CR
  14
  15
  CORE CLASSES
  SORCERERS
  
  Init +4; Senses darkvision 60 ft.; Perception +18
  DEFENSE
  AC 26, touch 14, flat-footed 26 (+8 armor, +3 deflection, +1 insight, 
  +4 natural)
  hp 147 (17d6+85)
  Fort +15, Ref +9, Will +14; +2 vs. poison, spells, and spell-like abilities
  Defensive Abilities defensive training (+4 dodge bonus to AC vs. 
  giants); DR 10/adamantine (150 points); Resist fire 10
  OFFENSE
  Speed 20 ft., fly 60 ft. (average)
  Melee mwk battleaxe +11/+6 (1d8+2/×3) or
  2 claws +10 (1d6+2 plus 1d6 fire)
  Ranged mwk heavy crossbow +9 (1d10/19–20)
  Special Attacks +1 on attack rolls against goblinoid and orc 
  humanoids, breath weapon (30-foot cone, 17d6 fire, DC 23,  
  2/day), claws (2, 1d4+2 plus 1d6 fire, treated as magic weapons, 
  8 rounds/day)
  Sorcerer Spells Known (CL 17th; concentration +22)
  8th (4/day)—form of the dragon III, greater shout (DC 25), 
  incendiary cloud (DC 23)
  7th (6/day)—delayed blast fireball (DC 24), form of the dragon II, 
  mass hold person (DC 22), reverse gravity
  6th (6/day)—chain lightning (DC 23), flesh to stone (DC 21), form 
  of the dragon I, transformation
  5th (7/day)—cloudkill (DC 20), cone of cold (DC 22), 
  spell resistance, telekinesis, wall of force
  4th (7/day)—crushing despair (DC 19), fear 
  (DC 19), fire shield, stoneskin, wall of fire
  3rd (7/day)—dispel magic, fireball (DC 20), fly, 
  greater magic weapon, ray of exhaustion 
  (DC 18)
  2nd (7/day)—blur, flaming sphere (DC 19), 
  invisibility, resist energy (DC 17), scorching ray, web 
  (DC 17)
  1st (8/day)—burning hands (DC 18), expeditious retreat, mage 
  armor, magic missile, shield, ventriloquism (DC 16)
  0 (at will)—acid splash, bleed (DC 15), dancing lights, detect 
  magic, flare (DC 17), mage hand, ray of frost, read magic, 
  touch of fatigue (DC 15)
  Bloodline draconic (red)
  TACTICS
  Before Combat The sorcerer casts stoneskin.
  During Combat The sorcerer casts mass hold person, 
  then uses his breath weapon and area spells against 
  his paralyzed foes. If forced into melee, he casts 
  greater magic weapon on his battleaxe and 
  transformation on himself.
  Base Statistics Without stoneskin, the sorcerer’s 
  statistics are DR none.
  STATISTICS
  Str 14, Dex 10, Con 18, Int 12, Wis 10, Cha 20
  Base Atk +8; CMB +10; CMD 24 (28 vs. bull rush or trip)
  Feats Arcane Armor Mastery, Arcane Armor Training, Combat Casting, 
  Eschew Materials, Great Fortitude, Greater Spell Focus (evocation), 
  Improved Initiative, Light Armor Proficiency, Medium Armor 
  Proficiency, Maximize Spell, Quicken Spell, Spell Focus (evocation)
  Skills Appraise +5 (+7 to assess nonmagical metals or gemstones), 
  Fly +6, Intimidate +18, Knowledge (arcana) +13, Linguistics +2, 
  Perception +18 (+20 to notice unusual stonework), Spellcraft +13
  Languages Common, Draconic, Dwarven, Orc
  SQ bloodline arcana (fire spells deal +1 damage per die), wings
  Combat Gear potions of bull’s strength (2), potions of cure serious 
  wounds (2), wand of shield (20 charges); Other Gear +2 red 
  dragonhide breastplate, masterwork battleaxe, masterwork 
  heavy crossbow with 10 bolts, belt of mighty constitution +2, 
  brooch of shielding, cloak of resistance +4, dusty rose prism ioun 
  stone, headband of alluring charisma +4, ring of protection +3, 
  diamond dust (worth 500 gp), 6,240 gp
  The fiery dragonkin embodies all the greedy, violent, and 
  territorial impulses of red dragons. Heedless of the lives 
  they crush in their rise to glory, the dragonkin sorcerers 
  are born conquerors, and see in their noble draconic 
  blood an undeniable right to rule over lesser beings.
  FIERY DRAGONKIN
  CR 16
  DWARF SORCERER 17
  XP 76,800
  Medium humanoid (dwarf)
  CE
  174
  174
  
  Init +6; Senses darkvision 60 ft.; Perception +10
  DEFENSE
  AC 22, touch 13, flat-footed 19 (+5 armor, +2 Dex, +1 dodge, +4 natural)
  hp 152 (18d6+87)
  Fort +11, Ref +9, Will +13; +4 vs. poison
  Defensive Abilities orc ferocity; DR 10/adamantine (150 points); 
  Resist electricity 10
  OFFENSE
  Speed 30 ft., fly 60 ft. (average)
  Melee 2 claws +12 (1d6+3 plus 1d6 fire) or
  +1 flaming greataxe +13/+8 (1d12+5/×3 plus 1d6 fire)
  Special Attacks claws (2, 1d6+7 plus 1d6 fire, treated as magic 
  weapons, 7 rounds/day)
  Sorcerer Spells Known (CL 18th; concentration +25)
  9th (3/day)—meteor swarm
  8th (5/day)—incendiary cloud (DC 27), summon monster VIII, 
  unholy aura
  7th (7/day)—delayed blast fireball (DC 24), greater teleport, 
  power word blind, reverse gravity
  6th (7/day)—acid fog, chain lightning (DC 23), 
  transformation, true seeing
  5th (7/day)—cloudkill (DC 24), cone of cold 
  (DC 22), dismissal (DC 22), feeblemind 
  (DC 22), summon monster V
  4th (7/day)—black tentacles, confusion (DC 21),  
  dimension door, phantasmal killer (DC 21), 
  stoneskin
  3rd (8/day)—dispel magic, fly, gaseous form, rage, 
  slow (DC 20)
  2nd (8/day)—acid arrow, bull’s strength, darkness, 
  false life, mirror image, scorching ray
  1st (8/day)—burning hands (DC 18), cause fear (DC 18), 
  enlarge person (DC 18), grease, ray of enfeeblement 
  (DC 18), shield
  0 (at will)—acid splash, bleed (DC 17), daze (DC 17), detect magic, 
  light, mage hand, message, ray of frost, read magic
  Bloodline abyssal
  TACTICS
  Before Combat The sorcerer casts false life and stoneskin.
  During Combat The sorcerer casts summon monster VIII to summon 
  a hezrou, then alternates between casting area damage spells 
  and summoning other demons. If he knows he is fighting good-
  aligned opponents, he casts unholy aura.
  Base Statistics Without false life and stoneskin, the sorcerer’s 
  statistics are hp 137; DR none.
  STATISTICS
  Str 16, Dex 14, Con 14, Int 8, Wis 12, Cha 24
  Base Atk +9; CMB +12; CMD 25
  Feats Augment Summoning, Combat Casting, Dodge, Empower Spell, 
  Eschew Materials, Extend Spell, Great Fortitude, Greater Spell 
  Focus (conjuration), Improved Initiative, Quicken Spell, Spell Focus 
  (conjuration), Toughness
  Skills Fly +6, Intimidate +14, Knowledge (arcana) +3, Knowledge 
  (planes) +5, Linguistics +0, Perception +10, Spellcraft +3
  Languages Abyssal, Common, Orc
  SQ added summonings, bloodline arcana (summoned creatures gain 
  DR 9/good), orc blood, strength of the Abyss, weapon familiarity
  Combat Gear potions of cure serious wounds (2), potion of haste, 
  scroll of greater dispel magic, wand of shield (20 charges); 
  Other Gear +1 flaming greataxe, amulet of natural armor +4, 
  bracers of armor +5, cloak of resistance +1, headband of alluring 
  charisma +4, ring of counterspells, diamond dust (worth 500 gp), 
  eye ointment for true seeing (worth 500 gp), 4,480 gp
  The demon-blooded sorcerer is a powerful mortal servant 
  of the Abyss.
  OGRIK THE DEMON
  Ogrik remembers little about his origins other than 
  darkness and hunger. He loves using his magic to destroy 
  others, and considers himself a true demon. He has been 
  known to eat his enemies, as well as underlings who 
  displease him.
  DEMON-BLOODED SORCERER
  CR 17
  HALF-ORC SORCERER 18
  XP 102,400
  Medium humanoid (human, orc)
  CE
  175
  175
  CR
  16
  17
  CORE CLASSES
  SORCERERS
  
  Init +5; Senses Perception +21
  DEFENSE
  AC 24, touch 17, flat-footed 22 (+4 armor, +3 deflection, +1 Dex,  
  +1 dodge, +2 insight, +3 natural); never surprised or flat-footed
  hp 122 (19d6+53)
  Fort +10, Ref +14, Will +18; +5 vs. spells and spell-like abilities
  Defensive Abilities fated +5, spell turning, within reach 1/day; 
  DR 10/adamantine (150 points)
  OFFENSE
  Speed 30 ft.
  Melee staff of fire +8/+3 (1d6–1)
  Special Attacks it was meant to be (2/day)
  Bloodline Spell-Like Abilities (CL 19th; concentration +26)
  10/day—touch of destiny (+9)
  Sorcerer Spells Known (CL 19th; concentration +26)
  9th (4/day)—crushing hand, foresight, time stop
  8th (6/day)—greater shout (DC 27), moment of prescience, 
  power word stun, protection from spells
  7th (7/day)—limited wish, mage’s magnificent mansion, mage’s 
  sword, spell turning
  6th (7/day)—chain lightning (DC 25), disintegrate (DC 23), globe 
  of invulnerability, mislead
  5th (7/day)—baleful polymorph (DC 22), break enchantment, 
  cone of cold (DC 24), dominate person (DC 22), teleport
  4th (7/day)—bestow curse (DC 21), charm monster (DC 21), 
  dimension door, freedom of movement, stoneskin
  3rd (8/day)—dispel magic, fly, lightning bolt (DC 22), phantom 
  steed, protection from energy
  2nd (8/day)—acid arrow, blur, false life, fog cloud, knock, 
  scorching ray
  1st (8/day)—alarm, burning hands (DC 20), mage armor, magic 
  missile, shield, true strike
  0 (at will)—acid splash, arcane mark, detect magic, detect poison, 
  light, mending, open/close, prestidigitation, read magic
  Bloodline destined
  TACTICS
  Before Combat The sorcerer casts false life, foresight, freedom of 
  movement, mage armor, moment of prescience, protection from 
  spells, spell turning, and stoneskin.
  During Combat The sorcerer first casts mislead and globe of 
  invulnerability.
  Base Statistics Without false life, foresight, mage armor, protection 
  from spells, spell turning, and stoneskin, the sorcerer’s statistics are 
  AC 18, touch 15, flat-footed 16; hp 107; Ref +12; DR none.
  STATISTICS
  Str 8, Dex 13, Con 12, Int 14, Wis 15, Cha 24
  Base Atk +9; CMB +8; CMD 25
  Feats Combat Casting, Combat Expertise, Diehard, 
  Dodge, Eschew Materials, Greater Spell Focus (evocation), Improved 
  Initiative, Improved Lightning Reflexes, Iron Will, Lightning 
  Reflexes, Maximize Spell, Mobility, Quicken Spell, Silent Spell, 
  Spell Focus (evocation)
  Skills Bluff +20, Diplomacy +17, Fly +11, Intimidate +20, Knowledge 
  (arcana, history) +15, Perception +21, Spellcraft +24
  Languages Celestial, Common, Draconic, Elven, Infernal
  SQ bloodline arcana (gain luck bonus to saves when casting 
  personal-range spells)
  Combat Gear potion of cure moderate wounds, potion of cure 
  serious wounds; Other Gear amulet of natural armor +3, cloak of 
  resistance +3, glove of storing, headband of mental prowess +4 
  (Int, Wis), ring of protection +3, staff of fire (10 charges), diamond 
  dust (worth 500 gp), 7,800 gp
  Believing he’s destined for greatness, this mage will do 
  anything to succeed.
  FATE-BOUND MAGE
  CR 18
  HUMAN SORCERER 19
  XP 153,600
  Medium humanoid (human)
  N
  176
  176
  
  Init +6; Senses Perception +16
  DEFENSE
  AC 30, touch 17, flat-footed 27 (+4 armor, +4 deflection, +2 Dex,  
  +1 dodge, +9 natural)
  hp 217 (20d6+145)
  Fort +16, Ref +11, Will +18; +4 morale bonus vs. undead spells and 
  spell-like abilities
  DR 5/—; Immune cold, nonlethal damage, paralysis, sleep
  OFFENSE
  Speed 30 ft.
  Melee quarterstaff +9/+4 (1d6–1)
  Bloodline Spell-Like Abilities (CL 20th; concentration +28)
  11/day—grave touch (10 rounds)
  3/day—grasp of the dead (20d6 slashing, DC 28)
  1/day—incorporeal form (20 rounds)
  Sorcerer Spells Known (CL 20th; concentration +28)
  9th (6/day)—energy drain (DC 29), imprisonment (DC 27), 
  power word kill, wail of the banshee (DC 29)
  8th (7/day)—create greater undead, horrid wilting (DC 28), 
  polar ray, protection from spells
  7th (7/day)—finger of death (DC 27), mass hold person  
  (DC 25), prismatic spray, waves of exhaustion
  6th (7/day)—circle of death (DC 26), create undead, flesh to 
  stone (DC 24), undeath to death (DC 26)
  5th (7/day)—cloudkill (DC 23), cone of cold (DC 23), dominate 
  person (DC 23), teleport, waves of fatigue
  4th (8/day)—animate dead, contagion (DC 24), crushing despair 
  (DC 22), solid fog, wall of ice (DC 22)
  3rd (8/day)—dispel magic, fireball (DC 21), gaseous form, ray of 
  exhaustion (DC 23), vampiric touch
  2nd (8/day)—blindness/deafness (DC 22), false life, invisibility, 
  mirror image, scorching ray, spectral hand
  1st (8/day)—chill touch (DC 21), mage armor, magic missile, ray 
  of enfeeblement (DC 21), shield, shocking grasp
  0 (at will)—acid splash, bleed (DC 20), detect magic, disrupt 
  undead, ghost sound (DC 18), prestidigitation, ray of frost, 
  read magic, touch of fatigue (DC 20)
  Bloodline undead
  TACTICS
  Before Combat The sorcerer casts false life and mage armor.
  During Combat The sorcerer casts energy drain, power word kill, 
  and wail of the banshee. She may deter opponents with solid fog, 
  waves of exhaustion, or her grasp of the dead ability.
  Base Statistics Without false life and mage armor, the sorcerer’s 
  statistics are AC 26, touch 17, flat-footed 23; hp 202.
  STATISTICS
  Str 8, Dex 14, Con 20, Int 10, Wis 12, Cha 27
  Base Atk +10; CMB +9; CMD 26
  Feats Blind-Fight, Combat Casting, Dodge, Empower Spell,  
  Eschew Materials, Great Fortitude, Greater Spell Focus 
  (necromancy), Improved Initiative, Iron Will, Mobility, Quicken 
  Spell, Silent Spell, Spell Focus (necromancy), Still Spell, Toughness
  Skills Fly +10, Intimidate +21, Knowledge (arcana, religion) +13, 
  Perception +16, Spellcraft +13, Use Magic Device +21
  Languages Common
  SQ bloodline arcana (corporeal undead affected by humanoid-
  affecting spells), one of us
  Combat Gear scrolls of darkvision (2), scrolls of fly (2), scroll of see 
  invisibility, wand of cure moderate wounds (25 charges); Other Gear 
  quarterstaff, amulet of natural armor +4, belt of mighty constitution +6, 
  cloak of resistance +3, headband of alluring charisma +6, ring of 
  protection +4, robe of bones, diamonds for protection from spells 
  (worth 1,500 gp), onyx gems (worth 2,000 gp), 4,650 gp
  ARISEN SORCERER
  CR 19
  HUMAN SORCERER 20
  XP 204,800
  Medium humanoid (human)
  LE
  177
  177
  CR
  18
  19
  CORE CLASSES
  SORCERERS
  
  Init +1; Senses low-light vision; Perception +2
  DEFENSE
  AC 13, touch 13, flat-footed 11 (+1 Dex, +1 dodge, +1 size)
  hp 14 (2d6+5)
  Fort +2, Ref +1, Will +2; +2 vs. illusions
  Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
  OFFENSE
  Speed 20 ft.
  Melee dagger +3 (1d3+1/19–20)
  Ranged light crossbow +4 (1d6/19–20)
  Special Attacks +1 on attack rolls against goblinoid and reptilian 
  humanoids
  Gnome Spell-Like Abilities (CL 2nd; concentration +3)
  1/day—dancing lights, ghost sound, prestidigitation, speak 
  with animals
  Arcane School Spell-Like Abilities (CL 2nd; concentration +4)
  5/day—dazing touch
  Enchanter Spells Prepared (CL 2nd; concentration +4)
  1st—charm person (DC 13), color spray (DC 14), grease, sleep (DC 13)
  0 (at will)—dancing lights, ghost sound (2, DC 13), mage hand
  Opposition Schools abjuration, necromancy
  TACTICS
  During Combat The wizard casts color spray, then 
  casts grease between himself and foes. If 
  threatened, he drinks his potion of invisibility.
  STATISTICS
  Str 12, Dex 13, Con 14, Int 15, Wis 8, Cha 12
  Base Atk +1; CMB +1; CMD 13
  Feats Dodge, Scribe Scroll
  Skills Bluff +3, Knowledge (arcana, geography, 
  history) +6, Knowledge (local) +7, Perception +2, 
  Spellcraft +6
  Languages Common, Dwarven, Gnome, Halfling
  SQ arcane bond (amulet), enchanting smile
  Combat Gear potions of cure light wounds (2), 
  scrolls of disguise self (2), scrolls 
  of expeditious retreat (2), 
  scroll of invisibility, scrolls 
  of obscuring mist (2), 
  alchemist’s fire (2), 
  thunderstones (2); 
  Other Gear dagger, 
  light crossbow with 
  10 masterwork 
  bolts, brooch of 
  shielding (10 charges), 
  smokesticks (2), spellbook, 67 gp
  The street magician uses his talents to make money.
  Init +5; Senses Perception +4
  DEFENSE
  AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
  hp 9 (1d6+3)
  Fort +2, Ref +1, Will +3
  OFFENSE
  Speed 30 ft.
  Melee quarterstaff +0 (1d6)
  Special Attacks hand of the apprentice (6/day)
  Wizard Spells Prepared (CL 1st; concentration +4)
  1st—burning hands (DC 14), mage armor
  0 (at will)—bleed (DC 13), detect magic, resistance
  TACTICS
  Before Combat The wizard casts mage armor.
  During Combat The wizard uses hand of the apprentice to throw her 
  quarterstaff or casts burning hands. She offers to use her scroll of 
  enlarge person on an ally who’ll protect her.
  Base Statistics Without mage armor, the wizard’s statistics are AC 11, 
  touch 11, flat-footed 10.
  STATISTICS
  Str 10, Dex 13, Con 14, Int 17, Wis 12, Cha 8
  Base Atk +0; CMB +0; CMD 11
  Feats Alertness, Combat Casting, Improved 
  Initiative, Scribe Scroll
  Skills Knowledge (arcana, history, 
  planes) +7, Linguistics +7, Perception +4,  
  Sense Motive +3, Spellcraft +7
  Languages Common, Draconic, 
  Dwarven, Elven, Infernal
  SQ arcane bond (raven)
  Combat Gear potions of cure light 
  wounds (2), potion of shield of faith, 
  scrolls of comprehend 
  languages (2), scroll of 
  endure elements, scroll 
  of enlarge person, scroll of 
  grease, scroll of mount, scrolls 
  of shield (2), smokesticks (2);  
  Other Gear quarterstaff, 
  antitoxin, spellbook, sunrods (5), 
  40 gp
  These mages are new adventurers 
  looking for protectors.
  HOLDREDA DANTON
  Holdreda loves magic, but not risking her life. After low-
  paying jobs for the captain of the guard, she decided to go 
  adventuring, but wants a strong group to keep her safe.
  CAUTIOUS MAGE
  CR 1/2
  HUMAN WIZARD 1
  XP 200
  Medium humanoid (human)
  N
  STREET MAGICIAN
  CR 1
  GNOME ENCHANTER 2
  XP 400
  Small humanoid (gnome)
  CN
  178
  178
  
  Init +8; Senses Perception +5
  DEFENSE
  AC 18, touch 14, flat-footed 15 (+4 armor, +1 deflection, +2 Dex,  
  +1 dodge)
  hp 22 (4d6+6)
  Fort +2, Ref +3, Will +5
  OFFENSE
  Speed 30 ft.
  Melee club +1 (1d6–1)
  Ranged light crossbow +4 (1d8/19–20)
  Arcane School Spell-Like Abilities (CL 4th; concentration +8)
  7/day—diviner’s fortune (+2)
  Diviner Spells Prepared (CL 4th; concentration +8)
  2nd—cat’s grace, detect thoughts (DC 16), web (2, DC 16)
  1st—comprehend languages, feather 
  fall, mage armor, magic missile (2)
  0 (at will)—dancing lights, detect 
  magic, detect poison, message
  Opposition Schools illusion, 
  necromancy
  TACTICS
  Before Combat The wizard casts 
  mage armor.
  During Combat If surprised, the wizard 
  uses forewarned to cast cat’s grace in the 
  surprise round. He uses web, color spray, or 
  sleep against targets he intends to capture.
  Base Statistics Without mage armor, the 
  wizard’s statistics are AC 14, touch 14, flat-
  footed 11.
  STATISTICS
  Str 8, Dex 14, Con 13, Int 18, Wis 12, Cha 10
  Base Atk +2; CMB +1; CMD 15
  Feats Combat Casting, Dodge, Improved 
  Initiative, Scribe Scroll
  Skills Diplomacy +4, 
  Intimidate +4, Knowledge 
  (arcana, local) +10, Knowledge (geography, history, nobility, 
  religion) +8, Perception +5, Sense Motive +5, Spellcraft +11
  Languages Common, Draconic, Dwarven, Elven, Orc
  SQ arcane bond (ring of protection +1), forewarned
  Combat Gear potion of cure moderate wounds, scroll of 
  detect thoughts, scroll of knock, scroll of locate object, 
  scrolls of sleep (2), wand of color spray (20 charges); 
  Other Gear club, light crossbow with 20 bolts, ring of 
  protection +1, manacles, spellbook, 125 gp
  The investigator mage works with city guards 
  to investigate crimes.
  Init +2; Senses low-light vision; Perception +5
  DEFENSE
  AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
  hp 19 (3d6+6)
  Fort +2, Ref +3, Will +3; +2 vs. enchantments
  Immune sleep
  OFFENSE
  Speed 30 ft.
  Melee mwk rapier +3 (1d6/18–20)
  Ranged mwk longbow +4 (1d8+1/×3)
  Special Attacks hand of the apprentice (6/day)
  Wizard Spells Prepared (CL 3rd; concentration +6)
  2nd—mirror image, scorching ray
  1st—magic missile, shield, shocking grasp
  0 (at will)—daze (DC 13), detect magic, light, resistance
  TACTICS
  Before Combat The wizard uses her wand to cast mage armor.
  During Combat The wizard attacks with scorching ray, her 
  longbow, and hand of the apprentice. If forced into 
  melee, she casts mirror image and obscuring mist.
  Base Statistics Without mage armor, the wizard’s 
  statistics are AC 12, touch 12, flat-footed 10.
  STATISTICS
  Str 12, Dex 15, Con 12, Int 17, Wis 10, Cha 8
  Base Atk +1; CMB +2; CMD 14
  Feats Combat Casting, Point-Blank Shot, 
  Scribe Scroll
  Skills Acrobatics +4, Climb +2, 
  Knowledge (arcana) +9, Knowledge 
  (history) +7, Perception +5, Spellcraft +9 
  (+11 to identify magic item properties), 
  Stealth +4
  Languages Common, Draconic, Elven, 
  Orc, Sylvan
  SQ arcane bond (rapier), elven 
  magic, weapon familiarity
  Combat Gear potion of cure 
  moderate wounds, scroll of 
  glitterdust, scroll of invisibility, 
  scroll of magic weapon, 
  scrolls of mirror image (2), 
  scroll of obscuring mist, 
  scroll of protection from evil, 
  scroll of scorching ray, wand of 
  mage armor (20 charges); Other Gear masterwork longbow 
  with 20 arrows, masterwork rapier, spellbook, 113 gp
  These mercenary wizards are able to fill many 
  roles, and demand a high fee for their versatility.
  BATTLE MAGE
  CR 2
  ELF WIZARD 3
  XP 600
  Medium humanoid (elf)
  NE
  INVESTIGATOR WIZARD
  CR 3
  HUMAN DIVINER 4
  XP 800
  Medium humanoid (human)
  LN
  179
  179
  CR
  1/2
  1
  2
  3
  CORE CLASSES
  WIZARDS
  
  JUNGLE WIZARD
  CR 4
  ELF TRANSMUTER 5
  XP 1,200
  Medium humanoid (elf)
  NE
  Init +7; Senses low-light vision; Perception +7
  DEFENSE
  AC 18, touch 13, flat-footed 15 (+4 armor, +3 Dex, +1 natural)
  hp 28 (5d6+8)
  Fort +2, Ref +6, Will +5; +2 vs. enchantments
  Immune sleep
  OFFENSE
  Speed 30 ft.
  Melee mwk longsword +3 (1d8/19–20)
  Ranged shortbow +5 (1d6/×3)
  Arcane School Spell-Like Abilities (CL 5th; concentration +9)
  7/day—telekinetic fist (1d4+2 bludgeoning)
  Transmuter Spells Prepared (CL 5th; concentration +9)
  3rd—beast shape I, empowered burning hands 
  (DC 16), displacement
  2nd—invisibility, spider climb, summon 
  swarm, web (DC 16)
  1st—burning hands (DC 16), feather fall, 
  grease, mage armor, obscuring mist
  0 (at will)—dancing lights, ghost sound 
  (DC 14), mage hand, touch of fatigue 
  (DC 14)
  Opposition Schools divination, enchantment
  TACTICS
  Before Combat The wizard casts mage armor. 
  When she prepares spells, she uses 
  physical enhancement to increase her 
  Constitution. She studies the combat 
  area for the best places to use spells like 
  grease and web, then hides in ambush.
  During Combat The wizard casts web on her 
  opponents or in their path (especially if 
  there is a pit or ravine present). She casts 
  summon swarm into the web. If trapped 
  opponents are escaping from the web, she 
  casts empowered burning hands on them.
  Base Statistics Without mage armor, the 
  wizard’s statistics are AC 14, touch 13,  
  flat-footed 11.
  STATISTICS
  Str 10, Dex 16, Con 13, Int 18, Wis 12, Cha 8
  Base Atk +2; CMB +2; CMD 15
  Feats Empower Spell, Improved Initiative, Lightning 
  Reflexes, Scribe Scroll, Spell Focus (evocation)
  Skills Acrobatics +7, Climb +3, Fly +7, Knowledge 
  (arcana) +12, Knowledge (geography) +10, 
  Knowledge (history) +9, Knowledge (nature) +11, 
  Perception +7, Spellcraft +12 (+14 to identify magic 
  item properties), Survival +4, Swim +1
  Languages Common, Draconic, Elven, Gnoll, Goblin, Orc
  SQ arcane bond (monkey), elven magic, physical enhancement +2, 
  weapon familiarity
  Combat Gear potion of cure moderate wounds, potions of pass 
  without trace (2), scroll of cat’s grace, scroll of pyrotechnics, 
  scroll of stinking cloud, scroll of web; Other Gear masterwork 
  longsword, shortbow with 20 arrows, amulet of natural armor +1, 
  spellbook, 104 gp
  Jungle wizards live in harmony with nature. They’re 
  frequently mistaken for druids, and often use such 
  misunderstandings to their advantage. Many jungle 
  wizards use natural materials for their magical gear, 
  such as large leaves or hides for spellbooks and scrolls, 
  unworked tree branches for wands, or grasses that can 
  be knotted into the shapes of rings.
  MANDAR TAMARICE
  Mandar is a hermit living in the jungle, 
  content to go for weeks without speaking to 
  anyone. When dealing with strangers, 
  she deliberately acts savage and bestial 
  so they underestimate her power 
  and 
  knowledge. 
  She 
  sometimes 
  obtains valuable spell components 
  or minor magic items by treating 
  them like trinkets, thereby keeping 
  anyone from realizing how valuable 
  they actually are. Some assume that 
  since Mandar lives in the wild she 
  has a grudge against civilization, like 
  many druids do. This isn’t the case; she simply 
  prefers solitude. In fact, she loves some 
  creature comforts, and might trade 
  spellcasting services or information 
  to nearby villages in exchange 
  for food, clothing, or sweets for 
  both herself and her familiar, 
  Eink. This monkey follows 
  her everywhere, and usually 
  shows better street smarts 
  than his master.
  Combat Encounters: Mandar attacks the PCs—
  or leads villagers to attack them—in order to protect 
  her territory or a magical site. She has allies among 
  both arcane scholars and the druids, and could appear 
  alongside adventurers of either type (though both sides 
  find her a little strange).
  Roleplaying Suggestions: Mandar might spy on the 
  PCs using beast shape or her monkey familiar before 
  crossing their path to question them. If they notice 
  her savagery is an act, she drops the pretense right 
  away and shows the true depth of her knowledge.
  180
  180
  
  Init +8; Senses darkvision 60 ft., see invisibility; Perception +7
  DEFENSE
  AC 16, touch 12, flat-footed 15 (+4 armor, +1 deflection, +1 Dex)
  hp 41 (6d6+18)
  Fort +5, Ref +4, Will +7
  Defensive Abilities orc ferocity
  OFFENSE
  Speed 30 ft.
  Melee mwk falchion +3 (2d4–1/18–20)
  Ranged light crossbow +4 (1d8/19–20)
  Arcane School Spell-Like Abilities (CL 6th; concentration +10)
  7/day—diviner’s fortune (+3)
  Diviner Spells Prepared (CL 6th; concentration +10)
  3rd—clairaudience/clairvoyance, deep slumber (DC 18), haste 
  (DC 17), hold person (DC 18)
  2nd—flaming sphere (DC 16), fox’s cunning, pyrotechnics (DC 16), 
  see invisibility, touch of idiocy
  1st—charm person (DC 16), detect undead, mage armor,  
  magic missile, shield
  0 (at will)—dancing lights, detect magic, detect poison, message
  Opposition Schools illusion, necromancy
  TACTICS
  Before Combat The wizard casts mage armor and see 
  invisibility. If she has a few rounds to prepare, she 
  casts fox’s cunning on herself and uses her wand of 
  enlarge person on her allies.
  During Combat The wizard casts haste on her allies, 
  hold person on her most dangerous opponent, and 
  touch of idiocy on a spellcaster.
  Base Statistics Without mage armor, the wizard’s 
  statistics are AC 12, touch 12, flat-footed 11.
  STATISTICS
  Str 8, Dex 12, Con 14, Int 18, Wis 13, Cha 10
  Base Atk +3; CMB +2; CMD 14
  Feats Brew Potion, Combat Casting, Improved Initiative, Scribe Scroll, 
  Spell Focus (enchantment)
  Skills Diplomacy +3, Heal +5, Intimidate +6, Knowledge (arcana) +11, 
  Knowledge (geography, history, local, nature) +8, Knowledge 
  (religion) +9, Perception +7, Sense Motive +3, Spellcraft +12, 
  Survival +3
  Languages Auran, Common, Draconic, Dwarven, Giant, Orc
  SQ arcane bond (falchion), forewarned, orc blood, weapon familiarity
  Combat Gear potions of cat’s grace (2), potions of cure light 
  wounds (2), potion of cure moderate wounds, potion of 
  protection from arrows, scroll of comprehend languages, scrolls 
  of mage armor (2), scroll of mount, wand of enlarge person 
  (20 charges); Other Gear light crossbow with 20 bolts, 
  masterwork falchion, cloak of resistance +1, ring of 
  protection +1, spellbook, 239 gp
  TRIBAL SEER
  CR 5
  HALF-ORC DIVINER 6
  XP 1,600
  Medium humanoid (human, orc)
  N
  The tribal seer speaks to hostile spirits and interprets 
  omens that affect her tribe.
  GRESHEK THE SIGHTED
  Greshek was trained by her father, the tribe’s previous 
  seer, and inherited his role when he died in a battle with 
  an angry ghost. She tries to avoid violence and conflict, 
  and would rather pacify an enemy to learn what it knows 
  than kill it outright.
  Combat Encounters: Greshek counsels her tribe to 
  capture the PCs because of information she learned from 
  an omen or by spying on them.
  Roleplaying Suggestions: Greshek might have seen 
  an omen or heard from a spirit that foretold that the 
  PCs are vital to her or her tribe’s survival.
  181181
  CR
  4
  5
  CORE CLASSES
  WIZARDS
  
  Init +7; Senses Perception +10
  DEFENSE
  AC 19, touch 15, flat-footed 16 (+4 armor, +1 deflection, +3 Dex, +1 size)
  hp 37 (7d6+10)
  Fort +5, Ref +7, Will +10; +2 vs. fear
  DR 10/magic (ranged weapon attack only; 30 points)
  OFFENSE
  Speed 20 ft.
  Melee dagger +2 (1d3–2/19–20) or
  quarterstaff +2 (1d4–2)
  Ranged dagger +7 (1d3–2/19–20)
  Special Attacks intense spells (+3 damage)
  Arcane School Spell-Like Abilities (CL 7th; concentration +10)
  6/day—force missile (1d4+3)
  Evoker Spells Prepared (CL 7th; concentration +10)
  4th—black tentacles, shout (DC 17)
  3rd—lightning bolt (2, DC 16), protection from energy, 
  empowered shocking grasp
  2nd—darkvision, mirror image, protection from arrows,  
  scorching ray (2)
  1st—color spray (DC 14), expeditious retreat, feather fall, mage 
  armor, shocking grasp (2)
  0 (at will)—dancing lights, flare (DC 13), mage hand, mending
  Opposition Schools divination, necromancy
  TACTICS
  Before Combat The wizard casts mage armor and protection 
  from arrows. If she has an ally who attacks in melee, she casts 
  protection from energy (electricity) on that ally to protect him 
  from her lightning bolt spells; otherwise, she casts it on herself 
  (warding against fire).
  During Combat The wizard tries to catch multiple opponents with 
  black tentacles, then follows up with a lightning bolt to hit as 
  many targets as possible. She uses her imp to invisibly deliver 
  shocking grasp and empowered shocking grasp.
  Base Statistics Without mage armor, the wizard’s statistics are 
  AC 15, touch 15, flat-footed 12.
  STATISTICS
  Str 6, Dex 16, Con 12, Int 16, Wis 13, Cha 12
  Base Atk +3; CMB +0; CMD 14
  Feats Combat Casting, Empower Spell, Improved Familiar, Improved 
  Initiative, Iron Will, Scribe Scroll
  Skills Acrobatics +5 (+1 when jumping), Bluff +6, Climb +0, 
  Knowledge (arcana) +13, Knowledge (dungeoneering) +9,  
  Knowledge (engineering) +7, Knowledge (planes) +8, 
  Perception +10, Spellcraft +13, Stealth +10, Use Magic Device +5
  Languages Common, Draconic, Dwarven, Goblin, Halfling, Infernal
  SQ arcane bond (imp)
  Combat Gear pearl of power (1st), potion of cure moderate 
  wounds, potion of lesser restoration, scroll of black tentacles, 
  scrolls of invisibility (2), scrolls of lightning bolt (2), scrolls of 
  mirror image (2), scroll of protection from energy; Other Gear 
  dagger, quarterstaff, cloak of resistance +1, ring of protection +1, 
  spellbook, 186 gp
  The thunder wizard manipulates sound and electricity to 
  destroy her enemies.
  ZUKET AMARAL
  Zuket is an unexceptional adventuring wizard with a 
  loud, outgoing personality. She loves visiting new places 
  and exploring, and isn’t embarrassed to stare open-
  mouthed at wondrous cities or landmarks. She likes 
  things that are big and loud, from thunderstorms to 
  parades to monsters.
  Combat Encounters: Zuket attacks the PCs to drive 
  them away from a halfling village or a cache of noisy 
  magic items she wants.
  Roleplaying Suggestions: Zuket doesn’t like bullies, 
  and she might intervene on behalf of a PC, even without 
  being asked, if she sees that the PC is in trouble and thinks 
  he needs help.
  THUNDER WIZARD
  CR 6
  HALFLING EVOKER 7
  XP 2,400
  Small humanoid (halfling)
  LN
  182
  182
  
  Init +7; Senses low-light vision; Perception +9
  DEFENSE
  AC 19, touch 14, flat-footed 16 (+4 armor, +1 deflection, +3 Dex, 
  +1 natural)
  hp 40 (8d6+10)
  Fort +4, Ref +6, Will +8; +2 vs. enchantments
  Immune sleep
  OFFENSE
  Speed 30 ft.
  Melee rapier +4 (1d6/18–20)
  Ranged dagger +7 (1d4/19–20)
  Special Attacks aura of despair (8 rounds/day)
  Arcane School Spell-Like Abilities (CL 8th; concentration +12)
  7/day—dazing touch
  Enchanter Spells Prepared (CL 8th; 
  concentration +12)
  4th—confusion (DC 19), dimension 
  door, greater invisibility, 
  phantasmal killer (DC 18)
  3rd—deep slumber (DC 18), dispel 
  magic, hold person (DC 18), phantom 
  steed, suggestion (DC 18)
  2nd—alter self, daze monster (DC 17), 
  hideous laughter (DC 17), invisibility, 
  resist energy
  1st—charm person (2, DC 16), color spray (DC 15), 
  mage armor, shield, ventriloquism (DC 15)
  0 (at will)—daze (DC 15), mage hand, resistance, 
  touch of fatigue (DC 14)
  Opposition Schools divination, necromancy
  TACTICS
  Before Combat The wizard casts mage armor.
  During Combat The wizard uses charm person, 
  confusion, and suggestion to turn opponents 
  against each other. By casting greater invisibility 
  on herself, she can remain hidden while she manipulates 
  her targets. She uses her wand of touch of idiocy against 
  enemy spellcasters.
  Base Statistics Without mage armor, the wizard’s statistics 
  are AC 15, touch 14, flat-footed 12.
  STATISTICS
  Str 10, Dex 16, Con 12, Int 18, Wis 8, Cha 12
  Base Atk +4; CMB +4; CMD 18
  Feats Combat Casting, Craft Wand, Improved Initiative,  
  Iron Will, Scribe Scroll, Spell Focus (enchantment)
  Skills Acrobatics +8, Bluff +9, Diplomacy +6, Knowledge 
  (arcana) +15, Knowledge (local, nobility) +11, 
  Perception +9, Perform (dance) +4, Sense Motive +3, 
  Spellcraft +15 (+17 identify magic item properties)
  Languages Common, Draconic, Elven, Gnome, Orc, Sylvan
  SQ arcane bond (viper), elven magic, enchanting smile, weapon 
  familiarity
  Combat Gear potion of cure moderate wounds, potion of invisibility, 
  scroll of dispel magic, scroll of suggestion, wand of charm person 
  (20 charges), wand of fox’s cunning (10 charges), wand of touch 
  of idiocy (10 charges); Other Gear dagger, rapier, amulet of 
  natural armor +1, cloak of resistance +1, ring of protection +1, 
  spellbook, 303 gp
  Seductive enchanters use magic so they can enjoy mortal 
  pleasures. This usually means influencing people to give 
  them things. These wizards can be found anywhere they 
  can get the finer things in life. Many of them become 
  connoisseurs of one particular pleasure, going from 
  place to place and scamming people into giving them 
  the rarest gems or pieces from master artists, or 
  coercing kisses from the most attractive nobles.
  VAELEUS THE CHARMER
  Vaeleus has a reputation for getting what 
  she wants—fine food, quality wine, 
  even sex. What she can’t manage to 
  get with ordinary looks, words, and 
  caresses, she gets by using magic. 
  Many people in whatever town 
  she resides in might consider 
  themselves her greatest lover, 
  best friend, or trusted confidant. 
  Vaeleus has gotten used to her 
  lies and tricks eventually falling 
  apart; she often has to leave town 
  in a hurry when lovers or merchants 
  realize they’ve been compelled against 
  their will. For Vaeleus, it’s a simple 
  enough matter to just find a new town with 
  new targets and new pleasures to experience. 
  She doesn’t waste time worrying about the 
  bridges she’s burned—after all, those people 
  aren’t worth anything to her now.
  Combat Encounters: The PCs might fight 
  Vaeleus because she took advantage of one of their 
  friends or allies. If she has really sunken her claws 
  in, though, that friend might take her side and 
  fight against the PCs.
  Roleplaying Suggestions: In certain circles, 
  Vaeleus is well respected, and can do no wrong. 
  People might recommend the PCs talk to her 
  for information or contacts. She seems to know 
  everyone, and can pull all sorts of strings for the 
  right fee. Of course, she’d rather just take the fee 
  and not do any work, using enchantments to 
  skip the hard part.
  SEDUCTIVE ENCHANTER
  CR 7
  ELF ENCHANTER 8
  XP 3,200
  Medium humanoid (elf)
  NE
  183
  183
  CR
  6
  7
  CORE CLASSES
  WIZARDS
  
  Init +3; Senses Perception +12
  DEFENSE
  AC 15, touch 10, flat-footed 15 (+4 armor, +1 deflection, –1 Dex,  
  +1 natural)
  hp 92 (9d6+58)
  Fort +8, Ref +2, Will +9; +2 vs. poison, spells, and spell-like abilities
  Defensive Abilities defensive training (+4 dodge bonus to AC vs. 
  giants); Immune fire (108 points)
  OFFENSE
  Speed 20 ft.
  Melee battleaxe +5 (1d8+1/×3)
  Special Attacks +1 on attack rolls against goblinoid and orc 
  humanoids, intense spells (+4 damage)
  Arcane School Spell-Like Abilities (CL 9th; concentration +13)
  At will—elemental wall (9 rounds/day)
  7/day—force missile (1d4+4)
  Evoker Spells Prepared (CL 9th; concentration +13)
  5th—cone of cold (DC 20), transmute rock to mud
  4th—empowered acid arrow, greater invisibility, resilient sphere 
  (DC 19), stone shape
  3rd—dispel magic, fireball (DC 18), gaseous form, ray of 
  exhaustion (DC 17), stinking cloud (DC 17)
  2nd—acid arrow, bear’s endurance, protection from energy, 
  scorching ray, spider climb, summon swarm
  1st—burning hands (2, DC 16), color spray (DC 15), 
  feather fall, mage armor, ray of enfeeblement 
  (DC 15)
  0 (at will)—acid splash, dancing lights, detect 
  magic, mage hand
  Opposition Schools enchantment, 
  necromancy
  TACTICS
  Before Combat The wizard casts bear’s endurance, mage 
  armor, and protection from energy (fire).
  During Combat The wizard casts greater invisibility, then 
  uses transmute rock to mud to trap foes. He casts 
  area damage spells at trapped targets and uses 
  stinking cloud and resilient sphere to hinder those 
  who escape the mud.
  Base Statistics Without bear’s endurance, mage 
  armor, and protection from energy (fire), the 
  wizard’s statistics are AC 11, touch 10, flat-footed 11; 
  hp 74; Fort +6; Immune none; Con 16.
  STATISTICS
  Str 12, Dex 8, Con 20, Int 18, Wis 16, Cha 8
  Base Atk +4; CMB +5; CMD 15 (19 vs. bull rush or trip)
  Feats Combat Casting, Empower Spell, Improved Initiative, 
  Scribe Scroll, Spell Focus (evocation), Spell 
  Penetration, Toughness
  Skills Appraise +15 (+17 to assess nonmagical metals or gemstones), 
  Climb +4, Craft (alchemy) +12, Fly +6, Knowledge (arcana, 
  dungeoneering) +16, Knowledge (engineering) +12, Perception +12 
  (+14 to notice unusual stonework), Sense Motive +4, Spellcraft +16
  Languages Common, Dwarven, Goblin, Terran, Undercommon
  SQ arcane bond (bat)
  Combat Gear potion of cure moderate wounds, scroll of 
  clairaudience/clairvoyance, scroll of solid fog, scroll of stinking 
  cloud, scroll of stone shape; Other Gear battleaxe, amulet of 
  natural armor +1, headband of vast intelligence +2, ring of 
  protection +1, spellbook, 665 gp
  The cave wizard manipulates the energy of deep rock.
  CARACHECK THE CAUSTIC
  Caracheck has always felt an affinity for earth, stone, 
  gems, and digging. Uninterested in serving an earth 
  deity or the druidic power of elemental earth, he wanted 
  to bend living rock to his will and chose an arcane path. 
  Now he uses his magic to locate the earth’s treasures and 
  scour away the worthless rock around them. If he can’t 
  easily reach a prized vein of ore or gems, he collapses the 
  area around it, preventing others from reaching it and 
  giving him time to improve his extraction skills.
  CAVE WIZARD
  CR 8
  DWARF EVOKER 9
  XP 4,800
  Medium humanoid (dwarf)
  NE
  184
  184
  
  Init +6; Senses low-light vision; Perception +9
  DEFENSE
  AC 20, touch 15, flat-footed 17 (+4 armor, +1 deflection, +2 Dex,  
  +1 dodge, +1 natural, +1 size)
  hp 73 (10d6+36)
  Fort +7, Ref +6, Will +10; +2 vs. illusions
  Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
  OFFENSE
  Speed 20 ft.
  Melee mwk dagger +5 (1d3–2/19–20)
  Ranged mwk dagger +9 (1d3–2/19–20)
  Special Attacks +1 on attack rolls against goblinoid and reptilian 
  humanoids
  Gnome Spell-Like Abilities (CL 10th; concentration +11)
  1/day—dancing lights, ghost sound, prestidigitation, speak with 
  animals
  Arcane School Spell-Like Abilities (CL 10th; concentration +14)
  At will—invisibility field (10 rounds/day)
  7/day—blinding ray
  Illusionist Spells Prepared (CL 10th; concentration +14)
  5th—cloudkill (DC 19), persistent image (DC 21), teleport
  4th—greater invisibility, phantasmal killer (DC 20), 
  empowered scorching ray, solid fog, stone shape
  3rd—dispel magic, displacement, fly, haste (DC 17), 
  major image (DC 19)
  2nd—detect thoughts (DC 16), glitterdust (DC 16), 
  hypnotic pattern (DC 18), magic mouth, mirror image, 
  scorching ray
  1st—color spray (2, DC 17), feather fall, 
  grease, magic missile, silent image 
  (DC 17)
  0 (at will)—dancing lights, detect magic, 
  ghost sound (DC 16), mage hand
  Opposition Schools enchantment, necromancy
  TACTICS
  Before Combat The wizard casts mage armor from 
  her wand.
  During Combat The wizard prefers to prank 
  others rather than cause deliberate harm. 
  She casts greater invisibility, then harasses 
  and annoys her targets with glitterdust, 
  grease, major image, persistent image, and 
  solid fog. If attacked with lethal force, she 
  retaliates with cloudkill, empowered scorching 
  ray, and magic missile.
  Base Statistics Without mage armor, the wizard’s 
  statistics are AC 16, touch 15, flat-footed 13.
  STATISTICS
  Str 6, Dex 14, Con 16, Int 18, Wis 14, Cha 12
  Base Atk +5; CMB +2; CMD 16
  Feats Combat Casting, Craft Wand, Craft Wondrous Item, Dodge, 
  Empower Spell, Improved Initiative, Scribe Scroll, Spell Focus (illusion)
  Skills Acrobatics +7 (+3 when jumping), Appraise +12, Craft 
  (sculptures) +14, Fly +12, Knowledge (arcana) +17, Knowledge 
  (geography, local, nature) +10, Perception +9, Perform (oratory) +6, 
  Spellcraft +17, Stealth +11
  Languages Common, Draconic, Dwarven, Elven, Gnome, Sylvan
  SQ arcane bond (raven), extended illusions (+5 rounds)
  Combat Gear potion of cure moderate wounds, potion of cure 
  serious wounds, scroll of displacement, scroll of empowered 
  scorching ray, scroll of teleport, wand of burning hands (CL 5th, 
  20 charges), wand of invisibility (20 charges), wand of mage 
  armor (20 charges); Other Gear masterwork dagger, amulet 
  of natural armor +1, belt of mighty constitution +2, cloak of 
  resistance +1, headband of vast intelligence +2, ring of protection +1, 
  spellbook, jade dust for magic mouth (worth 50 gp), 998 gp
  These irreverent illusionists are the bane of humorless 
  adventurers. Their tricks are sometimes mistaken for 
  enemy attacks, and even in dangerous situations, their 
  own amusement comes first. 
  MIET SILVERVEIN
  Miet is an artist who sculpts clay, light, and 
  sound. She is fascinated with the play of 
  light and shadow on physical things, and 
  intensely studies people and objects in 
  order to memorize and understand 
  their 
  shapes 
  and 
  surfaces. 
  She 
  claims that she can create a flawless 
  illusion of anyone she has ever met 
  and anything she has ever touched, 
  and has used her talents for illusion to 
  befuddle, entertain, and confound 
  people for years. She doesn’t let 
  herself take anything seriously, even 
  the destruction of her creations—she 
  is comfortable with the ephemeral and 
  impermanent visualizations of her 
  mind’s eye, and knows she can always 
  recreate something that was lost.
  Combat Encounters: Miet enjoys 
  pranks and often doesn’t know when 
  she’s pushed things too far. What is 
  innocent play in her mind might be 
  interpreted by the PCs as an attack 
  from a hostile, unseen force.
  Roleplaying Suggestions: Miet  
  might volunteer to travel with 
  the PCs (especially if they are 
  famous) so she can study what they look 
  like or examine strange new monsters.
  PRANKSTER ILLUSIONIST
  CR 9
  GNOME ILLUSIONIST 10
  XP 6,400
  Small humanoid (gnome)
  CN
  185
  185
  CR
  8
  9
  CORE CLASSES
  WIZARDS
  
  Init +5; Senses darkvision 60 ft., see invisibility; Perception +4
  DEFENSE
  AC 16, touch 11, flat-footed 15 (+4 armor, +1 Dex, +1 natural)
  hp 100 (11d6+59)
  Fort +10, Ref +6, Will +10
  Resist fire 30
  OFFENSE
  Speed 30 ft.
  Melee mwk dagger +6 (1d4/19–20)
  Special Attacks channel negative energy (DC 17, 8/day)
  Arcane School Spell-Like Abilities (CL 11th; concentration +16)
  8/day—grave touch (5 rounds)
  Necromancer Spells Prepared (CL 11th; concentration +16)
  6th—create undead, eyebite (DC 23)
  5th—baleful polymorph (DC 20), magic jar (DC 22), teleport, 
  waves of fatigue
  4th—animate dead, enervation, fear (DC 21), 
  solid fog, wall of fire
  3rd—blink, fireball (DC 18), fly, ray 
  of exhaustion (DC 20), vampiric 
  touch (2)
  2nd—blindness/deafness (DC 19),  
  false life, resist energy, see 
  invisibility, scare (DC 19), 
  scorching ray
  1st—alarm, burning hands (DC 16), 
  cause fear (DC 18), detect undead, 
  expeditious retreat, mage armor, 
  magic missile
  0 (at will)—bleed (DC 17), detect magic, 
  read magic, touch of fatigue (DC 17)
  Opposition Schools enchantment, illusion
  TACTICS
  Before Combat The wizard casts mage armor, false 
  life, resist energy (fire), and see invisibility.
  During Combat The wizard casts solid fog on a group of 
  enemies, then casts wall of fire in a circle (focused 
  inward) around the solid fog. As opponents leave 
  the fog, he attacks them directly with eyebite and 
  enervation. He might cast fear to drive opponents 
  through the wall of fire, or cast fireball on a group of 
  opponents grouped together.
  Base Statistics Without false life, mage armor, resist 
  energy, and see invisibility, the wizard’s statistics are 
  Senses darkvision 60 ft.; AC 12, touch 11, flat-footed 11;  
  hp 85; Resist none.
  STATISTICS
  Str 10, Dex 12, Con 16, Int 20, Wis 8, Cha 14
  Base Atk +5; CMB +5; CMD 16
  Feats Brew Potion, Combat Casting, Command Undead, Craft 
  Wondrous Item, Greater Spell Focus (necromancy), Improved 
  Channel, Improved Initiative, Iron Will, Scribe Scroll, Spell Focus 
  (necromancy), Toughness
  Skills Craft (alchemy) +19, Fly +5, Heal +4, Intimidate +7, Knowledge 
  (arcana) +19, Knowledge (dungeoneering, engineering, 
  geography, history, local, nature, nobility, planes) +13, Knowledge 
  (religion) +18, Perception +4, Spellcraft +19
  Languages Aklo, Common, Dwarven, Elven, Goblin, Infernal
  SQ arcane bond (rat), life sight (10 feet, 11 rounds/day)
  Combat Gear potions of cure moderate wounds (2), potion of 
  displacement, potion of invisibility, robe of bones; Other 
  Gear masterwork dagger, amulet of natural armor +1, belt of 
  mighty constitution +2, cloak of resistance +2, goggles of night, 
  headband of vast intelligence +2, spellbook, crystal for magic jar 
  (worth 100 gp), onyx gems (worth 300 gp), 623 gp
  The undead creator dispassionately crafts unlife out of 
  dead flesh and bone.
  TYREK GLODFER
  Tyrek’s love of necromancy is not due to 
  evil motives or megalomaniacal goals, 
  but rather stems from his clinical view 
  of other creatures as mere objects to be 
  manipulated in either life or death. He is 
  as likely to purchase an unusual corpse 
  from a poor family as he is to raid a 
  graveyard for the parts he needs. 
  Though working with negative 
  energy will eventually corrupt 
  him and turn him fully evil, for 
  now he is an amoral scholar 
  of the thin line between life, 
  death, and undeath.
  Combat Encounters: Tyrek is 
  usually found with undead minions 
  he created, allied undead creatures, 
  or death cultists paying him for 
  his services. He rarely believes the 
  stakes of a battle are high enough to 
  get involved, unless he’s attacked or 
  his enemies threaten to stop him 
  from continuing his work.
  Roleplaying Suggestions: Tyrek 
  is willing to join adventurers if 
  their travels involve strange or new 
  kinds of undead for him to examine 
  or capture for further study. If any 
  of his allies die, he’s more likely to 
  examine the corpse, raise it from 
  the dead, or use it for parts 
  than to mourn.
  UNDEAD CREATOR
  CR 10
  HUMAN NECROMANCER 11
  XP 9,600
  Medium humanoid (human)
  N
  186
  186
  
  Init +4; Senses darkvision 60 ft., see invisibility; Perception +11
  DEFENSE
  AC 15, touch 11, flat-footed 15 (+4 armor, +1 deflection)
  hp 102 (12d6+58)
  Fort +9, Ref +6, Will +11
  Defensive Abilities orc ferocity; DR 10/magic (ranged weapon 
  attack only; 100 points); Immune fire (120 points)
  OFFENSE
  Speed 30 ft.
  Melee +1 greataxe +11/+6 (1d12+5/×3)
  Arcane School Spell-Like Abilities (CL 12th; concentration +18)
  At will—change shape (beast shape III/elemental body II,  
  12 rounds/day)
  9/day—telekinetic fist (1d4+6 bludgeoning)
  Transmuter Spells Prepared (CL 12th; concentration +18)
  6th—chain lightning (DC 22), disintegrate (2, DC 22), transformation
  5th—cone of cold (DC 21), telekinesis, telepathic bond, teleport, 
  wall of stone
  4th—black tentacles, fire shield, greater invisibility, ice storm, 
  mass enlarge person (DC 20)
  3rd—dispel magic, fly, haste, lightning bolt (2, DC 19), protection 
  from energy
  2nd—blur, bull’s strength, invisibility, levitate, protection from 
  arrows, scorching ray, see invisibility
  1st—burning hands (DC 17), feather fall, mage armor, magic 
  missile (2), reduce person (DC 17), true strike
  0 (at will)—detect magic, mage hand, message, read magic
  Opposition Schools enchantment, necromancy
  TACTICS
  Before Combat The wizard casts mage armor, protection from 
  arrows, protection from energy (fire), and see invisibility. He uses 
  physical enhancement to increase his Constitution.
  During Combat The wizard casts mass enlarge person on allies, then 
  casts black tentacles, disintegrate, and area damage spells. If out 
  of attack spells, he casts transformation and enters melee.
  Base Statistics Without mage armor, protection from arrows, 
  protection from energy (fire), and see invisibility, the wizard’s 
  statistics are Senses darkvision 60 ft.; AC 11, touch 11, flat-
  footed 11; DR none; Immune none.
  STATISTICS
  Str 16, Dex 10, Con 16, Int 22, Wis 12, Cha 8
  Base Atk +6; CMB +9; CMD 20
  Feats Brew Potion, Combat Casting, Craft Wondrous Item, Improved 
  Initiative, Power Attack, Scribe Scroll, Toughness, Vital Strike, 
  Weapon Focus (greataxe)
  Skills Climb +8, Fly +8, Handle Animal +4, Intimidate +11, Knowledge 
  (arcana) +19, Knowledge (dungeoneering, geography, history, 
  local, nature) +14, Perception +11, Sense Motive +6, Spellcraft +19, 
  Stealth +3, Survival +6, Swim +8
  Languages Abyssal, Common, Draconic, Giant, Goblin, Infernal, Orc
  SQ arcane bond (amulet), orc blood, physical enhancement +3, 
  weapon familiarity
  Combat Gear potions of bear’s endurance (4), potions of bull’s 
  strength (4), potion of cure moderate wounds, potions 
  of invisibility (4), scroll of greater dispel magic, scroll of 
  transformation; Other Gear +1 greataxe, cloak of resistance +2, 
  gloves of arrow snaring, headband of vast intelligence +4, ring of 
  protection +1, spellbook, 930 gp
  A toothy transmuter leads savages to victory in battle.
  GARASHING TUSK-TAKER
  Garashing believes that every enemy slain by someone 
  he makes bigger or stronger is a testament to his skill 
  as a mage. His allies clear out the chaff, allowing him to 
  directly attack enemy leaders.
  TOOTHY TRANSMUTER
  CR 11
  HALF-ORC TRANSMUTER 12
  XP 12,800
  Medium humanoid (human, orc)
  CE
  187
  187
  CR
  10
  11
  CORE CLASSES
  WIZARDS
  
  PYROMANIAC MAGE
  CR 12
  HUMAN EVOKER 13
  XP 19,200
  Medium humanoid (human)
  CE
  Init +6; Senses Perception +12
  DEFENSE
  AC 19, touch 14, flat-footed 16 (+4 armor, +1 deflection, +2 Dex,  
  +1 dodge, +1 natural)
  hp 81 (13d6+33)
  Fort +9, Ref +11, Will +12
  Immune fire (120 points); Resist fire 30
  OFFENSE
  Speed 40 ft.
  Melee club +6/+1 (1d6)
  Special Attacks intense spells (+6 damage)
  Arcane School Spell-Like Abilities (CL 13th; concentration +19)
  At will—elemental wall (13 rounds/day)
  9/day—force missile (1d4+6)
  Evoker Spells Prepared (CL 13th; concentration +19)
  7th—delayed blast fireball (DC 25), statue
  6th—elemental body III, maximized fireball (2, DC 21),  
  greater dispel magic
  5th—passwall, maximized scorching ray (2), telekinesis, waves 
  of fatigue
  4th—maximized burning hands (2, DC 19), greater invisibility, 
  phantasmal killer (DC 20), shout (DC 22), wall of fire
  3rd—dispel magic, explosive runes, fireball (DC 21), flame 
  arrow, fly, protection from energy
  2nd—flaming sphere (DC 20), gust of wind (DC 20), 
  pyrotechnics (2, DC 18), resist energy, scorching ray, 
  web (DC 18)
  1st—burning hands (DC 19), expeditious retreat, grease, 
  mage armor, magic missile (2), ray of enfeeblement 
  (DC 17)
  0 (at will)—bleed (DC 16), dancing lights, mage hand, 
  open/close
  Opposition Schools divination, enchantment
  TACTICS
  Before Combat The wizard casts mage armor, 
  protection from energy (fire), resist energy (fire), 
  and statue.
  During Combat The wizard casts greater invisibility, 
  fly, and maximized fireball. He follows up with 
  phantasmal killer, shout, and necromantic rays.
  Base Statistics Without mage armor, protection 
  from energy, and resist energy, the wizard’s 
  statistics are AC 15, touch 14, flat-footed 12; 
  Immune none; Resist none.
  STATISTICS
  Str 10, Dex 14, Con 14, Int 22, Wis 9, Cha 12
  Base Atk +6; CMB +6; CMD 20
  Feats Combat Casting, Craft Wondrous Item, 
  Dodge, Greater Spell Focus (evocation), 
  Improved Initiative, Iron Will, Lightning Reflexes, Maximize Spell, 
  Point-Blank Shot, Scribe Scroll, Spell Focus (evocation)
  Skills Climb +5, Craft (alchemy) +19, Fly +18, Knowledge (arcana) +21, 
  Knowledge (engineering, planes) +19, Knowledge (geography, 
  history, local, religion) +14, Perception +12, Sense Motive +4, 
  Spellcraft +19, Stealth +12, Survival +4
  Languages Abyssal, Common, Draconic, Dwarven, Goblin, Ignan, 
  Infernal
  SQ arcane bond (ring of protection +1)
  Combat Gear elemental gem (fire), potions of cure moderate 
  wounds (2), potion of invisibility, scrolls of protection from 
  energy (2), scrolls of resist energy (2), wand of burning hands 
  (CL 5th, 20 charges), alchemist’s fire (10); Other Gear club, 
  amulet of natural armor +1, boots of striding and springing, 
  bracers of armor +3, cloak of resistance +3, headband of vast 
  intelligence +4, ring of protection +1, spellbook, 1,100 gp
  These mages love to cause collateral damage with fires.
  188
  188
  
  Init +4; Senses darkvision 60 ft., low-light vision, see invisibility; 
  Perception +27
  DEFENSE
  AC 21, touch 16, flat-footed 17 (+4 armor, +2 deflection, +4 Dex, 
  +1 natural)
  hp 69 (14d6+18)
  Fort +7, Ref +10, Will +11; +2 vs. enchantments
  Defensive Abilities nondetection, spell turning; Resist electricity 30, 
  fire 30
  OFFENSE
  Speed 30 ft.
  Melee dagger +8/+3 (1d4+1/19–20)
  Ranged light crossbow +11 (1d8/19–20)
  Special Attacks intense spells (+7 damage)
  Arcane School Spell-Like Abilities (CL 14th; concentration +20)
  At will—elemental wall (14 rounds/day)
  9/day—force missile (1d4+7)
  Evoker Spells Prepared (CL 14th; concentration +20)
  7th—enlarged maximized fireball (DC 21), prismatic 
  spray, spell turning
  6th—disintegrate (DC 23), greater dispel magic, 
  enlarged maximized scorching ray (2), enlarged 
  telekinesis (DC 22)
  5th—maximized acid arrow, enlarged black 
  tentacles, maximized scorching ray, teleport,  
  wall of force
  4th—arcane eye, dimension door, greater 
  invisibility, enlarged lightning bolt (DC 21), 
  maximized magic missile, shout (DC 22)
  3rd—clairaudience/clairvoyance (2), dispel 
  magic, fly, nondetection, wind wall
  2nd—acid arrow, darkness, darkvision, glitterdust 
  (DC 18), resist energy (2), see invisibility
  1st—endure elements, expeditious retreat, mage 
  armor, magic missile, shield, true strike (2)
  0 (at will)—dancing lights, detect magic, mage 
  hand, message
  Opposition Schools enchantment, necromancy
  TACTICS
  Before Combat The wizard casts darkvision, endure 
  elements, mage armor, nondetection, resist energy 
  (electricity, fire), see invisibility, and spell turning.
  During Combat The wizard uses tactics specific to his 
  quarry, choosing spells with saving throws that target his 
  prey’s weakest defenses. When facing a target he knows 
  little about, he casts greater invisibility and then 
  enlarged black tentacles to give him time to find 
  the perfect spell. Against single targets, he casts 
  disintegrate, enlarged maximized scorching ray, or 
  maximized magic missile. He uses telekinesis to hurl boulders if 
  the kill is supposed to look like an accident.
  Base Statistics Without darkvision, mage armor, resist energy 
  (electricity, fire), and see invisibility, the wizard’s statistics 
  are AC 17, touch 16, flat-footed 13; Senses low-light vision; 
  Defensive Abilities none; Resist none.
  STATISTICS
  Str 12, Dex 18, Con 13, Int 22, Wis 10, Cha 8
  Base Atk +7; CMB +8; CMD 24
  Feats Craft Wondrous Item, Enlarge Spell, Greater Spell Focus 
  (evocation), Maximize Spell, Point-Blank Shot, Precise Shot, 
  Scribe Scroll, Skill Focus (Perception), Spell Focus (evocation, 
  transmutation), Spell Penetration
  Skills Acrobatics +9, Climb +11, Fly +17, Handle Animal +4, 
  Knowledge (arcana) +23, Knowledge (geography) +14, Knowledge 
  (local) +19, Knowledge (nature) +15, Perception +27, Spellcraft +23, 
  Stealth +18, Survival +10, Swim +6
  Languages Common, Draconic, Dwarven, Elven, 
  Gnome, Halfling, Orc
  SQ arcane bond (ring of protection +2), elf blood
  Combat Gear potion of cure serious wounds (2), 
  potion of invisibility, potion of pass without 
  trace, scrolls of teleport (2), wand of scorching 
  ray (CL 11th, 20 charges); Other Gear 
  dagger, light crossbow with 10 bolts,  
  amulet of natural armor +1, bag of 
  holding (type II), belt of incredible 
  dexterity +2, cloak of resistance +2, 
  eyes of the eagle, headband of vast 
  intelligence +4, ring of protection +2, 
  ring of sustenance, spellbook, 1,937 gp
  The mage sniper kills with 
  spells at extreme range.
  HIROKI DARSHAN
  Hiroki is a lethal sniper. He 
  hunts 
  only 
  lawbreakers 
  and 
  rabble-rousers, and is insulted when 
  called an assassin. His magic allows him 
  to kill or capture dangerous people who 
  evade or overcome common soldiers, but he 
  considers preparation his greatest weapon.
  Combat Encounters: Hiroki might target 
  a PC who has broken a law or reneged on an 
  oath. He usually sets an ambush, possibly 
  aided by other mercenaries, in an 
  area he has studied carefully.
  Roleplaying Suggestions: Hiroki 
  sells his services as long-range 
  spellcasting support, though he 
  must be convinced the purpose is 
  legal and serves the cause of justice.
  MAGE SNIPER
  CR 13
  HALF-ELF EVOKER 14
  XP 25,600
  Medium humanoid (elf, human)
  LN
  189
  189
  CR
  12
  13
  CORE CLASSES
  WIZARDS
  
  Init +6; Senses see invisibility; Perception +15
  DEFENSE
  AC 22, touch 15, flat-footed 19 (+4 armor, +2 deflection, +2 Dex, 
  +1 dodge, +3 natural)
  hp 125 (15d6+70)
  Fort +11, Ref +10, Will +12
  Defensive Abilities magic circle against good; Immune fire  
  (120 points); Resist electricity 30
  OFFENSE
  Speed 30 ft.
  Melee mwk quarterstaff +7/+2 (1d6–1)
  Arcane School Spell-Like Abilities (CL 15th; concentration +21)
  At will—dimensional steps (450 feet/day)
  9/day—acid dart (1d6+7 acid)
  Conjurer Spells Prepared (CL 15th; concentration +21)
  8th—incendiary cloud (DC 26), summon monster VIII
  7th—extended acid fog, widened black tentacles, mass hold 
  person (DC 23)
  6th—quickened acid arrow, acid fog, disintegrate 
  (DC 22), quickened invisibility, summon 
  monster VI
  5th—cloudkill (DC 23), dismissal (DC 21), 
  shadow evocation (DC 21), summon 
  monster V, teleport, widened 
  glitterdust (DC 20)
  4th—arcane eye, confusion (DC 20),  
  dimension door, greater 
  invisibility, phantasmal killer 
  (DC 20), solid fog
  3rd—displacement, magic circle 
  against good, protection from 
  energy, slow (DC 19), stinking 
  cloud (2, DC 21)
  2nd—acid arrow, glitterdust 
  (DC 20), knock, mirror 
  image, resist energy, see 
  invisibility, web (DC 20)
  1st—charm person (DC 17),  
  color spray (DC 17), 
  expeditious retreat, 
  feather fall, grease, mage 
  armor, mount
  0 (at will)—acid splash, detect magic,  
  mage hand, read magic
  Opposition Schools evocation, necromancy
  TACTICS
  Before Combat The wizard casts mage armor, magic circle 
  against good, protection from energy (fire), resist energy 
  (electricity), and see invisibility.
  During Combat The wizard leads with mass hold person, followed 
  by widened black tentacles or incendiary cloud if opponents are 
  immune to enchantments. He banishes creatures summoned by 
  foes, charms enemies with his staff, summons allies to protect 
  him, turns uncharmed enemies against each other with confusion, 
  and targets leaders with disintegrate or phantasmal killer.
  Base Statistics Without mage armor, magic circle against good, 
  protection from energy (fire), resist energy (electricity), and see 
  invisibility, the wizard’s statistics are Senses normal; AC 18, touch 
  15, flat-footed 15; Defensive Abilities none; Immune none; 
  Resist none.
  STATISTICS
  Str 8, Dex 14, Con 16, Int 23, Wis 10, Cha 12
  Base Atk +7; CMB +6; CMD 21
  Feats Augment Summoning, Combat Casting, Craft Wondrous Item, 
  Dodge, Extend Spell, Greater Spell Focus (conjuration), Improved 
  Initiative, Quicken Spell, Scribe Scroll, Spell Focus (Conjuration), 
  Spell Penetration, Toughness, Widen Spell
  Skills Bluff +16, Diplomacy +16, Fly +10, Knowledge (arcana, 
  planes) +24, Knowledge (dungeoneering, geography) +14, 
  Knowledge (nature, religion) +19, Perception +15, Ride +7, 
  Sense Motive +10, Spellcraft +24
  Languages Abyssal, Aquan, Auran, Common, 
  Ignan, Infernal, Terran
  SQ arcane bond (staff), summoner’s charm 
  (7 rounds)
  Combat Gear potion of cure serious 
  wounds, potion of invisibility, scroll 
  of summon monster VIII, staff of 
  charming; Other Gear amulet 
  of natural armor +3, belt of 
  mighty constitution +2, cloak 
  of resistance +3, headband 
  of vast intelligence +4, ring 
  of protection +2, spellbook, 
  2,150 gp
  A cruel conjurer directs 
  his minions as if they were 
  pawns in a game.
  ALEXI THE STERN
  Alexi prefers to work 
  alone or in a position of 
  command. He considers few 
  beings to be his equals, perhaps 
  because of the lifetime he’s spent 
  compelling obedience or summoning 
  monstrous slaves to do his bidding. 
  He prefers to be blunt and direct, and 
  knows how to ask favors in a way that 
  leaves no question that the request is 
  actually an order.
  CRUEL CONJURER
  CR 14
  HUMAN CONJURER 15
  XP 38,400
  Medium humanoid (human)
  LE
  190
  190
  
  STATISTICS
  Str 8, Dex 14, Con 18, Int 22, Wis 14, Cha 8
  Base Atk +8; CMB +7; CMD 24 (28 vs. bull rush or trip)
  Feats Combat Casting, Craft Wondrous Item, Dodge, Forge Ring, 
  Greater Spell Focus (enchantment), Improved Initiative, Iron Will, 
  Quicken Spell, Scribe Scroll, Spell Focus (enchantment), Spell 
  Penetration, Still Spell
  Skills Appraise +14 (+16 to assess nonmagical metals or 
  gemstones), Climb +2, Craft (sculpture) +14, Knowledge (arcana, 
  dungeoneering, engineering) +24, Knowledge (geography, 
  history, planes) +19, Perception +17 (+19 to notice unusual 
  stonework), Sense Motive +12, Spellcraft +24, Survival +7, Swim +2
  Languages Common, Dwarven, Giant, Gnome, Goblin, Orc,  
  Terran, Undercommon
  SQ arcane bond (warhammer), protective ward (6 rounds,  
  +4 deflection, 9/day)
  Combat Gear potion of cure moderate wounds, scroll of maze, scroll 
  of summon monster VIII; Other Gear +1 spell storing warhammer, 
  amulet of natural armor +3, bag of holding (type I), belt of mighty 
  constitution +2, cloak of resistance +4, gloves of arrow snaring, 
  headband of vast intelligence +4, ring of force shield, ring of 
  protection +4, spellbook, diamond dust (worth 500 gp), 700 gp
  These wizards protect underground communities.
  DEEP MARSHAL
  CR 15
  DWARF ABJURER 16
  XP 51,200
  Medium humanoid (dwarf)
  LN
  Init +6; Senses darkvision 60 ft., see invisibility; Perception +17
  DEFENSE
  AC 26, touch 17, flat-footed 23 (+4 armor, +4 deflection, +2 Dex,  
  +1 dodge, +3 natural, +2 shield)
  hp 130 (16d6+72)
  Fort +13, Ref +11, Will +18; +4 vs. mind-affecting, +2 vs. poison, 
  spells, and spell-like abilities
  Defensive Abilities defensive training (+4 dodge bonus to AC vs. 
  giants), energy absorption (48/day), mind blank; DR 10/adamantine 
  (150 points); Immune fire (120 points); Resist cold 10, electricity 30
  OFFENSE
  Speed 20 ft.
  Melee +1 spell storing warhammer +8/+3 (1d8/×3)
  Ranged light crossbow +10 (1d8/19–20)
  Special Attacks +1 on attack rolls against goblinoid and orc humanoids
  Abjurer Spells Prepared (CL 16th; concentration +22)
  8th—quickened charm monster (DC 23), mind blank, prismatic wall
  7th—banishment (DC 23), quickened haste, mass hold person 
  (DC 25), phase door
  6th—globe of invulnerability, greater dispel magic, greater 
  heroism, mass bull’s strength, mass suggestion (DC 24)
  5th—break enchantment, stilled dimension door, dominate 
  person (2, DC 23), telepathic bond, wall of stone
  4th—arcane eye, charm monster (DC 22), confusion (DC 22), 
  remove curse, solid fog, stoneskin
  3rd—dispel magic, haste (DC 19), hold person (2, DC 21), 
  protection from energy, wind wall
  2nd—acid arrow, hideous laughter (DC 20), 
  invisibility, levitate, resist energy (2),  
  see invisibility
  1st—alarm, charm person (DC 19), 
  expeditious retreat, feather fall, 
  grease, mage armor, true strike
  0 (at will)—dancing lights, detect 
  magic, message, resistance
  Opposition Schools evocation, necromancy
  TACTICS
  Before Combat The wizard casts mage armor, mind blank, 
  protection from energy (fire), resist energy (electricity), see 
  invisibility, and stoneskin. She casts telepathic bond on allies.
  During Combat The wizard’s warhammer contains hold person.
  Base Statistics Without mage armor, mind blank, protection 
  from energy, resist energy, see invisibility, and stoneskin, 
  the wizard’s statistics are Senses darkvision 60 ft.; AC 22, 
  touch 17, flat-footed 19; Fort +13, Ref +11, Will +18;  
  +2 vs. poison, spells, and spell-like abilities; Defensive 
  Abilities defensive training (+4 dodge bonus to AC 
  vs. giants), energy absorption (48/day); DR none; 
  Immune none; Resist cold 10.
  191191
  CR
  14
  15
  CORE CLASSES
  WIZARDS
  
  Init +7; Senses darkvision 60 ft., low-light vision; Perception +19
  DEFENSE
  AC 24, touch 17, flat-footed 20 (+4 armor, +2 deflection, +3 Dex,  
  +1 dodge, +3 natural, +1 size)
  hp 79 (17d6+17)
  Fort +10, Ref +12, Will +16; +2 vs. illusions
  Defensive Abilities defensive training (+4 dodge bonus to AC vs. 
  giants), moment of prescience, nondetection; Immune detect 
  thoughts, discern lies, alignment detection
  OFFENSE
  Speed 20 ft.
  Melee +1 dagger +10/+5 (1d3+1/19–20)
  Special Attacks +1 on attack rolls against goblinoid and reptilian 
  humanoids, hand of the apprentice (9/day), metamagic mastery 
  (5/day)
  Wizard Spells Prepared (CL 17th; concentration +23)
  9th—power word kill
  8th—horrid wilting (DC 24), moment of prescience
  7th—quickened hold person (DC 24), insanity (DC 24), statue
  6th—chain lightning (DC 22), disintegrate (DC 23), greater dispel 
  magic, mass suggestion (DC 23), true seeing
  5th—baleful polymorph (DC 22), stilled dimension door, dominate 
  person (DC 22), passwall, prying eyes
  4th—bestow curse (DC 20), confusion (DC 21), greater invisibility, 
  locate creature, solid fog
  3rd—clairaudience/clairvoyance, dispel magic, hold person (DC 20), 
  nondetection, slow (DC 20)
  2nd—alter self, darkvision, detect thoughts (DC 18), invisibility (2), knock
  1st—charm person (DC 18), feather fall, grease, mage armor, 
  magic missile, obscuring mist
  0 (at will)—detect magic, detect poison, mage hand, open/close
  TACTICS
  Before Combat The wizard casts darkvision, mage armor, moment 
  of prescience, nondetection, and statue.
  During Combat The wizard prefers to evade combat by casting 
  dimension door or greater invisibility.
  Base Statistics Without darkvision, mage armor, and moment of 
  prescience, the wizard’s statistics are Senses low-light vision; 
  AC 20, touch 17, flat-footed 16; Defensive Abilities defensive 
  training (+4 dodge bonus to AC vs. giants).
  STATISTICS
  Str 10, Dex 16, Con 12, Int 22, Wis 14, Cha 10
  Base Atk +8; CMB +7; CMD 23
  Feats Combat Casting, Combat Expertise, Craft Wondrous Item, 
  Dodge, Extend Spell, Improved Initiative, Quicken Spell,  
  Scribe Scroll, Silent Spell, Spell Focus (enchantment), Spell Focus 
  (transmutation), Spell Penetration, Still Spell
  Skills Bluff +15, Climb +5, Craft (alchemy) +14, Diplomacy +5, 
  Disguise +10, Fly +13, Knowledge (arcana) +19, Knowledge 
  (engineering, geography, history, local, nobility, religion) +14, 
  Perception +19, Sense Motive +17, Spellcraft +19, Stealth +22, Use 
  Magic Device +13
  Languages Common, Draconic, Dwarven, Elven, Gnome, Halfling, 
  Infernal, Orc, Sylvan
  SQ arcane bond (lizard)
  Combat Gear pearl of power (5th), potions of cure moderate 
  wounds (2), potions of cure serious wounds (2), potions of 
  delay poison (3), potion of glibness, potions of invisibility (2), 
  scrolls of detect secret doors (2), scroll of dimension door, 
  scrolls of fly (2), scroll of greater invisibility, scrolls of scorching 
  ray (2), scrolls of see invisibility (2), scrolls of teleport (2), 
  dark reaver powder (2), deathblade (2); Other Gear +1 dagger, 
  amulet of natural armor +3, bag of holding (type I), belt of 
  incredible dexterity +2, cloak of resistance +4, hat of disguise, 
  headband of vast intelligence +4, ring of mind shielding, ring 
  of protection +2, slippers of spider climbing, eye ointment for 
  true seeing (worth 500 gp), silver mirror (worth 1,000 gp), 
  spellbook, 1,823 gp
  The mage spy is a diplomat and saboteur.
  MAGE SPY
  CR 16
  GNOME WIZARD 17
  XP 76,800
  Small humanoid (gnome)
  NE
  192
  192
  
  Init +5; Senses see invisibility; Perception +24
  DEFENSE
  AC 23, touch 16, flat-footed 22 (+4 armor, +4 deflection, +1 Dex,  
  +1 insight, +3 natural)
  hp 170 (18d6+105)
  Fort +14, Ref +11, Will +17; +4 vs. mind-affecting
  Defensive Abilities mind blank, spell turning; Resist cold 20, fire 30
  OFFENSE
  Speed 30 ft.
  Melee mwk silver dagger +9/+4 (1d4–1/19–20)
  Special Attacks channel negative energy (DC 19, 11/day)
  Arcane School Spell-Like Abilities (CL 18th; concentration +26)
  11/day—grave touch (9 rounds)
  Necromancer Spells Prepared (CL 18th; concentration +26)
  9th—energy drain (DC 29), time stop, wail of the banshee (DC 29)
  8th—create greater undead, horrid wilting (3, DC 28), mind blank
  7th—ethereal jaunt, finger of death (DC 27), quickened fireball 
  (DC 22), spell turning, waves of exhaustion
  6th—chain lightning (DC 25), create undead, disintegrate (DC 24), 
  eyebite (DC 26), maximized vampiric touch (2)
  5th—cloudkill (DC 23), quickened magic missile, maximized 
  scorching ray, teleport, wall of force, waves of fatigue
  4th—animate dead, arcane eye, bestow curse (2, DC 24), 
  dimension door, fire shield, maximized ray of enfeeblement
  3rd—blink, dispel magic (2), fireball (2, DC 22), fly, vampiric touch
  2nd—blindness/deafness (DC 22), darkvision, false life, glitterdust 
  (DC 20), resist energy, scorching ray, see invisibility
  1st—cause fear (DC 21), expeditious retreat, feather fall, grease, 
  mage armor, magic missile, obscuring mist
  0 (at will)—bleed (DC 20), detect magic, mage hand, read magic
  Opposition Schools enchantment, illusion
  TACTICS
  Before Combat The wizard casts false life, mage armor, mind blank, 
  resist energy (fire), see invisibility, and spell turning.
  During Combat The wizard casts time stop and energy drain on the 
  most dangerous-looking target, then thins out the ranks of his 
  enemies with chain lightning.
  Base Statistics Without false life, mage armor, mind blank, resist 
  energy (fire), see invisibility, and spell turning, the wizard’s 
  statistics are AC 19, touch 16, flat-footed 18; hp 155; Fort +14,  
  Ref +11, Will +17; Defensive Abilities none; Resist cold 20.
  STATISTICS
  Str 8, Dex 12, Con 18, Int 26, Wis 14, Cha 10
  Base Atk +9; CMB +8; CMD 23
  Feats Alertness, Combat Casting, Command Undead, Craft Wondrous 
  Item, Extra Channel, Forge Ring, Greater Spell Focus (necromancy), 
  Improved Channel, Improved Initiative, Maximize Spell, Quicken 
  Spell, Scribe Scroll, Spell Focus (evocation, necromancy), 
  Toughness, Weapon Focus (ray)
  Skills Fly +22, Heal +20, Intimidate +16, Knowledge (arcana, planes, 
  religion) +29, Knowledge (history, local) +21, Perception +24, Sense 
  Motive +24, Spellcraft +29, Stealth +19, Use Magic Device +18
  Languages Aklo, Common, Draconic, Dwarven, Elven, Gnome, 
  Goblin, Orc, Undercommon
  SQ arcane bond (owl), life sight (30 feet, 18 rounds/day)
  Combat Gear potions of cure serious wounds (3), scroll of iron body, 
  scroll of spell turning, scroll of wall of force, wand of inflict moderate 
  wounds (20 charges), wand of invisibility (20 charges); Other Gear 
  masterwork silver dagger, amulet of natural armor +3, belt of 
  mighty constitution +4, clear spindle ioun stone, cloak of resistance +4, 
  dusty rose prism ioun stone, headband of vast intelligence +6, 
  restorative ointment, ring of major energy resistance (cold), ring of 
  protection +4, onyx gems (worth 2,000 gp), spellbook, 8,973 gp
  These wizards are steeped in the evil of their profession.
  GRAND NECROMANCER
  CR 17
  HUMAN NECROMANCER 18
  XP 102,400
  Medium humanoid (human)
  NE
  193
  193
  CR
  16
  17
  CORE CLASSES
  WIZARDS
  
  Init +6; Senses low-light vision; Perception +24
  DEFENSE
  AC 24, touch 16, flat-footed 21 (+4 armor, +3 deflection, +2 Dex, 
  +1 dodge, +4 natural)
  hp 139 (19d6+70)
  Fort +13, Ref +12, Will +17; +2 vs. enchantments, +4 vs. mind-affecting
  Defensive Abilities mind blank, misdirection, spell turning; 
  Immune electricity (120 points), fire (120 points); Resist cold 30
  OFFENSE
  Speed 35 ft.
  Melee +1 dagger +9/+4 (1d4/19–20)
  Special Attacks aura of despair (19 rounds/day)
  Arcane School Spell-Like Abilities (CL 19th; concentration +27)
  11/day—dazing touch
  Enchanter Spells Prepared (CL 19th; concentration +27)
  9th—dominate monster (DC 29), power word kill, 
  summon monster IX, weird (DC 27)
  8th—horrid wilting (DC 26), incendiary cloud (DC 26),  
  irresistible dance, mind blank, polymorph any 
  object (DC 26)
  7th—extended acid fog, quickened hold person 
  (2, DC 23), mass hold person (DC 27), project 
  image (DC 25), spell turning
  6th—disintegrate (DC 24), greater dispel magic, 
  greater heroism, mass suggestion (DC 26), 
  quickened mirror image, repulsion (DC 24)
  5th—cloudkill (DC 23), dominate person  
  (DC 25), feeblemind (DC 25), hold 
  monster (DC 25), mind fog 
  (DC 25), teleport
  4th—bestow curse (DC 22), 
  charm monster (2, DC 24),  
  crushing despair (DC 24), 
  enervation, greater invisibility, 
  phantasmal killer (DC 22)
  3rd—displacement, fly, hold person (DC 23), 
  magic circle against good, protection 
  from energy (2), slow (DC 21)
  2nd—acid arrow (2), ghoul touch (DC 20),  
  misdirection, resist energy, touch of 
  idiocy, web (DC 20)
  1st—charm person (DC 21), 
  expeditious retreat, feather fall, 
  mage armor, obscuring mist, ray of 
  enfeeblement (DC 19), reduce person (DC 19)
  0 (at will)—bleed (DC 18), daze (DC 20), mage 
  hand, mending
  Opposition Schools 
  divination, evocation
  TACTICS
  Before Combat The wizard casts mage armor, mind blank, 
  misdirection, protection from energy (electricity, fire), resist 
  energy (cold), and spell turning.
  During Combat The wizard uses dominate monster, weird, and mass 
  hold person to control enemies, plus incendiary cloud and horrid 
  wilting if they resist enchantments. She uses polymorph any object 
  to change the last survivor into a marionette for her collection.
  Base Statistics Without mage armor, mind blank, misdirection, 
  protection from energy, resist energy, and spell turning, the 
  wizard’s statistics are AC 20, touch 16, flat-footed 17; Defensive 
  Abilities none; Immune none; Resist none.
  STATISTICS
  Str 8, Dex 14, Con 16, Int 26, Wis 10, Cha 14
  Base Atk +9; CMB +8; CMD 24
  Feats Combat Casting, Craft Wand, Craft Wondrous Item, Dodge, 
  Extend Spell, Fleet, Forge Ring, Greater Spell Focus (enchantment), 
  Improved Initiative, Improved Iron Will, Iron Will, 
  Quicken Spell, Scribe Scroll, Skill Focus (Perception), 
  Spell Focus (enchantment)
  Skills Bluff +17, Craft (puppets) +16, Diplomacy +17, 
  Disguise +12, Fly +15, Handle Animal +7, Intimidate 
  +17, Knowledge (arcana) +26, Knowledge 
  (dungeoneering, engineering, geography, 
  nature, nobility, planes, religion) +16, 
  Knowledge (history, local) +21, Perception 
  +24, Perform (comedy) +12, Sense 
  Motive +15, Spellcraft +21
  Languages Common, Draconic, 
  Dwarven, Elven, Giant, Goblin, 
  Gnome, Halfling, Sylvan, Undercommon
  SQ arcane bond (ring of protection +3), elf blood, enchanting smile
  Combat Gear potions of cure serious wounds (3), scrolls of 
  mage’s private sanctum (2), scroll of power word blind, 
  scrolls of summon monster VI (2), wand of displacement 
  (20 charges), wand of fly (20 charges), wand of tongues 
  (20 charges); Other Gear +1 dagger, amulet of natural 
  armor +4, belt of mighty constitution +4, cloak of 
  resistance +4, figurine of wondrous power (obsidian 
  steed), headband of vast intelligence +6, pearl 
  of power (7th), pearl of power (4th), ring of 
  protection +3, spellbook, 2,036 gp
  The puppet master treats living 
  minds like a child’s toys.
  RADILLO
  Radillo has always been able to 
  manipulate people with sweet words and 
  subtle promises. Having learned to enforce 
  this with magic, she plays with thoughts for 
  pleasure or power, and has contacts in many 
  cities whose minds belong fully to her.
  PUPPET MASTER
  CR 18
  HALF-ELF ENCHANTER 19
  XP 153,600
  Medium humanoid (elf, human)
  CE
  194
  194
  
  Init +5; Senses low-light vision; Perception +18
  DEFENSE
  AC 26, touch 18, flat-footed 25 (+4 armor, +5 deflection, +1 Dex, 
  +2 insight, +4 natural); never flat-footed
  hp 172 (20d6+100)
  Fort +14, Ref +14, Will +18; +2 vs. enchantments, +4 vs. mind-affecting
  Defensive Abilities mind blank, moment of prescience, never 
  surprised, spell turning; DR 10/adamantine (150 points); Immune 
  fire (120 points), sleep; Resist cold 30, electricity 30
  OFFENSE
  Speed 30 ft.
  Melee quarterstaff +9/+4 (1d6–1)
  Special Attacks hand of the apprentice (12/day), metamagic 
  mastery (7/day)
  Wizard Spells Prepared (CL 20th; concentration +29)
  9th—maximized disintegrate (DC 25), foresight, meteor swarm 
  (DC 28), summon monster IX, time stop
  8th—discern location, greater shout (DC 29), mass charm monster 
  (DC 27), mind blank, moment of prescience
  7th—forcecage (2, DC 28), prismatic spray (2, DC 26), spell turning
  6th—chain lightning (2, DC 27), greater dispel magic (2), true seeing
  5th—baleful polymorph (DC 24), break enchantment, cloudkill 
  (DC 24), feeblemind (DC 24), teleport, wall of force
  4th—dimension door (2), greater invisibility, ice storm (2), stoneskin
  3rd—dispel magic, protection from energy, stinking cloud (DC 22), 
  suggestion (DC 22), tongues, vampiric touch
  2nd—invisibility, mirror image, resist energy (2), shatter, web (DC 21)
  1st—charm person (2, DC 20), mage armor (2), magic missile (3)
  0 (at will)—detect magic, light, mage hand, read magic
  TACTICS
  Before Combat The wizard casts foresight, mage armor, mind blank, 
  moment of prescience, protection from energy (fire), resist energy 
  (cold, electricity), spell turning, and stoneskin.
  During Combat The wizard casts maximized disintegrate, meteor 
  swarm, mass charm monster, and prismatic spray.
  Base Statistics Without foresight, mage armor, mind blank, moment 
  of prescience, protection from energy, resist energy, spell turning, 
  and stoneskin, the wizard’s base statistics are AC 20, touch 16, flat-
  footed 19; Fort +14, Ref +12, Will +18; +2 vs. enchantments; Defensive 
  Abilities none; DR none; Immune sleep; Resist none; CMD 25.
  STATISTICS
  Str 8, Dex 12, Con 16, Int 28, Wis 12, Cha 13
  Base Atk +10; CMB +9; CMD 27
  Feats Combat Casting, Craft Staff, Craft Wondrous Item, Extend Spell, 
  Forge Ring, Greater Spell Focus (evocation), Improved Initiative, 
  Maximize Spell, Quicken Spell, Scribe Scroll, Silent Spell, Spell 
  Focus (evocation), Spell Penetration, Still Spell, Toughness
  Skills Diplomacy +16, Fly +14, Intimidate +11, 
  Knowledge (arcana, history, planes) +32,  
  Knowledge (geography, local, nature, nobility, religion) +22, 
  Perception +18, Sense Motive +11, Spellcraft +32 (+34 to identify 
  magic item properties), Stealth +11, Use Magic Device +21
  Languages Aklo, Celestial, Common, Draconic, Dwarf, Elven, Giant, 
  Gnome, Halfling, Orc, Sylvan
  SQ arcane bond (ring of protection +5), elven magic, weapon familiarity
  Combat Gear potion of cure serious wounds, wand of cure moderate 
  wounds (50 charges), wand of delay poison (20 charges), wand 
  of restoration (20 charges), staff of evocation; Other Gear amulet 
  of natural armor +4, bag of holding (type IV), belt of mighty 
  constitution +4, cloak of resistance +5, gloves of arrow snaring, 
  headband of vast intelligence +6, pearl of power (5th), ring of 
  counterspells, ring of protection +5, diamond dust (worth 1,000 gp), 
  eye ointment for true seeing (worth 500 gp), spellbook, 4,175 gp
  The master universalist draws power and knowledge 
  from all schools of magic.
  MASTER UNIVERSALIST
  CR 19
  ELF WIZARD 20
  XP 204,800
  Medium humanoid (elf)
  N
  195
  195
  CR
  18
  19
  CORE CLASSES
  WIZARDS
  
  196
  
  197
  S
  ecanus kicked Cambin 
  hard in the back, 
  sending him sprawling. Where 
  the theurge had been standing, a 
  line of flame blistered the stones.
  “Looks like we found him,” 
  Secanus said, nocking an arrow. 
  As he drew back the string, the 
  projectile’s shaft lit up with 
  brilliant blue energy.
  “Fools!” the dragon sorcerer 
  rumbled. “You think you can 
  take what’s mine?” 
  “Yours?” Cambin shrieked back, 
  clenched fists blazing with holy 
  light. “You stole that book from 
  the temple not three days ago!” 
  The 
  reptile-man 
  smiled, 
  exposing jagged rows of bone-
  yellow fangs.
  “Of course,” he said. “At which 
  point it became my property...”
  Prestige Classes
  
  PRESTIGE CLASSES
  Prestige classes allow you to customize characters in 
  very specialized ways. However, the prerequisites mean 
  characters with a prestige class tend to be higher level 
  and might require specific kinds of multiclassing to 
  be effective. The NPC Codex saves busy GMs the time it 
  would take to create NPCs with prestige classes.
  This chapter gives you useful and interesting NPCs 
  at prestige class levels 2, 4, 7, and 10 for each of the 10 
  prestige classes detailed in the Pathfinder RPG Core 
  Rulebook. The NPCs are character levels 9, 13, 17, and 20, 
  allowing you to use them over a wide range of levels in 
  the campaign.
  All of the NPCs in this chapter use the “heroic” set of 
  base ability scores (15, 14, 13, 12, 10, 8), and the value of 
  their gear has been determined using the Heroic Level 
  column of Table 14–9: NPC Gear, which can be found on 
  page 454 of the Core Rulebook.
  In general, the NPCs do not list mundane gear such 
  as rope, torches, belt pouches, and so on unless it is vital 
  to the character (clerics have a holy symbol, rogues with 
  Disable Device have thieves’ tools, and so on). You can 
  assume that an NPC is geared appropriately for his or 
  her profession or adventuring career, and if cost is ever a 
  factor, you can mark off some of the character’s extra gear 
  for this purpose or swap it for expendable items such as 
  potions, nearly expended wands, and so on.
  HOW TO USE THIS CHAPTER
  As with the characters presented in Chapter 1, the 
  three most common uses for NPCs in this chapter are 
  as enemies, allies, and player characters, and the same 
  guidelines explained there apply to this chapter. If your 
  campaign requires PCs to train with a member of a 
  prestige class before they can take levels in that prestige 
  class, you may wish to use these NPCs as mentors or 
  trainers for PCs interested in pursuing these specific 
  courses of study.
  NOTES ON CLASSES
  As with the characters in Chapter 1, you always have the 
  option to alter or add to these characters to make them 
  even more useful to your campaign. If you’re considering 
  swapping a character’s core class abilities for those of 
  another class or archetype, be sure the altered character 
  still qualifies for the prestige class. For example, the 
  arcane trickster class requires a character to have sneak 
  attack +2d6, so don’t use a class or rogue archetype that 
  removes the character’s sneak attack ability.
  The remainder of this section examines specific 
  alternative class and archetype choices for each of the 
  classes in this chapter.
  Arcane Archer
  This prestige class requires the ability to cast 1st-level 
  arcane spells, so all four of the arcane archers in this 
  chapter have at least one level in bard, sorcerer, or wizard. 
  If you want to alter the flavor of these characters, you can 
  swap levels in these core classes for levels in a similar 
  arcane spellcasting class such as summoner or witch. You 
  can even hand-wave the minor math differences between 
  the classes (such as the Hit Die type of a summoner 
  compared to that of a wizard) and create an NPC with 
  a very different feel. For example, the tournament 
  champion (arcane archer 4) is a bard/sorcerer, but could 
  easily be a summoner/sorcerer or a bard/witch, which 
  presents a very different concept for the character.
  Arcane Trickster
  This prestige class requires sneak attack +2d6, so all of 
  the arcane tricksters presented here have at least three 
  levels in the rogue class (the only class in the Core Rulebook 
  with sneak attack). The requirement that the character 
  must be able to cast mage hand means the character must 
  have levels in bard, sorcerer, or wizard, so all of the 
  arcane tricksters are multiclassed with rogue and one 
  of those three classes. You could, however, replace the 
  rogue levels in any of these characters with ninja levels 
  (Pathfinder RPG Ultimate Combat), since the ninja is a 
  modified rogue. The sandman bard archetype (Pathfinder 
  RPG Advanced Player’s Guide) and vivisectionist alchemist 
  archetype (Pathfinder RPG Ultimate Magic) also give the 
  sneak attack ability and would be interesting class swaps 
  for arcane tricksters.
  Assassin
  This prestige class has the easiest requirements to meet 
  (in terms of game mechanics) out of any in the Core 
  Rulebook, so the four assassins presented here have a 
  variety of base classes—a cleric/rogue, a druid/fighter, a 
  monk, and a rogue. This gives you many options when it 
  comes to quickly customizing these assassins to suit your 
  campaign without altering much of the math. The cleric/
  rogue could be an oracle/rogue, a cleric/bard, or druid/
  rogue. The monk could be a fighter, ranger, or rogue. The 
  druid/fighter could be a druid/barbarian, druid/ranger, 
  or cleric/fighter. The rogue could be a bard, ninja, or even 
  a summoner.
  Dragon Disciple
  This class requires levels in a spontaneous-casting 
  arcane class (of which there are only two examples in the 
  Core Rulebook, the bard and sorcerer), and if the character 
  has sorcerer levels, it requires him to have the draconic 
  bloodline, so this prestige class is perhaps the most 
  specialized in the Core Rulebook. Fortunately, changing 
  198
  198
  
  PRESTIGE CLASSES
  INTRODUCTION
  the character’s dragon type is very easy, allowing you to 
  use these four characters as any of the 10 dragon types 
  listed in the sorcerer class.
  Duelist
  This class requires three combat feats, so it is naturally 
  suited for fighters (and to a lesser extent rogues, who can 
  use rogue talents to gain extra combat feats). Its reliance 
  on using intelligent tactics, wearing light or no armor, 
  wielding a light or one-handed piercing weapon, and 
  having a free hand makes it a suboptimal choice for 
  barbarians (whose rage-based abilities are a poor thematic 
  match), monks (as they can fight without weapons, and 
  there is only one monk weapon they can use with duelist 
  class abilities), paladins (who usually wear heavier 
  armor), and rangers (who for the most part either are 
  archers or fight in melee with two weapons). Therefore, 
  the four duelists presented here all have fighter or rogue 
  levels. Because the duelist doesn’t use specific fighter or 
  rogue class features as requirements, you can easily swap 
  out these features with those of another archetype, such 
  as the free hand fighter, mobile fighter, acrobat rogue, 
  or rake rogue (all of which are detailed in the Advanced 
  Player’s Guide), to create a new duelist with this stat block.
  Eldritch Knight
  This class requires proficiency in all martial weapons 
  and 3rd-level arcane spellcasting, so the character must 
  have levels in barbarian, fighter, paladin, or ranger 
  (the only way to gain proficiency in all martial weapons 
  listed in the Core Rulebook), and levels in bard, sorcerer, 
  or wizard (the only classes in the Core Rulebook that have 
  arcane spellcasting). Though the theme of this class is 
  mostly taken over by the magus base class (see Ultimate 
  Combat), using the prestige class lets you do things that 
  you can’t do as a single-classed magus, such as using 
  higher-level spells or arcane spells that aren’t on the 
  magus spell list, mixing arcane and divine magic (as the 
  champion of magic eldritch knight on page 221 does), 
  and using barbarian rage. In most cases, you can swap 
  out the character’s spellcasting class for another (such 
  as replacing conjurer levels with summoner levels or 
  sorcerer levels with bard levels) or swap her martial class 
  levels for another martial class (ranger for barbarian, 
  cavalier for fighter, and so on).
  Loremaster
  Because this class’s skill, feat, and spell requirements 
  are very specific and its unique class abilities are not 
  particularly useful in combat, characters of this class 
  are often relegated to NPC status as sages or mentors. 
  The four loremasters presented here focus on knowledge 
  of the gods, nature, humanoid history, and the planes. 
  However, because the prestige class abilities don’t alter the 
  base class’s abilities or have specific ties to the character’s 
  field of study, you can swap out class levels or change the 
  knowledge focus to whatever you need for your campaign. 
  For example, if you need a 9th-level planar expert, use the 
  divine loremaster and swap her Knowledge (planes) and 
  Knowledge (religion) skill bonuses.
  Mystic Theurge
  This class requires three or more levels of investment 
  in two different spellcasting classes, and a character 
  interested in this path usually can’t afford to dip into 
  other classes on the way to taking prestige class levels. 
  One of the two unique class abilities of the mystic theurge 
  is the ability to use spell slots from one class to cast 
  spells from the character’s other class. However, because 
  doing so makes the spell use a higher-level spell slot 
  than normal, this is a suboptimal choice—the character 
  would normally do this only if he needed extra castings 
  of certain spells and didn’t have enough spell slots of the 
  right class. Rather than presenting an underpowered 
  character with weaker-than-normal spells, the four 
  mystic theurges in this chapter are not depicted as using 
  that class ability. Feel free to alter their spell lists to take 
  advantage of this ability if it suits your campaign.
  Pathfinder Chronicler
  This class requires a small skill investment and a 
  roleplaying or background requirement that doesn’t need 
  a specific class ability and has no effect on the character’s 
  stat block; therefore, the example Pathfinder chroniclers 
  represent a variety of classes. As with the example assassin 
  characters, this means you can easy swap base classes 
  to customize these Pathfinder chroniclers to suit your 
  campaign, such as by changing the mad prophet (page 
  233) from a cleric to a conjurer, the master storycrafter 
  (page 234) from a sorcerer to an illusionist, or the battle 
  skald (page 235) from a barbarian/bard to a ranger/bard.
  Shadowdancer
  This class requires three combat feats and a small skill 
  investment, so while it is mainly suited for martial 
  characters, it is within reach for spellcasters as well. 
  However, many of the shadowdancer’s class abilities— 
  darkvision, evasion, proficiencies, rogue talents, and 
  uncanny dodge—are available from other classes or 
  races (or can be emulated with other class abilities), so 
  many characters who take levels in this class will have 
  redundant abilities. Creating an effective shadowdancer 
  requires careful selection of base classes and feats to 
  avoid this; if you swap out earlier levels, make sure you 
  minimize the number of these abilities the character gains 
  from two different sources.
  199
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  Init +5; Senses low-light vision; Perception +14
  DEFENSE
  AC 19, touch 15, flat-footed 14 (+4 armor, +5 Dex)
  hp 51 (5d10+2d6+2d10)
  Fort +7, Ref +9, Will +10; +2 vs. enchantments, +1 vs. fear 
  Defensive Abilities bravery +1; DR 10/magic (ranged weapon attack 
  only; 30 points); Immune sleep 
  OFFENSE
  Speed 30 ft.
  Melee +2 short sword +14/+9 (1d6+4/19–20)
  Ranged mwk composite longbow +18/+13 (1d8+5/×3)
  Special Attacks enhance arrows (magic), imbue arrow, weapon 
  training (bows +1)
  Conjurer Spell-Like Abilities (CL 3rd; concentration +4)
  4/day—acid dart
  Conjurer Spells Prepared (CL 3rd; concentration +4; arcane spell 
  failure 15%)
  2nd—glitterdust (DC 13), web (DC 13)
  1st—burning hands (2, DC 12), color spray (2, DC 12)
  0 (at will)—bleed (DC 11), dancing lights, ghost sound (DC 11), 
  mage hand
  Opposition Schools divination, necromancy
  TACTICS
  Before Combat The arcane archer attempts to start combat 
  from a hard-to-reach spot, such as a high tree branch or 
  steep elevation. He casts heroism and protection from 
  arrows on himself from scrolls. 
  During Combat The archer keeps his distance and uses his 
  magic arrows first. He casts glitterdust and web to slow down 
  any approaching enemies, using imbue arrow to increase the 
  range of such spells if needed. He uses Arcane Armor 
  Training each round.
  Base Statistics Without heroism and protection from 
  arrows, the archer’s base statistics are Senses 
  Perception +12; Fort +5, Ref +7, Will +8; DR none; 
  Melee +2 short sword +12/+7 (1d6+4/19–20); 
  Ranged mwk composite longbow +16/+11 
  (1d8+5/×3); Skills Climb +8, Knowledge (arcana, 
  nature) +7, Perception +12, Spellcraft +7 (+9 to 
  identify magic item properties), Stealth +12, 
  Swim +8.
  STATISTICS
  Str 14, Dex 21, Con 10, Int 12, Wis 13, Cha 8
  Base Atk +8; CMB +10; CMD 25
  Feats Arcane Armor Training, Iron Will, Manyshot, Point-Blank 
  Shot, Precise Shot, Rapid Shot, Scribe Scroll, Weapon Focus 
  (longbow), Weapon Specialization (longbow)
  GREEN WARDEN
  CR 8
  ELF FIGHTER 5
  XP 
  4,800
  CONJURER 2
  ARCANE ARCHER 2
  Medium humanoid (elf)
  N
  Skills Climb +10, Knowledge (arcana, nature) +9, Perception +14, 
  Spellcraft +9 (+11 to identify magic items), Stealth +14, Swim +10
  Languages Common, Elven, Goblin
  SQ arcane bond (masterwork composite longbow), armor training 1, 
  elven magic, summoner’s charm (1 round), weapon familiarity
  Combat Gear +1 frost arrows (5), +1 human-bane arrows (5), 
  +1 shock arrows (5), potion of cure moderate wounds, scroll 
  of heroism, scrolls of invisibility (2), scroll of protection 
  from arrows; Other Gear +1 studded leather, +2 short sword, 
  masterwork composite longbow with 50 arrows, belt of incredible 
  dexterity +2, spell component pouch, spellbook, 165 gp
  Protectors of the forest, green wardens are sworn to 
  defend their sylvan homes from enemy encroachment, 
  using magic arrows to kill from the trees’ canopy.
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  CR
  8
  12
  PRESTIGE CLASSES
  Init +7; Senses low-light vision; Perception +25
  DEFENSE
  AC 21, touch 15, flat-footed 17 (+6 armor, +1 deflection, +4 Dex)
  hp 86 (7d8+2d6+4d10+22)
  Fort +6, Ref +15, Will +11; +2 vs. enchantments, +4 vs. bardic 
  performance, language-dependent, and sonic 
  OFFENSE
  Speed 30 ft.
  Melee mwk rapier +11/+6 (1d6/18–20)
  Ranged +2 longbow +21/+16 (1d8+2/×3)
  Special Attacks bardic performance 19 rounds/day (move action; 
  countersong, distraction, fascinate, inspire competence +3, inspire 
  courage +2, suggestion), enhance arrows (elemental, magic), 
  imbue arrow, seeker arrow (1/day).
  Bard Spells Known (CL 10th; concentration +13)
  4th (1/day)—greater invisibility, shout (DC 17)
  3rd (4/day)—charm monster (DC 16), crushing despair (DC 16), 
  cure serious wounds (DC 16), deep slumber (DC 16)
  2nd (5/day)—cat’s grace, eagle’s splendor, invisibility, 
  shatter, silence (DC 15)
  1st (6/day)—charm person  
  (DC 14), feather fall, grease, 
  lesser confusion (DC 14), 
  unseen servant
  0 (at will)—dancing lights, detect 
  magic, flare (DC 13), mage 
  hand, mending, prestidigitation
  Sorcerer Spells Known (CL 2nd; 
  concentration +5; arcane spell failure 20%)
  1st (5/day)—magic missile, true strike
  0 (at will)—arcane mark, daze (DC 13), ghost 
  sound (DC 13), open/close, read magic
  Bloodline arcane
  TACTICS
  Before Combat The arcane archer casts 
  cat’s grace and drinks her potion 
  of haste. She typically prepares 
  shock arrows as her enhance 
  arrows ability. 
  During Combat The archer’s 
  favorite tactic is to cast greater 
  invisibility, then make shots from 
  a distance using true strike. 
  Base Statistics Without cat’s grace, 
  the arcane archer’s statistics are Init +5; Ref +13; 
  Ranged +2 longbow +19/+14 (1d8+2/×3); Dex 20; 
  CMD 26.
  TOURNAMENT CHAMPION
  CR 12
  HALF-ELF BARD 7
  XP 
  19,200
  SORCERER 2
  ARCANE ARCHER 4
  Medium humanoid (elf, human)
  N
  STATISTICS
  Str 10, Dex 24, Con 13, Int 8, Wis 12, Cha 16
  Base Atk +10; CMB +10; CMD 28
  Feats Deadly Aim, Eschew Materials, Far Shot, Manyshot, Point-Blank 
  Shot, Precise Shot, Rapid Shot, Skill Focus (Perception), Weapon 
  Focus (longbow)
  Skills Knowledge (geography) +6, Knowledge (local, nobility) +8, 
  Perception +25, Perform (oratory, sing) +19, Spellcraft +3, Swim +0, 
  Use Magic Device +7
  Languages Common, Elven
  SQ arcane bond (+2 longbow), bardic knowledge +3, bloodline arcana 
  (+1 DC for spells with metamagic feats that increase spell level), 
  elf blood, lore master 1/day, versatile performance (oratory, sing)
  Combat Gear +1 human-bane arrow (2), +1 magical beast-bane 
  arrow (4), potion of haste; Other Gear +2 chain shirt, +2 longbow 
  with 40 arrows, masterwork rapier, belt of incredible dexterity +2, 
  cloak of resistance +1, lesser bracers of archery, 
  ring of protection +1, 309 gp
  These half-elves travel from fair to fair, 
  entertaining crowds with archery prowess, 
  arcane flourishes, and epic ballads.
  CLAIRIAN ARROWSONG 
  The daughter of a pair of academics, 
  Clairian Arrowsong was never interested 
  in the studious pursuits her parents 
  encouraged. From an early age, Clairian 
  showed promise as both an 
  excellent archer and bard, despite 
  her parents’ misgivings about 
  both “hobbies.” In the hours she 
  was supposed to be studying 
  in solitude, she escaped to hear 
  the orators and bards who congregated 
  outside of the city’s university. But not until 
  she saw her first archery tournament did she 
  find her real passion. None but her parents 
  were surprised when, as a young woman, 
  she ran away with a sorcerer who served as a 
  soothsayer on the tournament circuit. 
  Combat Encounters: For extra coin and 
  adventure, Clairian hires herself out as an 
  archer to local princelings, bandit lords, 
  and thieves’ guilds. Though she serves 
  with skill, she would rather surrender 
  than die for another’s cause. 
  Roleplaying Suggestions: Quick with 
  song and laughter, Clairian doesn’t take 
  the plights of others too seriously. She 
  would rather live the good life and 
  have fun than be tied down to lords 
  or obligations. 
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  ARCANE ARCHERS
  
  UNDEAD BANE
  CR 16
  HUMAN RANGER 9
  XP 
  76,800
  SORCERER 1
  ARCANE ARCHER 7
  Medium humanoid (human)
  N
  Init +9; Senses Perception +22
  DEFENSE
  AC 26, touch 17, flat-footed 21 (+6 armor, +1 deflection, +4 Dex, 
  +1 dodge, +1 insight, +3 natural)
  hp 138 (9d10+1d6+7d10+43)
  Fort +16, Ref +17, Will +11
  Defensive Abilities evasion
  OFFENSE
  Speed 30 ft.
  Melee +1 short sword +17/+12/+7/+2 (1d6+1/19–20)
  Ranged +2 flaming shock shortbow +24/+19/+14/+9 (1d6+2/×3 
  plus 1d6 electricity and 1d6 fire)
  Special Attacks enhance arrows (distance, elemental, 
  elemental burst, magic), favored enemy (humans +2, 
  undead +4), imbue arrow, phase arrow (1/day), 
  seeker arrow (2/day)
  Bloodline Spell-Like Abilities  
  (CL 6th; concentration +8)
  5/day—touch of destiny
  Ranger Spells Prepared (CL 6th; 
  concentration +8)
  2nd—barkskin, snare
  1st—alarm, entangle,  
  resist energy
  Sorcerer Spells Known 
  (CL 6th; concentration +8; 
  arcane spell failure 20%)
  3rd (3/day)—slow (DC 15)
  2nd (6/day)—false life, 
  mirror image
  1st (7/day)—burning 
  hands (DC 13), detect 
  undead, silent image (DC 
  13), true strike
  0 (at will)—acid splash, 
  disrupt undead, 
  light, mage hand, 
  message, open/
  close, resistance
  Bloodline destined
  TACTICS
  Before Combat The arcane archer casts barkskin and 
  uses her wand of shield. She prepares frost burst arrows 
  using her enhance arrows ability.
  During Combat Preferring to stay out of the 
  reach and sight of powerful enemies, the 
  arcane archer casts fly and greater invisibility 
  on herself, takes flight, and pelts her enemies with arrows from 
  relative safety. 
  Base Statistics Without barkskin, the arcane archer’s statistics are 
  AC 24, touch 17, flat-footed 19
  STATISTICS
  Str 10, Dex 20, Con 14, Int 8, Wis 14, Cha 14
  Base Atk +16; CMB +16; CMD 34
  Feats Deadly Aim, Dodge, Endurance, Eschew Materials, Great Fortitude, 
  Greater Vital Strike, Improved Initiative, Improved Vital Strike, 
  Manyshot, Point-Blank Shot, Precise Shot, Rapid Shot, Vital Strike, 
  Weapon Focus (shortbow)
  Skills Climb +12, Heal +15, Intimidate +12, Knowledge (religion) +9, 
  Perception +22, Stealth +17, Survival +15, Swim +12
  Languages Common
  SQ bloodline arcana (gains a luck bonus on saves 
  when casting personal-range spells), evasion, 
  favored terrain (forest +2,  
  underground +4), hunter’s bond 
  (companions), swift tracker, track +4, 
  wild empathy +11, woodland stride
  Combat Gear +1 ghost touch 
  arrows (10), +1 undead-
  bane arrows (10), potion of 
  cure moderate wounds, potion 
  of cure serious wounds, potion 
  of lesser restoration, potion of 
  remove disease, scrolls of greater 
  invisibility (2), scrolls of invisibility 
  (2), wand of fly (10 charges), wand 
  of shield (20 charges), holy water 
  (10); Other Gear +2 chain shirt, 
  +2 flaming shock shortbow with 20 
  arrows, +1 short sword, amulet of natural 
  armor +1, belt of physical might +2 (Dex, Con), 
  cloak of resistance +2, dusky rose prism ioun 
  stone, efficient quiver, ring of feather fall, ring of 
  protection +1, 238 gp
  Though these archers primarily hunt 
  undead, they are dangerous foes for 
  any creatures.
  SORINA KALTHORIN 
  Sorina believes undeath is a 
  scourge and corruption that must 
  be purged. As long as the undead 
  spread their filth, all other moral 
  questions are moot. She sees it as 
  her sacred duty to destroy all undead 
  she comes across. To this end, 
  she is constantly in search of 
  crypts and ruins that hide her 
  hated foes.
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  CR
  PRESTIGE CLASSES
  ARCANE ARCHERS
  16
  19
  CHAOS ARROW
  CR 19
  GNOME ROGUE 6
  XP 
  204,800
  SORCERER 4
  ARCANE ARCHER 10
  Small humanoid (gnome)
  CE
  Init +11; Senses low-light vision, see invisibility; Perception +26
  DEFENSE
  AC 31, touch 21, flat-footed 24 (+7 armor, +3 deflection, +6 Dex, 
  +1 dodge, +3 natural, +1 size)
  hp 140 (6d8+4d6+10d10+40)
  Fort +13, Ref +21, Will +13; +2 vs. illusions
  Defensive Abilities defensive training (+4 dodge bonus to AC vs. 
  giants), evasion, trap sense +2, uncanny dodge
  OFFENSE
  Speed 20 ft.
  Melee dagger +17/+12/+7/+2 (1d3/19–20)
  Ranged +2 frost shock shortbow +27/+22/+17/+12 (1d4+2/×3 plus 
  1d6 cold and 1d6 electricity)
  Special Attacks +1 on attack rolls against goblinoid and reptilian 
  humanoids, arrow of death, enhance arrows (aligned, distance, 
  elemental, elemental burst, magic), imbue arrow, phase 
  arrow (3/day), seeker arrow (4/day), sneak attack +3d6
  Gnome Spell-Like Abilities (CL 20th; concentration +24)
  1/day—dancing lights, ghost sound, prestidigitation, 
  speak with animals
  Bloodline Spell-Like Abilities (CL 11th; 
  concentration +15)
  7/day—laughing touch
  Sorcerer Spells Known (CL 11th; concentration +15; 
  arcane spell failure 10%)
  5th (4/day)—cloudkill (DC 19), teleport
  4th (7/day)—confusion (DC 20), greater 
  invisibility, shout (DC 18)
  3rd (7/day)—explosive runes, haste, 
  heroism, stinking cloud (DC 17)
  2nd (7/day)—darkvision, glitterdust (DC 16), 
  rope trick, see invisibility, web (DC 16)
  1st (7/day)—color spray (DC 16), entangle  
  (DC 15), expeditious retreat, magic 
  missile, reduce person (DC 15), true strike
  0 (at will)—bleed (DC 14), detect magic, 
  flare (DC 14), light, mage hand, 
  message, prestidigitation, ray of 
  frost, read magic
  Bloodline fey
  TACTICS
  Before Combat The arcane archer 
  casts see invisibility and haste. She 
  prepares flaming burst arrows as her enhance 
  arrows ability.
  During Combat A arcane archer uses imbue arrows to 
  fire off cloudkill, stinking cloud, and entangle from a distance.
  Base Statistics Without see invisibility, the arcane archer’s statistics 
  are Senses low-light vision; Perception +26.
  STATISTICS
  Str 10, Dex 24, Con 14, Int 10, Wis 13, Cha 18
  Base Atk +16; CMB +15; CMD 36
  Feats Deadly Aim, Dodge, Eschew Materials, Improved Initiative, 
  Mobility, Pinpoint Targeting, Point-Blank Shot, Precise Shot,  
  Rapid Shot, Shot on the Run, Vital Strike, Weapon Focus (shortbow)
  Skills Bluff +27, Craft (bows) +8, Disguise +13, Knowledge (local, 
  nature) +8, Perception +26, Spellcraft +8, Stealth +34, Swim +8, 
  Use Magic Device +12
  Languages Common, Gnome
  SQ bloodline arcana (+2 DC for compulsion spells), rogue talents 
  (bleeding attack +3, combat trick, surprise attack), trapfinding +3, 
  woodland stride
  Combat Gear +1 dwarf-bane arrows (10), +1 elf-bane arrows (10), +1 
  human-bane arrows (10), +1 holy arrows (5), +1 unholy arrows (5), 
  dust of illusion, potions of cure serious wounds (3); Other Gear 
  +3 mithral chain shirt, +2 frost shock shortbow with 20 arrows, 
  daggers (3), amulet of natural armor +3, belt of physical 
  might +4 (Dex, Con), cloak of resistance +3, deck of 
  illusions, efficient quiver, hat of disguise, headband 
  of alluring charisma +2, ring of protection +3, rope of 
  climbing, 621 gp
  Often whimsical in their destruction, 
  chaos arrows roam the world playing 
  the cruelest pranks for their own 
  twisted amusement. 
  TRIS DARKJESTER
  It’s said that even a few demons that 
  have crossed Tris’s path found her a 
  little too malicious for their taste. The 
  gnome’s odd looks hide the heart 
  of a capricious and sadistic 
  killer. She enjoys watching 
  other creatures die, burning 
  in arcane fire or crackling 
  and freezing from the energy 
  of her dangerous bow. 
  Combat Encounters: Tris often 
  strikes without any clear reason 
  or purpose. She does it just to feed 
  her morbid sense of fun, or to see 
  if she can find a new way to murder. 
  Roleplaying Suggestions: Though she 
  doesn’t like to be, Tris can be patient. She 
  sometimes joins a group of adventurers 
  on some quest or another just to see how she 
  can subtly bring about the demise of a few 
  members before they find her out and she 
  can slay them with impunity. 
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  STAGE MAGICIAN
  CR 8
  HALF-ORC BARD 4
  XP 
  4,800
  ROGUE 3
  ARCANE TRICKSTER 2
  Medium humanoid (human, orc)
  N
  Init +9; Senses darkvision 60 ft.; Perception +13
  DEFENSE
  AC 21, touch 17, flat-footed 15 (+3 armor, +1 deflection, +5 Dex,  
  +1 dodge, +1 natural)
  hp 51 (4d8+3d8+2d6+9)
  Fort +6, Ref +15, Will +7; +4 vs. bardic performance, language-
  dependent, and sonic
  Defensive Abilities evasion, orc ferocity, trap sense +1
  OFFENSE
  Speed 30 ft.
  Melee +1 light mace +9/+4 (1d6+1)
  Ranged dagger +13 (1d4/19–20) or
  light mace +13 (1d6)
  Special Attacks bardic performance 12 rounds/day (countersong, 
  distraction, fascinate, inspire competence +2, inspire courage +1), 
  sneak attack +3d6
  Bard Spells Known (CL 6th; concentration +8)
  2nd (4/day)—cat’s grace, cure moderate wounds (DC 14), eagle’s 
  splendor, suggestion (DC 14)
  1st (5/day)—animate rope, charm person (DC 13), silent image 
  (DC 13), sleep (DC 13)
  0 (at will)—dancing lights, detect magic, lullaby (DC 12), mage 
  hand, mending, prestidigitation
  TACTICS
  Before Combat The arcane trickster drinks his potion of heroism and 
  casts cat’s grace on himself.
  During Combat The trickster starts by throwing the light maces he 
  uses for his juggling act, then casts charm person and suggestion 
  to help even the odds.
  Base Statistics Without heroism, the arcane trickster’s statistics 
  are Init +7; Fort +4, Ref +11, Will +5; Melee +1 light mace +7/+2 
  (1d6+1); Ranged dagger +9 (1d4/19–20) or light mace +9 (1d6); 
  Dex 17; CMD 21; Skills Acrobatics +15, Disable Device +15, 
  Escape Artist +15, Handle Animal +3, Intimidate +4, Knowledge 
  (arcana) +11, Perception +11, Perform (comedy) +9, Ride +4, 
  Sense Motive +6, Sleight of Hand +15, Stealth +15, Swim +4, Use 
  Magic Device +14.
  STATISTICS
  Str 10, Dex 21, Con 13, Int 14, Wis 8, Cha 14
  Base Atk +6; CMB +6; CMD 23
  Feats Catch Off-Guard, Combat Casting, Dodge, Improved Initiative, 
  Throw Anything
  Skills Acrobatics +19, Disable Device +19, Escape Artist +19, Handle 
  Animal +5, Intimidate +6, Knowledge (arcana) +13, Perception +13, 
  Perform (comedy) +11, Ride +8, Sense Motive +8, Sleight of Hand +19, 
  Stealth +19, Swim +6, Use Magic Device +16
  Languages Celestial, Common, Goblin
  SQ bardic knowledge +2, orc blood, ranged legerdemain, rogue talents 
  (ledge walker), trapfinding +1, versatile performance (comedy), 
  weapon familiarity
  Combat Gear potion of delay poison, potion of heroism, potions of 
  invisibility (2), potion of pass without trace, scrolls of summon 
  monster I (3), acid (4), holy water (4), smokesticks (4), tanglefoot 
  bags (4), thunderstones (4); Other Gear +1 leather armor, +1 light 
  mace, dagger (6), light mace (6), amulet of natural armor +1, ring 
  of protection +1, everburning torches (4), masterwork thieves’ 
  tools, spell component pouch, 53 gp
  Stage magicians use their skills to entertain nobles in 
  theaters and crowds of commoners on street corners.
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  CR
  8
  12
  PRESTIGE CLASSES
  ARCANE TRICKSTERS
  ARCANOTHIEF
  CR 12
  HALFLING ROGUE 4
  XP 
  19,200
  SORCERER 5
  ARCANE TRICKSTER 4
  Small humanoid (halfling)
  N
  Init +4; Senses Perception +16
  DEFENSE
  AC 22, touch 16, flat-footed 18 (+5 armor, +1 deflection, +4 Dex, 
  +1 natural, +1 size)
  hp 111 (4d8+5d6+4d6+44)
  Fort +9, Ref +16, Will +10; +2 vs. fear
  Defensive Abilities evasion, trap sense +1, uncanny dodge
  OFFENSE
  Speed 20 ft.
  Melee mwk rapier +7/+2 (1d4–2)
  Ranged +1 heavy crossbow +13 (1d8+1/19–20)
  Special Attacks impromptu sneak attack 1/day, sneak attack +4d6
  Sorcerer Spells Known (CL 9th; concentration +12; arcane spell 
  failure 10%)
  4th (4/day)—arcane eye, dimension door
  3rd (7/day)—dispel magic, flame arrow, gaseous form
  2nd (7/day)—false life, invisibility, knock, locate object, spider climb
  1st (7/day)—detect secret doors, erase, feather fall, floating disk, 
  identify, unseen servant
  0 (at will)—acid splash, detect magic, detect poison, light, mage 
  hand, open/close, prestidigitation, ray of frost
  Bloodline arcane
  TACTICS
  Before Combat The arcane trickster casts false life.
  During Combat The arcane trickster stays out of melee, using 
  invisibility, gaseous form, and dimension door to keep her 
  distance while pelting foes with crossbow bolts. When in dire 
  straits, she uses her scroll of teleport to flee.
  Base Statistics Without false life, the arcane trickster’s statistics are 
  hp 97.
  STATISTICS
  Str 6, Dex 18, Con 16, Int 13, Wis 10, Cha 16
  Base Atk +7; CMB +4; CMD 19
  Feats Arcane Armor Training, Eschew Materials, Extend Spell, 
  Improved Lightning Reflexes, Lightning Reflexes, Nimble Moves, 
  Skill Focus (Disable Device), Still Spell
  Skills Acrobatics +15 (+11 when jumping), Climb +9, Disable Device +26,  
  Escape Artist +11, Knowledge (arcana) +10, Perception +16, 
  Stealth +24, Swim +7, Use Magic Device +12
  Languages Common, Draconic, Halfling
  SQ arcane bond (+1 heavy crossbow), bloodline arcana (+1 DC for 
  spells with metamagic feats that increase spell level), metamagic 
  adept (1/day), ranged legerdemain, rogue talents (quick disable, 
  trap spotter), trapfinding +2
  Combat Gear +1 construct-bane bolts (3), +1 undead-bane bolts (3),  
  potions of cure serious wounds (2), scroll of neutralize poison, 
  scroll of remove curse, scroll of remove disease, scroll of 
  teleport, wand of 
  delay poison (10 charges), 
  antitoxin (5), holy water (5), 
  tindertwigs (5); Other Gear 
  +1 mithral chain shirt, +1 heavy crossbow with  
  20 bolts, masterwork rapier, amulet of natural armor +1,  
  belt of incredible dexterity +2, cloak of resistance +2,  
  gloves of arrow snaring, ring of protection +1, 
  everburning torch, masterwork thieves’ tools, spell 
  component pouch, 56 gp
  Masters at breaking into wizard towers and sorcerer 
  societies, arcanothieves steal magic items, supplying 
  local fences or selling directly to visiting adventurers.
  JILIS QUICKFINGERS
  A strange little thief, Jilis cares little for the money or 
  magic she steals. Instead, she enjoys the pure challenge 
  of larceny. She started with simple scores, but her love 
  of thieving quickly turned into an addiction. Like most 
  addicts, she needed more potent fixes over time. It didn’t 
  take her long to discover that wizards, sorcerers, and other 
  arcane spellcasters are extremely crafty when safeguarding 
  their treasures. They present unique challenges that, when 
  overcome, provide the rush she craves.
  Combat Encounters: Jilis is not alone in her love for 
  challenging theft. She often recruits like-minded rogues, 
  sellswords, and even other spellcasters to aid her with 
  particularly difficult capers.
  Roleplaying Suggestions: Jolly and personable, Jilis is a 
  fixture in many taverns favored by arcane spellcasters. She 
  sidles up to patrons, plies them with drinks, and worms 
  her way into their confidence to learn about how to trick 
  magical wards and locals who might make good marks.
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  VAULTBREAKER
  CR 16
  HUMAN ROGUE 6
  XP 
  76,800
  TRANSMUTER 4
  ARCANE TRICKSTER 7
  Medium humanoid (human)
  NE
  Init +5; Senses Perception +21
  DEFENSE
  AC 24, touch 18, flat-footed 18 (+4 armor, +2 deflection, +5 Dex, 
  +1 dodge, +2 natural)
  hp 109 (6d8+4d6+7d6+40)
  Fort +9, Ref +19, Will +13
  Defensive Abilities evasion, trap sense +2, uncanny dodge
  OFFENSE
  Speed 40 ft.
  Melee +1 frost rapier +15/+10 (1d6/18–20)
  Ranged mwk dagger +15 (1d4–1/19–20)
  Special Attacks impromptu sneak attack 2/day, sneak attack +6d6
  Transmuter Spell-Like Abilities (CL 11th; concentration +16)
  8/day—telekinetic fist
  Transmuter Spells Prepared (CL 11th; concentration +16; arcane 
  spell failure 10%)
  6th—antimagic field, disintegrate (DC 22)
  5th—passwall, prying eyes, teleport, transmute rock to mud
  4th—beast shape II, charm monster (DC 19), dimension door, 
  greater invisibility, illusory wall (DC 19)
  3rd—blink, dispel magic, fly, slow (DC 19), stinking cloud (DC 18), 
  water breathing
  2nd—flaming sphere (DC 17), invisibility, knock, levitate, mirror 
  image, spider climb
  1st—comprehend languages, detect secret doors, expeditious 
  retreat, feather fall, obscuring mist, shield, sleep (DC 16),
  0 (at will)—detect magic, ghost sound, mage hand, open/close
  Opposition Schools evocation, necromancy
  TACTICS
  During Combat The arcane trickster uses teleport, greater 
  invisibility, blink, and fly to keep out of melee. If forced into 
  melee, she uses Spring Attack and Vital Strike to make quick, 
  devastating attacks before leaping away.
  STATISTICS
  Str 9, Dex 20, Con 14, Int 20, Wis 12, Cha 10
  Base Atk +9; CMB +8; CMD 26
  Feats Arcane Strike, Dodge, Fleet (2), Lightning 
  Reflexes, Mobility, Point-Blank Shot, Scribe 
  Scroll, Spell Focus (transmutation), Spring 
  Attack, Vital Strike, Weapon Finesse
  Skills Acrobatics +18 (+22 when jumping), 
  Appraise +18, Climb +12, Disable Device +25, 
  Disguise +8, Escape Artist +13, Knowledge 
  (arcana, geography, history, local, nature, 
  nobility, planes, religion) +13, Knowledge 
  (dungeoneering, engineering) +18,  
  Perception +21, Sleight of Hand +13,  
  Spellcraft +18, Stealth +25, Survival +6, Swim +7, Use Magic 
  Device +13
  Languages Celestial, Common, Draconic, Dwarven, Elf, Gnome, Goblin
  SQ arcane bond (+1 frost rapier), physical enhancement +1 
  (Strength), ranged legerdemain, rogue talents (finesse rogue, 
  surprise attack, trap spotter), trapfinding +3, tricky spells 4/day
  Combat Gear potions of cure serious wounds (2), scrolls of 
  dispel magic (3); Other Gear +2 leather armor, +1 frost rapier, 
  masterwork daggers (5), amulet of natural armor +2, belt of 
  incredible dexterity +4, boots of speed, chime of opening, cloak of 
  resistance +2, headband of vast intelligence +2, lens of detection, 
  ring of protection +2, spell component pouch, spellbook, 167 gp
  Masters at breaking into treasure vaults, many arcane 
  tricksters are more interested in the challenge of such 
  break-ins than the riches they gain from them.
  DELANT THE BOLD
  A true professional, Delant is meticulous and organized, 
  and hates it when her compatriots improvise or otherwise 
  fail to follow her carefully laid plans.
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  CR
  16
  19
  PRESTIGE CLASSES
  ARCANE TRICKSTERS
  GOD STEALER
  CR 19
  ELF ROGUE 3
  XP 
  204,800
  ENCHANTER 7
  ARCANE TRICKSTER 10
  Medium humanoid (elf)
  NE
  Init +8; Senses low-light vision; Perception +25
  DEFENSE
  AC 23, touch 17, flat-footed 19 (+5 armor, +3 deflection, +4 Dex, +1 natural)
  hp 163 (3d8+7d6+10d6+87)
  Fort +13, Ref +19, Will +16; +2 vs. enchantments
  Defensive Abilities evasion, trap sense +1; DR 10/adamantine 
  (150 points); Immune sleep
  OFFENSE
  Speed 30 ft.
  Melee +1 unholy rapier +15/+10 (1d6/18–20)
  Ranged ray +15 (by spell)
  Special Attacks impromptu sneak attack 2/day, 
  sneak attack +7d6, surprise spells
  Enchanter Spell-Like Abilities (CL 17th;  
  concentration +25)
  11/day—dazing touch
  Enchanter Spells Prepared (CL 17th; concentration +25)
  9th—dominate monster (DC 29), energy drain (DC 27)
  8th—irresistible dance (DC 28), mass charm 
  monster (DC 28), polar ray, power word stun
  7th—insanity (DC 27), mass hold person 
  (DC 27), phase door, power word blind, 
  project image (DC 25)
  6th—acid fog, chain lightning (DC 24), 
  circle of death (DC 24), disintegrate (DC 
  24), eyebite (DC 24), mass suggestion 
  (DC 26)
  5th—cloudkill (DC 23), dominate person (DC 25), 
  feeblemind (DC 25), hold monster (DC 25), 
  mind fog (DC 25), teleport
  4th—charm monster (DC 24), confusion (DC 24),  
  crushing despair (DC 24), dimension door, 
  enervation, stoneskin
  3rd—deep slumber (DC 23), dispel magic, 
  displacement, fireball (DC 21), hold person 
  (DC 23)  ray of exhaustion (DC 21), 
  suggestion (DC 23)
  2nd—glitterdust (DC 20), 
  hideous laughter (DC 
  22), invisibility, 
  protection from 
  arrows, resist 
  energy (DC 20), 
  scorching ray, touch of idiocy
  1st—alarm, burning hands (DC 19), charm 
  person (DC 21), disguise self, magic missile (2), 
  unseen servant
  0 (at will)—detect magic, light, mage hand, read magic
  Opposition Schools divination, transmutation
  TACTICS
  Before Combat The arcane trickster casts stoneskin.
  During Combat The arcane trickster begins combat by casting 
  dominate monster, mass hold person, and similar enchantment 
  spells before casting destructive spells augmented by surprise spell.
  Base Statistics Without stoneskin, the arcane trickster’s statistics are 
  DR none.
  STATISTICS
  Str 8, Dex 18, Con 18, Int 26, Wis 10, Cha 13
  Base Atk +10; CMB +9; CMD 26
  Feats Combat Casting, Empower Spell, Greater Spell Focus 
  (enchantment), Heighten Spell, Improved Initiative, Improved 
  Iron Will, Iron Will, Lightning Reflexes, Point-Blank Shot, Scribe 
  Scroll, Spell Focus (enchantment), Weapon Finesse, 
  Weapon Focus (ray)
  Skills Acrobatics +27, Bluff +14, Climb +7, 
  Disable Device +27, Escape Artist +27, Fly +10, 
  Intimidate +14, Knowledge (arcana, dungeoneering, 
  engineering, history, local) +16, Knowledge 
  (religion) +21, Perception +25, Sense Motive 
  +8, Sleight of Hand +27, Spellcraft +21 
  (+23 to identify magic item properties), 
  Stealth +27, Survival +10, Swim +12, Use 
  Magic Device +24
  Languages Abyssal, Celestial, Common, 
  Dwarven, Elf, Giant, Goblin, Ignan, Infernal
  SQ arcane bond (+1 unholy longsword), elven 
  magic, enchanting smile, invisible thief (10 
  rounds/day), ranged legerdemain, rogue 
  talents (finesse rogue), trapfinding +1, tricky 
  spell 5/day, weapon familiarity
  Combat Gear potions of cure serious 
  wounds (2), wand of lightning bolt (15 charges); 
  Other Gear +1 unholy rapier, amulet of 
  natural armor +1, bag of holding (type II),  
  belt of physical might +4 (Dex, Con), bracers 
  of armor +5, cloak of resistance +3,  
  headband of vast intelligence +6, ring of 
  protection +3, 805 gp
  Often serving the priesthood of 
  vile cults, these tricksters steal 
  from powerful good temples.
  BELLINOS
  While Bellinos works 
  with evil cults, in truth 
  he hates all religions. He 
  sees gods as powerful liars 
  who treat mortals as pawns in 
  their sick games.
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  SACRED KILLER
  CR 8
  HALF-ORC CLERIC OF NORGORBER 1
  XP 
  4,800
  ROGUE 6
  ASSASSIN 2
  Medium humanoid (human, orc)
  NE
  Init +5; Senses darkvision 60 ft.; Perception +13
  DEFENSE
  AC 20, touch 16, flat-footed 14 (+4 armor, +5 Dex, +1 dodge)
  hp 68 (1d8+6d8+2d8+24)
  Fort +7, Ref +11, Will +6; +1 vs. poison
  Defensive Abilities evasion, improved uncanny dodge, orc ferocity, 
  trap sense +2
  OFFENSE
  Speed 30 ft.
  Melee +1 short sword +12 (1d6+1/19–20 plus poison)
  Ranged mwk dagger +11 (1d4/19–20 plus poison)
  Special Attacks channel negative energy 2/day (DC 9, 1d6), death 
  attack (DC 14), sneak attack +4d6
  Domain Spell-Like Abilities (CL 1st; concentration +2)
  4/day—bleeding touch, copycat
  Cleric Spells Prepared (CL 1st; concentration +2)
  1st—bless, disguise selfD, divine favor
  0 (at will)—bleed (DC 11), detect poison, guidance
  D Domain spell; Domains Death, Trickery
  TACTICS
  Before Combat The assassin attempts to cast his scroll of invisibility 
  and coats his short sword with greenblood oil.
  During Combat The assassin begins combat by studying his foe for 
  a death attack. When making this attack, he uses Channel Smite 
  and Vital Strike to do as much damage as possible.
  STATISTICS
  Str 10, Dex 20, Con 14, Int 14, Wis 12, Cha 8
  Base Atk +5; CMB +5; CMD 21
  Feats Channel Smite, Dodge, Step Up, Vital Strike, Weapon Finesse, 
  Weapon Focus (short sword)
  Skills Bluff +11, Climb +8, Disguise +7, Intimidate +9, Knowledge 
  (local, nobility, religion) +10, Perception +13, Sense Motive +13, 
  Sleight of Hand +13, Spellcraft +10, Stealth +17
  Languages Common, Dwarven, Orc
  SQ aura, orc blood, poison use, rogue talents (bleeding attack +4, 
  finesse rogue, surprise attack), trapfinding +3, weapon familiarity
  Combat Gear potion of cure serious wounds, scroll of invisibility, 
  black adder venom (2), giant wasp poison (2), greenblood oil (2); 
  Other Gear +1 studded leather, +1 short sword, masterwork 
  dagger, belt of incredible dexterity +2, 303 gp
  Most evil temples and cults use sacred killers to enforce 
  their twisted will or to eliminate annoying enemies.
  DULG GOLDENEYES
  When living on the streets as a young orphan, Dulg was 
  abducted by a cult of the god of murder, who originally 
  planned on using him as a test subject for new poisons 
  they were creating. Intrigued by the young half-orc’s spirit, 
  resilience, and intelligence, however, the cult decided to 
  cultivate him instead. They groomed him as an unholy 
  assassin, and the half-orc has been an unquestioning 
  killer for the cult ever since. Truly enjoying his murderous 
  trade, Dulg leaves a grim calling card with each kill. Once 
  his victim is dead, Dulg gouges out the eyes and leaves two 
  polished golden coins in the sockets.
  Combat Encounters: If Dulg comes calling, it typically 
  means his marks have somehow crossed his cult, but this 
  is not always the case. Sometimes he murders just to hone 
  his craft and increase his grim renown.
  Roleplaying Suggestions: Often silent and sullen, Dulg 
  tends to see people only as potential targets of his foul art. 
  He takes few freelance assignments, doing so only if he 
  believes it can enhance his already fearsome reputation.
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  CR
  8
  12
  PRESTIGE CLASSES
  ASSASSINS
  DEATH INITIATE
  CR 12
  HUMAN MONK 9
  XP 
  19,200
  ASSASSIN 4
  Medium humanoid (human)
  LE
  Init +5; Senses Perception +18
  DEFENSE
  AC 25, touch 21, flat-footed 19 (+2 armor, +1 deflection, +5 Dex, 
  +1 dodge, +2 monk, +2 natural, +2 Wis)
  hp 88 (9d8+4d8+22)
  Fort +9, Ref +14, Will +10; +2 vs. enchantments or poison
  Defensive Abilities improved evasion, uncanny dodge; Immune disease
  OFFENSE
  Speed 60 ft.
  Melee unarmed strike +15/+10 (1d10+1 plus 1d6 electricity) or
  mwk quarterstaff +11/+6 (1d6+1) or
  flurry of blows (unarmed strike) +16/+16/+11/+11/+6 (1d10+1 plus 
  1d6 electricity)
  Ranged +1 shuriken +16/+11 (1d2+2) or
  flurry of blows (+1 shuriken) +17/+17/+12/+12/+7 (1d2+1)
  Special Attacks death attack (DC 16), flurry of blows, sneak attack +2d6, 
  stunning fist (10/day, DC 18), true death (DC 19)
  TACTICS
  Before Combat The assassin drinks her potion of barkskin, 
  attempts to study her victim for 3 rounds, and drinks her potion 
  of haste.
  During Combat Disguised as a modest pilgrim, the assassin sidles 
  up to her mark and makes her death attack with a Stunning 
  Fist attack. She then retreats to throw flurries of shuriken.
  Base Statistics Without barkskin, the assassin’s statistics are 
  AC 23, touch 21, flat-footed 17.
  STATISTICS
  Str 12, Dex 21, Con 12, Int 14, Wis 14, Cha 8
  Base Atk +9; CMB +13; CMD 31
  Feats Deadly Aim, Deflect Arrows, Dodge, Extra Ki, Improved 
  Unarmed Strike, Nimble Moves, Point-Blank Shot, Step Up, 
  Stunning Fist, Weapon Finesse, Weapon Focus (shuriken, 
  unarmed strike)
  Skills Acrobatics +21 (+42 when jumping), Bluff +6, Climb +11,  
  Diplomacy +2, Disguise +6, Intimidate +7, Knowledge 
  (geography, local, nature) +5, Knowledge (history) +8, 
  Knowledge (religion) +6, Perception +18, Sense Motive +12, 
  Stealth +21, Swim +7
  Languages Auran, Common, Infernal
  SQ fast movement, hidden weapons, high jump, ki pool  
  (8 points, magic), maneuver training, poison use, slow fall 
  40 ft., wholeness of body
  Combat Gear potion of barkskin, potion of cure serious wounds, 
  potion of haste; Other Gear +1 human-bane shuriken (5),  
  +1 shuriken (20), adamantine shuriken (10), cold iron shuriken (10),  
  masterwork quarterstaff, belt of physical might +2 (Str, Dex), 
  bracers of armor +2, cloak of resistance +1, ring of protection +1, 
  shock amulet of mighty fists, 235 gp
  These monks deal swift and dispassionate death to those 
  who threaten or cross their monastery.
  KEL SAL KOTH
  Little is know about Kel Sal Koth’s background or origins, 
  even to her. Her first memories involve the monastery’s 
  early lessons about the deadly discipline she was chosen to 
  follow. Kel’s philosophy is simple, but her commitment to 
  it is deep. She believes that only in suppressing emotion 
  can one find true harmony with the universe—and the 
  true test of such suppression is dispassionately taking 
  other intelligent creatures’ lives.
  Combat Encounters: Kel prefers to work alone, but if a 
  target is too strong, she handpicks other members of her 
  monastery to cause diversions or run interference.
  Roleplaying Suggestions: To call Kel unfeeling is an 
  understatement. She only apes emotion as a ploy to get 
  closer to her prey.
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  MURDEROUS SCYTHE
  CR 16
  HALF-ELF DRUID 4
  XP 
  76,800
  FIGHTER 6
  ASSASSIN 7
  Medium humanoid (elf, human)
  NE
  Init +4; Senses low-light vision; Perception +24
  DEFENSE
  AC 26, touch 12, flat-footed 26 (+12 armor, +2 deflection, +2 natural)
  hp 144 (4d8+6d10+7d8+57)
  Fort +15, Ref +8, Will +11; +2 vs. enchantments, +2 vs. fear, +3 vs. 
  poison, +4 vs. fey and plant-targeted effects
  Defensive Abilities bravery +2, improved uncanny dodge
  OFFENSE
  Speed 30 ft.
  Melee +2 scythe +25/+20/+15 (2d4+15/19–20/×4 plus poison)
  Special Attacks death attack (DC 19), quiet death, sneak 
  attack +4d6, true death (DC 22), weapon training (heavy 
  blades +1), wild shape 1/day
  Domain Spell-Like Abilities (CL 4th; concentration +6)
  5/day—wooden fist
  Druid Spells Prepared (CL 4th; concentration +6)
  2nd—barkskinD, resist energy (DC 14), spider climb, tree shape
  1st—entangleD (DC 13), faerie fire (2), longstrider, obscuring mist
  0 (at will)—detect magic, guidance, light, know direction
  Domain Plant
  TACTICS
  Before Combat The assassin casts barkskin and longstrider. He applies 
  poison to his scythe, and wild shapes into an eagle or dire rat.
  During Combat In animal form, the assassin studies an enemy 
  spellcaster for 3 rounds before casting obscuring mist to sow 
  chaos among his foes. He then takes his real form to make a 
  death attack against his target. In melee, he trips his foes.
  Base Statistics Without barkskin and longstrider, the assassin’s 
  statistics are AC 24, touch 12, flat-footed 24; Speed 20 ft.
  STATISTICS
  Str 24, Dex 10, Con 16, Int 14, Wis 14, Cha 8
  Base Atk +14; CMB +21 (+25 trip); CMD 33 (35 vs. trip)
  Feats Combat Expertise, Critical Focus, Disruptive, Greater Trip, 
  Improved Critical (scythe), Improved Initiative, Improved 
  Trip, Improved Vital Strike, Natural Spell, Power 
  Attack, Skill Focus (Stealth), Vital Strike, Weapon 
  Focus (scythe), Weapon Specialization (scythe)
  Skills Climb +13, Disguise +1, Fly +3, Knowledge 
  (geography) +10, Knowledge (local, religion) +7, 
  Knowledge (nature) +12, Perception +24, Sense 
  Motive +19, Stealth +21, Survival +12, Swim +13
  Languages Common, Elven, Goblin, Sylvan
  SQ armor training 1, elf blood, hidden weapons, nature bond (Plant 
  domain), nature sense, poison use, trackless step, wild empathy +3, 
  woodland stride
  Combat Gear potion of cure serious wounds, deathblade poison, 
  purple worm poison (3); Other Gear +3 glamered darkwood 
  full plate, +2 scythe, belt of physical might +4 (Str, Con), cloak of 
  resistance +1, ring of protection +2, 402 gp
  Many of these murderers serve as assassins for dark druid 
  circles or dominate savage humanoid tribes.
  ZELATH THE REAPER
  Knowing that death is just part of the cycle of life, Zelath 
  truly believes his murderous ways enforces the will of 
  nature. Like a deadly gardener, he prunes those who dare 
  thwart death’s call or despoil nature.
  Combat Encounters: Zelath aids other druids in the 
  protection of their homes, bringing his unorthodox 
  talents for mutual defense and strategic offense.
  Roleplaying Suggestions: Zelath often offers his expert 
  knowledge of poisons to friends of the natural order.
  210
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  CR
  16
  19
  PRESTIGE CLASSES
  ASSASSINS
  FATAL AXE
  CR 19
  DWARF ROGUE 10
  XP 
  204,800
  ASSASSIN 10
  Medium humanoid (dwarf)
  NE
  Init +0; Senses darkvision 60 ft.; Perception +25
  DEFENSE
  AC 24, touch 13, flat-footed 24 (+9 armor, +2 deflection, +1 insight, 
  +2 natural)
  hp 183 (10d8+10d8+90)
  Fort +12, Ref +14, Will +12; +2 vs. spells and spell-like abilities;  
  +7 vs. poison
  Defensive Abilities defensive training (+4 dodge bonus to AC  
  vs. giants), evasion, improved uncanny dodge, trap sense +3, 
  +5 vs. poison
  OFFENSE
  Speed 25 ft.
  Melee +1 flaming frost shock handaxe +20/+15/+10 (1d6+5/19–
  20/×3 plus 1d6 cold and 1d6 electricity and 1d6 fire)
  Ranged +1 returning shock throwing axe +15 (1d6+5/×3 plus 1d6 
  electricity)
  Special Attacks +1 on attack rolls against goblinoid and orc 
  humanoids, angel of death 1/day, death attack (DC 26), quiet 
  death, sneak attack +10d6, swift death 1/day, true death (DC 25)
  TACTICS
  Before Combat The assassin uses Stealth or Disguise to get close to 
  her prey so she can study and strike with her death attack.
  During Combat Using her fast stealth and boots of speed to rush into 
  the fray, the assassin attacks the most threatening target using 
  bleeding strike. Next, she moves out of melee to soften foes with 
  throwing axe attacks before reentering melee.
  STATISTICS
  Str 18, Dex 10, Con 19, Int 22, Wis 14, Cha 6
  Base Atk +14; CMB +18; CMD 31 (35 vs. bull rush or trip)
  Feats Cleave, Combat Expertise, Fleet, Improved Critical 
  (handaxe), Improved Feint, Improved Iron Will, Improved Vital 
  Strike, Iron Will, Point-Blank Shot, Power Attack, Vital Strike, 
  Weapon Focus (handaxe)
  Skills Acrobatics +12, Bluff +21, Climb +16, Diplomacy +6, Disable 
  Device +12, Disguise +11, Heal +7, Knowledge (dungeoneering) +14, 
  Knowledge (engineering, geography, history, nature, nobility, 
  religion) +11, Knowledge (local) +19, Linguistics +14, Perception +25 
  (+27 to notice unusual stonework), Sense Motive +25, Sleight 
  of Hand +22, Stealth +22, Survival +12, Swim +16, Use Magic 
  Device +21
  Languages Abyssal, Aklo, Celestial, Common, Draconic, 
  Dwarven, Elven, Gnome, Goblin, Ignan, Infernal, Orc, Terran
  SQ hidden weapons, hide in plain sight, poison use, rogue 
  talents (bleeding attack +10, combat trick, crippling strike, 
  fast stealth, weapon training), trapfinding +5
  Gear +5 chain shirt, +1 flaming frost shock handaxe, +1 returning 
  shock handaxe, amulet of natural armor +2, belt of physical 
  might +4 (Str, Con), boots of speed, cloak of resistance +2, dusty 
  rose prism ioun stone, headband of vast intelligence +2, ring of 
  protection +2, 2,138 gp
  Surprisingly quick and nimble for dwarves, fatal axes 
  mix melee prowess with devastating throwing axe strikes 
  to bring down their foes.
  THELAN STONEBITER
  In Thelan’s mind, the task she performs serves the greater 
  good of her clan and her fortress home. The dwarven 
  people have many foes, from savage giants to sociopathic 
  goblins to those capricious and deceptive elves. Her work, 
  though unconventional, deceptive, and contrary to most 
  dwarves’ sense of honor and fair play, is essential in 
  evening the odds. Not entirely without honor, she refuses 
  to use her murderous art against fellow dwarves.
  Combat Encounters: Though Thelan sometimes takes 
  freelance assignments against non-dwarven targets, her 
  true passion is protecting her people.
  Roleplaying Suggestions: When not on a mission, 
  Thelan acts like a normal dwarf. She is loyal to friends, 
  her clan, and the thanes of her fortress. Few who know 
  her suspect her of dark deeds.
  211211
  
  STORM PROPHET
  CR 8
  DWARF SORCERER 7
  XP 
  4,800
  DRAGON DISCIPLE 2
  Medium humanoid (dwarf)
  CE
  Init +5; Senses darkvision 60 ft.; Perception +10
  DEFENSE
  AC 19, touch 12, flat-footed 18 (+4 armor, +1 deflection, +1 Dex, 
  +3 natural)
  hp 80 (7d6+2d12+40)
  Fort +9, Ref +5, Will +7; +2 vs. poison, spells, and spell-like abilities; 
  Resist electricity 5
  Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
  OFFENSE
  Speed 20 ft.
  Melee +1 warhammer +11 (1d8+7/×3) or
  2 claws +11 (1d6+6) and bite +10 (1d6+9)
  Special Attacks +1 on attack rolls against goblinoid and orc 
  humanoids, dragon bite, claws (2, 1d4+4, magic, 5 rounds/day)
  Sorcerer Spells Known (CL 8th; concentration +10)
  4th (3/day)—greater invisibility
  3rd (5/day)—fly, heroism, lightning bolt (DC 15)
  2nd (7/day)—false life, protection from arrows, resist energy, 
  scorching ray
  1st (7/day)—enlarge person (DC 13), mage armor, magic missile, 
  magic weapon, shield, shocking grasp
  0 (at will)—arcane mark, detect magic, detect poison, ghost 
  sound (DC 12), light, mage hand, message, resistance
  Bloodline draconic (blue)
  TACTICS
  Before Combat The dragon disciple drinks his potion of bull’s 
  strength, and casts false life and mage armor.
  During Combat At range, the dragon disciple casts lighting bolt 
  and scorching ray. If forced into melee, he casts heroism 
  and greater invisibility first.
  Base Statistics Without bull’s strength, false life, and mage 
  armor, the dragon disciple’s statistics are AC 15, touch 12, flat-
  footed 14; hp no temporary hit points; Melee +1 warhammer 
  +9 (1d8+5/×3) or bite +8 (1d6+6), 2 claws +9 (1d6+4); Str 18; CMB 
  +8; CMD 20 (24 vs. bull rush or trip); Skills Climb +4.
  STATISTICS
  Str 22, Dex 12, Con 16, Int 10, Wis 10, Cha 14
  Base Atk +4; CMB +10; CMD 22 (26 vs. bull rush or trip)
  Feats Arcane Armor Mastery, Arcane Armor Training, Combat 
  Casting, Eschew Materials, Great Fortitude, Improved Initiative, 
  Power Attack, Weapon Focus (claws)
  Skills Bluff +7, Climb +6, Diplomacy +5, Intimidate +6, Knowledge 
  (arcana) +8, Knowledge (geography) +1, Knowledge (nature) +1, 
  Linguistics +1, Perception +10 (+12 to notice unusual stonework), 
  Perform (oratory) +3, Survival +2
  Languages Common, Draconic, Dwarven
  SQ blood of dragons, bloodline arcana (electricity spells deal +1 
  damage per die)
  Combat Gear potion of bull’s strength, potion of cure moderate 
  wounds; Other Gear +1 warhammer, amulet of natural armor +1, 
  cloak of resistance +1, headband of alluring charisma +2, ring of 
  protection +1, 138 gp
  Storm prophets are as terrible as thunderheads and as 
  capricious as tornados.
  GWELLAT HAMMERMIND
  The bastard son of a dwarven noble house, Gwellat never 
  fit in among his people, instead craving the open skies. 
  Denied this dream for most of his young life, he grew 
  resentful. His bitterness turned into anger that struck as 
  fast as lightning, and the magical powers he manifested 
  were just as unpredictable and destructive. Upon reaching 
  adulthood, he learned the secret of his true heritage. 
  Angry that the secret was kept from him for so long, he 
  unleashed his most destructive spells on his clan, killing 
  many of them. He fled his home to chase the storms he 
  always longed to be a part of.
  212212
  
  CR
  8
  12
  PRESTIGE CLASSES
  DRAGON DISCIPLES
  ACID TERROR
  CR 12
  HUMAN SORCERER 9
  XP 
  19,200
  DRAGON DISCIPLE 4
  Medium humanoid (human)
  LE
  Init +6; Senses Perception +12
  DEFENSE
  AC 24, touch 15, flat-footed 21 (+4 armor, +2 deflection, +2 Dex,  
  +1 dodge, +5 natural)
  hp 108 (9d6+4d12+48)
  Fort +9, Ref +10, Will +11; Resist acid 10
  OFFENSE
  Speed 30 ft.
  Melee 2 claws +10 (1d6+3 plus 1d6 acid), bite +10 (1d6+4) or
  quarterstaff +10/+5 (1d6+3)
  Special Attacks breath weapon (30-foot cone, 13d6 acid, DC 22, 
  2/day), claws (2, 1d6+3 plus 1d6 acid, magic, 9 rounds/day), 
  dragon bite
  Sorcerer Spells Known (CL 12th; concentration +18)
  6th (4/day)—acid fog, form of the dragon I
  5th (6/day)—cloudkill (DC 23), feeblemind (DC 22),  
  spell resistance
  4th (7/day)—black tentacles, confusion (DC 21), dimension 
  door, fear (DC 20)
  3rd (7/day)—displacement, fly, hold person  
  (DC 20), stinking cloud (DC 21), suggestion 
  (DC 20)
  2nd (8/day)—acid arrow, glitterdust (DC 20), 
  hideous laughter (DC 19), invisibility, resist 
  energy, web (DC 20)
  1st (8/day)—charm person (DC 18), 
  color spray (DC 17), mage armor, 
  magic missile, reduce person (DC 
  17), silent image (DC 17)
  0 (at will)—acid splash, dancing 
  lights, daze (DC 17), detect 
  magic, mage hand, message, 
  open/close, ray of frost,  
  read magic
  Bloodline draconic (green)
  TACTICS
  Before Combat As soon as she suspects 
  combat is imminent, the dragon 
  disciple casts mage armor and spell 
  resistance.
  During Combat The dragon disciple prefers 
  to keep her distance, and starts combat by 
  casting quickened web followed by acid 
  fog. She then casts fly, black tentacles, 
  acid arrow, feeblemind, and cloudkill, with 
  judicious uses of Quickened Spell.
  Base Statistics Without mage armor, the dragon disciple’s 
  statistics are AC 20, touch 15, flat-footed 17.
  STATISTICS
  Str 16, Dex 14, Con 15, Int 10, Wis 8, Cha 22
  Base Atk +7; CMB +10; CMD 25
  Feats Combat Casting, Dodge, Eschew Materials, Greater 
  Spell Focus (conjuration), Improved Initiative, Iron Will, 
  Lightning Reflexes, Quicken Spell, Spell Focus (conjuration, 
  enchantment), Toughness
  Skills Climb +4, Fly +6, Intimidate +19, Knowledge (arcana) +8, 
  Linguistics +1, Perception +12, Spellcraft +7, Stealth +9
  Languages Common, Draconic
  SQ blood of dragons, bloodline arcana (acid spells deal +1 damage per die)
  Combat Gear potion of cure serious wounds, potion of delay poison, 
  wand of detect thoughts (15 charges); Other Gear quarterstaff, 
  amulet of natural armor +1, belt of mighty constitution +2, cloak of 
  resistance +2, hat of disguise, headband of alluring charisma +2, 
  ring of protection +2, 800 gp
  Cunning and manipulative, these 
  dragon disciples trap their foes 
  with schemes and spells before 
  showering them with deadly acid.
  REMEL LEVATH
  Remel Levath has always craved 
  control. She’s certain that if people 
  just did what she wanted them to, 
  there would be peace and order—
  for her, at least. When the petty 
  motivations and stupid behaviors 
  of the “rabble” get in the way, she 
  has no choice but to magically 
  manipulate them into doing the 
  “right” thing. If they still don’t, 
  she unleashes her righteous fury 
  in a spray of purifying acid.
  Combat Encounters: Remel sees 
  all altercations as the fault of the 
  other parties, and tends to shout 
  her disappointment throughout 
  the battle, encouraging them to 
  lay down their arms—though not 
  all who surrender receive mercy.
  Roleplaying Suggestions: Always 
  arrogant and often argumentative, 
  Remel employs enchantment spells 
  even in casual conversation. Despite 
  her prejudices, she knows that she 
  needs like-minded individuals to 
  aid in enforcing her will. She can 
  be surprisingly flattering and 
  friendly toward those with the 
  good sense to follow her directions 
  in all things. 
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  DRAGON CHIEFTAIN
  CR 16
  HALF-ORC BARD 10
  XP 
  76,800
  DRAGON DISCIPLE 7
  Medium humanoid (human, orc)
  CE
  Init +3; Senses blindsense 30 ft., darkvision 60 ft.; Perception +18
  DEFENSE
  AC 27, touch 12, flat-footed 27 (+9 armor, +2 deflection, –1 Dex,  
  +1 insight, +6 natural)
  hp 189 (10d8+7d12+95)
  Fort +16, Ref +11, Will +14; +4 vs. bardic performance, language-
  dependent, and sonic
  Defensive Abilities orc ferocity; Resist fire 5
  OFFENSE
  Speed 30 ft.
  Melee bite +19 (1d6+9 plus 1d6 fire), 2 claws +19 (1d6+6) or
  +1 heavy mace +19/+14/+9 (1d8+10)
  Special Attacks bardic performance 26 rounds/day (move action; 
  countersong, dirge of doom, distraction, fascinate, inspire 
  competence +3, inspire courage +2, inspire greatness, suggestion), 
  breath weapon (30-foot cone, 7d6 fire, DC 17, 1/day), claws  
  (2, 1d6+6, magic, 7 rounds/day), dragon bite
  Dragon Disciple Spell-Like Abilities (CL 7th; concentration +11)
  1/day—form of the dragon I (red dragon only)
  Bard Spells Known (CL 15th; concentration +19)
  5th (3/day)—greater heroism, mass cure light wounds, shadow 
  walk (DC 19), song of discord (DC 20)
  4th (5/day)—cure critical wounds, dominate person  
  (DC 19), neutralize poison, shout (DC 18)
  3rd (6/day)—clairaudience/clairvoyance, fear (DC 17),  
  haste, invisibility sphere, phantom steed
  2nd (6/day)—blur, cure moderate wounds, 
  detect thoughts (DC 16), silence (DC 16), 
  summon swarm, whispering wind
  1st (6/day)—charm person (DC 16),  
  cure light wounds, expeditious 
  retreat, feather fall, remove fear, 
  unseen servant
  0 (at will)—dancing lights, detect 
  magic, flare (DC 14), mage 
  hand, message, resistance
  TACTICS
  During Combat The dragon disciple 
  casts greater heroism and haste, 
  then uses dominate person and 
  charm person to create allies 
  among his enemies. In melee, 
  he uses his breath weapon and 
  Dazzling Display.
  STATISTICS
  Str 22, Dex 8, Con 18, Int 12, 
  Wis 10, Cha 18
  Base Atk +12; CMB +18; CMD 30
  Feats Arcane Armor Mastery, Arcane Armor Training, Combat Casting, 
  Dazzling Display, Great Fortitude, Improved Initiative, Power Attack, 
  Spell Focus (enchantment), Toughness, Weapon Focus (bite, claws)
  Skills Climb +12, Intimidate +6, Knowledge (arcana, dungeoneering) +14,  
  Knowledge (geography, history, local, nature, religion) +10, 
  Linguistics +5, Perception +18, Perform (oratory, percussion, 
  sing) +17, Ride +2, Spellcraft +9, Stealth +10, Swim +9
  Languages Common, Draconic, Goblin, Orc
  SQ bardic knowledge +5, blood of dragons, jack-of-all-trades (use any 
  skill), lore master 1/day, orc blood, versatile performance (oratory, 
  percussion, sing), weapon familiarity
  Combat Gear potions of cure serious wounds (2), potion of eagle’s 
  splendor; Other Gear +5 hide armor, +1 heavy mace, amulet of 
  natural armor +2, belt of physical might +2 (Str, Con), cloak of 
  resistance +3, dusty rose prism ioun stone, headband of alluring 
  charisma +2, ring of protection +2, 1,723 gp
  These half-orcs become chieftains of savage tribes by 
  brutally and publicly assassinating the former chieftains.
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  CR
  16
  19
  PRESTIGE CLASSES
  DRAGON DISCIPLES
  ICE MAIDEN
  CR 19
  ELF SORCERER 10
  XP 
  204,800
  DRAGON DISCIPLE 10
  Medium humanoid (elf)
  NE
  Init +7; Senses blindsense 60 ft., low-light vision; Perception +20
  DEFENSE
  AC 32, touch 18, flat-footed 28 (+4 armor, +3 deflection, +3 Dex, 
  +1 dodge, +1 insight, +10 natural)
  hp 222 (10d6+10d12+120)
  Fort +18, Ref +12, Will +17; +2 vs. enchantments; DR 10/adamantine 
  (150 points); Immune cold, paralysis, sleep
  OFFENSE
  Speed 30 ft., fly 90 ft. (average)
  Melee 2 claws +15 (1d6+1 plus 1d6 cold), bite +15 (1d6+1 plus 1d6 cold)
  Ranged +1 composite longbow +16/+11/+6 (1d8+2/×3)
  Special Attacks breath weapon (30-foot cone, 20d6 cold, 
  DC 27, 4/day), claws (2, 1d6+1 plus 1d6 cold, magic, 10 
  rounds/day), dragon bite
  Dragon Disciple Spell-Like Abilities (CL 20th; concentration +27)
  2/day—form of the dragon II (white dragon only)
  Sorcerer Spells Known (CL 17th; concentration +24)
  8th (4/day)—form of the dragon III, polar ray, sunburst 
  (DC 27)
  7th (7/day)—delayed blast fireball (DC 26), form of the 
  dragon II, mass hold person (DC 24), prismatic spray
  6th (7/day)—control water, disintegrate (DC 23), form 
  of the dragon I, freezing sphere (DC 25)
  5th (7/day)—blight (DC 22), cone of cold (DC 24), 
  dream, spell resistance, wall of force
  4th (7/day)—dimension door, fear (DC 
  21), ice storm, stoneskin, wall of ice 
  (DC 23)
  3rd (8/day)—displacement, fly, 
  lightning bolt (DC 22), sleet storm, 
  vampiric touch
  2nd (8/day)—darkvision, gust of wind 
  (DC 21), invisibility, resist energy, see 
  invisibility, web (DC 19)
  1st (8/day)—charm person (DC 18), expeditious 
  retreat, mage armor, magic missile, shield, 
  silent image (DC 18)
  0 (at will)—dancing lights, detect magic, disrupt 
  undead, mage hand, mending, ray of frost, 
  read magic, resistance, touch of fatigue 
  (DC 17)
  Bloodline draconic (white)
  TACTICS
  Before Combat The dragon disciple casts stoneskin.
  During Combat The dragon disciple casts shield 
  and spell resistance on herself, then takes 
  flight and rains down destructive spells 
  augmented with Empower Spell.
  Base Statistics Without stoneskin, the dragon disciple’s statistics are 
  DR none.
  STATISTICS
  Str 12, Dex 16, Con 20, Int 16, Wis 10, Cha 25
  Base Atk +12; CMB +13; CMD 31
  Feats Combat Casting, Dodge, Empower Spell, Eschew Materials, 
  Great Fortitude, Greater Spell Focus (evocation), Improved 
  Initiative, Iron Will, Mobility, Nimble Moves, Quicken Spell, Spell 
  Focus (evocation), Spell Penetration, Toughness, Weapon Finesse
  Skills Climb +6, Diplomacy +12, Fly +11, Heal +5, Intimidate +15, 
  Knowledge (arcana) +11, Knowledge (geography, local, nature, 
  nobility, planes) +8, Perception +20, Sense Motive +5, Spellcraft +11 
  (+13 to identify magic item properties), 
  Stealth +13, Survival +5, Use 
  Magic Device +15
  Languages Auran, Common, 
  Draconic, Elven, Goblin
  SQ blood of dragons, bloodline 
  arcana (cold spells deal +1 
  damage per die), elven magic, 
  weapon familiarity, wings
  Combat Gear wand of cure 
  serious wounds (10 charges), 
  wand of lightning bolt 
  (10 charges); Other Gear 
  +1 composite longbow (+1 
  Str) with 20 arrows, amulet 
  of natural armor +3, belt of 
  mighty constitution +6, boots of 
  the winterlands, bracers of armor 
  +4, cloak of resistance +3, dusty 
  rose prism ioun stone, headband 
  of alluring charisma +6, ring of force 
  shield, ring of protection +3, 3,099 gp
  With the patience of elves and the majesty 
  of dragons, ice maidens are masters 
  of subtle machinations—and of the 
  battlefield.
  KORIEL DRAGONCHILD
  The descendant of a white dragon and an elf, 
  Koriel was driven to prove herself by killing 
  a draconic relation and eating his heart, 
  claiming his territory and hoard.
  Combat Encounters: Koriel maintains a 
  vast expanse of mountains as her domain, 
  and those who enter it must pay tribute or 
  surrender their lives.
  Roleplaying Suggestions: Koriel sees 
  herself as more dragon than elf, and 
  lives as if she were a full-blooded dragon, 
  killing those who say otherwise.
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  TRIBAL CHAMPION
  CR 8
  HALF-ELF FIGHTER 7
  XP 
  4,800
  DUELIST 2
  Medium humanoid (elf, human)
  CN
  Init +6; Senses low-light vision; Perception +14
  DEFENSE
  AC 21, touch 17, flat-footed 15 (+3 armor, +1 deflection, +5 Dex,  
  +1 dodge, +1 natural)
  hp 70 (7d10+2d10+16)
  Fort +8, Ref +10, Will +4; +2 vs. enchantments, +2 vs. fear
  Defensive Abilities bravery +2, canny defense +1, parry; Immune sleep
  OFFENSE
  Speed 30 ft.
  Melee +1 shortspear +14/+9 (1d6+6) or
  mwk short sword +14/+9 (1d6+2/19–20)
  Ranged mwk shortspear +16 (1d6+5)
  Special Attacks precise strike +2, weapon training (spears +1)
  TACTICS
  During Combat The duelist uses Mobility to press her advantage 
  against spellcasters. In the thick of the fray, she uses parry and 
  Combat Expertise to augment her defenses. 
  STATISTICS
  Str 14, Dex 18, Con 13, Int 13, Wis 10, Cha 8
  Base Atk +9; CMB +11; CMD 27
  Feats Combat Expertise, Dodge, Lightning Reflexes, Mobility, Power 
  Attack, Skill Focus (Perception), Vital Strike, Weapon Finesse, 
  Weapon Focus (shortspear), Weapon Specialization (shortspear)
  Skills Acrobatics +6, Climb +6, Heal +1, Intimidate +6, Knowledge 
  (geography, history, nature) +2, Perception +14, Perform (dance) +1, 
  Ride +8, Stealth +10, Survival +4, Swim +6
  SQ armor training 2, elf blood, improved reaction +2
  Combat Gear potion of cure serious wounds; Other Gear +1 leather 
  armor, +1 shortspear, masterwork short sword, masterwork 
  shortspear, amulet of natural armor +1, cloak of resistance +1, 
  ring of protection +1, 236 gp
  These brave warriors gain prestige within their tribes and 
  clans by challenging and defeating enemy spellcasters. 
  YALLATHOON
  The daughter of a warrior who was branded as a coward 
  and a traitor by his tribe, Yallathoon had to work hard to 
  prove her worth to her people. The shame of her father’s 
  misdeeds spurred her on, and she quickly moved up the 
  ranks of the warrior caste. But it wasn’t until she defeated 
  a powerful wizard who tried to subjugate her tribe that 
  Yallathoon’s calling manifested. Branded with the title 
  “Mageslayer,” Yallathoon is hailed as the savior of her 
  tribe, and the sins of her father have been long forgotten. 
  Though she despises arcane spellcasters and is leery 
  of any divine casters who aren’t obviously servants of her 
  tribe’s favored deities, Yallathoon isn’t blinded by her 
  role or her pride. If offered the chance to ally with a caster 
  against a greater foe, she takes it—though nominally 
  only to show up the caster with her martial prowess.
  Combat Encounters: Yallathoon typically runs into the 
  fray with other members of her tribe, but quickly breaks 
  off from the pack to confront enemy spellcasters—in 
  single combat, if at all possible.
  Roleplaying Suggestions: Yallathoon is focused and 
  proud, and is used to being treated with respect. She 
  quickly dismisses those who do not treat her thus, but 
  happily shares stories of her exploits with those who do. 
  Warriors who disdain obvious magic items earn her 
  approval, while anyone who notes the magic on her spear 
  receives a flinty glare.
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  CR
  8
  12
  PRESTIGE CLASSES
  DUELISTS
  FEISTY HOTSPUR
  CR 12
  HALFLING ROGUE 9
  XP 
  19,200
  DUELIST 4
  Small humanoid (halfling)
  NE
  Init +7; Senses Perception +19
  DEFENSE
  AC 26, touch 19, flat-footed 19 (+6 armor, +1 deflection, +6 Dex,  
  +1 dodge, +1 natural, +1 size)
  hp 101 (9d8+4d10+35)
  Fort +9, Ref +18, Will +10; +2 vs. fear
  Defensive Abilities canny defense +2, enhanced mobility, evasion, 
  grace +2, improved uncanny dodge, parry, trap sense +3 
  OFFENSE
  Speed 20 ft.
  Melee +1 rapier +18/+13 (1d4/18–20)
  Special Attacks sneak attack +5d6, precise strike +4
  TACTICS
  During Combat The duelist drinks her potion of haste. She attempts 
  to disarm opponents, then makes sneak attacks even if she must 
  feint to do so.
  STATISTICS
  Str 8, Dex 20, Con 15, Int 14, Wis 12, Cha 12
  Base Atk +10; CMB +14 (+16 to disarm); CMD 25 (27 vs. disarm)
  Feats Agile Maneuvers, Combat Expertise, Combat Reflexes, Dodge, 
  Greater Feint, Improved Disarm, Improved Feint, Iron Will, 
  Mobility, Weapon Finesse, Weapon Focus (rapier)
  Skills Acrobatics +23 (+19 when jumping), Bluff +17, Climb +1, 
  Diplomacy +17, Disguise +17, Intimidate +17, Knowledge 
  (dungeoneering, local) +10, Knowledge (nobility) +7, 
  Perception +19, Perform (comedy) +5, Perform (sing) +6, 
  Sleight of Hand +13, Stealth +25
  Languages Common, Halfling
  SQ improved reaction +2, rogue talents 
  (combat trick, finesse rogue, surprise attack, weapon training), 
  trapfinding +4
  Combat Gear potions of cure serious wounds (2), potion of haste; 
  Other Gear +2 mithral chain shirt, +1 rapier, amulet of natural 
  armor +1, belt of physical might +2 (Str, Con), cloak of resistance +2, 
  ring of protection +1, 180 gp
  Anyone who questions the martial prowess of halflings 
  should keep quiet around feisty hotspurs, as these 
  diminutive bravos excel at poking holes in large people 
  who underestimate them. 
  LYLIN DALTHAINOL
  Growing up in a rough neighborhood, Lylin had to learn 
  at a young age to fight fast and dirty. Her grace and feisty 
  nature caught the attention of a traveling swordmaster 
  and assassin, who took in the halfling as a student and 
  raised her as a daughter. He cultivated her kill-or-be-
  killed nature, and trained her to be fearless and utterly 
  ruthless in both battle and life. Her former master is long 
  dead, but she has taken his lessons to heart, becoming a 
  bold and competent killer. These days she’s something 
  of a loner, but still keeps an eye out for promising young 
  halflings similar to herself as a child, so that she might 
  pass on her advice and training. Though much of her 
  knowledge is loudly proclaimed to be a “trade secret,” she 
  has often been known to boast of its central maxim: “Hit 
  first, hit hard, and don’t stop till you’re painted red.”
  Combat Encounters: Lylin is proud, but also a selfish 
  and opportunistic combatant who is quick to turn on 
  allies when her own life is on the line. Though an assassin 
  and mercenary by trade—one who might easily be hired 
  by any villain and sent against the PCs—Lylin disdains 
  anonymity, and would prefer to finish her kills in public 
  (though she isn’t averse to starting with a sneak attack 
  from the shadows).
  Roleplaying Suggestions: Lylin’s master taught her 
  social graces, but even when diplomatic and pleasant, 
  she is always sizing up potential opponents, and feels 
  no qualms about taking life at the slightest provocation. 
  She is far more likely to ally with a party that contains 
  other halflings, though those who rely too much on 
  racial camaraderie may be surprised by how quickly her 
  backslapping friendship disappears if they dare question 
  her methods. 
  217217
  
  IRON DUELIST
  CR 16
  DWARF FIGHTER 10
  XP 
  76,800
  DUELIST 7
  Medium humanoid (dwarf)
  N
  Init +8; Senses darkvision 60 ft.; Perception +11
  DEFENSE
  AC 24, touch 15, flat-footed 20 (+8 armor, +1 deflection, +3 Dex,  
  +1 dodge, +1 natural)
  hp 159 (10d10+7d10+61) 
  Fort +14, Ref +13, Will +10; +2 vs. poison, spells, and spell-like 
  abilities; +3 vs. fear
  Defensive Abilities bravery +3, canny defense +1, defensive training 
  (+4 dodge bonus to AC vs. giants), elaborate defense +2, enhanced 
  mobility, grace +2, parry
  OFFENSE
  Speed 20 ft.
  Melee +1 flaming frost light pick +27/+22/+17/+12 (1d4+10/19–20/×4 
  plus 1d6 cold and 1d6 fire) or
  mwk punching dagger +24/+19/+14/+9 (1d4+6/×3)
  Ranged +1 light crossbow +20 (1d8+1/19–20)
  Special Attacks +1 on attack rolls against goblinoid and orc 
  humanoids, acrobatic charge, precise strike +7, riposte, weapon 
  training (axes +2, light blades +1)
  TACTICS
  During Combat The duelist drinks his potion of invisibility, and 
  gets into a tactical position. He uses Spring Attack, Lunge, and 
  Improved Vital strike to make hit-and-run attacks. 
  STATISTICS
  Str 21, Dex 14, Con 16, Int 13, Wis 12, Cha 6
  Base Atk +17; CMB +22; CMD 36 (40 vs. bull rush or trip)
  Feats Combat Expertise, Combat Reflexes, Critical Focus, Dodge, 
  Greater Weapon Focus (light pick), Improved Critical (light pick), 
  Improved Initiative, Improved Vital Strike, Iron Will, Lunge, 
  Mobility, Spring Attack, Vital Strike, Weapon Finesse, Weapon 
  Focus (light pick), Weapon Specialization (light pick)
  Skills Acrobatics +7 (+3 when jumping), Appraise +6 (+8 to assess 
  nonmagical metals or gemstones), Climb +13, Craft (weapons) +9, 
  Diplomacy +3, Disable Device +7, Knowledge (dungeoneering, 
  engineering) +9, Knowledge (history) +6, Perception +11 
  (+13 to detect unusual stonework), Perform 
  (percussion) +0, Stealth +7, Survival +6, 
  Swim +9
  Languages Common, Dwarven, Orc
  SQ armor training 2, improved reaction +2
  Combat Gear potion of cure serious wounds, potion of invisibility; 
  Other Gear +4 chain shirt, +1 flaming frost light pick, +1 light 
  crossbow, masterwork punching dagger, amulet of natural armor +1, 
  belt of giant strength +4, boots of speed, cloak of resistance +2, 
  ring of protection +1, 759 gp
  Nimble for a dwarf, an iron duelist excels at hit-and-
  run tactics. 
  UNTHAL RUMBLEGUT
  Born into a family of miners, Unthal learned at an early 
  age that when wielded properly, the pick could become 
  an effective weapon. When his clan’s mines dug too deep 
  into the Darklands, he was forced to defend his family 
  mines against duergar and drow incursions, working 
  with shielded defenders to lunge out from protective 
  shield walls, using his mobility to take down dangerous 
  foes before moving back behind the moveable walls of 
  iron and dwarven muscle. His unorthodox tactics were 
  mocked at first, with some seeing him as cowardly for 
  not standing and fighting with feet planted like a normal 
  dwarven warrior, but as the corpses of the clan’s enemies 
  mounted into piles, then great mounds, the whispers and 
  jokes died. Now he enjoys high status within his clan, 
  and teaches his ways to a new generation of dwarves, 
  occasionally making pilgrimages out onto the surface to 
  take his tactics to other holds.
  Combat Encounters: Unthal’s tactics work best when 
  used in conjunction with more traditional dwarven 
  defense strategies, and he often works in concert with 
  other dwarven warriors. PCs intruding on dwarven 
  territory—whether intentionally or not—may 
  find themselves facing his pick.
  Roleplaying Suggestions: Family and 
  clan mean everything to Unthal. 
  He is friendly to those who 
  respect that, and hostile to 
  those who do not. 
  218
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  CR
  16
  19
  PRESTIGE CLASSES
  DUELISTS
  MASTER DUELIST
  CR 19
  HUMAN FIGHTER 10
  XP 
  204,800
  DUELIST 10
  Medium humanoid (human)
  N
  Init +14; Senses Perception +20
  DEFENSE
  AC 28, touch 22, flat-footed 20 (+3 armor, +3 deflection, +7 Dex, 
  +1 dodge, +1 insight, +3 natural)
  hp 224 (10d10+10d10+110)
  Fort +17, Ref +19, Will +11; +3 vs. fear
  Defensive Abilities bravery +3, canny defense +1, elaborate 
  defense +3, enhanced mobility, grace +2, parry
  OFFENSE
  Speed 30 ft.
  Melee +1 human-bane shock rapier +29/+24/+19/+14 (1d6+9/15–20 
  plus 1d6 electricity)
  Ranged mwk dagger +29/+24/+19/+14 (1d4+6/19–20)
  Special Attacks acrobatic charge, crippling critical, no retreat, precise 
  strike +10, riposte, weapon training (light blades +2, crossbows +1) 
  TACTICS
  During Combat Constantly moving in order to take advantage of 
  his Wind Stance, the duelist strikes other sword wielders first, 
  attempting to suss out who among them is the most talented and 
  then focusing his attentions on that one.
  STATISTICS
  Str 18, Dex 22, Con 18, Int 13, Wis 10, Cha 8
  Base Atk +20; CMB +24; CMD 45
  Feats Blinding Critical, Combat Expertise, Combat Reflexes, 
  Critical Focus, Deflect Arrows, Dodge, Improved Critical (rapier), 
  Improved Initiative, Improved Iron Will, Improved Vital Strike, 
  Iron Will, Mobility, Power Attack, Spring Attack, Toughness, 
  Vital Strike, Weapon Finesse, Weapon Specialization 
  (rapier), Wind Stance
  Skills Acrobatics +16, Bluff +4, Climb +17, Diplomacy +4, Heal +5, 
  Intimidate +12, Knowledge (history, local, nobility) +6, 
  Perception +20, Perform (dance) +4, Ride +14, Stealth +16
  SQ armor training 2, improved reaction +4
  Combat Gear potion of cure serious wounds; Other Gear +1 human-
  bane shock rapier, masterwork dagger, amulet of natural 
  armor +3, belt of physical perfection +4, boots of speed, 
  bracers of armor +3, cloak of resistance +3, dusty 
  rose prism ioun stone, hat of disguise, ring of 
  protection +3, 2,526 gp
  Paragons of swordplay, these master duelists 
  constantly search for foes to defeat in order to 
  enhance their already formidable reputations. 
  DANCER
  No one knows Dancer’s real name, and he has 
  no intention of giving it. Some surmise 
  from his foppish manners and arrogant 
  attitude that he is the scion of some far-f lung regent, 
  but that guess is far from the mark. 
  Born in the slums, Dancer conned his way into 
  aristocratic 
  circles 
  and 
  learned 
  swordplay 
  from 
  true masters of the art. He became a favored proxy 
  for aristocrats not wanting to risk their lives when 
  challenged to a duel, and killed innumerable nobles 
  and their champions before growing full of himself 
  and challenging one of the highest-ranking nobles 
  personally. Rather than face him in the dueling circle, 
  the noble sent a full legion of soldiers to kill the upstart, 
  and Dancer barely escaped with his life.
  Now, having discarded his given name, Dancer actively 
  seeks out warriors with reputations for deft swordplay 
  and finagles his way into challenging them. His sole 
  purpose is to push himself to greater heights of prestige 
  and skill. 
  Combat Encounters: Dancer always fights alone, trying 
  to best powerful foes and groups to increase his reputation. 
  Roleplaying Suggestions: In social situations, Dancer 
  plays the part of the flippant dandy, luring opponents 
  into a false sense of security. 
  219
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  QUEEN OF STAVES
  CR 8
  ELF FIGHTER 2
  XP 
  4,800
  ABJURER 5
  ELDRITCH KNIGHT 2
  Medium humanoid (elf)
  N
  Init +3; Senses low-light vision; Perception +11
  DEFENSE
  AC 19, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 dodge, +1 natural)
  hp 67 (2d10+5d6+2d10+23)
  Fort +9, Ref +6, Will +8; +2 vs. enchantments, +1 vs. fear
  Defensive Abilities bravery +1; Immune sleep; Resist 5 fire
  OFFENSE
  Speed 30 ft.
  Melee +1 quarterstaff +11/+6 (1d6+7)
  Abjurer Spells Prepared (CL 6th; concentration +8)
  3rd—displacement, lightning bolt (DC 15), protection from energy
  2nd—darkness, false life, mirror image (2), protection from arrows
  1st—cause fear (DC 13), magic missile, shield (2), true strike
  0 (at will)—ghost sound (DC 12), message, open/close, touch of 
  fatigue (DC 12)
  Opposition Schools conjuration, enchantment
  TACTICS
  During Combat The eldritch knight casts shield and displacement on 
  herself, then casts lightning bolt and magic missile before casting 
  mirror image and entering melee.
  STATISTICS
  Str 16, Dex 16, Con 12, Int 14, Wis 10, Cha 8
  Base Atk +6; CMB +9; CMD 23
  Feats Arcane Armor Training, Craft Wand, Dodge, Great Fortitude, 
  Improved Iron Will, Iron Will, Scribe Scroll, Toughness, Weapon 
  Focus (quarterstaff), Weapon Specialization (quarterstaff)
  Skills Knowledge (arcana) +10, Knowledge (local, nobility, planes, 
  religion) +6, Perception +11, Ride +7, Sense Motive +5, Spellcraft 
  +12 (+14 to identify magic item properties), Stealth +8
  Languages Common, Draconic, Elven, Sylvan
  SQ arcane bond (+1 quarterstaff), diverse training, elven magic, 
  protective ward (2 rounds, +2 deflection, 5/day), weapon familiarity
  Combat Gear potion of cure serious wounds, scroll of 
  displacement, scrolls of false life (2), wand of invisibility (20 
  charges); Other Gear +2 leather armor, +1 quarterstaff, 
  amulet of natural armor +1, cloak of resistance +1, spell 
  component pouch, spellbook, 276 gp
  A lone, lightly armored traveler carrying a walking staff, 
  a queen of staves mixes spell power with whirling 
  quarterstaff attacks.
  ESMERELDA DARKSHADOW
  Those who think all elves are creatures of light and 
  joy have not met Esmerelda. Dressing in dark colors 
  with a temperament to match, Esmerelda believes she 
  is doomed to a life of pain and gloom. Only when her 
  enemies lie broken at her feet does she crack the slightest 
  hint of a smile. Yet this dour disposition is not simply 
  part of her nature—as a young woman, Esmerelda 
  was told by an oracle that she would bring ruin and 
  destruction to everything she ever loved. Two days later, 
  her wife-to-be was slain by orcs. Resolved to never love 
  again, she paints herself gray with ash to symbolize the 
  death she carries.
  Combat Encounters: Esmerelda travels the world alone, 
  attacking those who trigger her mercurial temper (such 
  as by not keeping their distance). Any sort of romantic 
  proposition or prophecy magic sends her into a rage.
  Roleplaying Suggestions: All Esmerelda can talk about 
  is the ultimate futility of life and the inevitability of 
  death and decay.
  220
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  CR
  8
  12
  PRESTIGE CLASSES
  ELDRITCH KNIGHTS
  CHAMPION OF MAGIC
  CR 12
  GNOME PALADIN OF TORAG 2
  XP 
  19,200
  SORCERER 7
  ELDRITCH KNIGHT 4
  Small humanoid (gnome)
  LG
  Init –1; Senses low-light vision, see invisibility; Perception +12
  DEFENSE
  AC 21, touch 12, flat-footed 21 (+8 armor, +2 deflection, –1 Dex,  
  +1 natural, +1 size)
  hp 134 (2d10+7d6+4d10+72)
  Fort +15, Ref +6, Will +13; +2 vs. illusions
  Defensive Abilities defensive training (+4 dodge bonus to AC vs. 
  giants); DR 10/adamantine (130 points)
  OFFENSE
  Speed 15 ft.
  Melee +1 warhammer +14/+9 (1d6+5/×3)
  Special Attacks +1 on attack rolls against goblinoid and reptilian 
  humanoids, smite evil (+3 attack and AC, +2 damage)
  Gnome Spell-Like Abilities (CL 13th; concentration +16)
  1/day—dancing lights, ghost sound, prestidigitation, speak 
  with animals
  Paladin Spell-Like Abilities (CL 2nd; concentration +5)
  At will—detect evil
  Sorcerer Spells Known (CL 10th; concentration +13; 
  arcane spell failure 15%)
  5th (3/day)—wall of force
  4th (5/day)—dimension door, resilient 
  sphere (DC 17), stoneskin
  3rd (7/day)—dispel magic, 
  displacement, fly, heroism
  2nd (7/day)—darkvision, invisibility, 
  scorching ray, see invisibility, web 
  (DC 15)
  1st (7/day)—comprehend languages, 
  enlarge person, identify, magic 
  missile, shield, true strike
  0 (at will)—arcane mark, dancing lights, 
  detect magic, disrupt undead, mending, 
  prestidigitation, ray of frost, read 
  magic, resistance
  Bloodline arcane
  TACTICS
  Before Combat The eldritch knight casts see invisibility 
  and stoneskin.
  During Combat The eldritch knights separates 
  large groups with a wall of force, then attacks 
  opponents outside of the wall before passing through 
  it with dimension door to finish off the remainder of 
  his assailants.
  Base Statistics Without see invisibility and stoneskin, the 
  eldritch knight’s statistics are Senses low-light vision; 
  DR none.
  STATISTICS
  Str 14, Dex 8, Con 18, Int 12, Wis 10, Cha 17
  Base Atk +9; CMB +10; CMD 21
  Feats Arcane Armor Mastery, Arcane Armor Training, Craft Magic 
  Arms and Armor, Eschew Materials, Extra Lay on Hands, Power 
  Attack, Still Spell, Toughness, Weapon Focus (warhammer), 
  Weapon Specialization (warhammer)
  Skills Craft (armor) +10, Diplomacy +9, Heal +5, Knowledge (arcana, 
  religion) +9, Perception +12, Spellcraft +9, Use Magic Device +11
  Languages Common, Draconic, Gnome, Sylvan
  SQ arcane bond (+1 warhammer), aura, bloodline arcana (+1 DC for 
  spells augmented by metamagic feats that increase spell level), 
  code of conduct, diverse training, lay on hands (1d6, 6/day), 
  metamagic adept (2/day)
  Other Gear +2 mithral breastplate, +1 warhammer, amulet of 
  natural armor +1, belt of giant strength +2, cloak of resistance +1, 
  ring of protection +2, silver holy symbol, diamond dust (worth 
  500 gp), 968 gp
  These eldritch knights seek out evil spellcasters and 
  dispense justice for their misdeeds.
  MELKALLAN TRUESPELL
  Believing magic to be a gift from the gods, Melkallan 
  hates to see it misused by the wicked and the 
  power-hungry. He uses his magic to protect 
  the innocent, and to stop evil spellcasters 
  who would enslave and terrorize.
  Combat Encounters: Preferring 
  the company of paladins and the 
  agents of good deities, Melkallan joins 
  any crusade that promises to bring 
  evil spellcasters to justice. While his 
  heart is pure and his zealous fervor is 
  admirable, the gnome unfortunately 
  adheres to rather stringent beliefs 
  regarding the acceptable use of magic, 
  and may command those he 
  deems “unworthy” to cease 
  casting immediately or face 
  the 
  consequences. 
  Parties 
  using magic for anything 
  less than a crusade on 
  behalf of a righteous lord 
  or the common people—perhaps 
  using it for mundane adventuring, looting, 
  mercenary work, and so on—all risk running 
  afoul of his long-winded judgments (and 
  long-handled warhammer).
  Roleplaying Suggestions: Melkallan is friendly 
  and helpful to all, especially common people, 
  but becomes unyielding and focused when he 
  encounters any form of injustice.
  221221
  
  SPIRIT AVENGER
  CR 16
  HALF-ORC BARBARIAN 4
  XP 
  76,800
  SORCERER 6
  ELDRITCH KNIGHT 7
  Medium humanoid (human, orc)
  N
  Init +4; Senses darkvision 60 ft.; Perception +16
  DEFENSE
  AC 25, touch 18, flat-footed 20 (+5 armor, +3 deflection, +4 Dex, 
  +1 dodge, +2 natural)
  hp 139 (4d12+6d6+7d10+48)
  Fort +17, Ref +12, Will +16
  Defensive Abilities orc ferocity, trap sense +1, uncanny dodge; 
  Resist acid 5, cold 5
  OFFENSE
  Speed 40 ft.
  Melee +1 spear +15/+10/+5 (1d8+1/×3)
  Ranged +1 shortbow +20/+15/+10 (1d6+3/×3)
  Special Attacks rage (12 rounds/day), rage powers (no escape, 
  superstition +3)
  Bloodline Spell-Like Abilities (CL 12th; concentration +15)
  6/day—heavenly fire (1d4+3 divine energy)
  Sorcerer Spells Known (CL 12th; concentration +15)
  6th (3/day)—disintegrate (DC 19)
  5th (5/day)—dismissal (DC 18), summon monster V
  4th (6/day)—dimensional anchor, locate creature, resilient 
  sphere (DC 17)
  3rd (7/day)—halt undead (DC 16), haste, lightning bolt  
  (DC 16), magic circle against evil, summon monster III
  2nd (7/day)—blindness/deafness (DC 15), false life, mirror 
  image, resist energy, rope trick, see invisibility
  1st (7/day)—bless, cause fear (DC 14), detect undead, magic 
  missile, shield, unseen servant
  0 (at will)—dancing lights, detect magic, disrupt undead, flare (DC 13), 
  mage hand, message, open/close, prestidigitation, resistance
  Bloodline celestial
  TACTICS
  Before Combat The eldritch knight casts false life.
  During Combat The knight starts combat with shield and 
  summoning spells, letting conjured allies run interference while 
  he contains or damages his foes.
  Base Statistics Without false life, the eldritch knight’s statistics are 
  hp 125.
  STATISTICS
  Str 10, Dex 18, Con 14, Int 10, Wis 16, Cha 16
  Base Atk +14; CMB +14; CMD 32
  Feats Arcane Armor Mastery, Arcane Armor Training, Blind-Fight, 
  Combat Casting, Dodge, Eschew Materials, Great Fortitude, 
  Iron Will, Point-Blank Shot, Rapid Shot, Weapon Focus 
  (shortbow), Weapon Specialization (shortbow)
  Skills Climb +8, Diplomacy +5, Handle Animal +11, Intimidate +5,  
  Knowledge (nature) +8, Knowledge (planes, religion) +5, 
  Linguistics +1, Perception +16, Survival +11, Swim +8
  Languages Celestial, Common, Giant, Orc
  SQ bloodline arcana (summoned creatures gain DR 3/evil), diverse 
  training, fast movement, orc blood, weapon familiarity
  Combat Gear +1 ghost touch arrows (10), +1 undead-bane 
  arrows (10), scroll of neutralize poison, scroll of remove 
  disease, scrolls of restoration (2); Other Gear +1 shortbow 
  with 20 arrows, +1 spear, amulet of natural armor +2, belt 
  of incredible dexterity +2, bracers of armor +5, cloak of 
  resistance +3, headband of mental prowess +2 (Wis, Cha), 
  ring of protection +3, 246 gp
  Dedicated to protecting the world from evil outsiders 
  and undead, spirit avengers realize it’s better to 
  contain an enemy than to destroy it.
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  CR
  16
  19
  PRESTIGE CLASSES
  ELDRITCH KNIGHTS
  MITHRAL WIZARD
  CR 19
  HUMAN FIGHTER 2
  XP 
  204,800
  EVOKER 8
  ELDRITCH KNIGHT 10
  Medium humanoid (human)
  NE
  Init +5; Senses Perception +20
  DEFENSE
  AC 34, touch 15, flat-footed 33 (+14 armor, +4 deflection, +1 Dex, +5 natural)
  hp 198 (2d10+8d6+10d10+100)
  Fort +18, Ref +9, Will +14; +1 vs. fear
  Defensive Abilities bravery +1, 50% chance to negate critical hit or 
  sneak attack; DR 10/adamantine (150 points)
  OFFENSE
  Speed 20 ft.
  Melee +3 longsword +24/+19/+14/+9 (1d8+8/17–20)
  Special Attacks intense spells (+4 damage), spell critical
  Evoker Spell-Like Abilities (CL 17th; concentration +25)
  At will—elemental wall (8 rounds/day)
  11/day—force missile (1d4+4)
  Evoker Spells Prepared (CL 17th; concentration +25, arcane spell 
  failure 25%)
  9th—meteor swarm, time stop
  8th—mass charm monster (DC 26), mind blank, 
  quickened phantasmal killer, polar ray
  7th—banishment (DC 25), quickened fireball (2), 
  mass hold person (DC 25), reverse gravity
  6th—chain lightning (DC 24), disintegrate (DC 24), 
  quickened glitterdust, greater dispel magic, 
  stilled teleport, wall of iron
  5th—cloudkill (DC 23), stilled dimension door, 
  interposing hand, teleport, wall of force (2)
  4th—beast shape II, confusion (DC 22), 
  dimension door, fire shield, stilled 
  fireball, stoneskin, wall of ice (DC 22)
  3rd—dispel magic (2), fireball (2, DC 21), fly, 
  lightning bolt (2, DC 21)
  2nd—acid arrow (2), darkvision, invisibility, 
  mirror image, scorching ray, web (DC 20)
  1st—feather fall, magic missile (4), mount, shield
  0 (at will)—detect magic, light, mage hand, message
  Opposition Schools divination, necromancy
  TACTICS
  Before Combat The eldritch knight casts stoneskin.
  During Combat The knight casts time stop, then shield, 
  expeditious retreat, fly, and mirror image.
  Base Statistics Without stoneskin, the knight’s 
  statistics are DR none.
  STATISTICS
  Str 16, Dex 13, Con 20, Int 26, Wis 10, Cha 8
  Base Atk +16; CMB +19; CMD 34
  Feats Arcane Armor Mastery, Arcane Armor Training, Craft Magic 
  Arms and Armor, Craft Wand, Craft Wondrous Item, Disruptive, 
  Greater Weapon Focus (longsword), Improved Critical (longsword), 
  Improved Initiative, Iron Will, Power Attack, Quicken Spell, Scribe 
  Scroll, Spell Penetration, Still Spell, Vital Strike, Weapon Focus 
  (longsword), Weapon Specialization (longsword)
  Skills Bluff +19, Fly +22, Intimidate +22, Knowledge (arcana, planes) +31, 
  Knowledge (dungeoneering, engineering, geography, history, local, 
  nobility) +21, Perception +20, Ride +17, Spellcraft +31
  Languages Abyssal, Common, Draconic, Dwarven, Elven, Giant, 
  Goblin, Ignan, Infernal
  SQ arcane bond (+2 longsword), diverse training
  Combat Gear wand of greater invisibility (15 charges), wand of see 
  invisibility (10 charges); Other Gear +5 moderate fortification 
  mithral full plate, +3 longsword, amulet of natural armor +5, belt 
  of physical might +4 (Str, Con), cloak of resistance +3, headband of 
  vast intelligence +6, ring of protection +4, granite and diamond dust 
  (worth 500 gp), iron sheet and gold dust (worth 50 gp), 3,585 gp
  Clad in full plate, these eldritch knights mix an 
  impenetrable defense with a relentless spell offense.
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  DIVINE LOREMASTER
  CR 8
  HALFLING CLERIC OF ABADAR 7
  XP 
  4,800
  LOREMASTER 2
  Small humanoid (halfling)
  LN
  Init +2; Senses Perception +14
  DEFENSE
  AC 20, touch 14, flat-footed 18 (+6 armor, +1 deflection, +2 Dex, 
  +1 size)
  hp 42 (7d8+2d6)
  Fort +9, Ref +8, Will +12; +2 vs. fear
  OFFENSE
  Speed 20 ft.
  Melee mwk heavy mace +6/+1 (1d6–2)
  Special Attacks channel positive energy 5/day (DC 15, 4d6)
  Domain Spell-Like Abilities (CL 9th; concentration +12)
  6/day—resistant touch, touch of law
  Cleric Spells Prepared (CL 9th; concentration +12)
  5th—breath of life, spell resistanceD
  4th—discern lies (DC 17), divination, order’s wrathD
  3rd—invisibility purge, locate object, magic circle against 
  chaosD, magic vestment, remove disease
  2nd—augury, hold person (DC 15), lesser 
  restoration, status, shield otherD, zone of truth 
  (DC 15)
  1st—bane, bless, command (DC 14), 
  comprehend languages, obscuring mist, 
  sanctuaryD (DC 14)
  0 (at will)—detect magic, detect poison, 
  guidance, light
  D Domain spell; Domains Law, Protection
  TACTICS
  Before Combat The loremaster casts magic vestment.
  During Combat The loremaster casts spell 
  resistance and stays out of combat, instead 
  supporting her allies with healing spells and 
  information about the foes they face.
  Base Statistics Without magic vestment, the 
  loremaster’s statistics are AC 18, touch 14, 
  flat-footed 16.
  STATISTICS
  Str 6, Dex 14, Con 10, Int 17, Wis 16, Cha 15
  Base Atk +6; CMB +3; CMD 16
  Feats Brew Potion, Combat Casting, Empower Spell, 
  Scribe Scroll, Skill Focus (Knowledge [religion])
  Skills Acrobatics +3 (–1 when jumping), Bluff +7, 
  Climb –1, Diplomacy +14, Heal +11, Intimidate +7, 
  Knowledge (arcana, engineering, geography, 
  nature) +4, Knowledge (dungeoneering) +6, 
  Knowledge (history, local, nobility) +9, 
  Knowledge (planes) +14, Knowledge (religion) +19, 
  Perception +14, Sense Motive +11
  Languages Common, Halfling
  SQ aura, lore +1, secrets (instant mastery)
  Combat Gear potions of cure light wounds (5), potion of lesser 
  restoration, potions of remove disease (2), scrolls of consecrate (2), 
  scrolls of delay poison (2), scrolls of resist energy (2), scrolls 
  of spiritual weapon (2); Other Gear masterwork chain shirt, 
  masterwork heavy mace, cloak of resistance +1, headband of 
  vast intelligence +2, ring of protection +1, incense (worth 50 gp), 
  marked sticks (worth 25 gp), pair of platinum rings (worth 50 gp), 
  463 gp
  Divine loremasters support allies with divinations and 
  healing rather than slinging combat spells or taking up 
  arms in melee.
  ONORA GOLDENFIELDS
  Onora never wanted to be an adventurer. Loving 
  knowledge for its own sake, she joined the clergy of the god 
  of wealth so she’d have good connections and resources 
  to help her collect rare books and increase the stores of 
  knowledge she’s already begun to accumulate. But as her 
  studies progressed, she became weary of the 
  inaccuracies and blatant lies she found in 
  secondary sources, and decided she needed 
  to seek out knowledge in a more direct 
  way. Now she travels with any adventuring 
  group that will journey to a place where 
  she can gain knowledge of the world or 
  history firsthand. She swears that her own 
  historical and philosophical treatises and 
  volumes will be far more accurate than the 
  ones written by her predecessors.
  Combat Encounters: Nearly always 
  supporting a group of adventurers, 
  Onora cares more about accumulating 
  knowledge than the goals 
  of the group she’s joined. 
  Though she usually 
  provides support via 
  spells, 
  she’s 
  been 
  known to slip away 
  and pilfer books from 
  an enemy spellcaster’s library 
  while her allies fight the menace.
  Roleplaying Suggestions: Honest 
  to a fault, Onora is never stingy with 
  her knowledge. She believes everyone 
  should have access to the truth—and 
  that truth should be unvarnished 
  and free of all the inaccuracies, 
  alterations made by political powers, 
  and rampant hyperbole that plague 
  so many publications 
  claiming to be factual.
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  CR
  8
  12
  PRESTIGE CLASSES
  LOREMASTERS
  NATURE SCHOLAR
  CR 12
  ELF DRUID 9
  XP 
  19,200
  LOREMASTER 4
  Medium humanoid (elf)
  N
  Init +3; Senses low-light vision; Perception +19
  DEFENSE
  AC 23, touch 15, flat-footed 20 (+4 armor, +2 deflection, +3 Dex, 
  +1 natural, +3 shield)
  hp 106 (9d8+4d6+48)
  Fort +12, Ref +8, Will +15; +2 vs. enchantments, +4 vs. fey and 
  plant-targeted effects,
  Defensive Abilities freedom of movement; Resist fire 10; Immune 
  poison, sleep
  OFFENSE
  Speed 40 ft.
  Melee +1 sickle +9/+4 (1d6)
  Special Attacks wild shape 3/day
  Domain Spell-Like Abilities (CL 9th; concentration +13)
  At will—speak with animals (12 rounds/day)
  Druid Spells Prepared (CL 13th; concentration +17)
  7th—animal shapesD, heal
  6th—antilife shellD, stone tell, transport via plants
  5th—animal growth (DC 19), beast shape IIID (animals only), call 
  lightning storm (DC 19), insect plague
  4th—cure serious wounds, flame strike (DC 18), freedom of 
  movement, rusting grasp, scrying (DC 18), summon nature’s 
  ally IVD (animals only)
  3rd—dominate animalD (DC 17), meld into stone, poison (DC 17), 
  protection from energy, quench, speak with plants
  2nd—animal messenger, fog cloud, heat metal (DC 16), hold 
  animalD (2, DC 16), owl’s wisdom
  1st—calm animalsD (DC 15), detect animals or plants, entangle 
  (DC 15), faerie fire, hide from animals, speak with animals
  0 (at will)—detect poison, know direction, light, purify food and drink
  D Domain spell; Domain Animal
  TACTICS
  Before Combat The loremaster drinks her potion of resist energy 
  (fire) and casts freedom of movement.
  During Combat The loremaster casts call lightning storm and flame strike.
  Base Statistics Without resist energy and freedom of movement, the 
  loremaster’s statistics are Defensive Abilities none; Resist none.
  STATISTICS
  Str 8, Dex 16, Con 14, Int 15, Wis 18, Cha 10
  Base Atk +8; CMB +7; CMD 22
  Feats Brew Potion, Craft Wondrous Item, Extend Spell, Iron Will, 
  Skill Focus (Knowledge [nature], Stealth), Toughness, Weapon 
  Focus (sickle)
  Skills Acrobatics +8 (+12 when jumping), Climb +7, Fly +11, Handle 
  Animal +13, Heal +12, Knowledge (arcana, history, local) +6, 
  Knowledge (dungeoneering, engineering, nobility, planes, 
  religion) +4, Knowledge (geography) +14, Knowledge (nature) +25, 
  Perception +19, Sense Motive +9, Stealth +11, Survival +14, Swim +7
  Languages Auran, Common, Draconic, Druidic, Elven, Sylvan
  SQ animal companion (effective druid level 6th), elven magic, lore +2, 
  nature bond (Animal domain), nature sense, secrets (lore of true 
  stamina, secret health), trackless step, weapon familiarity, wild 
  empathy +9, woodland stride
  Combat Gear potion of cure moderate wounds, potion of neutralize 
  poison, potion of remove disease, potions of resist energy (fire) (2), 
  potion of water breathing; Other Gear +2 leather armor, +2 light 
  wooden shield, +1 sickle, amulet of natural armor +1, belt of mighty 
  constitution +2, boots of striding and springing, cloak of resistance +1, 
  headband of inspired wisdom +2, ring of protection +2, 2,706 gp
  More aggressive than most other loremasters, nature 
  scholars use terrain and the magic of the natural world to 
  avoid enemies while calling down destruction.
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  MASTER HISTORIAN
  CR 16
  DWARF BARD 10
  XP 
  76,800
  LOREMASTER 7
  Medium humanoid (dwarf)
  N
  Init –1; Senses darkvision 60 ft., see invisibility; Perception +16
  DEFENSE
  AC 19, touch 11, flat-footed 19 (+6 armor, +2 deflection, –1 Dex, +2 natural)
  hp 120 (10d8+7d6+51)
  Fort +13, Ref +15, Will +17; +2 vs. poison, spells, and spell-like abilities, 
  +4 vs. bardic performance, language-dependent, and sonic
  Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
  OFFENSE
  Speed 20 ft.
  Melee mwk short sword +11/+6 (1d6/19–20)
  Special Attacks +1 on attack rolls against goblinoid and orc 
  humanoids, bardic performance 32 rounds/day (move action; 
  countersong, dirge of doom, distraction, fascinate, inspire 
  competence +3, inspire courage +2, inspire greatness, suggestion)
  Bard Spells Known (CL 17th; concentration +21)
  6th (2/day)—find the path, permanent image (DC 20), summon 
  monster VI
  5th (4/day)—dream, mirage arcana (DC 19), mislead, seeming (DC 19)
  4th (5/day)—cure critical wounds, greater invisibility, legend lore, 
  secure shelter, shadow conjuration (DC 18)
  3rd (6/day)—charm monster (DC 19), clairaudience/clairvoyance, 
  displacement, remove curse, scrying (DC 17), see invisibility
  2nd (6/day)—detect thoughts (DC 16), enthrall (DC 18), hold 
  person (DC 18), locate object, suggestion (DC 18), tongues
  1st (6/day)—charm person (DC 17), detect secret doors, disguise 
  self, feather fall, remove fear, unseen servant
  0 (at will)—dancing lights, detect magic, flare (DC 14), ghost 
  sound (DC 14), mage hand, open/close
  TACTICS
  Before Combat The loremaster casts see invisibility.
  During Combat The loremaster casts greater invisibility, then 
  summon monster VI to keep opponents busy, and uses illusions to 
  cover his escape.
  Base Statistics Without see invisibility, the loremaster’s statistics are 
  Senses darkvision 60 ft.
  STATISTICS
  Str 10, Dex 8, Con 16, Int 14, Wis 16, Cha 18
  Base Atk +10; CMB +10; CMD 21 (25 vs. bull rush or trip)
  Feats Combat Casting, Combat Expertise, Extend Spell, Extra 
  Performance, Greater Spell Focus (enchantment), 
  Heighten Spell, Lightning Reflexes, Scribe Scroll, Skill 
  Focus (Knowledge [history]), Spell Focus (enchantment)
  Skills Climb +7, Handle Animal +9, Heal +8, Intimidate +12,  
  Knowledge (dungeoneering, local, religion) +18, 
  Knowledge (engineering, nature, planes) +14, 
  Knowledge (geography) +19, Knowledge (history) +36, 
  Knowledge (nobility) +20, Perception +16 (+18 to notice 
  unusual stonework), Perform (act, oratory, sing) +17, 
  Perform (percussion) +8, Ride +3, Sense Motive +7, Spellcraft +15  
  (+25 to identify magic item properties), Swim +0, Use Magic Device +17
  Languages Common, Dwarven, Elven, Giant, Terran
  SQ bardic knowledge +5, greater lore, jack-of-all-trades (use any 
  skill), lore +3, lore master 1/day, secrets (applicable knowledge, 
  instant mastery, lore of true stamina, secret knowledge of 
  avoidance), versatile performance (act, oratory, sing)
  Combat Gear scrolls of greater dispel magic (5), scrolls of greater 
  invisibility (4), scrolls of irresistible dance (6), scrolls of neutralize 
  poison (4), scrolls of shadow walk (5); Other Gear +2 chain 
  shirt, masterwork short sword, amulet of natural armor +2, 
  cloak of resistance +3, headband of alluring charisma +4, ring 
  of protection +2, handy haversack, slippers of spider climbing, 
  incense (worth 250 gp), ivory (worth 200 gp), silver mirror (worth 
  1,000 gp), 1,865 gp
  These academics search for historical clues and relics.
  RINDOL RUNEHAND
  Orphaned in a giant attack, Rindol dedicated his life 
  to learning about giantkind so he can aid the dwarven 
  people in destroying them. He specializes in magic that 
  can confound giants’ unsophisticated minds, and has 
  memorized grand tales and songs of dwarven glory.
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  CR
  16
  19
  PRESTIGE CLASSES
  LOREMASTERS
  DEMONOLOGIST
  CR 19
  HUMAN CONJURER 10
  XP 
  204,800
  LOREMASTER 10
  Medium humanoid (human)
  CE
  Init +4; Senses see invisibility, Perception +22
  DEFENSE
  AC 27, touch 15, flat-footed 27 (+7 armor, +5 deflection, +5 natural)
  hp 112 (10d6+10d6+40)
  Fort +14, Ref +13, Will +21
  OFFENSE
  Speed 30 ft.
  Melee quarterstaff +9/+4 (1d6–1)
  Conjurer Spell-Like Abilities (CL 10th; concentration +17)
  At will—dimensional steps (300 feet/day)
  10/day—acid dart (1d6+5 acid)
  Conjurer Spells Prepared (CL 20th; concentration +27)
  9th—dominate monster (DC 28), foresight, quickened hold 
  monster (DC 24), prismatic wall, summon monster IX
  8th—maze (2), moment of prescience, summon monster VIII (2)
  7th—banishment (DC 24), quickened displacement, mass hold 
  person (DC 26), phase door, plane shift (DC 26), spell turning
  6th—acid fog, chain lightning (DC 23), forceful hand, geas/quest, 
  quickened glitterdust, mass suggestion (DC 25)
  5th—cloudkill (2, DC 24), contact other plane, sending, teleport (2)
  4th—confusion (DC 23), dimensional anchor, fire shield, greater 
  invisibility, stoneskin, summon monster IV
  3rd—arcane sight, dispel magic (2), fireball (DC 20), invisibility 
  sphere, protection from energy, stinking cloud (DC 22)
  2nd—acid arrow, detect thoughts (DC 19), invisibility (2), 
  scorching ray, see invisibility, web (DC 21)
  1st—alarm, charm person (DC 20), disguise self, floating disk, 
  magic missile, protection from evil, unseen servant
  0 (at will)—dancing lights, daze (DC 19), detect magic, ray of frost
  Opposition Schools necromancy, transmutation
  TACTICS
  Before Combat The loremaster casts see invisibility.
  During Combat The loremaster casts greater invisibility. He summons 
  demons, then casts maze, hold monster, and mass suggestion.
  STATISTICS
  Str 8, Dex 10, Con 12, Int 24, Wis 14, Cha 17
  Base Atk +10; CMB +9; CMD 24
  Feats Augment Summoning, Blind-Fight, Combat Casting, Craft 
  Wondrous Item, Forge Ring, Greater Spell Focus (conjuration, 
  enchantment), Greater Spell Penetration, Improved Initiative, 
  Quicken Spell, Scribe Scroll, Skill Focus (Knowledge [planes]), Spell 
  Focus (conjuration, enchantment), Spell Penetration, Toughness
  Skills Diplomacy +13, Fly +18, Intimidate +23, Knowledge (arcana, 
  dungeoneering, religion) +25, Knowledge (engineering, 
  geography, history, local, nature, nobility) +20, Knowledge 
  (planes) +41, Perception +22, Sense Motive +22, Spellcraft +30 
  (+40 to identify magic item properties), Stealth +20, Use Magic 
  Device +21
  Languages Abyssal, Aklo, Celestial, Common, Draconic, Elven, Ignan, 
  Infernal, Orc, Undercommon
  SQ arcane bond (staff of charming), greater lore, lore +5, secrets 
  (applicable knowledge, lore of true stamina, secret health, secret 
  knowledge of avoidance, secrets of inner strength), summoner’s 
  charm (5 rounds), true lore
  Combat Gear potions of cure serious wounds (3), potion of 
  darkvision, scroll of ethereal jaunt, scroll of mage’s lucubration, 
  staff of charming; Other Gear amulet of natural armor +5, bracers 
  of armor +7, cloak of resistance +5, figurine of wondrous power 
  (ebony fly), portable hole, ring of freedom of movement, ring of 
  protection +5, forked rods, diamond dust (worth 500 gp), 3,188 gp
  Demonologists compel and manipulate their foes, and 
  summon demon minions to do their dirty work.
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  CELESTIAL THEURGE
  CR 8
  HUMAN CLERIC OF SARENRAE 3
  XP 
  4,800
  SORCERER 4
  MYSTIC THEURGE 2
  Medium humanoid (human)
  NG
  Init +0; Senses Perception +8
  DEFENSE
  AC 18, touch 10, flat-footed 18 (+7 armor, +1 natural)
  hp 69 (3d8+4d6+2d6+31)
  Fort +8, Ref +4, Will +11
  Resist acid 5, cold 5
  OFFENSE
  Speed 20 ft.
  Melee +1 spear +13 (1d8+7/×3)
  Ranged mwk heavy crossbow +6 (1d10/19–20)
  Special Attacks channel positive energy 6/day (DC 12 [DC 14 
  against undead], 2d6)
  Bloodline Spell-Like Abilities (CL 4th; concentration +5)
  4/day—heavenly fire (1d4+2)
  Domain Spell-Like Abilities (CL 3rd; concentration +5)
  5/day—rebuke death, touch of glory
  Cleric Spells Prepared (CL 5th; concentration +7)
  3rd—prayer, searing lightD
  2nd—bless weaponD, delay poison, remove paralysis, shield other
  1st—cure light woundsD, divine favor (2), protection from evil, 
  remove fear
  0 (at will)—create water, guidance, purify food and drink, stabilize
  D Domain spell; Domains Glory, Healing
  Sorcerer Spells Known (CL 6th; concentration +7; 25% spell failure)
  3rd (3/day)—haste
  2nd (5/day)—bull’s strength, protection from arrows
  1st (7/day)—bless, burning hands (DC 12), enlarge person, shield, 
  true strike
  0 (at will)—dancing lights, detect magic, detect poison, mage hand, 
  mending, message, read magic
  Bloodline celestial
  TACTICS
  Before Combat The mystic theurge casts bull’s strength.
  During Combat The mystic theurge casts haste and shield, then 
  supports her companions with spells. She targets undead with 
  channeled energy and searing light.
  Base Statistics Without bull’s strength, the mystic theurge’s statistics 
  are Melee +1 spear +11 (1d8+5/×3); Str 18; CMB +9; CMD 19.
  STATISTICS
  Str 22, Dex 10, Con 14, Int 8, Wis 14, Cha 12
  Base Atk +5; CMB +11; CMD 21
  Feats Arcane Armor Mastery, Arcane Armor Training, Combat 
  Casting, Eschew Materials, Extra Channel, Toughness, Weapon 
  Focus (spear)
  Skills Diplomacy +7, Knowledge (arcana, religion) +5, Knowledge 
  (nobility) +4, Perception +8, Spellcraft +3
  Languages Common
  SQ aura, bloodline arcana (summoned creatures gain DR 2/evil), 
  combined spells (1st)
  Combat Gear +1 bolts (3), +1 evil outsider-bane bolts (3), +1 undead-
  bane bolts (3), scrolls of cure serious wounds (2), scrolls of 
  neutralize poison (2), scroll of remove disease, antitoxin (2), holy 
  water (2); Other Gear +1 breastplate, +1 spear, masterwork heavy 
  crossbow with 10 bolts, amulet of natural armor +1, cloak of 
  resistance +1, pair of platinum rings (worth 50 gp), 287 gp
  These theurges support righteous causes, especially ones 
  that involve destroying undead.
  TRAICA KALADON
  The survivor of a zombie plague that ravaged her small 
  town, Traica now quests to destroy any undead threat.
  Combat Encounters: Allying with paladins, inquisitors, 
  and clerics, Traica works to make the world safe for good 
  people everywhere.
  Roleplaying Suggestions: Gracious and kind, Traica is 
  always willing to help the downtrodden.
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  CR
  8
  12
  PRESTIGE CLASSES
  MYSTIC THEURGES
  SOUND WARRIOR
  CR 12
  HALFLING BARD 5
  XP 
  19,200
  DRUID 4
  MYSTIC THEURGE 4
  Small humanoid (halfling)
  N
  Init +3; Senses Perception +17
  DEFENSE
  AC 24, touch 17, flat-footed 20 (+4 armor, +2 deflection, +3 Dex,  
  +1 dodge, +3 natural, +1 size)
  hp 76 (5d8+4d8+4d6+18)
  Fort +10, Ref +11, Will +14; +2 vs. fear, +4 vs. fey and plant-targeted 
  effects, +4 vs. bardic performance, language-dependent, and sonic
  OFFENSE
  Speed 20 ft.
  Melee mwk dagger +10/+5 (1d3/19–20)
  Ranged mwk dagger +13/+8 (1d3/19–20)
  Special Attacks bardic performance 17 rounds/day (countersong, 
  distraction, fascinate, inspire competence +2, inspire courage +2), 
  wild shape 2/day
  Domain Spell-Like Abilities (CL 4th; concentration +6)
  5/day—lightning arc (1d6+2 electricity)
  Bard Spells Known (CL 9th; concentration +14)
  3rd (4/day)—charm monster (DC 20), displacement, haste, 
  sculpt sound
  2nd (5/day)—hold person (DC 19), scare (DC 17), 
  shatter, sound burst (DC 17)
  1st (7/day)—alarm, cause fear (DC 16), charm 
  person (DC 18), remove fear, ventriloquism 
  (DC 16)
  0 (at will)—ghost sound (DC 15), know direction, 
  light, mage hand, message, resistance
  Druid Spells Prepared (CL 8th; 
  concentration +10)
  4th—air walkD, cure serious 
  wounds, freedom of 
  movement
  3rd—call lightning (DC 15), 
  cure moderate wounds, 
  gaseous formD, 
  neutralize poison
  2nd—barkskin, cat’s 
  grace, delay poison, 
  lesser restoration,  
  wind wall D
  1st—cure light wounds, faerie fire, goodberry, 
  longstrider, obscuring mistD, pass without trace
  0 (at will)—create water, detect poison,  
  mending, stabilize
  D Domain spell; Domains Air
  TACTICS
  Before Combat The mystic theurge casts barkskin, 
  freedom of movement, and pass without trace.
  During Combat While aiding her companions with bardic 
  performance, the mystic theurge harasses her opponents with 
  call lightning, charm monster, and wind wall.
  Base Statistics Without barkskin, the mystic theurge’s statistics are 
  AC 21, touch 17, flat-footed 17.
  STATISTICS
  Str 10, Dex 16, Con 10, Int 10, Wis 15, Cha 20
  Base Atk +8; CMB +7; CMD 23
  Feats Combat Casting, Dodge, Great Fortitude, Greater Spell Focus 
  (enchantment), Natural Spell, Spell Focus (enchantment), Toughness
  Skills Acrobatics +5 (+1 when jumping), Climb +6, Diplomacy +9, 
  Fly +9, Heal +6, Knowledge (arcana, religion) +8, Knowledge 
  (geography, local) +9, Knowledge (history) +10, Knowledge 
  (nature) +12, Perception +17, Perform (oratory, sing) +9, Sense 
  Motive +9, Stealth +20, Survival +12
  Languages Common, Druidic, Halfling
  SQ bardic knowledge +2, combined spells (2nd), lore master  
  1/day, nature bond (Air domain), nature sense, trackless  
  step, versatile performance (oratory), wild empathy +9, 
  woodland stride
  Combat Gear potion of cure serious wounds, smokesticks (5), 
  thunderstones (5); Other Gear +2 leather armor, masterwork 
  daggers (2), belt of mighty constitution +2, cloak of resistance +1, 
  druid’s vestment, headband of alluring charisma +2, ring of 
  protection +2, 486 gp
  Using a mix of rousing oratory, song, 
  and thunderous spells, a sound warrior 
  is often heard before she’s seen.
  RINDRA THUNDERPATH
  Rindra always loved loud noises and the jolt of 
  surprise they caused to 
  those around her. She 
  sought out ways to make 
  more and bigger noises, 
  and eventually turned 
  to magic so she could 
  call down cacophonous 
  thunder anytime she 
  wanted to. She prefers 
  the sounds of storms 
  and beasts over those 
  of the cities, so she lives 
  out in the wild.
  Combat Encounters: Rindra protects many 
  canyons and mountain passes, and loves how 
  the noises from her thunderous spells bounce 
  off the stone walls.
  Roleplaying Suggestions: Rindra speaks 
  loudly and forcefully, often stomping 
  her feet for emphasis or letting out a 
  surprisingly powerful belly laugh.
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  DEATH MASTER
  CR 16
  HALF-ELF CLERIC OF URGATHOA 5
  XP 
  76,800
  EVOKER 5
  MYSTIC THEURGE 7
  Medium humanoid (elf, human)
  NE
  Init +4; Senses low-light vision; Perception +28
  DEFENSE
  AC 28, touch 13, flat-footed 28 (+12 armor, +3 deflection, +3 natural)
  hp 182 (5d8+5d6+7d6+100)
  Fort +14, Ref +7, Will +20; +2 vs. enchantments
  Immune charm monster, fireball, lightning bolt, sleep
  OFFENSE
  Speed 20 ft.
  Melee +1 heavy mace +10/+5 (1d8+2)
  Special Attacks channel negative energy 4/day (DC 11, 3d6), hand 
  of the acolyte (8/day), intense spells (+2 damage)
  Domain Spell-Like Abilities (CL 5th; concentration +10)
  8/day—bleeding touch (2 rounds)
  Evoker Spell-Like Abilities (CL 5th; concentration +8)
  6/day—force missile (1d4+2)
  Cleric Spells Prepared (CL 12th; concentration +17)
  6th—antimagic fieldD, heal, word of recall
  5th—flame strike (3, DC 20), slay livingD (DC 20), wall of stone
  4th—death wardD, dimensional anchor, freedom of movement, 
  spell immunity, unholy blight (DC 19)
  3rd—contagion (2, DC 18), dispel magicD, invisibility purge, 
  prayer, summon monster III
  2nd—cure moderate wounds (2), death knellD (DC 17), hold 
  person (DC 17), silence (DC 17), spiritual weapon
  1st—cause fearD (DC 16), cure light wounds (3), deathwatch, 
  entropic shield, obscuring mist
  0 (at will)—bleed (DC 15), detect poison, mending, stabilize
  D Domain spell; Domains Death, Magic
  Evoker Spells Prepared (CL 12th; concentration +15; 15% spell failure)
  6th—forceful hand, freezing sphere (DC 19), mislead
  5th—stilled dimension door, telekinesis, wall of force (2)
  4th—black tentacles, fire shield, stilled fireball, greater 
  invisibility
  3rd—displacement, fireball (DC 16), fly, haste, invisibility sphere, 
  lightning bolt (DC 16)
  2nd—false life, flaming sphere (DC 15), gust of wind (DC 15), 
  invisibility, mirror image, misdirection
  1st—comprehend languages, expeditious retreat, feather fall, 
  magic missile (2), unseen servant
  0 (at will)—dancing lights, detect magic, mage hand, read magic
  Opposition Schools abjuration, enchantment
  TACTICS
  Before Combat The mystic theurge casts deathwatch, false life, 
  freedom of movement, and spell immunity.
  During Combat The mystic theurge casts attack and slaying spells.
  Base Statistics Without false life and spell immunity, the theurge’s 
  statistics are hp 168; Immune sleep.
  STATISTICS
  Str 12, Dex 10, Con 18, Int 16, Wis 20, Cha 8
  Base Atk +8; CMB +9; CMD 22
  Feats Arcane Armor Mastery, Arcane Armor Training, Combat 
  Casting, Command Undead, Craft Magic Arms and Armor, Craft 
  Wondrous Item, Extra Channel, Improved Initiative, Scribe Scroll, 
  Skill Focus (Perception), Still Spell, Toughness
  Skills Heal +13, Intimidate +9, Knowledge (arcana, planes) +16, 
  Knowledge (dungeoneering, history, local, religion) +11, 
  Perception +28, Ride +0, Spellcraft +16
  Languages Abyssal, Common, Elven, Infernal, Undercommon
  SQ aura, arcane bond (staff of swarming insects), combined spells (4th), 
  elf blood
  Combat Gear staff of swarming insects; Other Gear  
  +3 mithral full plate, +1 heavy mace, amulet of natural 
  armor +3, belt of mighty constitution +4, cloak of 
  resistance +3, hat of disguise, headband of mental 
  prowess +4 (Int, Wis), ring of protection +3, 5,838 gp
  A death master slings a spell with each stride.
  230
  230
  
  CR
  16
  19
  PRESTIGE CLASSES
  MYSTIC THEURGES
  HOLY BATTLE MAGE
  CR 19
  DWARF CLERIC OF TORAG 5
  XP 
  204,800
  WIZARD 5
  MYSTIC THEURGE 10
  Medium humanoid (dwarf)
  NG
  Init +3; Senses darkvision 60 ft.; Perception +27
  DEFENSE
  AC 30, touch 14, flat-footed 30 (+11 armor, +5 deflection, –1 Dex, +5 natural)
  hp 237 (5d8+5d6+10d6+159)
  Fort +16, Ref +6, Will +23; +6 vs. poison, +4 vs. fear, +2 vs. spells and 
  spell-like abilities
  Defensive Abilities defensive training (+4 dodge bonus to AC vs. 
  giants), 20% miss chance; DR 10/adamantine (150 points); 
  Immune electricity (120 points), fire (120 points)
  OFFENSE
  Speed 20 ft.
  Melee +1 holy warhammer +13/+8 (1d8+1/×3)
  Special Attacks +1 on attack rolls against goblinoid and orc 
  humanoids, channel positive energy 5/day (DC 12, 3d6), hand of 
  the apprentice (9/day), spell synthesis
  Domain Spell-Like Abilities (CL 5th; concentration +12)
  10/day—artificer’s touch (1d6+2), resistant touch
  Cleric Spells Prepared (CL 15th; concentration +22)
  8th—greater spell immunity, mind blankD
  7th—ethereal jaunt, holy word (2, DC 25), repulsionD (DC 24)
  6th—harm (DC 23), heal (2), heroes’ feast, 
  major creationD
  5th—breath of life, disrupting weapon, 
  flame strike (DC 23), righteous might, 
  spell resistanceD, true seeing
  4th—air walk, divine power, freedom of 
  movement, neutralize poison (2), 
  spell immunityD
  3rd—invisibility purge, meld into 
  stone, prayer, protection from 
  energy (2), remove curse,  
  stone shapeD
  2nd—aid, bull’s strength (2), hold person 
  (2, DC 19), wood shapeD
  1st—animate ropeD, bless 
  (2), divine favor (2), 
  shield of faith (2)
  0 (at will)—detect 
  magic, mending, 
  purify food and drink, stabilize
  D Domain spell; Domains Artifice, Protection
  Wizard Spells Prepared (CL 15th; concentration 
  +21; arcane spell failure 20%)
  8th—prismatic wall
  7th—giant form I, prismatic spray
  6th—chain lightning (2, DC 23), 
  disintegrate (DC 22), transformation
  5th—cloudkill (DC 21), hold monster (2, DC 21), wall of stone (2)
  4th—arcane eye, dimension door, greater invisibility (2), stoneskin
  3rd—fireball (DC 20), haste (2), heroism, suggestion (DC 19)
  2nd—acid arrow, invisibility, see invisibility (2), web (2, DC 18)
  1st—charm person (DC 17), magic missile (3), shield (2)
  0 (at will)—detect poison, disrupt undead, mage hand, message
  TACTICS
  Before Combat The mystic theurge casts heroes’ feast, protection 
  from energy (electricity, fire), see invisibility, and stoneskin.
  During Combat The mystic theurge uses spells to foil opponents and 
  bolster allies. If entering melee combat, he casts righteous might 
  and transformation.
  Base Statistics Without heroes’ feast, protection from energy, and 
  stoneskin, the mystic theurge’s statistics are hp 223; Will +22; 
  +2 vs. poison, spells, and spell-like abilities; DR none; Immune 
  none; Melee +1 holy warhammer +12/+7 (1d8+1/×3).
  STATISTICS
  Str 10, Dex 8, Con 22, Int 22, Wis 24, Cha 11
  Base Atk +10; CMB +10; CMD 24 (28 vs. bull rush or trip)
  Feats Arcane Armor Mastery, Arcane Armor Training, Craft Magic 
  Arms and Armor, Craft Wondrous Item, Extra Channel, Forge 
  Ring, Improved Initiative, Scribe Scroll, Spell Focus 
  (evocation), Spell Penetration, Toughness, Weapon 
  Focus (warhammer)
  Skills Craft (armor, weapons) +14, Diplomacy +13,  
  Heal +20, Knowledge (arcana, religion) +29, Knowledge 
  (dungeoneering, engineering, planes) +19, 
  Knowledge (history, local) +14,  
  Perception +27 (+29 to notice unusual 
  stonework), Sense Motive +20, 
  Spellcraft +19, Use Magic Device +10
  Languages Aklo, Celestial, Common, 
  Draconic, Dwarven, Elven, Giant, 
  Undercommon
  SQ aura, arcane bond  
  (+1 holy warhammer), 
  combined spells (5th)
  Combat Gear 
  potions of bull’s 
  strength (2), wand of 
  cure serious wounds (20 
  charges), holy water (5);  
  Other Gear +5 mithral chainmail, 
  +1 holy warhammer, amulet of 
  natural armor +5, belt of mighty 
  constitution +6, minor cloak of 
  displacement, ring of protection +5, 
  diamond dust (worth 500 gp), eye ointment 
  (worth 250 gp), pair of canine statuettes 
  (worth 50 gp), 1,863 gp
  These master theurges mix support for 
  allies with offensive might.
  231
  231
  
  ALOOF SCHOLAR
  CR 8
  HUMAN BARD 7
  XP 
  4,800
  PATHFINDER CHRONICLER 2
  Medium humanoid (human)
  N
  Init +6; Senses Perception +13
  DEFENSE
  AC 18, touch 14, flat-footed 15 (+3 armor, +1 deflection, +2 Dex, 
  +1 dodge, +1 natural)
  hp 61 (7d8+2d8+18)
  Fort +6, Ref +9, Will +8; +4 vs. bardic performance, language-
  dependent, and sonic
  Defensive Abilities live to tell the tale (1/day)
  OFFENSE
  Speed 30 ft.
  Melee mwk dagger +6/+1 (1d4–1/19–20)
  Special Attacks bardic performance 25 rounds/
  day (move action; countersong, distraction, 
  fascinate, inspire competence +3, inspire 
  courage +2, suggestion)
  Bard Spells Known (CL 7th; concentration +10)
  3rd (2/day)—glibness, scrying (DC 16)
  2nd (4/day)—blur, daze monster (DC 17), 
  detect thoughts (DC 15), locate object
  1st (5/day)—charm person (DC 16), 
  comprehend languages, detect secret doors, 
  silent image (DC 14), unseen servant
  0 (at will)—dancing lights, detect magic, know 
  direction, mage hand, message, open/close
  TACTICS
  During Combat The Pathfinder chronicler 
  casts blur, then casts haste from her scroll. 
  Preferring to stay out of melee, she uses bardic 
  performance to aid her allies, and casts daze 
  monster or charm person on enemies who 
  come close. If threatened, she withdraws, 
  drinks her potion of invisibility, and makes 
  her escape.
  STATISTICS
  Str 8, Dex 14, Con 14, Int 12, Wis 12, Cha 16
  Base Atk +6; CMB +5; CMD 19
  Feats Dodge, Extra Performance, Greater Spell 
  Focus (enchantment), Improved Initiative, Mobility, 
  Spell Focus (enchantment)
  Skills Knowledge (arcana, local, nobility, religion) +17, 
  Knowledge (history) +13, Linguistics +7, Perception +13,  
  Perform (keyboard instruments) +7, Perform 
  (oratory) +15, Profession (scribe) +9, Spellcraft +12 
  (+14 to identify magic item properties), Stealth +12
  Languages Celestial, Common, Draconic, 
  Dwarven
  SQ bardic knowledge +4, deep 
  pockets (200 gp), elven magic, 
  lore master 1/day, master scribe, pathfinding, versatile performance 
  (keyboard, oratory)
  Combat Gear potion of invisibility, scroll of cure serious wounds, 
  scroll of disguise self, scroll of haste, scroll of identify, scroll of 
  see invisibility, scroll of speak with animals, scroll of tiny hut, 
  wand of cure light wounds (20 charges); Other Gear +1 leather 
  armor, masterwork dagger, amulet of natural armor +1, cloak 
  of resistance +1, ring of protection +1, silver mirror (worth 
  1,000 gp), 63 gp
  Often lost in their own thoughts, sometimes these 
  scholars forget others are around them. They’re usually 
  solitary, but have to go out exploring in search of 
  information—or pay adventurers to retell their stories.
  DENARATH LITHERNORN
  Given a choice, Denarath would rather avoid 
  people and be left alone with the company 
  of books. They give their opinions and 
  observations directly and without deceit or the 
  vagaries of tone, and never talk back when she 
  disagrees with their opinions. Unfortunately 
  for Denarath, chronicles are by definition 
  the stories of other people and their deeds, 
  so she needs to deal with other people for her 
  work. She puts up with them with a quiet and 
  detached reserve, waiting for them to perform 
  deeds worthy of being immortalized in her 
  prose. She takes an equal interest in all types 
  of martial and magical prowess, and encourages 
  allies to invite new, different members 
  into their group.
  Combat Encounters: During battle, 
  Denarath sheepishly hovers behind 
  the other combatants and gives her support 
  with stoic detachment. After a battle, she 
  searches the bodies for any maps, scrolls, 
  or books that might be good sources of 
  information. After that, she immediately 
  pulls out a book and quill to write down an 
  account of the high points of the battle.
  Roleplaying Suggestions: Denarath is 
  extremely quiet and withdrawn. Her face betrays 
  little emotion, and she speaks only in brief, 
  concise sentences. Tending to take things 
  too literally, she often scoffs at common 
  figures of speech. She can be a hassle to 
  travel with, since she packs a giant trunk of 
  books for even the shortest journey. She reads 
  late into the night, and refuses to 
  leave until she’s had time to 
  pick up the tomes she’s left 
  scattered around.
  232
  232
  
  CR
  PRESTIGE CLASSES
  PATHFINDER CHRONICLERS
  8
  12
  MAD PROPHET
  CR 12
  GNOME CLERIC OF THE OLD CULTS 9
  XP 
  19,200
  PATHFINDER CHRONICLER 4
  Small humanoid (gnome)
  CE
  Init +5; Senses low-light vision; Perception +17
  DEFENSE
  AC 19, touch 12, flat-footed 18 (+5 armor, +1 Dex, +2 natural, +1 size)
  hp 97 (9d8+4d8+35)
  Fort +11, Ref +7, Will +13; +2 vs. illusions
  Defensive Abilities defensive training (+4 dodge bonus to AC vs. 
  giants), live to tell the tale (2/day)
  OFFENSE
  Speed 20 ft.
  Melee +1 heavy mace +9/+4 (1d6–1)
  Special Attacks +1 on attack rolls against goblinoid and reptilian 
  humanoids, aura of madness (DC 18, 9 rounds/day), bardic 
  performance 7 rounds/day (countersong, distraction, epic tales, 
  fascinate, inspire courage +1), channel negative energy 8/day 
  (DC 17, 5d6)
  Domain Spell-Like Abilities (CL 9th; concentration +13)
  At will—lore keeper, remote viewing (9 rounds/day)
  7/day—vision of madness
  Gnome Spell-Like Abilities (CL 13th; concentration +16)
  1/day—dancing lights, ghost sound, prestidigitation, speak 
  with animals
  Cleric Spells Prepared (CL 9th; concentration +13)
  5th—slay living (DC 20), true seeingD
  4th—chaos hammer (DC 18), confusionD (DC 18), summon 
  monster IV, tongues
  3rd—blindness/deafness (DC 18), invisibility purge, prayer, rageD, 
  searing light
  2nd—cure moderate wounds, hold person (2, DC 16), resist energy, 
  spiritual weapon, touch of idiocyD
  1st—cause fear (DC 16), doom (DC 16), entropic shield, lesser 
  confusionD (DC 15), obscuring mist, shield of faith
  0 (at will)—bleed (DC 15), detect poison, light, read magic
  D Domain spell; Domains Knowledge, Madness
  TACTICS
  During Combat The Pathfinder chronicler drinks his potion of 
  fly. While flying above his enemies, he activates his aura of 
  madness, casts chaos hammer, and swoops down to cast slay 
  living on spellcasters.
  STATISTICS
  Str 6, Dex 12, Con 12, Int 14, Wis 19, Cha 16
  Base Atk +9; CMB +6; CMD 17
  Feats Combat Casting, Command Undead, Extra Channel, Great 
  Fortitude, Improved Initiative, Spell Focus (necromancy), Toughness
  Skills Bluff +11, Diplomacy +11, Heal +12, Intimidate +11, Knowledge 
  (arcana, dungeoneering, history) +12, Knowledge (planes, 
  religion) +17, Linguistics +8, Perception +17, Perform (oratory) +11, 
  Profession (scribe) +14
  Languages Abyssal, Aklo, Common, Draconic, Gnome, Sylvan
  SQ aura, bardic knowledge +2, deep pockets (400 gp), improved aid, 
  master scribe, pathfinding
  Combat Gear potion of cure serious wounds, potion of fly, scroll 
  of flame strike, scroll of summon monster V, scroll of summon 
  monster VI; Other Gear +2 studded leather, +1 heavy mace, 
  amulet of natural armor +2, brooch of shielding, cloak of 
  resistance +1, headband of inspired wisdom +2, 363 gp
  These Pathfinders know some paths are twisted and mad.
  TALMINUS THE ESOTERIC
  Talminus believes the religions and cults of the past 
  favored modes of thought that offer more truths 
  about the nature of the universe than the uninspired 
  religions popular today. Obsessed with discovering and 
  understanding these cults’ ancient beliefs, he desires to 
  disseminate their teachings and herald a return to their 
  profound truths.
  233
  233
  
  MASTER STORYCRAFTER
  CR 16
  HALF-ELF SORCERER 10
  XP 
  76,800
  PATHFINDER CHRONICLER 7
  Medium humanoid (elf, human)
  N
  Init +2; Senses low-light vision; Perception +23
  DEFENSE
  AC 22, touch 15, flat-footed 20 (+5 armor, +3 deflection, +2 Dex, 
  +2 natural)
  hp 86 (10d6+7d8+17)
  Fort +10, Ref +13, Will +15; +2 vs. enchantments
  Defensive Abilities live to tell the tale (3/day); DR 10/magic 
  (ranged weapon attack only, 100 points); Immune sleep
  OFFENSE
  Speed 40 ft.
  Melee quarterstaff +11/+6 (1d6–1)
  Ranged dagger +14/+9 (1d4–1/19–20)
  Special Attacks bardic performance  
  23 rounds/day (countersong, distraction, 
  epic tales, fascination, inspire action [move], 
  inspire courage +2, inspire competence +2, 
  whispering campaign)
  Sorcerer Spells Known  
  (CL 10th; concentration +17)
  5th (4/day)—break 
  enchantment, persistent image 
  (DC 24)
  4th (6/day)—dimension door, 
  hallucinatory terrain, phantasmal 
  killer (DC 23)
  3rd (8/day)—dispel magic, heroism, 
  invisibility sphere, major image (DC 22)
  2nd (8/day)—invisibility, mirror image, 
  protection from arrows, scorching ray, web 
  (DC 19)
  1st (8/day)—animate rope, color spray (DC 20), 
  disguise self, floating disk, identify, shield
  0 (at will)—dancing lights, detect magic, flare (DC 17), 
  light, ghost sound (DC 19), mage hand, message, 
  open/close, prestidigitation
  Bloodline arcane
  TACTICS
  Before Combat The Pathfinder chronicler casts heroism 
  and protection from arrows.
  During Combat The chronicler casts shield on herself, then 
  supports allies with bardic performance and illusions.
  Base Statistics Without heroism and protection from 
  arrows, the Pathfinder chronicler’s statistics are Fort +8, 
  Ref +11, Will +13; DR none; Melee quarterstaff +9/+4 
  (1d6–1); Ranged dagger +12/+7 (1d4–1/19–20); Skills 
  –2 on all skills.
  STATISTICS
  Str 8, Dex 14, Con 12, Int 14, Wis 10, Cha 24
  Base Atk +10; CMB +9; CMD 24
  Feats Arcane Armor Training, Combat Casting, Enlarge Spell, 
  Eschew Materials, Extend Spell, Extra Performance, Greater Spell 
  Focus (illusion), Silent Spell, Skill Focus (Perception), Spell Focus 
  (illusion), Widen Spell
  Skills Acrobatics +9 (+13 when jumping), Bluff +17, Diplomacy +17, 
  Knowledge (arcana, dungeoneering, geography, history, 
  local, nature, nobility, planes, religion) +15, Linguistics +10, 
  Perception +23, Perform (oratory, string) +17, Profession 
  (scribe) +10, Sense Motive +7, Spellcraft +12, Stealth +14, 
  Survival +10, Use Magic Device +22
  Languages Common, Draconic, Dwarven, Elf, Gnome, Halfling, Orc
  SQ arcane bond (staff of charming), bardic knowledge +3, bloodline 
  arcana (+1 DC for spells augmented by metamagic feats that 
  increase spell level), call down the legends, deep pockets (700 gp), 
  elf blood, improved aid, master scribe, metamagic adept (2/day), 
  new arcana, pathfinding
  Combat Gear potions of cure serious wounds (2), potion of gaseous 
  form, staff of charming; Other Gear +3 leather armor, 
  amulet of natural armor +2, boots of striding and springing, 
  cloak of resistance +2, handy haversack, headband of 
  alluring charisma +4, ring of protection +3, 1,290 gp
  These chroniclers travel with intrepid 
  adventurers to record tales of their exploits.
  YENELIS HALFELVEN
  Story is everything to Yenelis Halfelven. She 
  yearns to craft the most amazing story of 
  her generation, but such a story cannot be 
  a mere fiction—it must be based in fact. 
  She travels with promising adventurers, 
  hoping their deeds will spark her 
  perfect story, but so far has always 
  been disappointed.
  Combat Encounters: At first, 
  Yenelis only observed the adventurers 
  she traveled with, but now she aids 
  them, hoping her abilities can push 
  them in the right direction.
  Roleplaying Suggestions: 
  Yenelis scours taverns 
  and pubs, looking for 
  the group that will 
  finally give her the 
  perfect story.
  234
  234
  
  CR
  16
  19
  PRESTIGE CLASSES
  PATHFINDER CHRONICLERS
  BATTLE SKALD
  CR 19
  HUMAN BARBARIAN 6
  XP 
  204,800
  BARD 4
  PATHFINDER CHRONICLER 10
  Medium humanoid (human)
  N
  Init +1; Senses Perception +19
  DEFENSE
  AC 23, touch 13, flat-footed 21 (+7 armor, +3 deflection, +1 Dex, 
  +1 dodge, +3 natural, –2 rage)
  hp 261 (6d12+4d8+10d8+146)
  Fort +20, Ref +17, Will +17; +4 vs. bardic performance, language-
  dependent, and sonic
  Defensive Abilities improved uncanny dodge, live to tell 
  the tale (5/day), trap sense +2
  OFFENSE
  Speed 50 ft.
  Melee +1 shock handaxe 
  +24/+19/+14/+9 
  (1d6+7/19–20/×3 
  plus 1d6 
  electricity)
  Ranged +1 shock shortbow 
  +18/+13/+8/+3 (1d6+1/ 
  ×3 plus 1d6 electricity)
  Special Attacks bardic 
  performance 28 rounds/
  day (countersong, dirge 
  of doom, distraction, epic 
  tales, fascinate, greater epic 
  tales, inspire action [standard], 
  inspire competence +4,  
  inspire courage +3, inspire 
  greatness, soothing performance, 
  suggestion, whispering campaign), 
  rage (24 rounds/day), rage powers (clear 
  mind, moment of clarity, renewed vigor)
  Bard Spells Known (CL 4th; concentration +6)
  2nd (2/day)—mirror image, rage
  1st (4/day)—expeditious retreat, feather fall,  
  remove fear, unseen servant
  0 (at will)—dancing lights, know direction, mage hand, 
  mending, message, prestidigitation
  TACTICS
  During Combat The Pathfinder chronicler casts mirror image 
  on herself, uses bardic performance to aid her allies, and 
  shoots arrows at her foes. When raging, she uses moment 
  of clarity to cast spells when necessary.
  Base Statistics When not raging, the Pathfinder 
  chronicler’s statistics are AC 25, touch 15, flat-footed 23;  
  hp 241; Fort +18, Will +15; Melee +1 shock handaxe 
  +22/+17/+12/+7 (1d6+5/19–20/×3 plus 1d6 electricity); 
  Str 18, Con 18; CMB +20; Skills Climb +17, Swim +12.
  STATISTICS
  Str 22, Dex 13, Con 22, Int 10, Wis 8, Cha 14
  Base Atk +16; CMB +22; CMD 35
  Feats Dazzling Display, Dodge, Extra Rage, Fleet (2), Improved 
  Critical (handaxe), Improved Vital Strike, Power Attack, Toughness, 
  Vital Strike, Weapon Focus (handaxe)
  Skills Acrobatics +1 (+5 when jumping), Bluff +10, Climb +19, Handle 
  Animal +15, Heal +4, Intimidate +15, Knowledge (geography, local, 
  nobility) +16, Knowledge (history) +18, Linguistics +6, Perception +19, 
  Perform (oratory) +15, Profession (scribe) +7, Ride +14, Stealth +21, 
  Survival +7, Swim +14, Use Magic Device +15
  Languages Common, Celestial, Draconic, Dwarven
  SQ bardic knowledge +7, call down the legends, deep pockets 
  (1,000 gp), fast movement, improved aid, lay of the 
  exalted dead, master scribe, pathfinding, versatile 
  performance (oratory)
  Combat Gear +1 flaming arrows (5), +1 thundering 
  arrows (5), dragon slaying arrow, greater human 
  slaying arrow, javelins of lightning (5); Other 
  Gear +5 leather armor, +1 shock handaxe, +1 shock 
  shortbow, amulet of natural armor +3, belt of mighty 
  constitution +4, cloak of resistance +5, figurines 
  of wondrous power (ivory goats), ring of 
  protection +3, 1,930 gp
  Singing odes of battle and bravery, 
  these chroniclers make sure the 
  living never forget 
  those traditions, 
  and even try 
  to encourage 
  the living to 
  surpass the great 
  deeds of the heroes 
  of past ages. They believe 
  battle is the truest test of a 
  person’s mettle.
  YGULDA GOLDENBROW
  At a young age, Ygulda fell in love with ancient 
  ballads and odes, and now she considers herself a 
  living valkyrie. She aids any warriors she believes 
  carry the true spark of heroism, hoping they will 
  serve as muses for future songs in which she can 
  immortalize their great deeds.
  Combat Encounters: Ygulda travels with a cadre 
  of heroic warriors, mostly barbarians. She tells 
  them that it’s better to die a glorious death in 
  battle than to survive through cowardice.
  Roleplaying Suggestions: A hard fighter and a 
  hard drinker, Ygulda believes that victory 
  should be met with celebration. She scorns 
  anyone she considers a coward.
  235
  235
  
  BLACKSTRIKE
  CR 8
  HUMAN FIGHTER 7
  XP 
  4,800
  SHADOWDANCER 2
  Medium humanoid (human)
  CN
  Init +2; Senses darkvision 60 ft.; Perception +12
  DEFENSE
  AC 20, touch 14, flat-footed 17 (+5 armor, +1 deflection, +2 Dex,  
  +1 dodge, +1 natural)
  hp 86 (7d10+2d8+34)
  Fort +9, Ref +8, Will +4; +2 vs. fear
  Defensive Abilities bravery +2, evasion, uncanny dodge
  OFFENSE
  Speed 30 ft.
  Melee +1 greatsword +17/+12 (2d6+13/19–20)
  Ranged mwk shortbow +11/+6 (1d6/×3)
  Special Attacks weapon training (heavy blades +1)
  TACTICS
  Before Combat The shadowdancer drinks her potion of bull’s 
  strength. If she knows where the battle will take place, she scouts 
  the location to find good hiding places.
  During Combat The shadowdancer drinks her potion of blur, then 
  keeps to the shadows, delivering greatsword attacks to foes on 
  the perimeter of battle so she doesn’t get dragged into the melee.
  Base Statistics Without bull’s strength, the shadowdancer’s statistics 
  are Melee +1 greatsword +15/+10 (2d6+10/19–20); Str 18; CMB +12; 
  CMD 26.
  STATISTICS
  Str 22, Dex 14, Con 14, Int 12, Wis 10, Cha 8
  Base Atk +8; CMB +14; CMD 28
  Feats Combat Reflexes, Disruptive, Dodge, 
  Lightning Reflexes, Mobility, Power Attack, 
  Toughness, Vital Strike, Weapon Focus 
  (greatsword), Weapon 
  Specialization (greatsword)
  Skills Acrobatics +14, Climb +10, 
   Handle Animal +3, Heal +1,  
  Knowledge (arcana) +4, 
  Knowledge (geography, local, 
  religion) +2, Perception +12, Perform 
  (dance) +4, Ride +6, Stealth +14, 
  Swim +10
  SQ armor training 2, hide in  
  plain sight
  Combat Gear potion of 
  blur, potion of bull’s 
  strength, potion of cure 
  moderate wounds; Other 
  Gear +1 chain shirt,  
  +1 greatsword, masterwork 
  shortbow with 20 arrows, amulet of 
  natural armor +1, cloak of resistance +1, 
  ring of protection +1, 219 gp
  Like gnawing nightmares dwelling in shadow, blackstrikes 
  stalk just out of sight, yet still close enough to strike.
  KRESIS HELGOLD
  Nothing more than a murderer for hire, Kresis will 
  take nearly any job if the money is right. Possessing no 
  loyalty to any one group, she rarely accepts jobs from 
  the same people twice, and has been known to carry 
  out assassinations for both sides of a single conflict. 
  Sometimes, this means an aggravated employer sends 
  assassins after Kresis herself. In these situations, she 
  retreats rather than staying to fight—unless she knows 
  one of her would-be killers has a high price on his head 
  that she could claim.
  Though she almost always takes jobs she’s offered, 
  Kresis draws the line at murdering children and people 
  she considers innocents. In times of doubt, she leaves 
  the fate of her prey to a simple coin toss. If the result 
  favors the victim, she doesn’t accept the money she was 
  promised for the job, and leaves it at that. If her employer 
  hires another assassin, it’s no longer her problem. 
  Combat Encounters: Kresis does not kill for fun; she 
  kills for pay. It’s not her job to collect information, to 
  help out other mercenaries, or to deliver 
  messages—just to kill her target and 
  get paid. She takes as few personal 
  risks as possible, and makes sure 
  she’s prepared before a battle so 
  she can fight on her own terms. 
  Once a mercenary, she turned 
  to assassination in order to 
  have more control over her 
  actions and lower her own 
  risk of death, and she’s 
  not about to stick her neck 
  out now. She almost never 
  fights in the middle of the day, 
  preferring to attack at night 
  or near dusk or dawn when the 
  shadows are long. 
  Roleplaying Suggestions: Sullen 
  and withdrawn, Kresis says little 
  about herself, and seems distracted 
  by her own thoughts. She is actually 
  an attentive listener, though, and 
  rarely forgets what she hears. She 
  eavesdrops on tavern conversations 
  to get information about her targets 
  before the kill. She couldn’t care 
  less about the fallout after the hit—
  as long as she gets the money she 
  was promised, she considers the 
  venture a success.
  236
  236
  
  CR
  8
  12
  PRESTIGE CLASSES
  SHADOWDANCERS
  MIDNIGHT DANCER
  CR 12
  HALF-ORC BARD 9
  XP 
  19,200
  SHADOWDANCER 4
  Medium humanoid (human, orc)
  NE
  Init +2; Senses darkvision 90 ft., see invisibility; Perception +15
  DEFENSE
  AC 20, touch 14, flat-footed 17 (+5 armor, +1 deflection, +2 Dex,  
  +1 dodge, +1 natural)
  hp 71 (9d8+4d8+9)
  Fort +4, Ref +12, Will +8; +4 vs. bardic performance, language-
  dependent, and sonic
  Defensive Abilities evasion, orc ferocity, uncanny dodge
  OFFENSE
  Speed 30 ft.
  Melee +1 dagger +12/+7 (1d4+3/19–20)
  Ranged +1 light crossbow +12 (1d8+1/19–20)
  Special Attacks bardic performance 24 rounds/day (move action; 
  countersong, dirge of doom, distraction, fascinate, inspire 
  competence +3, inspire courage +2, inspire greatness, suggestion)
  Shadowdancer Spell-Like Abilities (CL 4th; concentration +8)
  2/day—shadow illusion (DC 15)
  1/day—shadow call (DC 18)
  Bard Spells Known (CL 9th; concentration +13)
  3rd (4/day)—cure serious wounds, deep slumber (DC 18), 
  gaseous form, see invisibility
  2nd (5/day)—darkness, invisibility, silence (DC 16), suggestion (DC 17)
  1st (6/day)—cure light wounds, lesser confusion (DC 16), remove 
  fear, silent image (DC 15), sleep (DC 16)
  0 (at will)—daze (DC 15), ghost sound (DC 14), lullaby (DC 15), 
  mage hand, message, open/close
  TACTICS
  Before Combat The shadowdancer casts see invisibility.
  During Combat Keeping to the shadows at the edge of battle, 
  the shadowdancer supports allies and uses crossbow shots and 
  debilitating spells against enemies.
  Base Statistics Without see invisibility, the shadowdancer’s 
  statistics are Senses darkvision 90 ft.
  STATISTICS
  Str 14, Dex 14, Con 10, Int 15, Wis 8, Cha 18
  Base Atk +9; CMB +11; CMD 25
  Feats Combat Casting, Combat Reflexes, Dodge, Iron Will, 
  Lightning Reflexes, Mobility, Spell Focus (enchantment)
  Skills Acrobatics +15, Climb +10, Disable Device +12, Disguise 
  +10, Intimidate +6, Knowledge (dungeoneering) +19, 
  Knowledge (local) +14, Perception +15, Perform (act) +15, 
  Perform (dance) +14, Sleight of Hand +10, Stealth +23, 
  Swim +7, Use Magic Device +17
  Languages Common, Goblin, Orc
  SQ bardic knowledge +4, hide in plain sight, lore master  
  1/day, orc blood, rogue talent (fast stealth), shadow 
  jump (40 feet/day), summon shadow, versatile 
  performance (act, dance), weapon familiarity
  Combat Gear +1 human-bane bolts (5), +1 undead-bane bolts (5);  
  Other Gear +3 leather armor, +1 dagger, +1 light crossbow with 
  20 bolts, dagger, amulet of natural armor +1, cloak of elvenkind, 
  headband of alluring charisma +2, ring of protection +1, 1,038 gp
  These bards grant support though a subtle dance of shadows.
  MELLAK THE RAVEN
  Mellak sees life as a dance and death as its finale. A 
  performer at heart, he makes each death he deals an act 
  in his play of mortality, often using a dancing flourish 
  to make it as artistic as possible. He expounds upon his 
  philosophy of a beautiful death to his victims, explaining 
  that they are lucky to receive an elegant death rather than 
  the ugly end of sickness and infirmity.
  237
  237
  
  BLACK ICE
  CR 16
  GNOME ILLUSIONIST 10
  XP 
  76,800
  SHADOWDANCER 7
  Small humanoid (gnome)
  NE
  Init +6; Senses darkvision 60 ft., low-light vision; Perception +20
  DEFENSE
  AC 23, touch 17, flat-footed 20 (+4 armor, +3 deflection, +2 Dex,  
  +1 dodge, +2 natural, +1 size)
  hp 147 (10d6+7d8+78)
  Fort +12, Ref +15, Will +15; +2 vs. illusions
  Defensive Abilities defensive roll, defensive training (+4 dodge 
  bonus to AC vs. giants), evasion, greater invisibility, improved 
  uncanny dodge, slippery mind; DR 10/adamantine (100 points)
  OFFENSE
  Speed 30 ft.
  Melee staff of frost +10/+5 (1d4–2)
  Special Attacks +1 on attack rolls against goblinoid and reptilian 
  humanoids
  Gnome Spell-Like Abilities (CL 17th; concentration +19)
  1/day—dancing lights, ghost sound, prestidigitation, speak 
  with animals
  Arcane School Spell-Like Abilities (CL 10th; concentration +15)
  At will—invisibility field (10 rounds/day)
  8/day—blinding ray
  Shadowdancer Spell-Like Abilities (CL 7th; concentration +9)
  3/day—shadow illusion (DC 13)
  2/day—shadow call (DC 16)
  Illusionist Spells Prepared (CL 10th; concentration +15)
  5th—feeblemind (DC 20), nightmare (DC 23), shadow 
  evocation (DC 23), teleport
  4th—charm monster (DC 19), greater invisibility, phantasmal 
  killer (DC 22), solid fog, stoneskin
  3rd—blink, displacement, fly, major image (DC 21), slow (DC 18)
  2nd—acid arrow, darkness, hypnotic pattern (DC 20), 
  invisibility (2), resist energy
  1st—charm person (DC 16), color spray (DC 19), feather 
  fall, mage armor, magic missile (2), shield
  0 (at will)—daze (DC 15), ghost sound (DC 18), mage hand, 
  ray of frost
  Opposition Schools divination, necromancy
  TACTICS
  Before Combat The shadowdancer casts mage armor and stoneskin.
  During Combat The shadowdancer casts greater invisibility and 
  shield, then harries his foes with phantasmal killer, hypnotic 
  pattern, and spells from his staff of frost.
  Base Statistics Without mage armor and stoneskin, 
  the shadowdancer’s statistics are AC 19, touch 17, 
  flat-footed 16; DR none.
  STATISTICS
  Str 6, Dex 14, Con 16, Int 20, Wis 10, Cha 14
  Base Atk +10; CMB +7; CMD 23
  Feats Combat Casting, Combat Reflexes, Dodge, Fleet (2),  
  Greater Spell Focus (illusion), Improved Initiative, Iron Will, Lightning 
  Reflexes, Mobility, Scribe Scroll, Spell Focus (illusion), Toughness
  Skills Acrobatics +20, Bluff +20, Craft (alchemy) +7, Diplomacy +20, 
  Fly +17, Knowledge (arcana) +23, Knowledge (dungeoneering, 
  geography) +13, Knowledge (planes) +23, Perception +20, Perform 
  (dance) +8, Spellcraft +23, Stealth +24, Swim +2
  Languages Aklo, Common, Draconic, Gnome, Sylvan
  SQ arcane bond (staff of frost), extended illusions (+5 rounds), hide 
  in plain sight, rogue talents (combat trick, fast stealth), shadow 
  jump (80 feet/day), summon shadow
  Combat Gear restorative ointment (5 applications), staff of frost 
  (10 charges); Other Gear amulet of natural armor +2, cloak 
  of resistance +4, headband of vast intelligence +2, ring of 
  protection +3, diamond dust (worth 500 gp), 3,800 gp
  These evasive spellcasters make frustrating enemies.
  SCAL WISTALVAK
  Gnomes love pranks and practical jokes, but few are as 
  dark, devious, and deadly as those of Scal Wistalvak. The 
  entire time he uses illusions and ice magic to bring about 
  psychological torture and chilling death, he stays out 
  of sight, laughing maniacally.
  238
  238
  
  CR
  16
  19
  PRESTIGE CLASSES
  SHADOWDANCERS
  DARKSTAR
  CR 19
  HALFLING ROGUE 10
  XP 
  204,800
  SHADOWDANCER 10
  Small humanoid (halfling)
  N
  Init +12; Senses darkvision 60 ft.; Perception +27
  DEFENSE
  AC 31, touch 21, flat-footed 24 (+7 armor, +3 deflection, +6 Dex, 
  +1 dodge, +3 natural, +1 size)
  hp 143 (10d8+10d8+50)
  Fort +13, Ref +25, Will +15; +2 vs. fear
  Defensive Abilities defensive roll, improved evasion, improved 
  uncanny dodge, slippery mind, trap sense +3
  OFFENSE
  Speed 20 ft.
  Melee +1 flaming short sword +25/+20/+15 (1d4+1/19–20 plus 1d6 fire)
  Ranged +1 sling +24/+19/+14 (1d3+1)
  Special Attacks sneak attack +5d6
  Shadowdancer Spell-Like Abilities (CL 10th; concentration +10)
  5/day—shadow illusion (DC 11)
  4/day—shadow call (DC 14)
  2/day—shadow power (DC 15)
  TACTICS
  During Combat The shadowdancer drinks his potion 
  of invisibility, summons a shadow to flank with 
  him, and focuses on dropping foes one at a time.
  STATISTICS
  Str 11, Dex 26, Con 14, Int 10, Wis 14, Cha 10
  Base Atk +14; CMB +13; CMD 35
  Feats Combat Reflexes, Dodge, Improved Initiative,  
  Iron Will, Mobility, Point-Blank Shot, Spring 
  Attack, Stand Still, Two-Weapon Fighting, 
  Vital Strike, Weapon Finesse, Weapon 
  Focus (short sword)
  Skills Acrobatics +28 (+24 when jumping), 
  Climb +10, Disable Device +31, Escape 
  Artist +16, Heal +7, Intimidate +8, Knowledge 
  (arcana, engineering, planes) +5, Knowledge 
  (dungeoneering, local) +8, Perception +27, 
  Perform (dance) +8, Sleight of Hand +16, 
  Stealth +35, Swim +8, Use Magic Device +8
  Languages Common, Halfling
  SQ rogue talents (combat trick, defensive roll, fast 
  stealth, finesse rogue, opportunist, stand up, surprise attack, 
  trap spotter), shadow jump (320 feet/day), shadow master, 
  summon shadow, trapfinding +5
  Combat Gear +1 demon-bane bullets (5), +1 human-bane 
  bullets (5), potions of cure serious wounds (2), potions of 
  invisibility (2); Other Gear +5 leather armor, +1 flaming short 
  sword, +1 sling with 20 bullets, amulet of natural armor +3,  
  bag of holding (type I), belt of incredible dexterity +6, boots 
  of speed, cloak of resistance +4, glove of storing, ring of 
  protection +3, rope of climbing, 3,969 gp
  Short but deadly, a darkstar skirts the shadows with his 
  shadow companion.
  FILAGAN UMBRAFLAME
  A thief and a liar, Filagan is more interested in filling 
  his coin purse and enjoying the good life than he is in 
  carnage or murder. Though deadly in combat, he avoids 
  it whenever possible. He employs dirty tricks when 
  cornered, knowing his small size is a disadvantage in 
  a straight physical fight. Once he gets the best of his 
  opponent, he escapes to a nearby tavern or gambling hall 
  to lose himself in the crowd and relax.
  Combat Encounters: A daring thief, Filagan knows 
  adventurers are typically lucrative marks. This often 
  causes him to take too big of risks and get himself into 
  trouble stealing from them. Filagan rarely travels with 
  allies, but might jump into a larger battle if doing so 
  means there’s less risk to him personally.
  Roleplaying Suggestions: Jovial and fun-loving, Filagan 
  is the life of the party, buying drinks and telling good-
  natured and self-deprecating jokes. He doesn’t let on that 
  he’s an experienced killer—at least not until someone 
  threatens one of his drinking buddies.
  239
  239
  
  240
  
  241
  T
  he chickens!” Doga yelled. 
  “We’ve got to save my 
  chickens!”
  “Asmodeus take your chickens!” 
  Pelam roared. “It’s your chickens 
  what got us into this mess!”
  Behind them, masonry exploded 
  as the dragon tore through the 
  shop wall. Doga quit trying to 
  scoop up his birds and flung 
  himself at the ground, arms over 
  his head. Pelam reached out and 
  dragged him in under the cart. 
  “Idiot!” he shrieked. “What do 
  you think happens when you go 
  messing with a wizard’s things?”
  Doga sniffed, tears dripping 
  from the end of his nose. 
  “The egg was so big... I was 
  just gonna borrow it long enough 
  to win the prize at the fair. I was 
  gonna bring it right back...”
  NPC Classes
  
  NPC CLASSES
  The Pathfinder Roleplaying Game may be about heroes 
  and monsters, but the game world also has thousands 
  or even millions of completely normal people living in 
  it—innkeepers, town guards, bakers, and so on. When 
  the PCs are around, trouble happens, and sometimes 
  you need stat blocks for those NPCs—perhaps because 
  you need to know how many rounds the innkeeper will 
  survive inside a burning building, or how many hits the 
  mind-controlled city guard can take from a reluctant 
  PC. This chapter gives you example NPC stat blocks 
  for the five NPC classes presented in the Pathfinder 
  RPG Core Rulebook. Even though those classes go up 
  to level 20, in most campaigns even the most worldly 
  peasant, merchant, or king is no more than 10th level, 
  and anything higher than that is the realm of legendary 
  heroes and player characters. Consequently, this chapter 
  presents these NPC classes from only levels 1 to 10.
  The stat blocks presented here are not meant to 
  represent specific named NPCs; rather, they are used for 
  common roles these sorts of characters play in the game—
  shopkeepers, minor cultists, swineherds, and so on. You 
  should be able to use these stat blocks for most NPCs in 
  a particular role, or make only a simple change to do so, 
  such as changing the Profession skill of the journeyman 
  carpenter (page 261) from carpentry to stonemasonry to 
  use the stat block as a mason.
  All of the NPCs in this chapter use the “basic” set of 
  base ability scores (13, 12, 11, 10, 9, 8). Because the NPC 
  classes have no significant class abilities, it is easy to 
  assign different roles to these NPCs by altering their 
  skills or feats.
  You can also customize the NPCs by adding limited 
  forms of certain PC-class abilities, such as giving the 
  miner (commoner 4) a +1 damage bonus when flanking 
  an opponent, the brigand (warrior 2) 1 round of barbarian 
  rage per day, or the doom prophet (adept 4) a 1/day usage 
  of an appropriate 1st-level domain power. Compared to 
  PC classes and monsters, the NPC classes are weak and 
  intentionally generic, and giving the NPCs a taste of a 
  1st-level PC class ability makes them more interesting in 
  play without affecting their overall CR.
  NPC CLASS GEAR
  The NPCs in this chapter have gear according to the Basic 
  Level column of Table 14–9: NPC Gear on page 454 of the 
  Core Rulebook. However, keep in mind that the table is 
  designed for adventuring NPCs, not common townsfolk. 
  Just because the table says a 2nd-level commoner has 390 
  gp doesn’t mean every 2nd-level pig farmer actually has 
  390 gp worth of portable valuables on his person or at his 
  home! The farmer owns a few pigs, some miscellaneous 
  farm tools, a handful of gold and silver coins, and (in a 
  country where peasants can own land) a few acres and 
  a cozy shack, but otherwise doesn’t have any assets of 
  interest to adventurers. For the sake of following the table, 
  the characters in this chapter are listed with appropriate 
  gear (and perhaps some livestock) according to their 
  professions, and the remainder of their level-appropriate 
  gold is listed, but it would be exceedingly rare for these 
  normal people to have savings equivalent to multiple years 
  of work stored in a mattress or buried under the house. 
  Given that a character working for a week can earn gp equal 
  to half the result of a Craft or Profession check, a typical 
  NPC-class character is probably carrying one-tenth of that 
  amount (at most) at any particular time. Attacking farmers 
  for their gold is not profitable for adventurers!
  There are exceptions, of course. For example, adepts 
  in hostile tribes or bandit gangs tend to have treasure 
  indicated by the table, as do aristocrats (who are generally 
  wealthy or have access to significant resources) and 
  warriors (who are paid and equipped in anticipation 
  of battle). Members of those three classes usually have 
  armor, weapons, and magic items that PCs would consider 
  treasure. Some experts, such as skilled artisans or 
  merchants, may have valuable merchandise or a stash of 
  coin intended for buying more supplies. Use common 
  sense to decide whether an NPC’s listed “surplus” gold is 
  reasonable or not, and award treasure accordingly.
  HOW TO USE THIS CHAPTER
  The four most common uses for NPCs in this chapter are 
  as allies, enemies, minions, and player characters.
  Allies
  As with the NPCs in the other chapters, these characters 
  have a role to play in the campaign story, though normally 
  in a subservient or secondary manner. A village’s constable 
  (commoner 9) is tough enough to keep the peace for routine 
  squabbles, but must defer to the PCs when a tribe of orcs 
  begins raiding. The PCs might hire the local blacksmith 
  (expert 6) to arm their hired guards (warriors 3) who’ll 
  protect the old fort the heroes just recaptured, but the 
  PCs are still the focus of the campaign and the NPC-
  class characters are less important to the story than the 
  PCs. You can even use these NPCs as mentors or teachers 
  for low-level characters, with the PCs exceeding the 
  capabilities of their trainers and becoming local legends 
  as “the greatest students I ever had.”
  enemies
  You can use these NPCs as opponents for your campaign, 
  though they lack the special powers that make combat 
  interesting and most PCs won’t find them a challenge 
  except in large numbers. In a low-magic or gritty 
  242
  242
  
  NPC CLASSES
  INTRODUCTION
  campaign, humanoid opponents are the norm and skilled 
  opponents and monsters are rare exceptions; the villain 
  of the campaign may have levels in a PC class, but the 
  rest of his minions are experts and warriors. An evil 
  adversary might use deception or magic to turn a mob 
  against the PCs, forcing the heroes to dispatch their 
  misguided opponents, preferably in a nonlethal way that 
  doesn’t give them a reputation as casual murderers.
  MINIONS
  If an NPC-class character has a recurring role in the 
  campaign, a player might want to make that character a 
  permanent addition to the group by using the Leadership 
  feat or offering a ridiculously high wage (offering an NPC 
  a 1,000 gp bonus for taking a job is roughly equivalent 
  to 4 years of normal pay). Whether the player intends the 
  NPC to be a cohort, an important follower, or just 
  a reliable lackey, few NPCs are likely to refuse the 
  opportunity to associate with an incredibly 
  wealthy patron. If the NPC overcomes many 
  challenges and gains levels, it is fair to allow 
  the PC to suggest class levels, feats, and 
  skills for the minion to pursue (including 
  PC-class levels, if the PC provides suitable 
  training for that purpose).
  PlAyer ChArACters
  In some campaigns, the PCs start 
  out as normal people who encounter 
  extraordinary circumstances; the  
  PCs begin play with NPC 
  classes and only later take 
  levels in PC classes (if at 
  all). In other campaigns, 
  the main heroes could 
  each have a minion, and 
  some game sessions focus 
  on what the minions are 
  doing while the heroes 
  are off saving the world. 
  You can use these sample 
  NPCs for these kinds of 
  campaigns, but keep in 
  mind that NPC classes are 
  much less powerful than 
  PC classes and have few or 
  no special class abilities 
  that allow them to deal 
  with 
  special 
  monster 
  attacks and defenses; the 
  characters will have to 
  rely on wits and skills to 
  overcome challenges, and 
  combats should be limited to other NPC-class characters 
  and common animals, or else the PCs may die quickly.
  HUMAN NAMES
  The Core Rulebook lists sample names for all PC races 
  except humans, as human names vary by region and many 
  fantasy games, including the Pathfinder RPG, take their 
  inspiration from a wide variety of regions and traditions. 
  A sampling of human names representing numerous 
  cultures is given below.
  To get a feel for creating human names that reflect 
  different cultural traditions, languages, and flavors, try 
  searching online for names from real-world nations and 
  cultures more akin to your setting. Even if your setting 
  doesn’t have a direct cultural analogue in the real world, 
  baby name websites that allow you to filter by origin 
  and ethnicity can often introduce you to names you’re 
  unfamiliar with, as well as naming conventions and 
  constructions that sound realistic and organic. Such 
  sites are great places to harvest NPC names when 
  you’re in a hurry.
  Female Names: Alerdene, Alinza, Aula, 
  Bach Hien, Belka, Beshkee, Chammady, 
  Chao, Do Quyen, Eshe, Eudomia, 
  Gerda, 
  Hiriko, 
  Ilinica, 
  Indah, 
  Ingirt, Izora, Jalket, Jayazi, Kaede, 
  Kalizama, Kamshi, Lestari, 
  Leyli, 
  Marisan, 
  Me’amesa, 
  Meilin, Mirelinda, Mpaandi, 
  Nalmida, Nanya, Narantuyaa, 
  Ntisi, Pasara, Pontia, Que 
  Xuan, Revhi, Runa, Sahba, 
  Shirin, Shivkah, Sinkitah, 
  Surenchinua, Udara, Umie, 
  Valki, 
  Waajida, 
  Xemne, 
  Xue, Zalika, Zova.
  Male 
  Names: 
  Aakif, 
  Andrezi, Arasmes, Bahram,  
  Baolo, Barid, Batsaikhan, 
  Belor, Budi, Darvan, Dolok, 
  Eilif, 
  Garidan, 
  Gellius, 
  Hadzi, Hamengku, Harisko, 
  Iacobus, Jaali, Jianguo, Kjell, 
  Kousei, 
  Kronug, 
  Menas, 
  Mitabu, Narsius, Nonek, 
  Pateba, 
  Pratavh, 
  Qorchi, 
  Ragnar, 
  Rubani, 
  Seckor, 
  Shokamb, Shuo, Sunaki, 
  Suryo, Tabansi, Teruawa, 
  Thanh Liem, Toan Hao, 
  Tomorbataar, Tuong Kinh, 
  Ursion, Vachedi, Viorec, 
  Yekskya, Zaiho, Zhen.
  243
  243
  
  Init +1; Senses Perception +1
  DEFENSE
  AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
  hp 5 (1d6+2)
  Fort –1, Ref +1, Will +3
  OFFENSE
  Speed 30 ft.
  Melee morningstar +0 (1d8) or
  silver dagger +0 (1d4/19–20)
  Ranged silver dagger +1 (1d4/19–20)
  Adept Spells Prepared (CL 1st; concentration +2)
  1st—bless, cure light wounds
  0 (at will)—guidance, light, mending
  TACTICS
  During Combat The adept reads her scroll of sleep and 
  commands her dog to attack. She then casts bless and attacks 
  with her morningstar.
  STATISTICS
  Str 10, Dex 12, Con 8, Int 9, Wis 13, Cha 10
  Base Atk +0; CMB +0; CMD 11
  Feats Skill Focus (Handle Animal), Toughness
  Skills Handle Animal +7, Heal +7, Spellcraft +3
  Languages Common
  Combat Gear scroll of cure light 
  wounds, scroll of sleep, alchemist’s 
  fire; Other Gear studded leather, 
  morningstar, silver dagger, guard 
  dog, healer’s kit, silver holy symbol, 
  smokestick, spell component pouch, 
  tindertwig, 9 gp
  An acolyte has just begun to 
  unravel the mysteries of her faith, 
  and lacks the fervent zeal that more 
  indoctrinated members of her 
  religion have. She is eager to learn, 
  but her incomplete teachings 
  mean she is more easily swayed 
  by contrary rhetoric.
  Settlements that have adepts 
  rather than clerics are often primitive 
  or remote. Their religious practices may  
  be a strange or heretical offshoot of a main 
  religion, weaker than the common form but 
  giving access to spells that are normally unavailable 
  to true clerics (such as minor creation and sleep). 
  A person trained by a cleric who instead 
  manifests adept abilities may be cast 
  out as a blasphemer or witch.
  ACOLYTE
  CR 1/3
  HUMAN ADEPT 1
  XP 135
  Medium humanoid (human)
  N
  SHAMAN
  CR 1/2
  HALF-ORC ADEPT 2
  XP 200
  Medium humanoid (human, orc)
  NE
  Init –1; Senses darkvision 60 ft.; Perception +2
  DEFENSE
  AC 11, touch 9, flat-footed 11 (+2 armor, –1 Dex)
  hp 11 (2d6+4)
  Fort +1, Ref +1, Will +5
  Defensive Abilities orc ferocity
  OFFENSE
  Speed 30 ft.
  Melee dagger +0 (1d4–1/19–20)
  Ranged dart +0 (1d4–1)
  Adept Spells Prepared (CL 2nd; concentration +4)
  1st—burning hands (DC 13), sleep (DC 13)
  0 (at will)—ghost sound (DC 12), read magic, touch of fatigue 
  (DC 12)
  TACTICS
  During Combat If fighting foes that lack darkvision, the adept reads 
  his scroll of darkness. He looks for groups to target with burning 
  hands or sleep, resorting to darts or alchemist’s fire otherwise.
  STATISTICS
  Str 9, Dex 8, Con 12, Int 10, Wis 15, Cha 11
  Base Atk +1; CMB +0; CMD 9
  Feats Combat Casting
  Skills Heal +9, Intimidate +2, Knowledge 
  (religion) +5
  Languages Common, Orc
  SQ orc blood, summon familiar (weasel), 
  weapon familiarity
  Combat Gear scroll of bless, scrolls 
  of cure light wounds (2), scroll of 
  darkness, scroll of protection from good, 
  alchemist’s fire (2); Other Gear leather 
  armor, dagger, darts (10), healer’s kit, 
  smokestick, spell component pouch, 
  tindertwig, unholy symbol (bone-and-
  tooth necklace worth 5 gp), 2 gp
  A shaman serves a small tribe as a 
  visionary and source of wisdom—
  the sole authority on supernatural 
  matters, and the only one who can 
  communicate with the worlds beyond. 
  His familiar may be a representation 
  of his spirit animal or a spy who 
  allows him to learn more about other 
  tribesfolk and appear wiser than he is.
  This stat block can also be used as a 
  lesser adept apprenticed to an initiate 
  (adept 3), doom prophet (adept 4), or 
  guru (adept 6).
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  CR
  1/3
  1/2
  1
  2
  NPC CLASSES
  ADEPTS
  Init +0; Senses darkvision 60 ft.; Perception +2
  DEFENSE
  AC 13, touch 10, flat-footed 13 (+3 armor)
  hp 30 (4d6+16)
  Fort +3, Ref +1, Will +6
  Defensive Abilities orc ferocity
  OFFENSE
  Speed 30 ft.
  Melee mwk heavy mace +7 (1d8+4)
  Ranged mwk sling +3 (1d4+4)
  Adept Spells Prepared (CL 4th; concentration +6)
  2nd—darkness
  1st—burning hands (DC 13), cause fear (DC 13), command (DC 13)
  0 (at will)—detect magic, guidance, read magic
  TACTICS
  Before Combat The adept reads his scrolls of bear’s 
  endurance and bull’s strength.
  During Combat The adept casts darkness on his mace, 
  then casts scorching ray or burning hands.
  Base Statistics Without bear’s endurance and bull’s 
  strength, the adept’s statistics are hp 22; Fort +1; 
  Melee mwk heavy mace +5 (1d8+2); Ranged 
  mwk sling +3 (1d4+2); Str 14, Con 11; 
  CMB +4; CMD 14.
  STATISTICS
  Str 18, Dex 10, Con 15, Int 9, Wis 14, Cha 8
  Base Atk +2; CMB +6; CMD 16
  Feats Skill Focus (Intimidate), Toughness
  Skills Fly +3, Intimidate +7, Knowledge 
  (religion) +3
  Languages Common, Orc
  SQ orc blood, summon familiar (bat), 
  weapon familiarity
  Combat Gear scroll of 
  bear’s endurance, 
  scroll of bull’s 
  strength, scroll of 
  cure light wounds, 
  scroll of scorching 
  ray (3), alchemist’s 
  fire (2); Other Gear 
  masterwork studded 
  leather, masterwork heavy 
  mace, masterwork sling with 
  10 bullets, silver unholy symbol, spell component 
  pouch, 118 gp
  A doom prophet preaches his dire portents to 
  any who listen.
  INITIATE
  CR 1
  HUMAN ADEPT 3
  XP 400
  Medium humanoid (human)
  CE
  DOOM PROPHET
  CR 2
  HALF-ORC ADEPT 4
  XP 600
  Medium humanoid (human, orc)
  CE
  Init +0; Senses Perception +1
  DEFENSE
  AC 12, touch 10, flat-footed 12 (+2 armor); +2 vs. good
  hp 16 (3d6+6)
  Fort +4, Ref +1, Will +4; +2 vs. good
  OFFENSE
  Speed 30 ft.
  Melee spear +1 (1d8/×3) or
  mwk cold iron dagger +2 (1d4/19–20)
  Ranged dart +1 (1d4)
  Adept Spells Prepared (CL 3rd; concentration +4)
  1st—burning hands (DC 12), detect good, protection from good
  0 (at will)—detect magic, light, read magic
  TACTICS
  Before Combat The adept casts protection from good.
  During Combat The adept casts burning hands 
  whenever she can catch two or more foes in the area. 
  When she runs out of spells, scrolls, and acid, she 
  fights with her spear.
  Base Statistics Without protection from good, the 
  adept’s statistics are AC no bonus vs. good; 
  Saves no bonus vs. good.
  STATISTICS
  Str 10, Dex 11, Con 12, Int 8, Wis 13, 
  Cha 11
  Base Atk +1; CMB +1; CMD 11
  Feats Combat Casting, Great Fortitude, 
  Scribe Scroll
  Skills Knowledge (arcana, local, 
  planes) +3, Knowledge (religion) +5, 
  Spellcraft +5
  Languages Common
  SQ summon familiar (toad)
  Combat Gear scrolls of burning hands (2,  
  CL 3rd), scrolls of cure light wounds (2), 
  scroll of obscuring 
  mist (CL 3rd), scroll 
  of sleep (CL 3rd), 
  acid (2); Other Gear 
  leather armor, darts (6),  
  masterwork cold iron 
  dagger, spear, belt pouch, masterwork 
  manacles, scroll case, silver holy symbol (cracked 
  moon), spell component pouch, 9 gp
  The initiate never knew her true calling until 
  strange visions opened her eyes to the terrors 
  beyond reality. Now touched by madness, she 
  tries to bring others into the darkness.
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  ENFORCER
  CR 3
  HUMAN ADEPT 5
  XP 800
  Medium humanoid (human)
  NE
  GURU
  CR 4
  DWARF ADEPT 6
  XP 1,200
  Medium humanoid (dwarf)
  LN
  Init +1; Senses Perception +4
  DEFENSE
  AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
  hp 27 (5d6+10)
  Fort +2, Ref +5, Will +7
  OFFENSE
  Speed 30 ft.
  Melee mwk club +7 (1d6+6)
  Ranged dagger +3 (1d4+4/19–20)
  Adept Spells Prepared (CL 5th; concentration +7)
  2nd—bull’s strength, mirror image
  1st—cause fear (DC 13), command (DC 13), cure light wounds
  0 (at will)—ghost sound (DC 12), light, stabilize
  TACTICS
  Before Combat The adept casts  
  bull’s strength.
  During Combat The adept casts 
  mirror image, then attacks 
  with his club. If he has trouble 
  landing blows, he switches to 
  his wand of burning hands.
  Base Statistics Without bull’s 
  strength, the adept’s statistics 
  are Melee mwk club +5 (1d6+3); 
  Ranged dagger +3 (1d4+2/19–20); 
  Str 14; CMB +4; CMD 15.
  STATISTICS
  Str 18, Dex 12, Con 11, Int 9, Wis 14, Cha 8
  Base Atk +2; CMB +6; CMD 17
  Feats Cleave, Light Armor Proficiency, Power Attack, 
  Toughness
  Skills Intimidate +4, Knowledge (local) +4, 
  Knowledge (religion) +3, Perception +4
  Languages Common
  SQ summon familiar (weasel)
  Combat Gear scroll of cure moderate 
  wounds, wand of burning hands (CL 5th, 
  9 charges), alchemist’s fire (3),  
  tanglefoot bag; Other Gear 
  chain shirt, dagger, masterwork 
  club, cloak of resistance +1, belt 
  pouch, manacles (2), silver holy symbol, spell 
  component pouch, 2 gp
  The enforcer uses threats and violence to 
  serve a dual purpose: to intimidate enemies 
  of his religion, and to pass judgment on 
  members who believe they can betray or 
  desert the holy cause.
  Init +0; Senses darkvision 60 ft.; Perception +3
  DEFENSE
  AC 10, touch 10, flat-footed 10
  hp 27 (6d6+6)
  Fort +7, Ref +2, Will +8; +2 vs. poison, spells, and spell-like abilities
  Defensive Abilities defensive training (+4 dodge bonus to AC 
  vs. giants)
  OFFENSE
  Speed 20 ft.
  Melee quarterstaff +2 (1d6–1)
  Special Attacks +1 on attack rolls against goblinoid and orc humanoids
  Adept Spells Prepared (CL 6th; concentration +9)
  2nd—invisibility, mirror image
  1st—bless, cure light wounds, obscuring mist
  0 (at will)—create water, guidance, mending
  TACTICS
  During Combat The adept attacks for nonlethal damage 
  only (the attack penalty for this is 
  not included in her melee entry). 
  She tries to escape combat entirely 
  with her spells and items.
  STATISTICS
  Str 8, Dex 10, Con 12, Int 9, Wis 16, 
  Cha 10
  Base Atk +3; CMB +2; CMD 12 (16 vs. 
  bull rush or trip)
  Feats Eschew Materials, Great Fortitude, 
  Skill Focus (Knowledge [religion])
  Skills Diplomacy +6, Knowledge 
  (religion) +11
  Languages Common, Dwarven
  SQ summon familiar (rat)
  Combat Gear potion of gaseous 
  form, scroll of 
  cure moderate 
  wounds; Other Gear 
  quarterstaff, ring of 
  sustenance, book 
  (describes personal 
  meditations and 
  philosophy), wooden holy symbol, 34 gp
  The guru achieved inner peace and 
  developed magical talents through 
  meditating and abandoning her attachment to 
  physical burdens and obligations. She lives on the 
  street, seeking students to enlighten and free from 
  their bonds, and though most people ignore her as a 
  beggar, she is wise and content.
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  246
  
  CR
  3
  4
  5
  6
  NPC CLASSES
  ADEPTS
  HERMIT
  CR 5
  HUMAN ADEPT 7
  XP 1,600
  Medium humanoid (human)
  N
  HERETIC
  CR 6
  HALF-ELF ADEPT 8
  XP 2,400
  Medium humanoid (elf, human)
  CN
  Init +0; Senses low-light vision; Perception +5
  DEFENSE
  AC 13, touch 13, flat-footed 13 (+3 deflection)
  hp 36 (8d6+8)
  Fort +4, Ref +3, Will +12; +2 vs. enchantments
  OFFENSE
  Speed 30 ft.
  Melee mwk spear +7 (1d8+3/×3)
  Ranged mwk spear +5 (1d8+2/×3)
  Adept Spells Prepared (CL 8th; concentration +11)
  3rd—lightning bolt (DC 17)
  2nd—bull’s strength, scorching ray, web (DC 15)
  1st—bless, burning hands (DC 15), command, 
  cure light wounds
  0 (at will)—guidance, purify food and drink, 
  stabilize
  TACTICS
  Before Combat The adept casts bull’s strength 
  and drinks his potion of shield of faith.
  During Combat The adept blasts his 
  enemies with divine fire and lightning.
  Base Statistics Without bull’s strength 
  and shield of faith, the adept’s 
  statistics are AC 10, touch 10, flat-
  footed 10; Melee mwk spear +5 
  (1d8/×3); Ranged mwk spear +5 
  (1d8/×3); Str 11; CMB +4; CMD 14.
  STATISTICS
  Str 15, Dex 10, Con 12, Int 10, Wis 
  16, Cha 8
  Base Atk +4; CMB +6; CMD 19
  Feats Combat Casting, Iron Will, Skill Focus 
  (Knowledge [religion], Perform [oratory]), Spell 
  Focus (evocation)
  Skills Acrobatics +3, Diplomacy +7, 
  Knowledge (religion) +14, Perform 
  (oratory) +10
  SQ elf blood, summon familiar (monkey)
  Combat Gear feather token (whip), 
  potion of shield of faith (CL 6th), 
  scroll of scorching ray (CL 7th), scroll of 
  web, wand of cure moderate wounds 
  (15 charges), wand of lightning bolt 
  (7 charges); Other Gear masterwork 
  spear, cloak of resistance +1, silver holy 
  symbol, spell component pouch, 443 gp
  The heretic seeks to convert the faithful away from 
  a church that blinds them with lies.
  Init +0; Senses Perception +3
  DEFENSE
  AC 13, touch 11, flat-footed 13 (+1 deflection, +2 natural)
  hp 38 (7d6+14)
  Fort +6, Ref +3, Will +9
  OFFENSE
  Speed 30 ft.
  Melee quarterstaff +2 (1d6–1)
  Ranged sling +3 (1d4–1)
  Adept Spells Prepared (CL 7th; concentration +10)
  2nd—animal trance (DC 15), invisibility, web (DC 15)
  1st—cause fear (DC 14), cure light wounds, endure elements, 
  obscuring mist
  0 (at will)—light, mending, purify food and drink
  TACTICS
  Before Combat The adept casts endure elements at the start of 
  each day. He drinks his potion of barkskin if expecting a fight.
  During Combat The adept casts web, then hurls shock bullets 
  with his sling at any exposed foes, all the while uttering 
  vile epithets.
  Base Statistics Without barkskin, the adept’s statistics 
  are AC 11, touch 11, flat-footed 11.
  STATISTICS
  Str 9, Dex 10, Con 12, Int 11, Wis 16, Cha 8
  Base Atk +3; CMB +2; CMD 13
  Feats Endurance, Great Fortitude, Skill Focus 
  (Knowledge [arcana], Survival), Toughness
  Skills Heal +7, Knowledge (arcana) +13, Knowledge 
  (nature) +9, Stealth +10, Survival +16
  Languages Common
  SQ summon familiar (cat)
  Combat Gear potion of barkskin, scroll of 
  comprehend languages, scrolls of 
  cure moderate wounds (2), 
  +1 shock bullets (6); Other 
  Gear dagger, quarterstaff, 
  sling with 10 bullets, 
  cloak of resistance +1, 
  ring of protection +1, 
  spell component pouch, 
  wooden holy symbol, 
  21 gp
  This filthy, ill-mannered 
  hermit wants nothing but 
  to be left alone. He knows 
  many secrets that others have 
  forgotten, but will fight anyone who 
  dares to ask about them.
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  HEALER
  CR 7
  HALFLING ADEPT 9
  XP 3,200
  Small humanoid (halfling)
  NG
  Init +1; Senses Perception +4
  DEFENSE
  AC 16, touch 12, flat-footed 15 (+4 armor, +1 Dex, +1 size)
  hp 34 (9d6+3)
  Fort +6, Ref +5, Will +11; +2 vs. fear
  OFFENSE
  Speed 20 ft.
  Melee quarterstaff +3 (1d4–2)
  Ranged sling +6 (1d3–2)
  Adept Spells Prepared (CL 9th; concentration +11)
  3rd—remove disease
  2nd—cure moderate wounds, delay poison, web (DC 14)
  1st—cure light wounds (2), endure elements, obscuring mist
  0 (at will)—create water, read magic, stabilize
  TACTICS
  Before Combat The adept drinks her potion of mage armor.
  During Combat The adept catches as many foes as possible in her 
  web, then heals her allies or seeks to escape. If she must fight, 
  she prefers her sling.
  Base Statistics Without mage armor, the adept’s statistics 
  are AC 12, touch 12, flat-
  footed 11.
  STATISTICS
  Str 6, Dex 13, Con 10, Int 12, 
  Wis 14, Cha 12
  Base Atk +4; CMB +1; 
  CMD 12
  Feats Brew Potion, Great 
  Fortitude, Iron Will, Scribe Scroll, 
  Skill Focus (Heal)
  Skills Acrobatics +3 (–1 when 
  jumping), Appraise +4, Climb +0, 
  Heal +19, Knowledge (local) +8, 
  Knowledge (nature) +13, Linguistics +3,  
  Perception +4, Profession (herbalist) +14,  
  Survival +8
  Languages Common, Elven, Gnome,  
  Halfling, Sylvan
  SQ summon familiar (toad)
  Combat Gear potions of cure light 
  wounds (2), potion of cure 
  moderate wounds, potions of lesser 
  restoration (2), potion of mage 
  armor, restorative ointment, scroll of 
  animal trance, scroll of cure moderate 
  wounds, scroll of neutralize poison (CL 8th), 
  scroll of remove curse (CL 8th), scroll of 
  remove disease, wand of cure light wounds 
  (29 charges), holy water, tanglefoot bag; 
  Other Gear quarterstaff, sling with 10 bullets, antitoxin (2), 
  everburning torch, healer’s kit, spell component pouch, wooden 
  holy symbol, bit and bridle, pony (combat trained), saddle, 
  saddlebags, 38 gp
  This wise woman knows many natural remedies for 
  wounds and ailments, and supports this knowledge with a 
  strange mix of spells, scrolls, and potions. She is midwife 
  to many women, assists in the delivery of livestock, and 
  is trusted for her ability to predict storms and droughts. 
  The healer has a kind heart and hates to see any creature 
  suffer. She is usually able to find alternative ways for poor 
  folk to pay for her services, and as a result is beloved by 
  her community. Once she is provided with sufficient 
  food, water, and household supplies for her needs, she 
  often directs payments above and beyond that to other 
  needy people in the vicinity, creating a web of trust and 
  reliance among the townsfolk or villagers.
  If she helps adventurers with a curse, disease, or terrible 
  injury, she is likely to ask them to build a stone wall, repair 
  a house, or tend to a farmer’s livestock in payment. This 
  is the case even if there is a remote threat of monsters 
  nearby, for she understands that the adventurers were 
  likely to chase down that threat anyway, and 
  therefore would be getting a service for free. She 
  believes in generosity and altruism, but likes 
  it when people remain humble and are willing 
  to get their hands dirty doing “real work” that 
  lacks the “glory” of bloodshed.
  Many of her supplies were acquired from 
  years of negotiating and trading, whether 
  directly for the items (such as her wand 
  of cure light wounds) or for rare or exotic 
  materials she can use to make potions 
  and scrolls. If adventurers wish to pay 
  her in the form of these goods (or by 
  questing for them) or offer her minor 
  healing items the adventurers have 
  outgrown but that would still be 
  useful for helping villagers, she 
  gratefully accepts.
  The healer is especially interested 
  in acquiring potions of cure light 
  wounds, as she is not particularly fast 
  on her feet (and is getting slower as 
  the years pass), nor is she a skilled 
  rider, so being able to hand a 
  healing potion (which even a 
  non-spellcaster can administer) 
  to a fast rider or runner might 
  make the difference between 
  life and death for an injured farmer 
  or rancher. 
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  CR
  7
  8
  NPC CLASSES
  ADEPTS
  CULTIST
  CR 8
  HUMAN ADEPT 10
  XP 4,800
  Medium humanoid (human)
  CE
  Init +7; Senses Perception +3
  DEFENSE
  AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural)
  hp 45 (10d6+10)
  Fort +5, Ref +6, Will +12
  OFFENSE
  Speed 30 ft., fly 60 ft. (good)
  Melee mwk silver dagger +5 (1d4–1/19–20)
  Ranged mwk silver dagger +9 (1d4–1/19–20)
  Adept Spells Prepared (CL 10th; concentration +13)
  3rd—bestow curse (DC 16), cure serious wounds
  2nd—invisibility, mirror image, web (DC 15)
  1st—command (DC 14), cure light wounds, obscuring mist, 
  protection from law
  0 (at will)—detect magic, light, read magic
  TACTICS
  Before Combat The adept drinks her potions 
  of barkskin, cat’s grace, fly, and mage 
  armor, then rises up out of reach of 
  enemy melee weapons.
  During Combat The adept hurls fireballs 
  and lightning bolts from the air, then 
  returns to the ground to dispense 
  her touch spells and use her 
  wand of burning hands.
  Base Statistics Without barkskin, 
  cat’s grace, fly, and mage armor, 
  the adept’s statistics are Init +5; AC 11, 
  touch 11, flat-footed 10; Ref +4; Speed 30 ft.; 
  Ranged mwk silver dagger +7 (1d4–1/19–20); 
  Dex 12; CMD 15; Skills Fly +1.
  STATISTICS
  Str 8, Dex 16, Con 10, Int 9, Wis 16, Cha 12
  Base Atk +5; CMB +4; CMD 17
  Feats Combat Casting, Great Fortitude,  
  Improved Initiative, Iron Will, Skill Focus 
  (Bluff), Toughness
  Skills Appraise +2, Bluff +17, Fly +7, Knowledge 
  (arcana) +6, Knowledge (planes) +9, 
  Knowledge (religion) +5, Linguistics +0, 
  Spellcraft +7
  Languages Common, Aklo
  SQ summon familiar (raven, speaks Aklo)
  Combat Gear necklace of fireballs (type IV), 
  potion of barkskin, potion of cat’s grace, 
  potion of fly, potion of mage armor, 
  scrolls of lightning bolt (2, CL 8th), 
  wand of burning hands (CL 5th, 
  16 charges), wand of cure light 
  wounds (31 charges), ; Other Gear masterwork silver dagger, 
  scroll case, silver unholy symbol, 37 gp
  The cultist is a smiling friend to all in her community, so 
  few suspect she leads a second life dedicated to ushering in 
  the apocalypse. The cultist spins falsehoods to conceal her 
  true motives, presenting herself as a pious woman of the 
  church, a research assistant for a sage, or the demure wife 
  of the mayor or a local merchant—any role where she can 
  be known but does not wield power, and is therefore not 
  suspected of having any ambition. She uses her magic 
  to spy on townsfolk, punish her enemies and those who 
  would thwart her plans, direct suspicion away from her 
  onto a scapegoat, and sow confusion and panic among 
  the townsfolk so she can manipulate them more easily. If 
  discovered using magic, she pretends to be less successful 
  at it than she truly is and asks the witnesses not to tell 
  her superiors of it, as they would disapprove and 
  punish her for it.
  Whether she serves demons, the god 
  of destruction, or strange beings from 
  the outer darkness, the cultist eagerly 
  anticipates the ruin of the world. 
  Much of her work involves placing 
  secret marks around her village, 
  sacrificing 
  animals, 
  burning 
  strange 
  herbs, 
  and 
  uttering 
  guttural chants, all of which help 
  power the apocalypse ritual taught 
  to her by her dark masters. The 
  culmination of these acts almost 
  certainly requires human sacrifice—
  whether a direct act with a knife or 
  a subtle massacre such as a burning 
  building—and perhaps a celestial 
  conjunction 
  between 
  stars 
  and 
  planets invisible to the naked eye.
  The cultist may believe the masters 
  of the apocalypse will reward her with 
  power or divinity when the time comes, 
  or will grant her a quick and merciful 
  death. She may wish to see the world 
  burn for some slight against her by a 
  rival or lover, or simply because the secret 
  madness within her throbs at the idea of 
  such wanton destruction.
  Her minions in town include secret 
  alliances 
  with 
  enforcers 
  (adepts 
  5), 
  ruffians (commoners 7), or even a traitor 
  (commoner 10). The members of this 
  conspiracy may not know each other’s 
  identities, or may believe that someone 
  other than the cultist is in charge.
  249
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  PAGE
  CR 1/3
  HALFLING ARISTOCRAT 1
  XP 135
  Small humanoid (halfling)
  N
  PRINCESS
  CR 1/2
  HUMAN ARISTOCRAT 2
  XP 200
  Medium humanoid (human)
  N
  Init +2; Senses Perception +6
  DEFENSE
  AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
  hp 3 (1d8–1)
  Fort +0, Ref +3, Will +3; +2 vs. fear
  OFFENSE
  Speed 25 ft.
  Melee dagger –1 (1d3–2/19–20)
  TACTICS
  During Combat The aristocrat fights as best he can with his dagger, 
  but flees as soon as possible to find a guard.
  STATISTICS
  Str 6, Dex 15, Con 9, Int 12, Wis 10, Cha 12
  Base Atk +0; CMB –3; CMD 9
  Feats Fleet
  Skills Acrobatics +4, Climb +0, Diplomacy +5, 
  Escape Artist +3, Knowledge (local, nobility) +5, 
  Perception +6, Stealth +7
  Languages Common, Halfling
  Gear dagger, courtier’s outfit, 
  228 gp
  This nervous young 
  page alternates between 
  avoiding unwanted attention 
  and 
  desperately 
  trying 
  to 
  impress any nobles who send 
  him on errands. His duties involve 
  carrying messages (whether on 
  parchment or memorized) within the 
  palace grounds or a city, delivering 
  packages, escorting the retainers 
  of visiting officials, and so on.
  Sometimes a package carried 
  by a page contains something 
  quite 
  valuable, 
  though 
  if 
  that is the case, the page is 
  usually accompanied by one 
  or more guards (warriors 3). 
  The additional wealth in the 
  page’s stat block may account 
  for such items, though in 
  most cases the page only 
  carries a few silver coins 
  for his own personal 
  use plus a few 
  gold pieces for 
  his employer’s 
  expenses.
  Init +1; Senses Perception +0
  DEFENSE
  AC 12, touch 12, flat-footed 10 (+1 Dex, +1 dodge)
  hp 7 (2d8–2)
  Fort –1, Ref +1, Will +3
  OFFENSE
  Speed 30 ft.
  Melee unarmed strike +0 (1d3–1) or
  light mace +0 (1d6–1) or
  short sword +0 (1d6–1/19–20)
  TACTICS
  During Combat If forced into a fight, the aristocrat borrows, 
  improvises, or steals a weapon such as a light mace or 
  short sword (as an aristocrat, she is proficient with 
  all simple and martial weapons). If she has no allies 
  and believes her life is in danger, she flees.
  STATISTICS
  Str 8, Dex 13, Con 9, Int 11, Wis 10, Cha 14
  Base Atk +1; CMB +0; CMD 12
  Feats Dodge, Skill Focus (Diplomacy)
  Skills Bluff +6, Diplomacy +10, 
  Knowledge (nobility) +5, Knowledge 
  (religion) +4, Perform (dance) +7, Perform 
  (sing, string instruments) +6, Ride +5, 
  Sense Motive +4
  Languages Common
  Gear noble’s outfit, signet ring, 310 gp
  Well-rounded in her training, 
  the princess is a demure lady of 
  the court who handles herself 
  quite well in a fight. She has a 
  stubborn streak and a taste for 
  adventure, and doesn’t like 
  commoners telling her what 
  she can and can’t do.
  Most of her remaining 
  wealth is in the form of 
  fine jewelry, such as 
  rings, 
  necklaces, 
  a 
  tiara, or a scepter. 
  These 
  items 
  are 
  quite recognizable 
  as belonging to the 
  royal family and sure 
  to cause suspicion if 
  they are found 
  in the hands of 
  anyone else.
  250
  250
  
  CR
  1/3
  1/2
  1
  2
  NPC CLASSES
  ARISTOCRATS
  SQUIRE
  CR 1
  HUMAN ARISTOCRAT 3
  XP 400
  Medium humanoid (human)
  N
  HEIR APPARENT
  CR 2
  HUMAN ARISTOCRAT 4
  XP 600
  Medium humanoid (human)
  LG
  Init +1; Senses Perception +5
  DEFENSE
  AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
  hp 19 (3d8+6)
  Fort +1, Ref +2, Will +2
  OFFENSE
  Speed 20 ft.
  Melee mwk longsword +4 (1d8+1/19–20) or
  dagger +3 (1d4+1/19–20)
  Ranged composite shortbow +3 (1d6+1/×3)
  TACTICS
  During Combat If serving a knight, the aristocrat fights near his 
  master, making frequent use of flanking and aid another. He stays 
  mounted to take advantage of his horse’s attacks.
  STATISTICS
  Str 13, Dex 12, Con 10, Int 8, Wis 9, Cha 11
  Base Atk +2; CMB +3; CMD 14
  Feats Mounted Combat, Power Attack, Toughness
  Languages Common
  Skills Diplomacy +4, Handle Animal +6, Intimidate +4, 
  Knowledge (nobility) +3, Perception +5, Ride +2
  Combat Gear holy water; Other 
  Gear chainmail, composite 
  shortbow (+1 Str) with  
  20 arrows, dagger, masterwork 
  longsword, bit and bridle, light 
  horse (combat trained), riding 
  saddle, saddlebags, 11 gp
  This squire has begun his 
  knightly training, but not yet 
  earned his spurs. He aspires 
  to match the valor and chivalry of the 
  finest knights. Most of his duties 
  involve caring for his knight’s 
  armor, weapons, and horse, 
  holding 
  prisoners 
  taken 
  by the knight, and giving 
  the knight an honorable 
  burial if he is killed.
  The knight may 
  instruct the squire 
  to follow him into battle. 
  If the squire proves himself loyal, 
  skilled, and reliable in combat, his knight may 
  choose to elevate him to full knight status (though in 
  some lands this ceremony may only be performed by 
  the ruler). A knight may have many squires, but a squire 
  serves only one knight.
  Init +1; Senses Perception +3
  DEFENSE
  AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
  hp 22 (4d8+4)
  Fort +1, Ref +2, Will +3
  OFFENSE
  Speed 20 ft.
  Melee mwk longsword +4 (1d8/19–20)
  Ranged dagger +4 (1d4/19–20)
  TACTICS
  During Combat The aristocrat fights with skill and caution, as suits 
  one whose duty is to the throne. If in the company of others, she 
  suggests clever tactics even if she is not actually in command of 
  the group.
  STATISTICS
  Str 10, Dex 12, Con 10, Int 11, Wis 8, Cha 13
  Base Atk +3; CMB +3; CMD 14
  Feats Lightning Reflexes, Skill Focus  
  (Diplomacy), Toughness
  Skills Diplomacy +11, Knowledge (engineering, 
  religion) +4, Knowledge (history) +5, Knowledge 
  (nobility) +7, Linguistics +4, Perception +3, 
  Perform (dance) +5, Ride +5, Sense 
  Motive +4, Survival +5
  Languages Common, Elven
  Combat Gear oil of bless weapon, 
  potion of cure moderate wounds, 
  potion of spider climb; Other 
  Gear masterwork breastplate, 
  dagger, masterwork longsword, 
  noble’s outfit, signet ring, 253 gp
  The heir apparent has been groomed 
  to rule since birth, yet aspires to 
  an even greater destiny. She 
  welcomes the obligations of 
  a ruling queen, and hopes 
  to 
  accomplish 
  deeds 
  of 
  great 
  heroism, 
  justice, and mercy 
  during her time 
  on the throne. 
  She is normally 
  accompanied 
  by 
  guards (warriors 3) or 
  officers (aristocrats 6).
  Some of her remaining wealth is in the 
  form of royal regalia, such as a circlet, and is easily 
  recognized as royal property.
  251
  251
  
  FALCONER
  CR 3
  HUMAN ARISTOCRAT 5
  XP 800
  Medium humanoid (human)
  CG
  OFFICER
  CR 4
  ELF ARISTOCRAT 6
  XP 1,200
  Medium humanoid (elf)
  N
  Init +0; Senses low-light vision; Perception +8
  DEFENSE
  AC 16, touch 10, flat-footed 16 (+6 armor)
  hp 36 (6d8+9)
  Fort +2, Ref +2, Will +7; +2 vs. enchantments
  Immune sleep
  OFFENSE
  Speed 20 ft.
  Melee mwk greatsword +8 (2d6+3/19–20) or
  mwk warhammer +7 (1d8+2/×3)
  Ranged mwk composite longbow +5 (1d8+2/×3)
  TACTICS
  During Combat The aristocrat directs her troops from horseback, 
  saving her personal attention for the toughest foes. She uses 
  potions of cure light wounds to save her most wounded 
  subordinates from death.
  STATISTICS
  Str 14, Dex 10, Con 10, Int 11, Wis 10, Cha 11
  Base Atk +4; CMB +6; CMD 16
  Feats Iron Will, Toughness, Weapon 
  Focus (greatsword)
  Skills Diplomacy +9, Intimidate 
  +5, Knowledge (nobility) +5, 
  Perception +8, Profession 
  (soldier) +9, Ride +6, Sense 
  Motive +5
  Languages Common, Elven
  SQ elven magic, weapon 
  familiarity
  Combat Gear potions of 
  cure light wounds (3), 
  potion of cure moderate 
  wounds; Other Gear 
  masterwork breastplate, 
  masterwork composite 
  longbow (+2 Str) with 20 
  arrows, masterwork greatsword, 
  masterwork warhammer, 
  courtier’s outfit, bit and bridle, 
  light horse (combat trained), 
  military saddle, saddlebags, 
  studded leather barding, 
  1,121 gp
  The officer is a capable 
  and seasoned commander, 
  and has earned 
  the loyalty of 
  her troops.
  Init +1; Senses Perception +10
  DEFENSE
  AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
  hp 17 (5d8–5)
  Fort +0, Ref +4, Will +3
  OFFENSE
  Speed 30 ft.
  Melee mwk short sword +4 (1d6/19–20)
  Ranged mwk light crossbow +5 (1d8/19–20)
  TACTICS
  During Combat The aristocrat mounts his horse and flees while 
  shooting his crossbow. He orders his falcon to attack only if his 
  foes seem weak or he is in mortal peril.
  STATISTICS
  Str 10, Dex 12, Con 9,  
  Int 11, Wis 8, Cha 14
  Base Atk +3; CMB +3; 
  CMD 14
  Feats Lightning Reflexes, 
  Mounted Combat, 
  Skill Focus (Handle 
  Animal, Perception)
  Skills Climb +5, 
  Diplomacy +9, Handle 
  Animal +13, Knowledge 
  (nobility) +7, Perception +10, Profession 
  (falconer) +7, Ride +3, Survival +3
  Languages Common
  Combat Gear potion of cure light wounds, 
  tanglefoot bag; Other Gear mithral 
  chain shirt, masterwork light crossbow 
  with 20 bolts,  
  masterwork short 
  sword, signal whistle, 
  silver holy symbol, 
  trained hawk 
  (Pathfinder RPG 
  Bestiary 131, 
  worth 40 gp), bit 
  and bridle, light horse 
  (combat trained), riding saddle, 
  saddlebags, 360 gp
  The falconer has dedicated his life to 
  training birds of prey—his raptors are his 
  dearest friends. He cares little 
  about courtly life and 
  prefers the company of 
  his noble birds.
  252
  252
  
  CR
  3
  4
  5
  6
  NPC CLASSES
  ARISTOCRATS
  MAYOR
  CR 5
  HUMAN ARISTOCRAT 7
  XP 1,600
  Medium humanoid (human)
  N
  DIPLOMAT
  CR 6
  HALF-ELF ARISTOCRAT 8
  XP 2,400
  Medium humanoid (elf, human)
  N
  Init +1; Senses low-light vision; Perception +12
  DEFENSE
  AC 11, touch 11, flat-footed 10 (+1 Dex)
  hp 28 (8d8–8)
  Fort +2, Ref +4, Will +9
  OFFENSE
  Speed 30 ft.
  Melee mwk rapier +6/+1 (1d6–1/18–20)
  Ranged dagger +7 (1d4–1/19–20)
  TACTICS
  During Combat The diplomat prefers to fence with words rather 
  than blades, but handles a rapier competently. She tries to 
  talk her opponents out of fighting, emphasizing the legal and 
  political trouble caused by harming an official diplomat.
  STATISTICS
  Str 9, Dex 12, Con 8, Int 12, Wis 10, Cha 16
  Base Atk +6; CMB +5; CMD 16
  Feats Alertness, Iron Will, Persuasive, Skill Focus 
  (Diplomacy, Knowledge [history])
  Skills Bluff +14, Diplomacy +19, Intimidate +10,  
  Knowledge (geography, religion) +5, 
  Knowledge (history) +14, Knowledge 
  (nobility) +8, Linguistics +6, Perception +12, 
  Perform (dance) +7, Ride +5, Sense 
  Motive +13
  Languages Common, Dwarven, Elven, 
  Giant, Goblin
  SQ elf blood
  Combat Gear potion of cure 
  moderate wounds; Other Gear 
  dagger, masterwork rapier, 
  cloak of resistance +1, figurine 
  of wondrous power (silver raven), 
  antitoxin (4), noble’s outfit, signet ring, 
  298 gp
  Exposed since birth to the contentious 
  relationships between disparate races and 
  nationalities, the diplomat found her calling 
  in resolving the differences of others. Her 
  half-elven lifespan means she has dealt with 
  three or more generations of human nobility 
  in various countries and is well versed in 
  evolving etiquette. Slow-burning feuds and 
  several attempts on her life have made her 
  cautious and patient in her work.
  Some of her remaining wealth is in 
  the form of jewelry appropriate to her 
  station (worth approximately 50 gp).
  Init +0; Senses Perception +2
  DEFENSE
  AC 15, touch 10, flat-footed 15 (+5 armor)
  hp 31 (7d8)
  Fort +4, Ref +4, Will +9
  OFFENSE
  Speed 35 ft.
  Melee mwk rapier +7 (1d6–1/18–20)
  Ranged dagger +5 (1d4–1/19–20)
  TACTICS
  Before Combat The aristocrat drinks his potion of heroism.  
  He then calls rat 
  swarms with his 
  pipes of the sewers.
  During Combat The 
  aristocrat sends his rats 
  forward and hides behind 
  allies. If alone, he uses 
  Combat Expertise to prolong 
  the fight in the hope that help 
  will arrive in time to save him.
  Base Statistics Without heroism, 
  the aristocrat’s statistics are 
  Perception +0; Fort +2, Ref +2; Will +7; 
  Melee mwk rapier +5 (1d6–1/18–20); 
  Skills –2 on all skills.
  STATISTICS
  Str 8, Dex 11, Con 10, Int 13, Wis 10, 
  Cha 14
  Base Atk +5; CMB +4; CMD 14
  Feats Combat Expertise, Fleet, 
  Iron Will, Persuasive, Skill 
  Focus (Knowledge [local])
  Skills Appraise +10, Bluff +14, 
  Diplomacy +16, Intimidate +14, Knowledge 
  (history) +9, Knowledge (local) +16, Knowledge 
  (nobility) +11, Knowledge (religion) +7, Perception +2, 
  Perform (wind) +8, Sense Motive +12
  Languages Common, Halfling
  Combat Gear potion of cure moderate wounds, 
  potion of heroism; Other Gear +1 chain shirt, 
  dagger, masterwork rapier, pipes of the sewers, 
  antitoxin (2), courtier’s outfit, staff of office 
  (worth 200 gp), everburning torch, 430 gp
  The mayor has taken to wearing a chain 
  shirt beneath his clothing in the event 
  that illicit lenders come calling to 
  collect the money he owes.
  253
  253
  
  KNIGHT
  CR 7
  HUMAN ARISTOCRAT 9
  XP 3,200
  Medium humanoid (human)
  LE
  Init +1; Senses Perception +5
  DEFENSE
  AC 22, touch 11, flat-footed 21 (+9 armor, +1 Dex, +2 shield)
  hp 76 (9d8+36)
  Fort +6, Ref +4, Will +5
  OFFENSE
  Speed 20 ft.
  Melee mwk lance +12/+7 (1d8+5/×3) or
  +1 longsword +12/+7 (1d8+6/19–20)
  Ranged mwk composite shortbow +8/+3 (1d6+3/×3)
  Space 5 ft.; Reach 5 ft. (10 ft. with lance)
  TACTICS
  Before Combat Before a fight or joust, the aristocrat drinks his 
  potions of bear’s endurance and bull’s strength.
  During Combat The aristocrat opens with a charge. When 
  confronting foes on foot, he stows his lance, then attacks 
  with his longsword. Against mounted foes, he wheels about 
  and charges so he can use Unseat, repeating this until all his 
  opponents are dismounted. If he is unable to hit a well-armored 
  rider, he is not above attacking the mount instead.
  Base Statistics Without bear’s endurance and bull’s strength, the 
  aristocrat’s statistics are hp 58; Fort +4; Melee mwk lance +10/+5 
  (1d8+3/×3) or +1 longsword +10/+5 (1d8+4/19–20); Str 16, Con 12; 
  CMB +9; CMD 20.
  STATISTICS
  Str 20, Dex 12, Con 16, Int 10, Wis 8, Cha 9
  Base Atk +6; CMB +11; CMD 22
  Feats Improved Bull Rush, Power Attack, Ride-By Attack, Skill Focus 
  (Ride), Spirited Charge, Unseat
  Skills Diplomacy +11, Handle Animal +5, Intimidate +11, Knowledge 
  (nobility) +12, Perception +5, Ride +10, Sense Motive +5
  Languages Common
  Combat Gear +1 human-bane arrows (2), potion of bear’s 
  endurance, potion of bull’s strength, potion of cure moderate 
  wounds; Other Gear masterwork full plate, masterwork heavy 
  steel shield, +1 longsword, dagger, masterwork composite 
  shortbow (+3 Str) with 40 arrows, masterwork lance, noble’s 
  outfit, signet ring, bit and bridle, heavy horse (combat trained), 
  masterwork breastplate barding, military saddle, saddlebags, 
  163 gp
  Although this tarnished knight considers his honor 
  beyond reproach, he covets personal glory and seeks 
  the humiliation of his enemies. Whether commanding 
  a host of knights to rout tribes of hobgoblins or orcs or 
  touring the land in search of jousting competitions, 
  the knight is a tall, towering figure, striking fear into 
  the hearts of his opponents.
  The knight does not fear battle and refuses to cheat or 
  use underhanded methods to achieve victory. He does not 
  believe that using magic is cheating, though he prefers 
  spells and items that enhance natural prowess rather than 
  ones that directly harm or afflict enemies, and frowns on 
  knights, warlords, and monsters that use such cowardly 
  tactics. His word is his bond, and he will negotiate an 
  enemy’s surrender to spare the lives of common troops 
  from pointless slaughter.
  The above stat block may be used for a military 
  commander such as a general. It can also be used for a 
  lesser scion of a noble or royal house—one who has little 
  or no chance of inheriting the throne and is instead 
  trained for war. Such a scion may be loyal to the crown or 
  may attempt to gain support among the nobility to stage a 
  coup and usurp the throne for himself or a foreign power.
  254
  254
  
  CR
  7
  8
  NPC CLASSES
  ARISTOCRATS
  KING
  CR 8
  HUMAN ARISTOCRAT 10
  XP 4,800
  Medium humanoid (human)
  N
  Init +0; Senses Perception +10
  DEFENSE
  AC 18, touch 11, flat-footed 18 (+7 armor, +1 deflection)
  hp 50 (10d8+5)
  Fort +6, Ref +4, Will +10
  OFFENSE
  Speed 20 ft.
  Melee mwk longsword +8/+3 (1d8–1/19–20) or
  light mace +6/+1 (1d6–1)
  Ranged mwk dagger +8/+3 (1d4–1/19–20)
  TACTICS
  During Combat No stranger to battle, the aristocrat fights with his 
  longsword and orders all available guards and retainers to slay 
  his attackers for the crime of attacking his royal person. He takes 
  full tactical command of the battle, directing each subject, and 
  avoids actions that put him at risk. If it looks like he would be 
  killed or captured, he directs his guards to block pursuers and 
  tries to flee.
  STATISTICS
  Str 8, Dex 11, Con 10, Int 14, Wis 10, Cha 14
  Base Atk +7; CMB +6; CMD 17
  Feats Alertness, Great Fortitude, Iron Will, Persuasive, Vital Strike, 
  Weapon Focus (longsword)
  Skills Bluff +10, Diplomacy +19, Intimidate +12, Knowledge 
  (geography, history) +10, Knowledge (local) +6, Knowledge 
  (nobility) +15, Knowledge (religion) +8, Linguistics +9, Perception 
  +10, Perform (dance) +6, Perform (oratory) +10, Ride +6, Sense 
  Motive +17
  Languages Common, Dwarven, Elven, Giant, Gnome, Halfling, Sylvan
  Combat Gear potion of cure serious wounds, potion of delay poison; 
  Other Gear +1 glamered breastplate, masterwork dagger, 
  masterwork longsword, cloak of resistance +1, ring of protection +1, 
  royal outfit, crown (worth 500 gp), royal scepter (worth 250 gp, as 
  light mace in combat), royal seal (worth 150 gp), 233 gp
  Though once an even-tempered and capable ruler, the 
  king tires of the responsibilities of the crown and reflects 
  fondly on his days as a questing noble knight, free of court 
  intrigue and stif ling castle walls. Petitioners who bore 
  or offend him risk arousing his anger, as do sycophants 
  and hangers-on. He admires soldiers, knights, and 
  adventurers, though he doesn’t tolerate disrespect of 
  himself, his family, or his country.
  If the king has a suitable heir (and therefore can afford 
  to take minor risks with his own life), he may sate 
  his desire for fresh air and action by going 
  on hunting trips, accompanied by a select 
  group of nobles and trusted guards. Player 
  characters who earn his goodwill may be 
  invited to these outings, but should be wary of outshining 
  the king’s skill at riding or hunting. The king giving 
  unexpected attention to the PCs may anger other nobles 
  and provide roleplaying and campaign plot opportunities.
  Note that much of the king’s wealth is in the form of 
  royal regalia, such as a crown and royal seal. These items 
  are easily recognized as royal property and any non-noble 
  caught with them is assumed to be a thief. The king also 
  has access to other jewelry and clothing that belongs to 
  the official regalia of his office (such as crown jewels), 
  which may be worth thousands of gold pieces or more.
  The above stat block can also be used for a queen, 
  adventuring prince or princess, or a (non-spellcaster) 
  ruler of a powerful religious institution (especially in 
  lands where it is customary for younger sons or daughters 
  to become clergy).
  255
  255
  
  BEGGAR
  CR 1/3
  HALF-ELF COMMONER 1
  XP 135
  Medium humanoid (elf, human)
  CN
  Init +2; Senses low-light vision; Perception +5
  DEFENSE
  AC 12, touch 12, flat-footed 10 (+2 Dex)
  hp 4 (1d6+1)
  Fort +1, Ref +2, Will –1; +2 vs. enchantments
  Immune sleep
  OFFENSE
  Speed 30 ft.
  Melee dagger –1 (1d4–1/19–20)
  TACTICS
  During Combat The commoner offers his pitiful handful of copper 
  pieces to buy his life. If refused, he lashes out with his dagger 
  while screaming for help.
  STATISTICS
  Str 8, Dex 14, Con 13, Int 11, Wis 9, Cha 10
  Base Atk +0; CMB –1; CMD 11
  Feats Endurance, Skill Focus (Bluff)
  Skills Bluff +4, Disguise +2, Perception +5, Perform (wind)
  Languages Common, Elven
  SQ elf blood
  Gear dagger, disguise kit, wooden flute, 203 gp
  A beggar has had a hard life. He might be honest in his 
  begging, or he might pretend to be something he’s not—
  such as disfigured or a war hero—to evoke sympathy.
  Init –1; Senses Perception +0
  DEFENSE
  AC 9, touch 9, flat-footed 9 (–1 Dex)
  hp 9 (2d6+2)
  Fort +1, Ref –1, Will +0
  OFFENSE
  Speed 30 ft.
  Melee scythe –2 (2d4+1/×4) or
  club +2 (1d6+1)
  Ranged club +0 (1d6+1)
  TACTICS
  During Combat The commoner threatens aggressors with her 
  scythe, but switches to her club if she actually has to attack.
  STATISTICS
  Str 13, Dex 9, Con 12, Int 10, Wis 11, Cha 8
  Base Atk +1; CMB +2; CMD 11
  Feats Skill Focus (Handle Animal, Heal)
  Skills Craft (carpentry) +6, Handle Animal +7, Heal +5, Knowledge 
  (nature) +1, Profession (farmer) +5
  Init –1; Senses darkvision 60 ft.; Perception +5
  DEFENSE
  AC 11, touch 9, flat-footed 11 (+2 armor, –1 Dex)
  hp 16 (3d6+6)
  Fort +3, Ref +0, Will +2; +2 vs. poison, spells, and spell-like abilities
  Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
  OFFENSE
  Speed 20 ft.
  Melee miner’s pick –2 (1d6+1) or
  heavy mace +2 (1d8+1)
  Special Attacks +1 on attack rolls against goblinoid and orc humanoids
  TACTICS
  During Combat The commoner uses whatever materials are 
  available to avoid melee combat, such as a lantern he can smash 
  to create a fire.
  STATISTICS
  Str 13, Dex 8, Con 14, Int 9, Wis 13, Cha 8
  Base Atk +1; CMB +2; CMD 11 (15 vs. bull rush or trip)
  Feats Skill Focus (Appraise, Profession [miner])
  Skills Appraise +3 (+5 to assess nonmagical metals or gemstones), 
  Climb +5, Knowledge (dungeoneering) +0, Perception +5 (+7 to 
  notice unusual stonework), Profession (miner) +9
  Languages Common, Dwarven
  Gear leather armor, heavy mace, miner’s pick, pitons (10), rope (50 
  ft.), 753 gp
  A miner labors long hours in the dark, and spends his 
  earnings freely during rare visits to the surface.
  PIG FARMER
  CR 1/2
  HUMAN COMMONER 2
  XP 200
  Medium humanoid (human)
  CN
  Languages Common
  Gear club, scythe, artisan’s tools, pigs (8), bit and bridle, light horse, 
  pack saddle, 251 gp
  Despite her muddy appearance, a pig farmer has many 
  useful skills.
  MINER
  CR 1
  DWARF COMMONER 3
  XP 400
  Medium humanoid (dwarf)
  CN
  Init +3; Senses Perception +10
  DEFENSE
  AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
  hp 10 (4d6–4)
  Fort +1, Ref +5, Will +3; +2 vs. fear
  OFFENSE
  Speed 20 ft.
  Melee fishing pole –3 (1d4–2)
  Ranged sling +6 (1d3–2)
  ACCOMPLISHED ANGLER
  CR 2
  HALFLING COMMONER 4
  XP 600
  Small humanoid (halfling)
  CN
  256
  256
  
  CR
  1/3
  1/2
  1
  2
  3
  4
  NPC CLASSES
  COMMONERS
  TACTICS
  During Combat The commoner uses her sling and retreats to a 
  safe location.
  STATISTICS
  Str 6, Dex 16, Con 9, Int 10, Wis 12, Cha 13
  Base Atk +2; CMB –1; CMD 12
  Feats Point-Blank Shot, Skill Focus (Perception)
  Skills Acrobatics +5 (+1 when jumping), Climb +0, Craft (cook) +6,  
  Knowledge (geography, local, nature) +2, Perception +10, 
  Profession (fisherman) +6, Survival +2, Swim +2
  Languages Common, Halfling
  Combat Gear potion of cure light wounds; Other Gear sling with 
  10 bullets, fishing net, everburning torch, masterwork artisan’s 
  tools (fishing), 1,480 gp
  An accomplished angler prides herself on handling life’s 
  trials with aplomb.
  Init +1; Senses Perception +6
  DEFENSE
  AC 12, touch 12, flat-footed 10 (+1 Dex, +1 dodge)
  hp 17 (5d6)
  Fort +1, Ref +2, Will +1
  OFFENSE
  Speed 35 ft.
  Melee dagger +1 (1d4–1/19–20)
  Ranged dagger +3 (1d4–1/19–20)
  TACTICS
  During Combat The commoner tries to talk her way out of a fight, 
  and uses her dagger if that fails.
  STATISTICS
  Str 8, Dex 13, Con 11, Int 9, Wis 10, Cha 13
  Base Atk +2; CMB +1; CMD 13
  Feats Alertness, Dodge, Fleet, Nimble Moves
  Skills Diplomacy +6, Knowledge (local) +4, Perception +6, Sense 
  Motive +6
  Languages Common
  Gear dagger, antitoxin, 2,298 gp
  A barmaid isn’t above passing messages or slipping a 
  dose of sleeping poison into a drink if the price is right.
  hp 15 (6d6–6)
  Fort +1, Ref +2, Will +5; +2 vs. enchantments
  Immune sleep
  OFFENSE
  Speed 30 ft.
  Melee mwk rapier +3 (1d6–1/18–20)
  TACTICS
  During Combat The commoner calls for help, and uses alchemical 
  items to delay attackers.
  STATISTICS
  Str 9, Dex 10, Con 8, Int 14, Wis 12, Cha 13
  Base Atk +3; CMB +2; CMD 12
  Feats Alertness, Iron Will, Skill Focus (Appraise)
  Skills Appraise +11, Bluff +5, Intimidate +5, Knowledge (history, 
  local) +4, Perception +11, Sense Motive +9, Spellcraft +5 (+7 to 
  identify magic item properties)
  Languages Common, Elven, Gnome, Halfling
  SQ elven magic, weapon familiarity
  Combat Gear potion of cure light wounds, acid (2), alchemist’s 
  fire (2), tanglefoot bag, thunderstone; Other Gear masterwork 
  studded leather, masterwork rapier, magnifying glass, 
  merchant’s scale, silver holy symbol, 638 gp
  A shopkeeper stocks a mix of useful supplies and gear for 
  townsfolk and adventurers alike. The stat block above can be 
  used for any typical merchant in a cosmopolitan settlement.
  BARMAID
  CR 3
  HUMAN COMMONER 5
  XP 800
  Medium humanoid (human)
  CN
  SHOPKEEPER
  CR 4
  ELF COMMONER 6
  XP 1,200
  Medium humanoid (elf)
  CN
  Init +0; Senses low-light vision; Perception +11
  DEFENSE
  AC 13, touch 10, flat-footed 13 (+3 armor)
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  RUFFIAN
  CR 5
  HUMAN COMMONER 7
  XP 1,600
  Medium humanoid (human)
  N
  VILLAGE ELDER
  CR 6
  HALF-ORC COMMONER 8
  XP 2,400
  Medium humanoid (human, orc)
  CN
  Init +3; Senses Perception +4
  DEFENSE
  AC 11, touch 9, flat-footed 11 (+2 armor, –1 Dex)
  hp 45 (7d6+21)
  Fort +3, Ref +1, Will +1
  OFFENSE
  Speed 30 ft.
  Melee mwk dagger +7 (1d4+3/19–20) or
  club +6 (1d6+4)
  Ranged dagger +2 (1d4+3/19–20)
  TACTICS
  During Combat The commoner fights with a dagger in his main 
  hand, and holds another dagger in his off hand in case he wants 
  to throw it.
  STATISTICS
  Str 16, Dex 8, Con 12, Int 11, Wis 9, Cha 10
  Base Atk +3; CMB +6; CMD 15
  Feats Improved Initiative, Skill Focus (Intimidate, Stealth), Step 
  Up, Toughness
  Skills Bluff +5, Intimidate +8, Perception +4, Sense Motive +1, 
  Stealth +9
  Languages Common
  Combat Gear feather token (whip), potions of cure light 
  wounds (2), potion of shield of faith; Other Gear leather 
  armor, club, daggers (4), masterwork 
  dagger, manacles, rope (50 ft.), sunrods 
  (4), 3,656 gp
  A ruffian makes a living by petty 
  theft and robbery when he isn’t 
  working with a larger gang. 
  Lacking the motivation to learn 
  a profitable trade, a ruffian has 
  spent a lifetime at hard unskilled 
  labor, and isn’t afraid to throw his 
  weight around to get what he wants.
  Ruffians are employed anywhere 
  brute strength is more important than 
  skill or finesse and getting it done 
  cheaply is better than getting it 
  done well. Miners use ruffians 
  to push carts; farmers hire 
  them to load wagons; 
  merchants, thieves’ 
  guilds, and cults use  
  them 
  as 
  enforcers 
  and guards; and street 
  gangs enlist them to 
  bolster their numbers.
  Init +1; Senses darkvision 60 ft.; Perception +4
  DEFENSE
  AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
  hp 28 (8d6)
  Fort +1, Ref +3, Will +6
  Defensive Abilities orc ferocity
  OFFENSE
  Speed 30 ft.
  Melee mwk spear +4 (1d8–1/×3)
  TACTICS
  During Combat The commoner calls for help, then fights defensively 
  or uses total defense until allies arrive.
  STATISTICS
  Str 9, Dex 12, Con 8, Int 12, Wis 14, Cha 12
  Base Atk +4; CMB +3; CMD 14
  Feats Alertness, Iron Will, Persuasive, Toughness
  Skills Bluff +5, Diplomacy +7, Intimidate +9, Knowledge (local) +9, 
  Perception +4, Perform (oratory) +5, Sense Motive +12
  Languages Common, Giant, Orc
  SQ orc blood, weapon familiarity
  Combat Gear potion of 
  cure moderate wounds, 
  potion of invisibility; 
  Other Gear 
  masterwork 
  chain shirt, 
  masterwork 
  spear, courtier’s 
  outfit, bit and 
  bridle, light horse, riding 
  saddle, 4,731 gp
  As a respected person in her community, 
  an elder takes it upon herself to stand 
  up to any troublemakers in her village 
  despite her advancing years. 
  She maintains a fine political 
  balance between the clergy, 
  merchants, and commoners 
  in her town, using diplomacy 
  and information to defuse 
  arguments.
  If anyone attacks the elder, 
  she calls for guards (warriors 3)  
  and recruits (warriors 1) to 
  protect her, and most other 
  townsfolk call for additional 
  help if they can not or dare not 
  assist her directly.
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  CR
  5
  6
  7
  8
  NPC CLASSES
  COMMONERS
  CONSTABLE
  CR 7
  HUMAN COMMONER 9
  XP 3,200
  Medium humanoid (human)
  NE
  TRAITOR
  CR 8
  HUMAN COMMONER 10
  XP 4,800
  Medium humanoid (human)
  CE
  Init +0; Senses Perception +14
  DEFENSE
  AC 14, touch 10, flat-footed 14 (+4 armor)
  hp 49 (9d6+18)
  Fort +5, Ref +4, Will +6
  OFFENSE
  Speed 30 ft.
  Melee +1 spear +8 (1d8+4/×3) or
  mwk sap +7 (1d6+2 nonlethal)
  Ranged mwk light crossbow +5 (1d8/19–20)
  TACTICS
  During Combat The commoner calls for backup, and pursues an 
  enemy who flees or fights defensively against one who stays to 
  fight it out.
  STATISTICS
  Str 14, Dex 11, Con 13, Int 10, Wis 10, Cha 9
  Base Atk +4; CMB +6; CMD 16
  Feats Alertness, Iron Will, Light Armor Proficiency, Martial 
  Weapon Proficiency (sap), Toughness, Weapon 
  Focus (spear)
  Skills Climb +6, Handle Animal +4, Intimidate +3, 
  Knowledge (local) +6, Perception +14, Ride +5, 
  Sense Motive +11, Swim +5
  Languages Common
  Combat Gear potion of bull’s strength, 
  potions of cure light wounds (2), 
  tanglefoot bags (4); Other Gear 
  masterwork chain shirt, +1 spear, 
  masterwork light crossbow with 
  10 bolts, masterwork sap, cloak 
  of resistance +1, everburning torch, 
  sunrods (5), bit and bridle, heavy 
  horse (combat trained), military 
  saddle, 2,568 gp
  A gruff, no-nonsense sort, a constable 
  prefers a stern warning to violence, but 
  doesn’t hesitate to crack a belligerent 
  nuisance over the head.
  Depending on the size of the town she 
  protects, the constable’s minions may include 
  guards (warriors 3), a larger number 
  of recruits (warriors 1), and perhaps a 
  tavern champion (warrior 5). In a smaller 
  community, she may only be able to gather a 
  group of pig farmers (commoners 2) and perhaps 
  some miners (commoners 4) to serve as a militia. 
  Unless dealing with monsters, the constable’s job 
  is to arrest and detain, not kill.
  Init –1; Senses Perception +14
  DEFENSE
  AC 11, touch 9, flat-footed 11 (+2 armor, –1 Dex)
  hp 55 (10d6+20)
  Fort +6, Ref +4, Will +6
  Immune detect thoughts, discern lies, alignment detection
  OFFENSE
  Speed 30 ft.
  Melee light mace +4 (1d6–1)
  Ranged splash weapon +4 (varies)
  TACTICS
  During Combat The traitor hides behind any available allies and 
  throws alchemical items, fighting in melee only as a last resort.
  STATISTICS
  Str 9, Dex 8, Con 12, Int 12, Wis 12, Cha 14
  Base Atk +5; CMB +4; CMD 13
  Feats Great Fortitude, Iron Will, Lightning Reflexes, 
  Skill Focus (Bluff, Sense Motive), Toughness
  Skills Bluff +18, Diplomacy +8, Knowledge 
  (geography) +3, Knowledge (history) +5, 
  Knowledge (local) +6, Linguistics +3, 
  Perception +14, Ride +5, Sense Motive +12
  Languages Common, Dwarven, Elven, Halfling
  Combat Gear potion of cure moderate 
  wounds, potion of gaseous form, potion 
  of mage armor, acid (2), alchemist’s 
  fire (2); Other Gear leather armor, 
  light mace, ring of mind shielding, 
  875 gp
  A trusted and respected pillar 
  of his community, a traitor 
  keeps a kind face and speaks 
  honeyed words, all the while 
  betraying his people for his 
  own selfish gain. In the long run, 
  he doesn’t care who gets hurt or 
  killed by his devious plans, as long 
  as he is able to profit from it in 
  terms of status or wealth.
  The traitor may have the 
  village 
  elder 
  (commoner 
  8) 
  under his thumb, or may keep 
  several ruffians (commoners 
  7) at his beck and call. If allied with an 
  evil cult, he may be able to get help from 
  enforcers (adepts 5) or initiates (adepts 3) to 
  enact his plans and keep a cultist (adept 10) 
  on a short leash or at a safe distance.
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  APPRENTICE JEWELER
  CR 1/3
  HUMAN EXPERT 1
  XP 135
  Medium humanoid (human)
  N
  OLD SAILOR
  CR 1/2
  ELF EXPERT 2
  XP 200
  Medium humanoid (elf)
  CN
  Init +2; Senses Perception +4
  DEFENSE
  AC 13, touch 12, flat-footed 11 (+1 armor, +2 Dex)
  hp 4 (1d8)
  Fort +0, Ref +2, Will +2
  OFFENSE
  Speed 30 ft.
  Melee dagger –1 (1d4–1/19–20)
  TACTICS
  During Combat The expert calls for help and makes a fighting retreat.
  STATISTICS
  Str 8, Dex 15, Con 11, Int 12, Wis 10, Cha 9
  Base Atk +0; CMB –1; CMD 11
  Feats Run, Skill Focus (Craft [jewelry])
  Skills Appraise +5, Craft (jewelry) +8, Diplomacy +3, Disable 
  Device +6, Knowledge (history, local, nobility) +5, Perception +4, 
  Use Magic Device +3
  Languages Common
  Combat Gear acid; Other Gear padded armor, dagger, 
  masterwork artisan’s tools, 188 gp
  An apprentice delivers orders when not 
  practicing her craft. She usually begins 
  her apprenticeship as a young adult, serves 
  for 7 years, and is paid mostly in room and 
  board at the master’s home or shop. After 
  this duration, the apprentice becomes 
  a journeyman in the craft and is paid a 
  daily wage by the master. Some, however 
  may instead leave to start their own 
  businesses 
  with 
  employees 
  once 
  they reach the journeyman stage. 
  A typical artisan has only one 
  apprentice at a time, but a famous 
  or wealthy one may have multiple 
  apprentices at once.
  The above stat block can be used 
  for any sort of trade that requires fine 
  skill but not great strength, 
  such as cobbling, 
  dyeing, weaving, 
  glass-blowing, 
  locksmithing, or 
  pottery-making. 
  It can also be used 
  to represent skilled 
  professionals such as 
  carriage drivers and 
  house servants.
  Init +1; Senses low-light vision; Perception +6
  DEFENSE
  AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex)
  hp 11 (2d8+2)
  Fort +0, Ref +1, Will +3; +2 vs. enchantments
  Immune sleep
  OFFENSE
  Speed 30 ft.
  Melee mwk dagger +3 (1d4+1/19–20) or
  handaxe +2 (1d6+1/×3)
  Ranged mwk dagger +3 (1d4+1/19–20) or
  shortbow +2 (1d6/×3)
  TACTICS
  During Combat The expert keeps his back to the wall, seeks the 
  high ground, and uses Acrobatics to maintain a tactical advantage.
  STATISTICS
  Str 12, Dex 13, Con 11, Int 10, Wis 10, Cha 9
  Base Atk +1; CMB +2; CMD 13
  Feats Athletic
  Skills Acrobatics +5, Climb +8, Craft (scrimshaw) +4,  
  Knowledge (religion) +4, Perception +6, Perform 
  (string) +3, Profession (sailor) +4, Sleight 
  of Hand +5, Survival +4, Swim +8
  Languages Common, Elven
  SQ elven magic, weapon familiarity
  Other Gear leather armor, handaxe, 
  masterwork dagger, shortbow with  
  20 arrows, artisan’s tools, 36 gp
  Quite weathered for an elf, a 
  sailor spends most of his free 
  time playing cards, making 
  music, or whittling away at 
  wood or ivory. Old sailors are 
  superstitious and wary of bad 
  omens before or during a voyage.
  Though an old sailor is able 
  to defend himself if attacked, his 
  work relates to ship maintenance 
  and 
  transporting 
  cargo 
  rather 
  than repelling boarders. For an 
  experienced military sailor, use 
  the veteran buccaneer stat block 
  (page 267) or apply the advanced 
  creature simple template to the 
  old sailor stat block. You can also use 
  this stat block for laborers whose work 
  requires strength and maneuverability, 
  such as lumberjacks.
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  CR
  1/3
  1/2
  1
  2
  NPC CLASSES
  EXPERTS
  SEASONED TRAPPER
  CR 1
  HALFLING EXPERT 3
  XP 400
  Small humanoid (halfling)
  N
  JOURNEYMAN CARPENTER
  CR 2
  HALF-ORC EXPERT 4
  XP 600
  Medium humanoid (human, orc)
  N
  Init +2; Senses Perception +7
  DEFENSE
  AC 16, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 size)
  hp 13 (3d8)
  Fort +2, Ref +4, Will +4; +2 vs. fear
  OFFENSE
  Speed 20 ft.
  Melee spear +3 (1d6/×3)
  Ranged mwk light crossbow +6 (1d6/19–20)
  TACTICS
  During Combat The expert seeks concealment or cover and attacks 
  with her crossbow.
  STATISTICS
  Str 10, Dex 15, Con 10, Int 9, Wis 10, Cha 10
  Base Atk +2; CMB +1; CMD 13
  Feats Deadly Aim, Skill Focus (Survival)
  Skills Acrobatics +3 (–1 when jumping), Climb +5, Craft 
  (leather) +5, Craft (traps) +7, Heal +6, Knowledge (nature) +3, 
  Perception +7, Ride +5, Stealth +11, Survival +9, Swim +4
  Languages Common, Halfling
  Combat Gear potion of cure light wounds; Other Gear 
  studded leather, masterwork light crossbow with 
  40 bolts, spear, masterwork artisan’s tools 
  (leather, traps), bit and bridle, riding dog, 
  riding saddle, 92 gp
  A trapper catches animals with snares, 
  then turns their hides into leather 
  and fur goods. Most are independent 
  folk, content to live on the edge of 
  civilization so they don’t have to deal 
  with the niceties of polite society. A few 
  find themselves trying to escape a past 
  crime or tragedy, using the wilderness 
  to hide and eking out a livelihood 
  from the natural world. Most know the 
  best places to hunt and trap, hidden paths that 
  lead to observation points, and the locations 
  of caves and dangerous natural hazards.
  In frontier areas, a seasoned trapper is 
  the next best thing to a guide, scout, 
  tracker, or sniper, and in wartime 
  many serve in the local militia, using 
  their keen eyes and deadly skills to 
  keep villagers safe and provide food. 
  In exchange for a few coins, they 
  may lead adventurers to the edge of 
  monster territory or provide food 
  or shelter in a storm.
  Init +0; Senses darkvision 60 ft.; Perception +4
  DEFENSE
  AC 10, touch 10, flat-footed 10
  hp 22 (4d8+4)
  Fort +2, Ref +1, Will +3
  Defensive Abilities orc ferocity
  OFFENSE
  Speed 30 ft.
  Melee light hammer +4 (1d4+1)
  Ranged light hammer +3 (1d4+1)
  TACTICS
  During Combat The expert uses the terrain to his advantage, 
  including ladders and narrow ledges.
  STATISTICS
  Str 13, Dex 10, Con 12, Int 12, Wis 8, Cha 11
  Base Atk +3; CMB +4; CMD 14
  Feats Power Attack, Skill Focus (Craft [carpentry])
  Skills Acrobatics +6, Bluff +5, Climb +6, Craft 
  (carpentry) +11, Diplomacy +5, Disable Device +6,  
  Escape Artist +2, Intimidate +9, Knowledge 
  (engineering, local) +8, Perception +4
  Languages Common, Orc
  SQ orc blood, weapon 
  familiarity
  Combat Gear oil of 
  mending (5), potions of 
  cure light wounds (2),  
  potions of spider climb (2); 
   Other Gear light hammer, 
  block and tackle, chain (20 ft.),  
  crowbars (2), everburning torch, 
  hammers (2), ladder, masterwork 
  artisan’s tools, bits and bridles (2), 
  mules (2), pack saddles (2), wagon, 
  561 gp
  A journeyman carpenter is skilled 
  with a hammer, but tries to avoid 
  violence except to defend himself and 
  his family. Tools can be rebuilt or replaced, 
  and he will not waste his life protecting 
  mere objects.
  The above stat block can be used for any 
  journeyman whose trade requires skill and 
  strength, such as a blacksmith, stonemason, 
  or teamster. The stat block can also be 
  used for older warriors in orc or 
  hobgoblin tribes who are not as 
  vigorous but are still able to fight.
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  SAPPER
  CR 3
  HUMAN EXPERT 5
  XP 800
  Medium humanoid (human)
  LE
  EXPERT BLACKSMITH
  CR 4
  DWARF EXPERT 6
  XP 1,200
  Medium humanoid (dwarf)
  N
  Init +1; Senses Perception +8
  DEFENSE
  AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex)
  hp 27 (5d8+5)
  Fort +1, Ref +4, Will +4
  OFFENSE
  Speed 30 ft.
  Melee mwk dagger +3 (1d4–1/19–20)
  Ranged mwk dagger +5 (1d4–1/19–20) or
  splash weapon +4 (varies)
  TACTICS
  During Combat The sapper throws alchemical splash weapons, 
  avoiding melee combat as long as possible.
  STATISTICS
  Str 8, Dex 12, Con 10, Int 16, Wis 11, Cha 9
  Base Atk +3; CMB +2; CMD 13
  Feats Lightning Reflexes, Point-Blank Shot, Skill Focus (Knowledge 
  [engineering], Stealth)
  Skills Acrobatics +9, Climb +7, Craft (alchemy) +11, Disable Device +9, 
  Escape Artist +9, Knowledge (arcana, 
  geography) +11, Knowledge 
  (engineering) +14, Perception +8, 
  Stealth +12
  Languages Common, Dwarven, Goblin
  Combat Gear elixirs of hiding (2), 
  potion of barkskin, potion of 
  cure moderate wounds, potion of 
  invisibility, acid (4), alchemist’s fire (4); 
  Other Gear leather armor, masterwork 
  dagger, alchemist’s lab, antitoxin, 
  everburning torch, masterwork thieves’ 
  tools, smokestick (2), tindertwig (4), 
  171 gp
  Sappers specialize in undermining 
  fortifications and tunneling under walls. 
  Using a combination of time, engineering, 
  and explosives, sappers can rig 
  a tunnel to collapse to 
  protect a retreat or 
  create a path over a 
  mountainside. Their 
  enthusiasm for blowing 
  things up means they 
  take unnecessary risks, 
  and the lifespan of a 
  professional sapper is  
  often cut short in a 
  dramatic blast.
  Init +0; Senses darkvision 60 ft.; Perception +0
  DEFENSE
  AC 12, touch 10, flat-footed 12 (+2 armor)
  hp 39 (6d8+12)
  Fort +4, Ref +2, Will +5; +2 vs. poison, spells, and spell-like abilities
  Defensive Abilities defensive training (+4 dodge bonus to AC  
  vs. giants)
  OFFENSE
  Speed 20 ft.
  Melee +1 warhammer +6 (1d8+2/×3) or
  mwk cold iron warhammer +6 (1d8+1/×3)
  Special Attacks +1 on attack rolls against goblinoid and orc humanoids
  TACTICS
  Before Combat If she has at least 4 minutes to prepare to defend 
  her shop, the expert dons her masterwork breastplate.
  During Combat The expert uses one of her warhammers in melee, 
  but calls for help and tries to avoid combat.
  STATISTICS
  Str 13, Dex 10, Con 14, Int 12, Wis 11, Cha 6
  Base Atk +4; CMB +5; CMD 15 (19 vs. bull rush or trip)
  Feats Craft Magic Arms and Armor, Master Craftsman (Craft 
  [weapons]), Skill Focus (Craft [armor, weapons])
  Skills Appraise +10 (+12 to assess nonmagical 
  metals or gemstones), Craft (armor, 
  blacksmithing) +10, Craft (weapons) +15, 
  Knowledge (history) +8, Knowledge 
  (local) +9, Linguistics +7, Perform (sing) +7, 
  Sense Motive +9
  Languages Common, Draconic, 
  Dwarven, Giant, Gnome, Halfling
  Combat Gear oil of mending (5),  
  potions of cure light wounds (2),  
  potions of endure elements (2),  
  acid (2), alchemist’s fire (2), 
  thunderstone; Other Gear 
  leather armor, +1 warhammer, 
  masterwork cold iron 
  warhammer, masterwork 
  breastplate (not worn), feather 
  token (fan), block and tackle, 
  chain (20 ft.), masterwork 
  artisan’s tools, 1,211 gp
  A blacksmith enjoys talking 
  about metal almost as much as 
  working it. She is proud that 
  her skill allows her to craft 
  everything from mundane 
  items to magic weapons.
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  CR
  3
  4
  5
  6
  NPC CLASSES
  EXPERTS
  SUCCESSFUL MERCHANT
  CR 5
  HUMAN EXPERT 7
  XP 1,600
  Medium humanoid (human)
  N
  WISE SAGE
  CR 6
  HUMAN EXPERT 8
  XP 2,400
  Medium humanoid (human)
  N
  Init –1; Senses Perception +13
  DEFENSE
  AC 10, touch 9, flat-footed 10 (+1 armor, –1 Dex)
  hp 31 (7d8)
  Fort +3, Ref +2, Will +9
  OFFENSE
  Speed 30 ft.
  Melee mwk silver dagger +5 (1d4–1/19–20)
  Ranged mwk silver dagger +5 (1d4–1/19–20)
  TACTICS
  During Combat The expert hides behind his bodyguards or tries 
  to use his potion of invisibility to escape combat. The rapier he 
  wears is only for show, and he defends himself with his dagger.
  STATISTICS
  Str 9, Dex 8, Con 10, Int 14, Wis 12, Cha 13
  Base Atk +5; CMB +4; CMD 13
  Feats Alertness, Iron Will, Persuasive, Skill Focus 
  (Appraise, Intimidate)
  Skills Appraise +15, Bluff +11, Diplomacy +13, Handle 
  Animal +6, Intimidate +11, Knowledge (geography) 
  +7, Knowledge (history, nobility) +4, Knowledge 
  (local) +12, Perception +13, Profession (merchant) 
  +11, Ride +9, Sense Motive +13, Survival +2
  Languages Common, Dwarven, Elven
  Combat Gear potion of cure moderate wounds, 
  potion of invisibility; Other Gear 
  masterwork silver dagger, masterwork 
  rapier, bracers of armor +1, cloak of 
  resistance +1, guard dog, magnifying 
  glass, merchant’s scale, bit and bridle, 
  heavy horses (2), light horse (combat 
  trained), riding saddle, saddlebags, 
  wagon, 720 gp
  A successful merchant is pleasant 
  to customers but often an impatient 
  taskmaster to his employees. He 
  has spent a lifetime thinking of 
  ways to avoid physical work and 
  complains if expected to lend a 
  hand. He considers himself better 
  than anyone dumber or poorer 
  than he is.
  The above stat block can be 
  used for any skilled NPC whose 
  profession relies on observation, 
  intimidation, 
  and 
  diplomacy, 
  such as a diplomat, innkeeper, 
  lawyer, or caravan leader.
  Init +0; Senses Perception +1
  DEFENSE
  AC 11, touch 11, flat-footed 11 (+1 deflection)
  hp 28 (8d8–8)
  Fort +2, Ref +3, Will +8
  OFFENSE
  Speed 30 ft.
  Melee quarterstaff +5/+0 (1d6–1)
  TACTICS
  During Combat The expert uses magic items to defend herself and 
  escape from combat as quickly as possible.
  STATISTICS
  Str 9, Dex 10, Con 8, Int 16, Wis 13, Cha 11
  Base Atk +6; CMB +5; CMD 16
  Feats Magical Aptitude, Skill Focus (Knowledge [arcana, 
  nature, planes], Use Magic Device)
  Skills Appraise +14, Knowledge (arcana) +17, Knowledge 
  (dungeoneering, engineering, local) +7, 
  Knowledge (geography) +12, Knowledge 
  (history) +14, Knowledge (nature, planes) 
  +17, Knowledge (nobility) +5, Knowledge 
  (religion) +10, Linguistics +14, Spellcraft 
  +16, Use Magic Device +16
  Languages Abyssal, Aklo, Aquan, Auran, 
  Celestial, Common, Draconic, Dwarven, 
  Elven, Ignan, Infernal, Terran
  Combat Gear potion of cure moderate 
  wounds, scroll of expeditious retreat, scroll 
  of glitterdust, scrolls of identify (4), scroll 
  of invisibility, scroll of mage armor, scroll 
  of remove curse, wand of detect magic 
  (20 charges), wand of scorching ray (10 
  charges); Other Gear quarterstaff, cloak 
  of resistance +1, ring of protection +1, 
  everburning torch, bit and bridle, light 
  horse, riding saddle, 628 gp
  A wise sage’s cantankerous manner 
  evaporates when she’s expounding 
  on matters of scholarly minutia. The 
  sage’s breadth of general knowledge 
  allows her to speak on most topics, 
  and her precious magic items let 
  her gain enough clues to direct her 
  further research. If she reaches her 
  limit on a topic, she may refer the 
  questioner to a specialist in that 
  field—or she may not, in order to 
  preserve her pride.
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  CUTTHROAT LAWYER
  CR 7
  HALF-ELF EXPERT 9
  XP 3,200
  Medium humanoid (elf, human)
  N
  Init –1; Senses low-light vision; Perception +12
  DEFENSE
  AC 9, touch 9, flat-footed 9 (–1 Dex)
  hp 40 (9d8)
  Fort +3, Ref +2, Will +9; +2 vs. enchantments
  OFFENSE
  Speed 30 ft.
  Melee mwk rapier +6/+1 (1d6–1/18–20)
  TACTICS
  During Combat The expert fights defensively with her rapier, and 
  attempts to persuade her opponents that it is in their best 
  interest to stop fighting and let her escape.
  STATISTICS
  Str 9, Dex 8, Con 10, Int 12, Wis 12, Cha 16
  Base Atk +6; CMB +5; CMD 14
  Feats Alertness, Iron Will, Martial Weapon 
  Proficiency (rapier), Persuasive, Skill 
  Focus (Bluff, Diplomacy)
  Skills Bluff +21, Diplomacy +23, Intimidate +20, 
  Knowledge (history) +8, Knowledge (local, 
  nobility) +9, Linguistics +6, Perception +12, 
  Profession (barrister) +13, Sense Motive +15, 
  Spellcraft +8
  Languages Celestial, Common, Draconic, Dwarven, 
  Elven, Gnome, Halfling, Infernal
  SQ elf blood
  Combat Gear potion of cure moderate wounds, 
  potion of heroism; Other Gear masterwork 
  rapier, circlet of persuasion, elixir of truth, 
  antitoxin, courtier’s outfit, light horses (2), 
  carriage, 1,100 gp
  A cutthroat lawyer is a master of 
  loopholes, doublespeak, intimidation, 
  and litigation. She prides herself 
  on doing whatever it takes—within 
  the law—to win her case. Though 
  this means she won’t use illusions to 
  falsify evidence or enchantments to alter 
  a witness’s memories or coerce a judge or 
  juror to change a vote, it leaves her many 
  opportunities to enhance her own ability to 
  persuade and investigate. Given enough gold 
  and access to the right potions, she destroys 
  the opposition’s arguments, eradicates the 
  witnesses’ credibility, discovers conflicts of 
  interest in judges and jurors, digs up obscure 
  laws that invalidate the charges of which 
  her client is accused, suggests plausible 
  conspiracies or mistaken identities, points fingers at 
  other possible suspects, bogs down trial proceedings, 
  and offers plea bargains to a trivially smaller sentence in 
  order to get trials over with.
  She loves the intellectual and magical challenge of 
  defeating her opponent within the bounds of the law, 
  much as a paladin enjoys a victory without resorting to 
  dishonorable tactics. She thrives on the attention and her 
  ability to manipulate others to see things as she wants 
  them to. If she worked as a prosecutor, her conviction 
  record would be nearly perfect, but because she loves 
  a good profit, she prefers aggressive litigation and 
  defending the accused. Any magic she uses to achieve a 
  win is added to her bill, and her favorite clients 
  are rich adventurers because they have the 
  deepest pockets.
  The lawyer does have standards, and will 
  not defend those accused of crimes against 
  children. Likewise, she prefers clients who 
  are not actually guilty, or are guilty of 
  crimes against property rather than 
  against people.
  The lawyer has a network of 
  contacts, observers, and expert 
  witnesses 
  ready 
  to 
  follow 
  people, 
  investigate 
  crime 
  scenes, badger city guards 
  for information, testify in 
  trials, and otherwise make 
  themselves useful for her 
  profession. She usually has 
  the assistance of one or more 
  less skilled lawyers (use the 
  successful 
  merchant 
  stat 
  block, expert 7) hoping to 
  gain some prestige by 
  association, and payrolls 
  two or three investigator 
  wizards (human diviner 
  4) at any one time. All of 
  these agents are people she 
  believes she can trust not to 
  violate any laws in the pursuit 
  of information, for one slip-
  up can invalidate her entire case 
  and—worst of all—embarrass her 
  professionally. An agent who shows a lack of discretion 
  or discipline in this matter is cut off and disavowed; 
  depending on the infraction, she might bring her 
  litigious powers to bear against that person, in which 
  case it is usually best for the target to flee the city, 
  change his or her name, and attempt a new life 
  somewhere else.
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  CR
  7
  8
  NPC CLASSES
  EXPERTS
  MASTER ENTERTAINER
  CR 8
  GNOME EXPERT 10
  XP 4,800
  Small humanoid (gnome)
  CN
  Init +1; Senses low-light vision; Perception +2
  DEFENSE
  AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
  hp 45 (10d8)
  Fort +3, Ref +6, Will +7; +2 vs. illusions
  Defensive Abilities defensive training (+4 dodge bonus to AC 
  vs. giants)
  OFFENSE
  Speed 20 ft.
  Melee dagger +7/+2 (1d3–2/19–20)
  Ranged dagger +10/+5 (1d3–2/19–20)
  Special Attacks +1 on attack rolls against goblinoid and reptilian 
  humanoids
  Gnome Spell-Like Abilities (CL 10th; concentration +13)
  1/day—dancing lights, ghost sound, prestidigitation, speak 
  with animals
  TACTICS
  During Combat The expert uses thrown daggers and 
  alchemical items to keep opponents at bay.
  STATISTICS
  Str 7, Dex 12, Con 10, Int 12, Wis 10, Cha 16
  Base Atk +7; CMB +4; CMD 15
  Feats Lightning Reflexes, Point-Blank  
  Shot, Quick Draw, Rapid Shot, Weapon 
  Focus (dagger)
  Skills Acrobatics +14 (+10 when jumping), 
  Bluff +11, Craft (painting) +10, Disguise +9, 
  Escape Artist +9, Knowledge (local, 
  nobility) +9, Perception +2, Perform 
  (comedy) +16, Perform (dance) +11, 
  Perform (wind) +8, Sense Motive +5, Sleight 
  of Hand +14, Use Magic Device +16
  Languages Common, Elven, Gnome, Sylvan
  Combat Gear potion of cure moderate 
  wounds, scrolls of cat’s grace (2), scroll 
  of major image, scroll of shrink item, 
  wand of invisibility (10 charges), wand 
  of prestidigitation (20 charges), wand of 
  pyrotechnics (10 charges), wand of silent 
  image (10 charges), alchemist’s fire (2), 
  thunderstones (2); Other Gear daggers (8), 
  elixir of love, hat of disguise, marvelous pigments, 
  masterwork artisan’s tools, masterwork panpipes, 
  smokesticks (2), tindertwigs (4), 335 gp
  Accomplished as an acrobat, clown, dancer, juggler, and 
  piper, a master entertainer augments her performance 
  with magical effects for audiences that pay high enough 
  ticket prices. Odd-looking even by gnome standards, 
  she is adept at making herself appear male or female, a 
  human or elf child, or even something monstrous like 
  a goblin or tiefling. When augmented by her magic cap, 
  the disguise is instantaneous and flawless. It is often her 
  practice to create a mundane disguise, then use the cap 
  to create an identical disguise over it, so that any who 
  magically detect or penetrate the disguise see the same 
  thing underneath, leading them to believe their magic 
  is erratic.
  If working for a wealthy patron, she uses her funding 
  to create surreal and amusing backdrops, stages, and 
  costumes, sometimes with colors only visible to certain 
  races, or concealing words and images that appear only 
  when viewed with darkvision. She uses these props 
  to perform whimsical narratives that are suitable for 
  children, but that can easily be altered into something 
  haunting, disturbing, or even erotic or blasphemous 
  with a word from her employer. She has been known to 
  employ illusionists to add or subtract 
  elements from a performance, or 
  (like her habit with disguises) 
  create identical illusions on 
  top of actual scenery, perhaps 
  altering it slightly to give 
  the performance a sense of 
  heightened unreality.
  Because of her experience traveling 
  with unsavory characters, she has 
  no qualms about being bribed 
  to help with many crimes, such 
  as smuggling goods into or out 
  of a city, faking a person’s death 
  as an on-stage “accident,” or 
  mocking an effigy or caricature of 
  a public official in a performance in 
  front of hundreds of witnesses.
  She may travel alone or as part of a troupe of 
  actors or musicians (use the journeyman 
  carpenter stat block, expert 4), tavern 
  singers (bards 1), street performers 
  (bards 2), or laborers (use the 
  ruffian stat block, commoner 7). 
  During most of her travels she is 
  content to cavort and entertain, 
  but from time to time she sneaks 
  out to burgle or rob the rich and split the money 
  with her companions.
  The above stat block can be used for any kind 
  of skilled nonmagical performer or artisan, 
  such as an actor, musician, painter, or singer. 
  Alter the NPC’s magic items to suit the particular 
  role; for example, scrolls of eagle’s splendor instead of 
  scrolls of cat’s grace.
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  RECRUIT
  CR 1/3
  DWARF WARRIOR 1
  XP 135
  Medium humanoid (dwarf)
  N
  BRIGAND
  CR 1/2
  HUMAN WARRIOR 2
  XP 200
  Medium humanoid (human)
  NE
  Init +0; Senses darkvision 60 ft.; Perception +1
  DEFENSE
  AC 18, touch 10, flat-footed 18 (+6 armor, +2 shield)
  hp 8 (1d10+3)
  Fort +4, Ref +0, Will +0; +2 vs. poison, spells, and spell-like abilities
  Defensive Abilities defensive training (+4 dodge bonus to AC 
  vs. giants)
  OFFENSE
  Speed 20 ft.
  Melee dwarven 
  waraxe +3 
  (1d10+1/×3) or
  dagger +2 
  (1d4+1/19–20)
  Ranged light crossbow +1 
  (1d8/19–20)
  Special Attacks +1 on attack 
  rolls against goblinoid and  
  orc humanoids
  TACTICS
  During Combat The warrior prefers 
  melee combat and working with other 
  soldiers. He uses alchemist’s fire against 
  targets resistant to weapon damage.
  STATISTICS
  Str 13, Dex 11, Con 14, Int 10, Wis 10, Cha 7
  Base Atk +1; CMB +2; CMD 12 (16 vs. bull 
  rush or trip)
  Feats Weapon Focus (dwarven waraxe)
  Skills Intimidate +2, Perception +1 (+3 to notice 
  unusual stonework)
  Languages Common, Dwarven
  Combat Gear alchemist’s fire; Other Gear 
  chainmail, heavy wooden shield, dagger, 
  dwarven waraxe, light crossbow with  
  20 bolts, 12 gp
  Filled with bluster and swagger, 
  a recruit lacks the discipline of 
  an experienced soldier and can 
  quickly lose resolve if he finds 
  himself in over his head. A 
  recruit works best in a large 
  group under a strong leader 
  who can keep all the soldiers in 
  line and working together.
  Left to his own devices, a recruit 
  becomes bored and looks for entertainments such as 
  drinking and gambling to pass the time.
  Init +1; Senses Perception +0
  DEFENSE
  AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex)
  hp 15 (2d10+4)
  Fort +4, Ref +1, Will +0
  OFFENSE
  Speed 30 ft.
  Melee longsword +3 (1d8+1/19–20) or
  sap +3 (1d6+1 nonlethal)
  Ranged longbow +3 (1d8/×3)
  TACTICS
  During Combat The warrior snipes with arrows until her foes 
  are close, then uses her sword. She hurls thunderstones at 
  spellcasters, and tanglefoot bags at foes wearing heavy armor.
  STATISTICS
  Str 13, Dex 13, Con 12, Int 9, Wis 10, Cha 8
  Base Atk +2; CMB +3; CMD 14
  Feats Point-Blank Shot, Skill 
  Focus (Stealth)
  Skills Intimidate +4, Stealth +6
  Languages Common
  Combat Gear potion of cure 
  light wounds, masterwork 
  arrows (5), tanglefoot bags (2),  
  thunderstone (2); Other 
  Gear leather armor, longbow 
  with 20 arrows, longsword, 
  sap, 48 gp
  A brigand has no sense 
  of mercy, and is happy to 
  kill for a handful of silver. 
  Brigands waylay caravans, 
  create illegal turnpikes on 
  roads to collect tolls from 
  travelers, attack noisy camps 
  at night, and harass villages for 
  protection money. They are easily 
  routed but carry a grudge and remain 
  a recurring problem until imprisoned 
  or killed.
  Many brigands are former soldiers 
  who lacked the discipline to stay in the 
  military or a mercenary company, and may 
  even be deserters from a local or invading 
  army. They rarely use group tactics, and 
  form into gangs under the toughest 
  member of the group, typically a 
  grizzled mercenary (warrior 6).
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  CR
  1/3
  1/2
  1
  2
  NPC CLASSES
  WARRIORS
  GUARD
  CR 1
  HUMAN WARRIOR 3
  XP 400
  Medium humanoid (human)
  LN
  VETERAN BUCCANEER
  CR 2
  HUMAN WARRIOR 4
  XP 600
  Medium humanoid (human)
  CE
  Init –1; Senses Perception +5
  DEFENSE
  AC 13, touch 9, flat-footed 13 (+4 armor, –1 Dex)
  hp 22 (3d10+6)
  Fort +3, Ref +0, Will +2
  OFFENSE
  Speed 30 ft.
  Melee mwk guisarme +7 (2d4+3/×3) or
  mwk longsword +6 (1d8+2/19–20)
  Ranged javelin +2 (1d6+2)
  Space 5 ft.; Reach 5 ft. (10 ft. with guisarme)
  TACTICS
  During Combat The warrior uses his 
  reach to trip foes as they close, and 
  switches to his sword if necessary.
  STATISTICS
  Str 15, Dex 9, Con 10, Int 8, Wis 12, Cha 11
  Base Atk +3; CMB +5; CMD 14
  Feats Alertness, Toughness, Weapon  
  Focus (guisarme)
  Skills Intimidate +6, Perception +5, Sense 
  Motive +4
  Languages Common
  Gear chain shirt, javelins (3), masterwork 
  guisarme, masterwork longsword, 
  manacles, 36 gp
  A guard’s job is to protect others 
  and respond to trouble. Whether 
  sentries in a fort, members of a 
  city or town watch, caravan guards, 
  or bodyguards for a nervous merchant, 
  guards are trained to look for intruders 
  or suspicious activity and respond 
  with steel if violence is 
  necessary. Most operate in 
  pairs or larger groups, allowing one to run 
  for help if the group is outmatched.
  The 
  above 
  stat 
  block 
  represents 
  a 
  professional guard or soldier who has seen 
  many battles (unlike guards, soldiers do not 
  generally carry manacles). Their armor and 
  weapons may belong to their employer (or 
  the army), but career guards buy high-quality 
  armor and weapons of their own, making 
  sure to retain enough mobility to chase down 
  attackers. To create a lower-ranking officer, 
  apply the advanced creature simple template to 
  this stat block.
  Init +3; Senses Perception –1
  DEFENSE
  AC 17, touch 14, flat-footed 13 (+3 armor, +3 Dex, +1 dodge)
  hp 26 (4d10+4)
  Fort +4, Ref +4, Will +0
  OFFENSE
  Speed 30 ft.
  Melee mwk scimitar +6 (1d6+1/18–20)
  Ranged mwk heavy crossbow +8 (1d10/19–20) or
  throwing axe +7 (1d6+1)
  TACTICS
  During Combat The warrior uses her crossbow until she is in 
  boarding range, then switches to her scimitar.
  STATISTICS
  Str 12, Dex 16, Con 11, Int 10, Wis 8, Cha 9
  Base Atk +4; CMB +5; CMD 19
  Feats Dodge, Mobility, Toughness
  Skills Acrobatics +6, Climb +6, Intimidate +6, Profession 
  (sailor) +3, Swim +17
  Languages Common, Orc
  Combat Gear elixir of swimming, potion of bull’s 
  strength, potions of cure light wounds (2), potion 
  of jump, alchemist’s fire; Other Gear studded 
  leather, masterwork heavy crossbow with 10 bolts, 
  masterwork scimitar, throwing axe, 231 gp
  A veteran buccaneer lives to murder and 
  plunder. Like a shark, she constantly hunts 
  for prey. Buccaneers prefer easy targets 
  like heavy, slow-moving merchant 
  ships that quickly surrender their 
  booty rather than fast military 
  vessels that at best have a stockpile 
  of weapons and at worst carry a full crew 
  of angry sailors itching to spill pirate blood. 
  Some buccaneers take only cargo, some 
  take slaves, and some leave no survivors.
  Larger pirate vessels may have slave 
  rowers (use the old sailor stat block, 
  expert 2) who are prodded to the decks 
  as reluctant fighters and living shields 
  for the actual buccaneers; these slaves 
  are easily replaced from surviving 
  members of the opposing crew. A 
  typical pirate captain uses the grizzled 
  mercenary stat block (warrior 6) or has a 
  PC class like the pirate king (fighter 15), 
  pirate queen (ranger 10), or sea captain 
  (druid 8).
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  TAVERN CHAMPION
  CR 3
  HALF-ORC WARRIOR 5
  XP 800
  Medium humanoid (human, orc)
  N
  GRIZZLED MERCENARY
  CR 4
  HUMAN WARRIOR 6
  XP 1,200
  Medium humanoid (human)
  CN
  Init +1; Senses darkvision 60 ft.; Perception +0
  DEFENSE
  AC 16, touch 11, flat-footed 15 (+4 armor, +1 Dex, +1 natural)
  hp 37 (5d10+10)
  Fort +5, Ref +2, Will +0
  Defensive Abilities orc ferocity
  OFFENSE
  Speed 30 ft.
  Melee unarmed strike +7 (1d3+2) or
  sap +7 (1d6+2 nonlethal) or
  warhammer +7 (1d8+3/×3)
  TACTICS
  During Combat The warrior makes nonlethal 
  unarmed strikes unless an opponent 
  draws a weapon. She uses Improved 
  Bull Rush to throw opponents into 
  tables or through windows. If 
  sorely pressed, she drinks her 
  potion of enlarge person.
  STATISTICS
  Str 14, Dex 13, Con 12, Int 9, Wis 8, 
  Cha 10
  Base Atk +5; CMB +7; CMD 18
  Feats Combat Reflexes, Improved Bull Rush, 
  Improved Unarmed Strike
  Skills Intimidate +9, Perception +0
  Languages Common, Orc
  SQ orc blood, weapon familiarity
  Combat Gear potions of cure light wounds (2), 
  potion of enlarge person; Other Gear chain shirt, 
  sap, warhammer, amulet of natural armor +1, 
  137 gp
  A tavern champion is locally famous for 
  boxing, throwing darts, arm wrestling, or 
  just coming out on top in a bar fight. If she’s not 
  in the mood to fight—for example, if she’s just 
  trying to enjoy a meal or drink with friends—she 
  prefers to intimidate rivals into backing down, but 
  still enjoys a good brawl and knocks out anyone who 
  doesn’t take no for an answer.
  Besting the tavern champion in a contest of 
  strength earns her respect and admiration (and 
  often a friendly camaraderie) as long as her 
  opponent has good sportsmanship and lets her 
  keep her dignity in defeat. Humiliating her, 
  on the other hand, could result in an ambush 
  beating or acts against the victor’s property or 
  companion creatures.
  Init +0; Senses Perception +4
  DEFENSE
  AC 18, touch 10, flat-footed 18 (+8 armor)
  hp 51 (6d10+18)
  Fort +7, Ref +3, Will +3
  OFFENSE
  Speed 20 ft.
  Melee mwk heavy flail +9/+4 (1d10+3/19–20) or
  mwk halberd +9/+4 (1d10+3/×3) or
  longspear +8/+3 (1d8+3/×3) or
  morningstar +8/+3 (1d8+2) or
  cold iron kukri +8/+3 (1d4+2/18–20)
  Ranged javelin +6 (1d6+2)
  Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
  TACTICS
  During Combat The mercenary throws a few 
  javelins, then closes in for the kill.
  STATISTICS
  Str 14, Dex 10, Con 12, Int 9, Wis 11, Cha 8
  Base Atk +6; CMB +8; CMD 18
  Feats Diehard, Endurance, Power Attack, Toughness
  Skills Climb +0, Handle Animal +3, Intimidate +6, 
  Knowledge (local) +0, Perception +4, Swim +0
  Languages Common
  Combat Gear potion of barkskin, potion of cure 
  moderate wounds, alchemist’s fire (2), holy water; 
  Other Gear masterwork half-plate, cold iron kukri, 
  javelins (4), longspear, masterwork halberd, 
  masterwork heavy flail, morningstar, cloak of 
  resistance +1, antitoxin, sunrod, 325 gp
  A grizzled mercenary is armed to the 
  teeth, and has survived wars and reckless 
  adventurers. He carries multiple weapons 
  so he can deal with various types of 
  monstrous foes, and is unfazed by most 
  encounters. He expects to be paid for his 
  service on time and in real coin—not 
  giant gems or weird statues.
  The mercenary is willing to guard a 
  keep, wear a warlord’s tabard or uniform, 
  or venture into the upper levels of a 
  dungeon, but he’s no fool and doesn’t 
  like being treated as expendable. 
  He is loyal as long as he is paid well, 
  but not willing to risk his life on 
  an obvious suicide mission. The 
  above stat block can also be used for 
  veteran military officers.
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  CR
  3
  4
  5
  6
  NPC CLASSES
  WARRIORS
  EXPERT BODYGUARD
  CR 5
  HUMAN WARRIOR 7
  XP 1,600
  Medium humanoid (human)
  N
  ALOOF ARCHER
  CR 6
  ELF WARRIOR 8
  XP 2,400
  Medium humanoid (elf)
  CN
  Init +3; Senses Perception +8
  DEFENSE
  AC 17, touch 9, flat-footed 17 (+7 armor, –1 Dex, +1 shield)
  hp 59 (7d10+21)
  Fort +7, Ref +1, Will +5
  OFFENSE
  Speed 20 ft.
  Melee +1 longsword +10/+5 (1d8+2/19–20) or
  kukri +8/+3 (1d4+1/18–20)
  Ranged mwk light crossbow +7 (1d8/19–20)
  TACTICS
  During Combat If she sees an enemy approaching, 
  the warrior fires her screaming bolt before 
  entering melee. In melee, she uses Stand Still to 
  prevent enemies from getting past her, giving her 
  employer time to escape.
  STATISTICS
  Str 13, Dex 9, Con 14, Int 10, Wis 12, Cha 8
  Base Atk +7; CMB +8; CMD 17
  Feats Combat Reflexes, Improved Initiative, Iron Will, 
  Stand Still, Weapon Focus (longsword)
  Skills Intimidate +9, Perception +8, 
  Sense Motive +8
  Languages Common
  Combat Gear potion of barkskin, potion 
  of bear’s endurance, potion of cure 
  moderate wounds, screaming bolt, 
  tanglefoot bag (2); Other Gear 
  masterwork banded mail, masterwork 
  light steel shield, +1 longsword, kukri, masterwork 
  light crossbow with 20 bolts, masterwork 
  manacles, 114 gp
  A bodyguard carries many scars from 
  attempts on her employer’s life. Unlike 
  a common guard or even a grizzled old 
  mercenary, she is willing to die to protect 
  her charge if that is the only way to keep 
  him safe. If given the option to sacrifice 
  her own life to save him or flee to save 
  herself, she’ll choose the former.
  A skilled bodyguard focuses her 
  attention on her employer and 
  any potential threats to his safety. 
  She searches rooms before he 
  enters, frisks unexpected guests 
  for weapons, and may drive his 
  chariot or employ common 
  guards she trusts to do so.
  Init +2; Senses low-light vision; Perception +10
  DEFENSE
  AC 20, touch 11, flat-footed 19 (+9 armor, +1 Dex)
  hp 52 (8d10+8)
  Fort +6, Ref +4, Will +2; +2 vs. enchantments
  Immune sleep
  OFFENSE
  Speed 20 ft.
  Melee elven curve blade +10/+5 (1d10+3/18–20)
  Ranged +1 composite longbow +12/+7 (1d8+3/×3)
  TACTICS
  During Combat The warrior uses her +1 flaming arrows on 
  dangerous targets like spellcasters. She falls backs and 
  keeps firing as foes approach her, avoiding melee as 
  long as possible.
  STATISTICS
  Str 14, Dex 14, Con 10, Int 10, Wis 10, Cha 9
  Base Atk +8; CMB +10; CMD 22
  Feats Deadly Aim,  
  Point-Blank Shot,  
  Rapid Shot, Weapon Focus 
  (composite longbow)
  Skills Perception +10, Stealth +5
  Languages Common, Elven
  SQ elven magic, weapon 
  familiarity
  Combat Gear elixir of 
  hiding, +1 flaming 
  arrows (6), potion of 
  cure moderate wounds, 
  potion of divine favor; 
  Other Gear masterwork 
  full plate, +1 composite 
  longbow (+2 Str) with  
  40 arrows, elven curve 
  blade, 72 gp
  An aloof archer is disdainful of the archery 
  skill of non-elves. Despite their heavy 
  armor, aloof archers are remarkably 
  stealthy. Unlike the elven scouts 
  who move through the brush 
  and harass invaders, these 
  archers make up the ranged 
  support of elven armies, 
  firing over their comrades’ 
  heads into the thick of 
  enemy forces, creating a 
  hail of deadly arrows.
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  CAVALRY SOLDIER
  CR 7
  HALF-ELF WARRIOR 9
  XP 3,200
  Medium humanoid (elf, human)
  LN
  Init +0; Senses low-light vision; Perception +8
  DEFENSE
  AC 21, touch 10, flat-footed 21 (+9 armor, +2 shield)
  hp 67 (9d10+18)
  Fort +7, Ref +3, Will +4; +2 vs. enchantments
  OFFENSE
  Speed 20 ft.
  Melee +1 lance +13/+8 (1d8+5/×3) or
  mwk heavy pick +13/+8 (1d6+3/×4)
  Ranged mwk composite shortbow +10/+5 (1d6+3/×3)
  Space 5 ft.; Reach 5 ft. (10 ft. with lance)
  TACTICS
  During Combat The warrior shoots her bow at lightly armored 
  opponents, using Mounted Archery to aim accurately even 
  when moving at speed. In melee, she wields her lance against 
  heavily armored targets, using Spirited Charge to increase 
  her damage and Ride-By Attack to create 
  openings in enemy defensive lines.
  STATISTICS
  Str 16, Dex 10, Con 12, Int 11, Wis 8, Cha 10
  Base Atk +9; CMB +12; CMD 22
  Feats Iron Will, Mounted Archery, Mounted Combat, Ride-
  By Attack, Skill Focus (Perception), Spirited Charge
  Skills Handle Animal +8, Perception +8, Ride +6
  Languages Common, Elven
  SQ elf blood
  Combat Gear potions of cure moderate wounds (2),  
  potion of heroism, cold iron arrows (10), silver 
  arrows (10); Other Gear masterwork full plate, 
  masterwork heavy steel shield, +1 lance, 
  masterwork composite shortbow (+3 Str) with  
  40 arrows, masterwork heavy pick, bit and bridle, 
  heavy horse (combat trained), masterwork 
  chainmail barding, military saddle, saddlebags, 
  259 gp
  A cavalry soldier mixes the elven 
  devotion to the natural world with 
  a human’s skill at armored 
  combat. She devotes 
  herself to a career 
  in the military, 
  the elven blood 
  in her veins giving her the time 
  and patience needed to reach 
  the highest pay grade for a 
  non-officer. She is content to 
  remain at her current rank 
  until she dies or retires, for 
  she took this job because of her love of horses and battle. 
  She respects discipline, and if she weren’t in the army, 
  she probably would form her own mercenary company 
  just so she could train others in horsemanship, battle 
  tactics, and skill-at-arms.
  The soldier is blunt and direct but not intentionally 
  rude. She understands and respects that each horse 
  responds differently to verbal and nonverbal cues, and 
  knows that people are the same way, but is easily annoyed 
  by how humans say one thing and do another. She prefers 
  interactions where she can give or take orders with no 
  question as to what is expected of her and her fellows. 
  Flowery words and flattery are tiresome to her, and her 
  closest friends are those who speak to her openly and 
  honestly, as she would to them. She enjoys the company 
  of druids and rangers, appreciating their respect for 
  animals and feeling only slight envy because of her 
  inability to control the magic they wield.
  The soldier has a keen eye for fine horses, and in times 
  of peace she breeds and raises them, either on her own or 
  for the army. She has retired many cavalry horses 
  in her lifetime, finding ranches where they can 
  be put to stud, tasked with light work, or 
  used to train novice riders. She is disgusted 
  by the idea of butchering horses for meat, 
  would rather starve than eat a horse, and 
  won’t permit any in her company to do 
  so. When a warhorse dies, she buries its 
  heart and head with honor and burns the 
  rest, unwilling to let a noble companion 
  be eaten by scavengers. Seeing someone 
  mistreat a horse drives her into a frenzy, 
  and she has been known to 
  tackle and beat a peasant or 
  merchant she spots whipping 
  a horse to get it to work. (She 
  is wise enough to not do this to 
  an officer or noble, but if by some 
  inaction on her part that person dies 
  in combat, so much the better.) She 
  especially dislikes goblins for their 
  cruelty toward horses, and enjoys 
  skewering them on her lance, 
  leaving the corpses on her lance 
  for follow-up attacks to better 
  intimidate their allies.
  This stat block can also be 
  used for an expert military 
  archer, a non-noble general, 
  or a road-weary veteran who 
  has gone to war against  
  hordes of orcs, goblins, 
  or ogres.
  270
  270
  
  CR
  7
  8
  NPC CLASSES
  WARRIORS
  GLADIATOR CHAMPION
  CR 8
  HUMAN WARRIOR 10
  XP 4,800
  Medium humanoid (human)
  NE
  Init +3; Senses Perception +4
  DEFENSE
  AC 19, touch 15, flat-footed 15 (+3 armor, +1 deflection, +3 Dex,  
  +1 dodge, +1 shield)
  hp 75 (10d10+20)
  Fort +7, Ref +6, Will +2
  OFFENSE
  Speed 30 ft.
  Melee +1 short sword +12/+7 (1d8+3), mwk light mace +11 
  (1d6+1) or
  trident +12/+7 (1d8+3)
  Ranged trident +13 (1d8+3) or
  dart +13 (1d4+2) or
  net +9 ranged touch (entangle)
  TACTICS
  During Combat In a gladiator match, the 
  warrior fights with dramatic showmanship, 
  performing unnecessary acrobatic 
  maneuvers, intimidating foes with 
  flashy weapons displays (using Dazzling 
  Display), and otherwise prolonging the fight. 
  Depending on the style and theme of the 
  match, he may go for blood with his sword and 
  mace, hold the high ground with his trident, 
  or capture and drag his opponent with the net. 
  Outside the arena, he is quick and brutal with his 
  attacks, wasting no time before killing his opponent 
  so he is out of danger as soon as possible.
  STATISTICS
  Str 14, Dex 16, Con 10, Int 10, Wis 8, Cha 11
  Base Atk +10; CMB +12; CMD 27
  Feats Dazzling Display, Dodge, Toughness,  
  Two-Weapon Defense, Two-Weapon Fighting, 
  Weapon Focus (short sword)
  Skills Acrobatics +12, Intimidate +8, Perception +4, 
  Sense Motive +9
  Languages Common
  Combat Gear potion of cure moderate wounds, 
  potion of heroism; Other Gear studded 
  leather, +1 short sword, darts (10), net, 
  masterwork light mace, trident, belt of giant 
  strength +2, ring of protection +1, antitoxin, 
  240 gp
  The gladiator champion rose up from 
  hopeless slavery to great fame, winning 
  match after match with luck, 
  skill, and the approval of 
  the crowd. He has defeated 
  single opponents and dozens of warriors at once, fought 
  tigers and strange beasts, and even battled a minotaur 
  and things that have no name in any human tongue.
  Now at the top of his game, the champion fights every 
  public battle as if a grand audience were watching. Though 
  he is still a slave, he is a valued slave with thousands of 
  fans, and his owner is careful to not put him in matches 
  where he will likely be slain. The gladiator lives for the 
  fighting, the glory, the wet heat of his opponent’s blood, 
  and the noise of the joyous crowd. Within the halls of 
  the gladiators he lives like a prince, albeit 
  a prince bound with a thin golden chain 
  that he cannot break on his own.
  In the arena he has played the role of 
  mighty hero and god of war, but deep in his heart 
  he knows his time of greatness will eventually come to 
  an end. He hopes that someday his owner will grant him 
  his freedom, allowing him to retire to a place of comfort 
  where he can live off a small stipend—an honest reward 
  for a lifetime of dangerous service. He fears that his 
  master will discard him before he gets too old, throwing 
  away his life in some grand spectacle or to win a 
  bet against a rival’s champion—a humiliating, 
  pointless death for a seasoned performer.
  The longer he remains a gladiator, the more 
  this voice of fear speaks to him. He is a hero to 
  the other slave gladiators, and enough fear may 
  push him to lead them in an armed rebellion 
  against their captors. Depending on the 
  skill of his fellows, use the stat blocks for 
  recruits (warriors 1), brigands (warriors 2),  
  veteran buccaneers (warriors 4), or tavern 
  champions (warriors 5). Having killed 
  hundreds over the years just for the 
  sake of entertainment, he 
  is more than willing to 
  sacrifice his comrades 
  if doing so means he 
  and the survivors have a 
  chance to live out their last years in peace.
  Above all, the gladiator wants to survive. If 
  he is losing a fight—even a public one—and 
  has reason to believe his opponent will 
  be merciful, he surrenders rather than 
  fighting to the death.
  This stat block can also be used for a 
  retired military hero, tribal champion, 
  or loyal retainer of a noble family. If 
  used for this purpose, change his 
  melee weapon choices and his 
  armor to alternatives that 
  are more suitable for 
  his revised role.
  271271
  
  272
  
  273
  I
  n the darkness, something 
  moved. Amiri whirled, her 
  oversized sword striking sparks 
  against the ancient pillars. Both 
  adventurers froze as the sound 
  echoed down the empty corridors. 
  In its wake came a dry scraping, 
  like stone against rusted steel. It 
  stopped, then came again, louder.
  Harsk chuckled grimly. “So 
  this gold doesn’t belong to 
  anybody, eh?”
  “Not this again!” Amiri resumed 
  shoving coins into the ancient 
  clay pots. “I told you, that’s what 
  the old man said!”
  “Of course.” Harsk raised his 
  crossbow and sighted down it 
  into suddenly shifting shadows. 
  Reflections glinted off blades and 
  helms.“But I think someone here 
  might disagree.”
  Iconic  Characters
  
  ICONIC 
  CHARACTERS
  Since the very beginning of the Pathfinder Adventure 
  Path, the game has been defined as much by its visual style 
  as by its rules and flavor. Some of the key components of 
  the art are the iconic characters who appear on and in 
  books time and again, defeating horrible monsters and 
  performing acts of great heroism.
  Originally, the iconics were created so Paizo could have 
  a detailed reference character for each class; that way, if 
  a book needed art showing a fighter, the Paizo art and 
  development staff could send the artist the reference 
  illustration for Valeros instead of having to explain what 
  kinds of armor, weapons, and equipment the fighter should 
  have. The portraits of the iconics by artist Wayne Reynolds 
  graced the covers of the first Adventure Paths, drawing the 
  eye and giving a recognizable face to Pathfinder. The fans 
  clamored for more iconics and for histories of the ones 
  they had already seen, and over time the iconics became a 
  living part of the world. Whether showing off new weapons 
  and armor, blasting foes with new spells, or dodging the 
  attacks of vicious new beasts, they now represent all player 
  characters—past, present, and future—created by the 
  players of the Pathfinder Roleplaying Game. Whether you 
  played an iconic character in a pick-up game or pored over 
  the iconics’ character sheets to learn how you could make 
  your own PC even better, the iconics have been the faces of 
  the Pathfinder Adventure Path and Pathfinder RPG since 
  their inception.
  This chapter presents stat blocks for the iconic 
  characters of the 11 core classes in the Core Rulebook at 
  levels 1, 7, and 12. Unlike the stat blocks featured in the 
  rest of this book, these statistics are built for use as player 
  characters rather than nonplayer characters. Each uses 
  the high fantasy (20 point) point buy system presented on 
  page 16 of the Pathfinder RPG Core Rulebook, and therefore 
  has higher ability scores than a typical NPC would. The 
  characters’ wealth was determined by the Character 
  Wealth by Level table on page 399 of the Core Rulebook.
  Unlike the NPC stat blocks in this book, which generally 
  do not list mundane gear such as rope and torches, 
  these PC stat blocks include appropriate adventuring 
  gear the character is expected to have—they’re ready for 
  immediate adventuring. Of course you may change, add 
  to, or subtract from their gear to suit your campaign, 
  and players may want to alter how the iconics spent their 
  wealth, though the total amount of gear should follow the 
  Character Wealth by Level table.
  HOW TO USE THIS CHAPTER
  The two most common uses for the characters in this 
  chapter are as player characters or powerful NPCs.
  PLAYER CHARACTERS
  If you need a PC in a hurry, the iconics give you options 
  at character levels 1, 7, and 12—just grab one of the iconic 
  stat blocks and go. This is particularly handy for games 
  run at game stores or conventions, new players, last-
  minute additions, or when a player has simply run out 
  of prep time or forgotten his character sheet. If you’ve 
  never played a character of a particular class before, 
  be sure to read the Tactics section of the stat block; it 
  includes useful information about how the character 
  prepares before combat and suggestions about what to 
  do while in battle. These characters are also legal for 
  Pathfinder Society play (but see the Pathfinder Society 
  Iconics sidebar on the facing page). If you use the iconics 
  as PCs, ignore the challenge rating and XP value listed 
  in the character’s stat block—those only matter for 
  monsters and NPCs.
  The iconic characters are built as above-average 
  characters, but not the absolute “best” or most powerful 
  characters you potentially could build—they’re more 
  intended to represent typical examples or archetypes 
  of their particular classes. The Pathfinder Roleplaying 
  Game is very flexible, and thus gives you many different 
  ways to make a character “the best” at something. In 
  some cases that means he or she deals or heals the most 
  damage in a round; in others, he or she has the most hit 
  points, casts the most spells, or has the highest Armor 
  Class. Not everyone agrees on what specializations make 
  a given class the most fun to play, and if you’d rather 
  play a character a different way, you can easily adjust the 
  mechanical choices for these characters to reflect that, 
  increasing some aspects at the cost of others. In general, 
  however, these characters are designed to be well-
  rounded individuals who have a good chance of surviving 
  level-appropriate adventures. For a new player needing a 
  character on the spot, having a character who survives 
  the first adventure is a much more rewarding experience 
  than having a character who deals a lot of damage but 
  dies before the adventure is finished!
   
  POWERFUL NPCS
  Just like all the other characters in this book, you can use 
  the iconics as NPCs for your player characters to fight, 
  study under, or contact for jobs or useful information. 
  However, because the iconics have PC-level gear and use 
  the 20-point ability score buy instead of the heroic array, 
  their CRs are 1 higher than those of NPCs of the same 
  level (1st-level Amiri is CR 1, whereas a 1st-level barbarian 
  NPC is CR 1/2, and so on). These are the CRs listed in 
  the iconics’ stat blocks, and the characters’ XP value is 
  based on this adjusted CR. Feel free to use the iconics 
  as tough leaders of groups of standard NPCs for a little  
  extra challenge.
  274
  274
  
  ICONICS
  INTRODUCTION
  ICONIC CHARACTER SUMMARIES
  This section gives a quick description of each of the 
  iconic characters. You can find more information about 
  the histories and attitudes of these iconics—as well as 
  meet some of the iconics created for newer classes in the 
  Pathfinder RPG—by searching for “meet the iconics” on 
  the Paizo blog at paizo.com.
  AMIRI (BARBARIAN)
  Amiri is a fierce tribal warrior from the north who left 
  behind the lands of her chauvinistic tribe to escape the 
  bonds of tradition. Her oversized bastard sword is a 
  trophy from when she was sent on a suicide mission against 
  a frost giant camp by her tribe’s elders.
  LEM (BARD)
  Born a slave in a land under the shadow of devils, Lem 
  was blessed with a quick wit that earned him easier work 
  as an entertainer. He escaped from slavery, and looks for 
  things to laugh about so he can forget the misery his 
  fellow halflings endure back home.
  KYRA (CLERIC) 
  Kyra grew up near a small temple to the sun goddess 
  Sarenrae, and when bandits attacked her village, the 
  priestesses gave their lives defending the innocent. 
  Standing in the burned ruin of the temple, young Kyra 
  swore her life and sword arm to the goddess, promising 
  mercy to the deserving and a quick death to those who 
  glory in murder.
  LINI (DRUID)
  Lini is an empathetic gnome with a talent for calming 
  angry animals. Lini’s nature bond class ability is with her 
  snow leopard (small cat), Droogami; animal companion 
  stat blocks for small cats at druid levels 1, 7, and 12 are 
  in Appendix 1. You may instead select a domain for Lini 
  to replace her animal companion (see the nature bond 
  ability on page 50 of the Core Rulebook).
  VALEROS (FIGHTER)
  Valeros is a good-hearted former mercenary whose 
  longing for adventure convinced him to flee an arranged 
  betrothal to a farmer’s daughter. He is famous for his two 
  swords, his love of strong drink, and his appreciation of 
  pretty women.
  SAJAN (MONK)
  Born into a warrior caste in a far-off land, Sajan fled his 
  duties and home in search of his missing twin sister, a 
  fellow martial artist. Under sentence of death in his 
  homeland for desertion, he obsesses over finding clues 
  that could lead him to his twin. 
  SEELAH (PALADIN)
  Orphaned by a gnoll attack on a city of pilgrims, a starving 
  young Seelah was fascinated by a paladin’s shining helm. 
  After her theft of the helm led to the paladin’s death 
  while defending the city, the guilt-stricken girl climbed 
  onto the paladin’s pyre—only to be saved by the other 
  paladins, who took her in and made her one of them.
  HARSK (RANGER)
  Harsk is a gruff and driven dwarf, following a vow 
  of justice to avenge his brother’s death at the hands of 
  giants. He prefers tea to ale, wanting to keep his senses 
  sharp. Harsk’s nature bond class ability is with his 
  badger, Biter; animal companion stat blocks for badgers 
  at effective druid levels 4 and 9 (ranger levels 7 and 12) 
  are in Appendix 1. You may instead select companions 
  to replace the animal companion (see the hunter’s bond 
  ability on page 66 of the Core Rulebook).
  MERISIEL (ROGUE)
  Orphaned at a young age and raised by humans in the 
  slums, the elf Merisiel has seen many friends grow old 
  and die in the decades it took her to become an adult. She 
  believes in experiencing life to the fullest, for you never 
  know when you’ll meet an unexpected end.
  SEONI (SORCERER)
  Born into a nomadic tribe, Seoni is gifted with magic 
  and driven by dreams to explore the mysteries of her 
  supernatural heritage. She is adorned with dozens of 
  runic tattoos that indicate her high status in her tribe 
  and aid her spellcasting.
  EZREN (WIZARD)
  After years of trying to clear his father’s name, Ezren 
  abandoned his old life and became a wizard after his 
  of research revealed that his father was indeed guilty of 
  heresy. Ezren is a middle-aged man, and he has the ability 
  score modifiers for that age category (Core Rulebook 169).
  PATHFINDER SOCIETY ICONICS
  The Pathfinder Society Organized Play program has a few 
  special restrictions on certain feats, class abilities, and 
  equipment in order to make sure the worldwide campaign 
  goes smoothly. If you’re using one of these iconic characters 
  as a PC in a Pathfinder Society game and the PC has one 
  of the restricted options, you can’t use that option in the 
  game. See the Guide to Pathfinder Society Organized Play 
  (a free download from paizo.com/pathfindersociety) for 
  more information on these restrictions. The restrictions 
  should have a very minor impact on the iconic PCs, and the 
  characters are otherwise ready to use in Pathfinder Society.
  275
  275
  
  AMIRI, ICONIC BARBARIAN
  Amiri never fit into the expected gender roles of her tribe, 
  refusing to be the docile, domestic sort of woman that the Six 
  Bear tribe valued. Instead, she insisted on competing with 
  the male warriors of her tribe, and constantly one-upped 
  them. If another hunter brought back a caribou to feed the 
  tribe, she brought back two. If the best warrior among them 
  killed four orcs in a raid, she killed six. Though many were 
  secretly impressed by her prowess, other tribes mocked 
  them, and the village elders knew that tradition could not 
  be mocked without grave consequences. Amiri had to die. 
  When the tribe attempted to send her on a suicide mission, 
  however, Amiri refused to fall. Instead, she returned with 
  an enormous trophy: a frost giant’s sword. Her former 
  comrades’ laughter—how could she possibly expect to wield 
  such a huge blade—and the admission that she’d been sent 
  out to die was too much for Amiri. Rage overtook her, and 
  in that blind bloodlust she found a strength she’d never 
  known she possessed. When the red mists cleared, she was 
  surrounded by dead members of her hunting party. 
  While she was unrepentant for the deaths of the men who 
  preferred to betray her rather than admit her skill, Amiri still 
  knew that kin-killing was a crime she could never live down. 
  She abandoned her people to the cold steppes and tundra 
  and headed south toward more civilized lands, enjoying the 
  heady rush of finally no longer being bound by tradition. 
  Since then, she has taken to traveling only with those 
  adventurers and mercenary companies who show her proper 
  respect. She values her oversized sword (even though she can 
  only truly wield it properly when her blood rage takes her), 
  but never speaks of the circumstances that forced her to flee 
  her homeland. Some things are better left unsaid.
  Init +1; Senses Perception +5
  DEFENSE
  AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
  hp 15 (1d12+3)
  Fort +4, Ref +1, Will +1
  OFFENSE
  Speed 40 ft.
  Melee Large bastard sword +3 (2d8+6/19–20)
  Ranged shortbow +2 (1d6/×3)
  Special Attacks rage (6 rounds/day)
  TACTICS
  During Combat Amiri counts on her high Strength and the sheer 
  size of her blade to defeat foes, knowing that her attacks 
  are less accurate because of the sword’s size. When she has 
  difficulty hitting a target, needs to deal even more damage, or 
  needs the extra boost to her Constitution, Amiri rages and uses 
  Power Attack to bring enemies to their knees.
  Raging Statistics When raging, Amiri’s stats are AC 13; hp 17; 
  Fort +6, Will +3; Melee Large bastard sword +5 (2d8+9/19–20); 
  CMB +7; Skills Climb +7.
  STATISTICS
  Str 18, Dex 13, Con 14, Int 10, Wis 12, Cha 10
  Base Atk +1; CMB +5; CMD 16
  Feats Exotic Weapon Proficiency (bastard sword), Power Attack
  Skills Climb +5, Handle Animal +4, Intimidate +4, Perception +5, 
  Survival +5
  Languages Common
  SQ fast movement
  AMIRI
  CR 1
  HUMAN BARBARIAN 1
  XP 400
  Medium humanoid (human)
  CN
  276
  276
  
  CR
  1
  7
  12
  ICONICS
  AMIRI, BARBARIAN
  Combat Gear acid flask; Other Gear hide armor, Large bastard 
  sword, shortbow with 20 arrows, backpack, bedroll, caltrops, flint 
  and steel, hemp rope (50 ft.), shovel, torches (5), trail rations (4), 
  waterskin, 5 gp
  Init +2; Senses Perception +11
  DEFENSE
  AC 19, touch 11, flat-footed 17 (+7 armor, +1 deflection, +2 Dex,  
  +1 natural, –2 rage)
  hp 86 (7d12+35)
  Fort +9, Ref +4, Will +5
  Defensive Abilities improved uncanny dodge, trap sense +2; 
  DR 1/—
  OFFENSE
  Speed 40 ft.
  Melee +2 Large bastard sword +15/+10 (2d8+12/19–20)
  Ranged mwk longbow +10/+5 (1d8/×3)
  Special Attacks rage (18 rounds/day), rage powers (guarded stance 
  [+2 dodge vs. melee], powerful blow +2, surprise accuracy +2)
  TACTICS
  During Combat Amiri rages whenever she’s in combat, preferring 
  to fight in her enemies’ faces rather than from range. She 
  uses Power Attack and Cleave at every opportunity, though if 
  she has difficulty hitting a target that particularly infuriates 
  her, she either forgoes the extra damage and uses powerful 
  blow to make up the shortfall, or combines her Power Attack 
  with surprise accuracy to keep her chance to hit high. She bull 
  rushes foes into positions where they can be flanked.
  Base Statistics When not raging, Amiri’s statistics are AC 21; hp 72; 
  Fort +7, Will +3; Melee +2 Large bastard sword +13/+8 (2d8+9/ 
  19–20); Str 20, Con 14; CMB +12 (+14 bull rush), CMD 25; Skills 
  Climb +13, Swim +11.
  STATISTICS
  Str 24, Dex 14, Con 18, Int 10, Wis 12, Cha 10
  Base Atk +7; CMB +14 (+16 bull rush); CMD 27 (29 vs. bull rush)
  Feats Cleave, Exotic Weapon Proficiency (bastard sword), Improved 
  Bull Rush, Power Attack, Weapon Focus (bastard sword)
  Skills Acrobatics +0 (+9 when jumping), Climb +15, Handle Animal +7,  
  Intimidate +10, Perception +11, Survival +9, Swim +13
  Languages Common
  SQ fast movement
  Combat Gear javelin of lightning, potions of cure serious wounds (2),  
  potion of delay poison, potion of fly, potion of lesser restoration, 
  acid flask; Other Gear +3 hide armor, +2 Large bastard sword, 
  masterwork longbow with 20 arrows, amulet of natural armor +1,  
  belt of giant strength +2, ring of jumping, ring of protection +1, 
  backpack, bedroll, caltrops, flint and steel, hemp rope (50 ft.), 
  shovel, torches (5), trail rations (4), waterskin, 220 gp
  Init +2; Senses Perception +16
  DEFENSE
  AC 24, touch 13, flat-footed 22 (+9 armor, +3 deflection, +2 Dex, 
  +2 natural, –2 rage)
  hp 191 (12d12+108)
  Fort +19, Ref +10, Will +12
  Defensive Abilities improved uncanny dodge, trap sense +4; DR 3/—
  OFFENSE
  Speed 40 ft.
  Melee +3 Large bastard sword +24/+19/+14 (2d8+18/19–20)
  Ranged +1 longbow +15/+10/+5 (1d8+1/×3)
  Special Attacks greater rage (30 rounds/day), rage powers 
  (guarded stance [+3 dodge vs. melee], increased damage 
  reduction +1, powerful blow +4, renewed vigor [3d8+7 hp], 
  strength surge +12, surprise accuracy +4)
  TACTICS
  During Combat Amiri rages whenever she’s in combat, 
  preferring to fight in her enemies’ faces rather than attacking 
  from range—a practice she often describes uncharitably as 
  “the coward’s way.” She uses Power Attack and Cleave at 
  every opportunity, though if she has difficulty hitting a target 
  that particularly infuriates her, she either forgoes the extra 
  damage and uses powerful blow to make up the shortfall, or 
  combines her Power Attack with surprise accuracy to keep her 
  chance to hit high. She bull rushes foes into positions where 
  they can be flanked.
  Base Statistics When not raging, Amiri’s statistics are AC 26; hp 155;  
  Fort +16, Will +9; DR 2/—; Melee +3 Large bastard sword 
  +21/+16/+11 (2d8+13/19–20); Str 24, Con 18; CMB +19 (+21 bull 
  rush), CMD 34 (36 vs. bull rush); Skills Climb +20, Swim +17.
  STATISTICS
  Str 30, Dex 14, Con 24, Int 10, Wis 12, Cha 10
  Base Atk +12; CMB +22 (+24 bull rush); CMD 35 (37 vs. bull rush)
  Feats Cleave, Exotic Weapon Proficiency (bastard sword), 
  Great Cleave, Improved Bull Rush, Power Attack, Toughness, 
  Weapon Focus (bastard sword)
  Skills Climb +23, Handle Animal +9, Intimidate +15, Perception +16, 
  Survival +13, Swim +20
  Languages Common
  SQ fast movement
  Combat Gear javelin of lightning, potion of cat’s grace, potions of 
  cure serious wounds (5), potion of delay poison, potion of fly, 
  potion of haste, potion of lesser restoration; Other Gear +5 hide 
  armor, +3 Large bastard sword, +1 longbow with 20 arrows, 
  amulet of natural armor +2, belt of physical might +4 (Str, Con), 
  cloak of resistance +4, ring of counterspells (calm emotions), 
  ring of protection +3, backpack, bedroll, caltrops, flint and 
  steel, hemp rope (50 ft.), shovel, torches (5), trail rations (4), 
  waterskin, 420 gp
  AMIRI
  CR 7
  HUMAN BARBARIAN 7
  XP 3,200
  Medium humanoid (human)
  CN
  AMIRI
  CR 12
  HUMAN BARBARIAN 12
  XP 19,200
  Medium humanoid (human)
  CN
  277
  277
  
  LEM, ICONIC BARD
  Although Lem was raised in a wealthy household, his 
  childhood was anything but comfortable. Born into 
  slavery, he was sold a half-dozen times before he reached 
  the age of 2. Always quick to side with the underdog, Lem 
  has learned that his most powerful traits are his optimism 
  and his sense of humor.
  Init +2; Senses Perception +2
  DEFENSE
  AC 15, touch 13, flat-footed 13 (+2 armor, +2 Dex, +1 size)
  hp 10 (1d8+2)
  Fort +3, Ref +5, Will +3; +2 vs. fear
  LEM
  CR 1
  HALFLING BARD 1
  XP 400
  Small humanoid (halfling)
  CG
  OFFENSE
  Speed 20 ft.
  Melee short sword +3 (1d4–1/19–20)
  Ranged sling +3 (1d3–1)
  Special Attacks bardic performance 8 rounds/day (countersong, 
  distraction, fascinate, inspire courage +1)
  Bard Spells Known (CL 1st; concentration +5)
  1st (2/day)—charm person (DC 15), sleep (DC 15)
  0 (at will)—dancing lights, detect magic, ghost sound (DC 14), 
  prestidigitation
  TACTICS
  During Combat Lem knows he is best in a supporting role, and 
  tries to stay out of melee if possible. Instead, he uses his bardic 
  performance ability to inspire courage in his companions, 
  alternating between giving support and using well-placed spells 
  to charm or otherwise waylay foes.
  STATISTICS
  Str 8, Dex 14, Con 14, Int 13, Wis 10, Cha 18
  Base Atk +0; CMB –2; CMD 10
  Feats Weapon Finesse
  Skills Acrobatics +8 (+4 when jumping), Bluff +8, Climb +1, 
  Diplomacy +8, Knowledge (arcana, nobility) +6, Perception +2, 
  Perform (wind) +8, Sense Motive +4, Stealth +10
  Languages Common, Elven, Halfling
  SQ bardic knowledge +1
  Combat Gear scroll of cure light wounds, caltrops; Other Gear leather 
  armor, short sword, sling with 10 bullets, backpack, bedroll, flute, 
  hooded lantern, scroll case, silk rope (50 ft.), smokestick, spell 
  component pouch, trail rations (2), waterskin, 7 gp
  Init +2; Senses Perception +4
  DEFENSE
  AC 20, touch 15, flat-footed 17 (+5 armor, +1 deflection, +2 Dex,  
  +1 dodge, +1 size)
  hp 63 (7d8+28)
  Fort +8, Ref +11, Will +9; +2 vs. fear, +4 vs. bardic performance, 
  language-dependent, and sonic
  OFFENSE
  Speed 20 ft.
  Melee +1 short sword +11 (1d4/19–20)
  Ranged sling +10 (1d3–1)
  Special Attacks bardic performance 27 rounds/day (move action; 
  countersong, distraction, fascinate, inspire competence +3, inspire 
  courage +2, suggestion)
  Bard Spells Known (CL 7th; concentration +12)
  3rd (2/day)—deep slumber (DC 18), haste
  2nd (4/day)—heroism, invisibility, silence (DC 17), suggestion 
  (DC 17)
  LEM
  CR 7
  HALFLING BARD 7
  XP 3,200
  Small humanoid (halfling)
  CG
  278
  278
  
  CR
  1
  7
  12
  ICONICS
  LEM, BARD
  1st (6/day)—charm person (DC 16), grease, hideous laughter 
  (DC 16), remove fear, silent image (DC 16)
  0 (at will)—dancing lights, detect magic, ghost sound (DC 15), 
  light, mage hand, prestidigitation
  TACTICS
  Before Combat Lem casts heroism before the start of the encounter.
  During Combat Lem knows he is best in a supporting role, and 
  tries to stay out of melee if possible. Instead, he uses his bardic 
  performance ability to inspire courage in his companions. In cases 
  where a single enemy presents a particularly large threat to Lem 
  or his companions, the bard uses his offensive spells on that 
  target. Against larger groups of foes, he bolsters his allies with the 
  likes of haste and heroism.
  Base Statistics Without heroism, Lem’s statistics are Senses 
  Perception +2; Fort +6, Ref +9, Will +7; Melee +1 short sword +9 
  (1d4/19–20); Ranged sling +8 (1d3–1); CMB +3; Skills Acrobatics +10  
  (+6 when jumping), Bluff +15, Climb +1, Diplomacy +15, 
  Knowledge (arcana, nobility) +15, Perception +2, Perform 
  (comedy) +15, Perform (wind) +17, Sense Motive +10, Stealth +13.
  STATISTICS
  Str 8, Dex 14, Con 14, Int 14, Wis 10, Cha 20
  Base Atk +5; CMB +5; CMD 17
  Feats Dodge, Extra Performance, Toughness, Weapon Finesse
  Skills Acrobatics +12 (+8 when jumping), Bluff +17, Climb +3, Diplomacy 
  +17, Knowledge (arcana, nobility) +17, Perception +4, Perform 
  (comedy) +17, Perform (wind) +19, Sense Motive +12, Stealth +15
  Languages Common, Elven, Goblin, Halfling
  SQ bardic knowledge +3, lore master 1/day, versatile performance 
  (comedy, wind)
  Combat Gear potion of cure serious wounds, scroll of charm monster, 
  scroll of comprehend languages, scroll of glitterdust, wand of cure 
  light wounds (50 charges), wand of dispel magic (11 charges), 
  caltrops; Other Gear +2 studded leather, +1 short sword, sling with 
  10 bullets, cloak of resistance +1, headband of alluring charisma +2,  
  lesser extend metamagic rod, ring of feather falling, ring of 
  protection +1, universal solvent (2), backpack, bedroll, hooded 
  lantern, masterwork flute, scroll case, silk rope (50 ft.), smokestick, 
  spell component pouch, trail rations (2), waterskin, 42 gp
  Init +6; Senses Perception +4
  DEFENSE
  AC 24, touch 16, flat-footed 21 (+8 armor, +2 deflection, +2 Dex,  
  +1 dodge, +1 size)
  hp 105 (12d8+48)
  Fort +12, Ref +16, Will +14; +2 vs. fear, +4 vs. bardic performance, 
  language-dependent, and sonic
  OFFENSE
  Speed 20 ft.
  Melee +3 defending short sword +17/+12 (1d4+2/19–20)
  Ranged +1 sling +15/+10 (1d3)
  Special Attacks bardic performance 39 rounds/day (move action; 
  countersong, dirge of doom, distraction, fascinate, inspire 
  competence +4, inspire courage +3, inspire greatness, soothing 
  performance, suggestion)
  Bard Spells Known (CL 12th; concentration +19)
  4th (4/day)—break enchantment (DC 21), dominate person (DC 22), 
  greater invisibility, rainbow pattern (DC 21)
  3rd (6/day)—deep slumber (DC 21), dispel magic, haste, see 
  invisibility
  2nd (7/day)—heroism, hold person (DC 20), silence (DC 19), 
  suggestion (DC 20), tongues
  1st (7/day)—charm person (DC 19), grease, hideous laughter (DC 19), 
  remove fear, silent image (DC 18), ventriloquism (DC 18)
  0 (at will)—dancing lights, detect magic, ghost sound (DC 17), 
  light, mage hand, prestidigitation
  TACTICS
  Before Combat Lem casts heroism before the start of the encounter.
  During Combat Lem knows he is best in a supporting role, and tries 
  to stay out of melee if at all possible. Instead of fighting directly, 
  he uses his bardic performance ability to inspire courage in his 
  companions, and augments his effectiveness with the use of well-
  placed spells to charm or otherwise waylay foes until his allies can 
  deal with them.
  Base Statistics Without heroism, Lem’s statistics are Senses 
  Perception +2; Fort +10, Ref +14, Will +12; Melee +3 defending 
  short sword +15/+10 (1d4+2/19–20); Ranged +1 sling +13/+8 
  (1d3); CMB +7; Skills Acrobatics +15 (+11 when jumping), 
  Bluff +22, Climb +1, Diplomacy +22, Knowledge (arcana) +23, 
  Knowledge (nobility) +18, Perception +2, Perform (comedy, 
  dance) +17, Perform (wind) +24, Sense Motive +15, Stealth +16.
  STATISTICS
  Str 8, Dex 14, Con 14, Int 14, Wis 10, Cha 24
  Base Atk +9; CMB +9; CMD 22
  Feats Dodge, Extra Performance, Improved Initiative, Spell Focus 
  (enchantment), Toughness, Weapon Finesse
  Skills Acrobatics +17 (+13 when jumping), Bluff +24, Climb +3, 
  Diplomacy +24, Knowledge (arcana) +25, Knowledge (nobility) +20, 
  Perception +4, Perform (comedy, dance) +19, Perform (wind) +26, 
  Sense Motive +17, Stealth +18
  SQ bardic knowledge +6, jack-of-all-trades (use any skill), lore master 
  2/day, versatile performance (comedy, dance, wind)
  Combat Gear potion of cure serious wounds, scroll of alter self, 
  scroll of charm monster, scroll of hideous laughter, wand of cure 
  moderate wounds (50 charges), wand of freedom of movement 
  (12 charges), caltrops; Other Gear +4 mithral slick chain shirt, 
  +3 defending short sword, +1 sling with 10 bullets, cloak of 
  resistance +3, extend metamagic rod, headband of alluring 
  charisma +4, ring of feather falling, ring of protection +2,  
  universal solvent (2), backpack, bedroll, hooded lantern, 
  masterwork flute, scroll case, silk rope (50 ft.), smokestick, spell 
  component pouch, trail rations (2), waterskin, 102 gp
  LEM
  CR 12
  HALFLING BARD 12
  XP 19,200
  Small humanoid (halfling)
  CG
  279
  279
  
  KYRA, ICONIC CLERIC
  Kyra was one of the few survivors of a brutal raid on her 
  hometown, and on the smoking ruins of her village she 
  swore her life and sword arm to Sarenrae, the goddess of 
  the sun, redemption, honesty, and healing. Possessed of a 
  fierce will, pride in her faith, and skill with the scimitar, 
  Kyra has traveled far since then. Where another might 
  be consumed by anger and a thirst for revenge, she has 
  instead found peace in the Dawnflower, and in the belief 
  that if she can prevent even one death at evil hands, her 
  own losses will not have been in vain. While she takes 
  great pleasure in ridding the world of evildoers, she takes 
  even greater pleasure in redeeming them.
  Init +0; Senses Perception +3
  DEFENSE
  AC 16, touch 12, flat-footed 16 (+4 armor, +2 deflection)
  hp 13 (1d8+5)
  Fort +3, Ref +0, Will +5
  OFFENSE
  Speed 30 ft.
  Melee scimitar +2 (1d6+2/18–20)
  Ranged sling +0 (1d4+2)
  Special Attacks channel positive energy 5/day (DC 12, 1d6 [+1  
  vs. undead])
  Domain Spell-Like Abilities (CL 1st; concentration +4)
  6/day—rebuke death (1d4)
  Cleric Spells Prepared (CL 1st; concentration +4)
  1st—bless, cure light woundsD, shield of faith
  0 (at will)—detect magic, light, stabilize
  D Domain spell; Domains Healing, Sun
  TACTICS
  Before Combat Kyra casts shield of faith.
  During Combat Kyra attacks creatures that are irredeemably evil—
  such as evil outsiders and undead—while offering redemption to 
  those who can still be turned to good, and healing her allies.
  Base Statistics Without shield of faith, Kyra’s statistics are AC 14, 
  touch 10, flat-footed 14.
  STATISTICS
  Str 14, Dex 10, Con 12, Int 11, Wis 17, Cha 14
  Base Atk +0; CMB +2; CMD 12
  Feats Selective Channeling, Toughness
  Skills Diplomacy +6, Heal +7, Knowledge (religion) +4
  Languages Common, Kelish
  SQ aura
  Gear chain shirt, scimitar, sling with 10 bullets, backpack, bedroll, 
  spell component pouch, sunrods (2), trail rations (2), waterskin, 
  wooden holy symbol, 8 gp
  Init +0; Senses Perception +4
  DEFENSE
  AC 21, touch 13, flat-footed 21 (+8 armor, +3 deflection)
  hp 56 (7d8+21)
  Fort +7, Ref +3, Will +10
  OFFENSE
  Speed 20 ft.
  Melee +1 scimitar +8 (1d6+3/18–20)
  Ranged sling +5 (1d4+2)
  Special Attacks channel positive energy 7/day (DC 17, 6d6 [+7 
  vs. undead])
  Domain Spell-Like Abilities (CL 7th; concentration +11)
  7/day—rebuke death (1d4+3)
  Cleric Spells Prepared (CL 7th; concentration +11)
  4th—cure critical wounds, fire shieldD, holy smite (DC 18)
  3rd—cure serious wounds, dispel magic, invisibility purge, 
  searing lightD
  2nd—bull’s strength, cure moderate wounds, heat metalD (DC 16), 
  hold person (DC 16), spiritual weapon
  1st—bless, command (DC 15), cure light wounds, divine favor, 
  endure elementsD, shield of faith
  0 (at will)—detect magic, guidance, light, stabilize
  D Domain spell; Domains Healing, Sun
  TACTICS
  Before Combat Kyra casts shield of faith before the start of the 
  encounter.
  During Combat Kyra focuses her attacks on any creatures that 
  are innately and irredeemably evil—such as evil outsiders and 
  undead—while offering a chance of redemption to those who can 
  still be turned to good, and healing her allies as needed. Those 
  who refuse her offer of redemption, however, she exterminates.
  Base Statistics Without shield of faith, Kyra’s statistics are AC 19, 
  touch 11, flat-footed 19.
  STATISTICS
  Str 14, Dex 10, Con 12, Int 11, Wis 18, Cha 14
  Base Atk +5; CMB +7; CMD 18
  Feats Combat Casting, Extra Channel, Improved Channel, Selective 
  Channeling, Toughness
  Skills Diplomacy +12, Heal +14, Knowledge (religion) +10
  Languages Common, Kelish
  SQ aura, healer’s blessing
  Combat Gear oil of align weapon, oil of daylight, potion of 
  eagle’s splendor, scroll of comprehend languages, scroll of 
  lesser restoration, scroll of magic circle against evil, wand 
  of cure light wounds (50 charges), thunderstone (2); Other 
  Gear +2 breastplate, +1 scimitar, sling with 10 bullets, cloak 
  of resistance +1, phylactery of positive channeling, ring of 
  protection +1, antitoxin, backpack, bedroll, silver holy symbol, 
  spell component pouch, trail rations (2), waterskin, 38 gp
  KYRA
  CR 1
  HUMAN CLERIC OF SARENRAE 1
  XP 400
  Medium humanoid (human)
  NG
  KYRA
  CR 7
  HUMAN CLERIC OF SARENRAE 7
  XP 3,200
  Medium humanoid (human)
  NG
  280
  280
  
  CR
  1
  7
  12
  ICONICS
  KYRA, CLERIC
  Init +1; Senses Perception +4
  DEFENSE
  AC 25, touch 15, flat-footed 24 (+10 armor, +4 deflection, +1 Dex)
  hp 105 (12d8+48)
  Fort +13, Ref +10, Will +15
  OFFENSE
  Speed 30 ft.
  Melee +2 flaming scimitar +17/+12 (1d6+8/18–20 plus 1d6 fire)
  Ranged mwk sling +14/+9 (1d4+6)
  Special Attacks channel positive energy 8/day 
  (DC 21, 8d6 [+12 vs. undead]), nimbus of 
  light (12 rounds/day)
  Domain Spell-Like Abilities (CL 12th; 
  concentration +16)
  7/day—rebuke death (1d4+6)
  Cleric Spells Prepared (CL 12th; concentration +16)
  6th—blade barrier (DC 20), heal D, mass cure 
  moderate wounds
  5th—breath of life, dispel evil, disrupting weapon, flame strikeD 
  (DC 19)
  4th—cure critical wounds, fire shieldD, freedom of movement, 
  holy smite (DC 18), tongues
  3rd—daylight, dispel magic, invisibility purge, prayer, searing 
  lightD, speak with dead (DC 17)
  2nd—align weapon, delay poison, heat metalD (DC 16), 
  hold person (DC 16), lesser restoration, spiritual weapon
  1st—bless, command (DC 15), detect undead, divine favor, endure 
  elementsD, shield of faith
  0 (at will)—detect magic, guidance, light, stabilize
  D Domain spell; Domains Healing, Sun
  TACTICS
  Before Combat Kyra casts divine favor and shield of faith before 
  the start of the encounter.
  During Combat Kyra focuses her attacks on any creatures that are 
  innately and irredeemably evil—such as evil outsiders and 
  undead—while offering a chance of redemption to those who 
  can still be turned to good, and healing her allies as needed.
  Base Statistics Without divine favor and shield of faith, Kyra’s 
  statistics are AC 23, touch 13, flat-footed 22; Melee +2 flaming 
  scimitar +14/+9 (1d6+5/18–20 plus 1d6 fire); Ranged mwk sling 
  +11/+6 (1d4+3); CMD 25.
  STATISTICS
  Str 16, Dex 12, Con 14, Int 11, Wis 18, Cha 16
  Base Atk +9; CMB +12; CMD 27
  Feats Alignment Channel (evil), Combat Casting, Extra Channel, Improved 
  Channel, Lightning Reflexes, Selective Channeling, Toughness
  Skills Diplomacy +18, Heal +19, Knowledge (religion) +15
  Languages Common, Kelish
  SQ aura, healer’s blessing
  Combat Gear potion of eagle’s splendor, potion of remove 
  blindness/deafness, potion of remove curse, potion of remove 
  disease, scroll of break enchantment, scroll of neutralize poison, 
  scroll of water breathing, wand of cure moderate wounds  
  (50 charges), thunderstone (2); Other Gear +4 mithral 
  breastplate, +2 flaming scimitar, masterwork sling with 10 bullets, 
  belt of physical perfection +2, cloak of resistance +3, horn of 
  goodness/evil, pearl of power (3rd level), phylactery of positive 
  channeling, ring of protection +2, antitoxin, backpack, bedroll, 
  silver holy symbol, spell component pouch, trail rations (2), 
  waterskin, 138 gp
  KYRA
  CR 12
  HUMAN CLERIC OF SARENRAE 12
  XP 19,200
  Medium humanoid (human)
  NG
  281
  281
  
  LINI, ICONIC DRUID
  Lini always had a way with wild creatures. More than 
  once, her enclave was threatened by some great bear or 
  razor-clawed cat, yet each time she soothed the beast and 
  sent it on its way. In the years since her departure from 
  the Lands of the Linnorm Kings, Lini has collected more 
  than a dozen sticks—one from each forest she has visited. 
  These sticks are a roadmap of her experiences, and each 
  holds a wealth of memories for the gnome druid.
  Init +1; Senses low-light vision; Perception +9
  DEFENSE
  AC 14, touch 12, flat-footed 13 (+2 armor, +1 Dex, +1 size)
  hp 11 (1d8+3)
  Fort +5, Ref +1, Will +5; +2 vs. illusions
  Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
  OFFENSE
  Speed 20 ft.
  Melee sickle –1 (1d4–2)
  Ranged sling +2 (1d3–2)
  Special Attacks +1 on attack rolls against goblinoid and reptilian 
  humanoids
  Gnome Spell-Like Abilities (CL 1st; concentration +3)
  1/day—dancing lights, ghost sound (DC 13), prestidigitation, 
  speak with animals
  Druid Spells Prepared (CL 1st; concentration +4)
  1st—entangle (DC 14), goodberry
  0 (at will)—detect magic, know direction, resistance
  TACTICS
  Before Combat Lini casts goodberry at the start of each day.
  During Combat Lini attempts to stay out of melee, sending her 
  animal companion to fight while she uses her magic to heal, 
  summon allies, and control the environment.
  STATISTICS
  Str 6, Dex 12, Con 16, Int 12, Wis 16, Cha 15
  Base Atk +0; CMB –3; CMD 8
  Feats Self-Sufficient
  Skills Craft (jewelry) +3, Handle Animal +6, Heal +9, Knowledge 
  (geography) +5, Knowledge (nature) +7, Perception +9, 
  Spellcraft +5, Survival +7
  Languages Common, Druidic, Gnome, Goblin, Sylvan
  SQ nature bond (animal companion, snow leopard named Droogami*), 
  nature sense, wild empathy +3
  Combat Gear goodberries (5), scroll of cure light wounds, acid; 
  Other Gear leather armor, sickle, sling with 10 bullets, belt pouch, 
  mistletoe, spell component pouch, stick collection, sunrods (2), 
  trail rations (2), 8 gp
  * Use the level 1 small cat on page 305 for animal companion stats.
  Init +1; Senses low-light vision; Perception +16
  DEFENSE
  AC 20, touch 13, flat-footed 19 (+4 armor, +1 deflection, +1 Dex,  
  +3 natural, +1 size)
  hp 56 (7d8+21)
  Fort +9, Ref +4, Will +10; +2 vs. illusions, +4 vs. fey and plant-
  targeted effects
  Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
  OFFENSE
  Speed 20 ft.
  Melee +1 sickle +5 (1d4–1)
  Ranged sling +7 (1d3–2)
  Special Attacks +1 on attack rolls against goblinoid and reptilian 
  humanoids, wild shape 3/day
  Spell-Like Abilities (CL 7th; concentration +10)
  1/day—dancing lights, ghost sound (DC 14), prestidigitation, speak 
  with animals
  Druid Spells Prepared (CL 7th; concentration +11)
  4th—dispel magic, ice storm
  3rd—daylight, neutralize poison, remove disease (DC 18)
  2nd—barkskin, bull’s strength, flaming sphere (DC 16), spider climb
  1st—entangle (2, DC 15), goodberry, speak with animals (2)
  0 (at will)—detect magic, know direction, light, resistance
  TACTICS
  Before Combat Lini casts goodberry at the start of each day. Before 
  combat, she casts barkskin on herself and bull’s strength and 
  greater magic fang on her animal companion.
  During Combat Lini avoids melee, sending in her animal companion.
  Base Statistics Without barkskin, Lini’s statistics are AC 17, touch 13, 
  flat-footed 16.
  STATISTICS
  Str 6, Dex 12, Con 16, Int 12, Wis 18, Cha 16
  Base Atk +5; CMB +2; CMD 14
  Feats Augment Summoning, Natural Spell, Self-Sufficient, Spell 
  Focus (conjuration)
  Skills Craft (jewelry) +3, Handle Animal +13, Heal +14, Knowledge 
  (geography) +11, Knowledge (nature) +13, Perception +16, 
  Spellcraft +11, Survival +13
  Languages Common, Druidic, Gnome, Goblin, Sylvan
  SQ nature bond (animal companion, snow leopard named Droogami*), 
  nature sense, trackless step, wild empathy +10, woodland stride
  Combat Gear goodberries (5), potion of eagle’s splendor, scrolls of 
  call lightning (2), wand of cure moderate wounds (32 charges), 
  wand of greater magic fang (7 charges), wand of produce flame 
  (43 charges), acid; Other Gear +2 leather armor, +1 sickle, sling with 
  10 bullets, cloak of resistance +1, druid’s vestments, headband of 
  inspired wisdom +2, ring of protection +1, belt pouch, mistletoe, spell 
  component pouch, stick collection, sunrods (2), trail rations (2), 113 gp
  * Use the level 7 small cat on page 305 for animal companion stats.
  LINI
  CR 1
  GNOME DRUID 1
  XP 400
  Small humanoid (gnome)
  N
  LINI
  CR 7
  GNOME DRUID 7
  XP 3,200
  Small humanoid (gnome)
  N
  282
  282
  
  CR
  1
  7
  12
  ICONICS
  LINI, DRUID
  Init +1; Senses low-light vision; Perception +23
  DEFENSE
  AC 24, touch 14, flat-footed 23 (+5 armor, +2 deflection, +1 Dex, 
  +5 natural, +1 size)
  hp 93 (12d8+36)
  Fort +12, Ref +8, Will +15; +2 vs. illusions, +4 vs. fey and plant-
  targeted effects
  Defensive Abilities defensive training (+4 dodge bonus to AC vs. 
  giants); DR 10/adamantine (120 points); Immune poison
  OFFENSE
  Speed 20 ft.
  Melee +3 sickle +11/+6 (1d4+1)
  Ranged +2 sling +13/+8 (1d3)
  Special Attacks +1 on attack rolls against goblinoid and reptilian 
  humanoids, wild shape 6/day
  Spell-Like Abilities (CL 12th; concentration +15)
  1/day—dancing lights, ghost sound (DC 14), prestidigitation, 
  speak with animals
  Druid Spells Prepared (CL 12th; concentration +18)
  6th—mass bull’s strength, move earth, wall of stone
  5th—animal growth (DC 21), stoneskin, wall of thorns (2) 
  4th—air walk, dispel magic, flame strike (DC 20), ice storm
  3rd—daylight, greater magic fang, neutralize poison (2), 
  remove disease
  2nd—barkskin (2), bull’s strength, flaming sphere (DC 18), lesser 
  restoration, spider climb
  1st—entangle (2, DC 17), faerie fire, goodberry, speak 
  with animals (2)
  0 (at will)—detect magic, know direction, 
  light, resistance
  TACTICS
  Before Combat Lini casts goodberry at the 
  start of each day. Before combat, she 
  casts barkskin and stoneskin on herself 
  and animal growth, bull’s strength, 
  and greater magic fang on her animal 
  companion. If she’s joined by several allies, 
  Lini casts mass bull’s strength to improve 
  their attacks.
  During Combat Lini attempts to stay out of melee, 
  sending her animal companion to fight while she uses 
  her magic.
  Base Statistics Without barkskin, Lini’s statistics are AC 19, touch 14, 
  flat-footed 18.
  STATISTICS
  Str 6, Dex 12, Con 16, Int 12, Wis 22, Cha 16
  Base Atk +9; CMB +6; CMD 19
  Feats Augment Summoning, Combat Casting, Lightning Reflexes, 
  Natural Spell, Self-Sufficient, Spell Focus (conjuration)
  Skills Craft (jewelry) +3, Handle Animal +18, Heal +19, Knowledge 
  (geography) +16, Knowledge (nature) +18, Perception +23, 
  Spellcraft +16, Survival +17
  Languages Common, Druidic, Gnome, Goblin, Sylvan
  SQ nature bond (animal companion, snow leopard named Droogami*), 
  nature sense, trackless step, wild empathy +15, woodland stride
  Combat Gear goodberries (5), scrolls of call lightning storm (2), 
  scrolls of tree stride (2), wand of cure serious wounds  
  (31 charges), wand of flame blade (21 charges), acid; Other 
  Gear +3 wild leather armor, +3 sickle, +2 sling with 20 bullets, 
  cloak of resistance +1, druid’s vestments, elemental gem 
  (earth), headband of inspired wisdom +4, ring of protection +2, 
  belt pouch, mistletoe, spell component pouch, stick collection, 
  granite and diamond dust (worth 250 gp), 603 gp
  * Use the level 12 small cat on page 306 for animal companion stats.
  LINI
  CR 12
  GNOME DRUID 12
  XP 19,200
  Small humanoid (gnome)
  N
  283
  283
  
  VALEROS, ICONIC FIGHTER
  Valeros was born on a quiet farm, and grew up dreaming 
  of adventure and exploration. Though this longing only 
  increased as he grew older, so did the responsibilities of 
  agricultural life. Finally, just a month before a marriage 
  of convenience to a local farmer’s daughter could lock 
  him into place, Valeros came to the realization that the 
  door to a life of adventure was closing for good. Seized 
  by a desperate need for a larger life than cattle and corn, 
  Valeros packed quietly and left in the middle of the night.
  In the years since, Valeros has come a long way from 
  the wide-eyed young man who sought only the joy of 
  exploration (and maybe a pretty girl or three). Life on the 
  road is much harder than the bards’ tales suggest, and adult 
  Valeros has the scars to prove it. Discovering himself to 
  be a deft hand with a sword, Valeros quickly fell in with 
  the mercenary crowd, learning the dirtier, grittier facts 
  of warfare. After acting as hired muscle for dozens of 
  different employers, Valeros finally realized that it was 
  time to go into business for himself as an adventurer.
  While admittedly not the best at following orders, 
  Valeros is an extremely talented two-blade fighter, easily 
  earning his keep in any group through the tenacity and 
  absolute fearlessness—some might say thoughtlessness—
  with which he flings himself into combat.
  Despite his reputation as a bruiser and scofflaw, 
  Valeros has picked up a fair bit of education during his 
  travels, and can even read (something his “respectable” 
  parents never learned to do). Valeros takes an easy-come, 
  easy-go approach to life, wealth, and relationships. 
  Though a fan of fine weapons and creature comforts, 
  the only object he’s never without is the tankard on his 
  belt (as you never know when someone might offer you 
  a drink). Noble at heart and fiercely loyal to those few 
  who earn his affection, Valeros nevertheless hides such 
  sentiments under a jaded and crass demeanor, frequently 
  observing that there’s nothing better than “an evening of 
  hard drinking and soft company.”
  Init +2; Senses Perception +0
  DEFENSE
  AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
  hp 16 (1d10+6)
  Fort +4, Ref +2, Will +0
  OFFENSE
  Speed 20 ft.
  Melee longsword +3 (1d8+3/19–20), short sword +2 (1d6+1/19–20) or
  longsword +5 (1d8+3/19–20)
  Ranged shortbow +3 (1d6/×3)
  TACTICS
  During Combat Valeros always attempts to attack with both his 
  longsword and short sword each round. He uses the longsword 
  alone if he cannot take a full attack action or has difficulty 
  hitting a target when wielding two weapons.
  STATISTICS
  Str 16, Dex 15, Con 14, Int 12, Wis 10, Cha 11
  Base Atk +1; CMB +4; CMD 16
  Feats Toughness, Two-Weapon Fighting, Weapon Focus (longsword)
  Skills Climb +3, Knowledge (dungeoneering) +5, Ride +2, Swim +3
  Languages Common, Goblin
  Combat Gear acid flask, alchemist’s fire; Other Gear scale mail, 
  longsword, short sword, shortbow with 20 arrows, throwing axe, 
  backpack, bedroll, caltrops, crowbar, flint and steel, grappling 
  hook, hemp rope (50 ft.), smokestick, tankard, torches (4), trail 
  rations (5), waterskin, 10 gp
  Init +7; Senses Perception +0
  DEFENSE
  AC 24, touch 15, flat-footed 20 (+7 armor, +1 deflection, +3 Dex,  
  +1 dodge, +1 natural, +1 shield)
  hp 71 (7d10+28)
  Fort +8, Ref +6, Will +3; +2 vs. fear
  Defensive Abilities bravery +2
  OFFENSE
  Speed 30 ft.
  Melee +2 longsword +13/+8 (1d8+9/19–20), +1 short sword +10 
  (1d6+5/19–20) or
  +2 longsword +15/+10 (1d8+9/19–20)
  Ranged mwk shortbow +11/+6 (1d6/×3)
  Special Attacks weapon training (heavy blades +1)
  TACTICS
  During Combat Valeros always attempts to attack with both 
  his longsword and short sword each round. He uses the 
  longsword alone if he cannot take a full attack action. Unless 
  he absolutely must wield a weapon in two hands to gain the 
  additional damage potential, he wields both swords to take 
  advantage of his Two-Weapon Defense feat.
  STATISTICS
  Str 18, Dex 16, Con 14, Int 12, Wis 10, Cha 11
  Base Atk +7; CMB +11; CMD 26
  Feats Combat Reflexes, Dodge, Double Slice, Improved Initiative, 
  Toughness, Two-Weapon Defense, Two-Weapon Fighting, 
  Weapon Focus (longsword), Weapon Specialization (longsword)
  Skills Climb +13, Knowledge (dungeoneering) +11, Ride +12,  
  Swim +13
  Languages Common, Goblin
  VALEROS
  CR 1
  HUMAN FIGHTER 1
  XP 400
  Medium humanoid (human)
  NG
  VALEROS
  CR 7
  HUMAN FIGHTER 7
  XP 3,200
  Medium humanoid (human)
  NG
  284
  284
  
  CR
  1
  7
  12
  ICONICS
  VALEROS, FIGHTER
  SQ armor training 2
  Combat Gear potion of bear’s endurance, potion of cure serious 
  wounds, potion of enlarge person, potion of fly, acid flask, 
  alchemist’s fire (2), holy water; Other Gear +1 breastplate,  
  +2 longsword, +1 short sword, heavy mace, masterwork 
  shortbow with 20 arrows, amulet of natural armor +1, belt of 
  giant strength +2, cloak of resistance +1, ring of protection +1,  
  antitoxin, backpack, bedroll, crowbar, everburning torch, 
  grappling hook, hemp rope (50 ft.), tankard, trail rations (2), 
  waterskin, 88 gp
  Init +8; Senses Perception +0
  DEFENSE
  AC 29, touch 17, flat-footed 24 (+9 armor, +2 deflection, +4 Dex,  
  +1 dodge, +2 natural, +1 shield)
  hp 130 (12d10+60)
  Fort +14, Ref +11, Will +7; +3 vs. fear
  Defensive Abilities bravery +3, 25% chance to negate critical hits 
  and sneak attacks
  OFFENSE
  Speed 30 ft.
  Melee +2 keen longsword +21/+16/+11 (1d8+13/17–20), +2 short 
  sword +18/+13 (1d6+8/19–20) or
  +2 keen longsword +23/+18/+13 (1d8+13/17–20)
  Ranged +1 shortbow +17/+12/+7 (1d6+1/×3)
  Special Attacks weapon training (heavy blades +2, light blades +1)
  TACTICS
  During Combat Valeros activates his boots of speed, using the 
  extra movement to get into a position from which he can take 
  a full attack action in the following round, and maintaining 
  the effects of haste as long as he can continue to benefit from 
  an additional attack each round. When he’s unable to make 
  more than one attack, he prefers his longsword and utilizes 
  Vital Strike to increase his damage output. Unless he absolutely 
  must wield a weapon in two hands to gain the additional 
  damage potential, he wields both swords to take advantage of 
  his Two-Weapon Defense feat.
  STATISTICS
  Str 20, Dex 18, Con 16, Int 12, Wis 10, Cha 11
  Base Atk +12; CMB +17; CMD 34
  Feats Combat Reflexes, Dodge, Double Slice, Greater Weapon 
  Focus (longsword), Greater Weapon Specialization (longsword), 
  Improved Initiative, Improved Two-Weapon Fighting, Toughness, 
  Two-Weapon Defense, Two-Weapon Fighting, Two-Weapon Rend, 
  Vital Strike, Weapon Focus (longsword), Weapon Specialization 
  (longsword)
  Skills Climb +18, Intimidate +13, Knowledge (dungeoneering) +12, 
  Ride +17, Swim +18
  Languages Common, Goblin
  SQ armor training 3
  Combat Gear necklace of fireballs (type V), potions of cure serious 
  wounds (2), potion of fly, potion of heroism, acid flask, alchemist’s 
  fire (2), holy water; Other Gear +3 light fortification breastplate, 
  +2 keen longsword, +2 short sword, +1 shortbow with 20 arrows, 
  masterwork heavy mace, amulet of natural armor +2, belt of 
  physical perfection +2, boots of speed, cloak of resistance +3, 
  ring of protection +2, antitoxin, backpack, bedroll, crowbar, 
  everburning torch, grappling hook, hemp rope (50 ft.), tankard, 
  trail rations (2), waterskin, 288 gp
  VALEROS
  CR 12
  HUMAN FIGHTER 12
  XP 19,200
  Medium humanoid (human)
  NG
  285
  285
  
  SAJAN, ICONIC MONK
  Far from the Inner Sea region, in the mysterious land of 
  Vudra, Sajan and his twin sister Sajni were born into the 
  padaprajna warrior caste. The siblings trained and served 
  as partners, each complementing the other’s technique, and 
  became talented martial artists. After numerous victories, 
  however, the siblings were separated when their lord was 
  defeated, shamed, and forced to cede half his army to the 
  victor—among them Sajan’s sister. Sajni was taken away 
  from Vudra by her new master and placed upon a ship as 
  tribute to a distant lord. Daring disgrace or even death, 
  Sajan abandoned his responsibilities to follow, so unwilling 
  was he to condemn Sajni to life in the barbaric lands to the 
  west. Eventually he tailed her all the way to Absalom, the 
  City at the Center of the World, but lost her among the 
  travelers and treasures of a hundred nations. Still, Sajan has 
  not yet given up hope. He continues to seek any clue that 
  might point him toward his sister, and has traveled far from 
  Absalom and performed many heroic deeds in return for 
  even the barest of rumors.
  Init +2; Senses Perception +5
  DEFENSE
  AC 14, touch 14, flat-footed 11 (+2 Dex, +1 dodge, +1 Wis)
  hp 11 (1d8+3)
  Fort +4, Ref +4, Will +3
  OFFENSE
  Speed 30 ft.
  Melee flurry of blows +2/+2 (1d6+3) or
  unarmed strike +3 (1d6+3) or 
  temple sword +3 (1d8+3)
  Ranged shuriken +2 (1d2+3)
  Special Attacks flurry of blows, stunning fist (1/day, DC 11)
  TACTICS
  During Combat Sajan relies on Mobility to get into a strategic 
  location in combat, and uses a combination of Combat Reflexes 
  and flurry of blows to deal as much damage as possible to his 
  targets. Against a particularly powerful single enemy, he utilizes 
  Stunning Fist to take the combatant out of commission.
  STATISTICS
  Str 16, Dex 15, Con 14, Int 10, Wis 13, Cha 10
  Base Atk +0; CMB +3; CMD 17
  Feats Combat Reflexes, Dodge, Improved Unarmed Strike, Mobility, 
  Stunning Fist
  Skills Acrobatics +6, Climb +7, Perception +5, Sense Motive +5, 
  Stealth +6
  Languages Common, Vudrani
  Gear shuriken (5), temple sword, belt pouch, wooden holy symbol, 2 gp
  Init +3; Senses Perception +11
  DEFENSE
  AC 20, touch 17, flat-footed 16 (+3 armor, +1 deflection, +3 Dex,  
  +1 dodge, +1 monk, +1 Wis)
  hp 56 (7d8+21)
  Fort +9, Ref +10, Will +8; +2 vs. enchantments
  Defensive Abilities evasion; Immune disease
  OFFENSE
  Speed 50 ft.
  Melee flurry of blows +8/+8/+3 (1d8+3) or
  unarmed strike +8 (1d8+3) or
  +2 temple sword +10 (1d8+5)
  Ranged shuriken +8 (1d2+3)
  Special Attacks flurry of blows, stunning fist (7/day, DC 14)
  TACTICS
  During Combat Sajan uses fast movement and Acrobatics to get 
  into a strategic location in combat, and uses a combination of 
  Combat Reflexes and flurry of blows to deal as much damage as 
  possible to his targets. He employs combat maneuvers when it’s 
  strategically advantageous—grappling spellcasters and tripping 
  foes with his temple sword when his allies flank them. Against 
  a particularly powerful single enemy, he utilizes Stunning Fist to 
  take the combatant out of commission.
  STATISTICS
  Str 16, Dex 16, Con 14, Int 10, Wis 13, Cha 10
  Base Atk +5; CMB +10 (+12 grapple or trip); CMD 25 (27 vs. grapple 
  or trip)
  Feats Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, 
  Improved Trip, Improved Unarmed Strike, Mobility, Scorpion Style, 
  Spring Attack, Stunning Fist
  Skills Acrobatics +13 (+28 when jumping), Climb +13, Perception +11, 
  Sense Motive +11, Stealth +13
  Languages Common, Vudrani
  SQ fast movement, high jump, ki pool (4 points, magic), 
  maneuver training, purity of body, slow fall 30 ft., still mind, 
  wholeness of body
  Combat Gear potions of cure light wounds (2); Other Gear +2 temple 
  sword, shuriken (50), bracers of armor +3, cloak of resistance +2, 
  ring of protection +1, belt pouch, wooden holy symbol, 58 gp
  Init +3; Senses Perception +18
  DEFENSE
  AC 28, touch 23, flat-footed 24 (+5 armor, +2 deflection, +3 Dex, 
  +1 dodge, +4 monk, +3 Wis)
  SAJAN
  CR 1
  HUMAN MONK 1
  XP 400
  Medium humanoid (human)
  LN
  SAJAN
  CR 7
  HUMAN MONK 7
  XP 3,200
  Medium humanoid (human)
  LN
  SAJAN
  CR 12
  HUMAN MONK 12
  XP 19,200
  Medium humanoid (human)
  LN
  286
  286
  
  CR
  1
  7
  12
  ICONICS
  SAJAN, MONK
  hp 93 (12d8+36)
  Fort +13, Ref +14, Will +14; +2 vs. enchantments 
  Defensive Abilities improved evasion; Immune disease, poison
  OFFENSE
  Speed 70 ft.
  Melee flurry of blows +15/+15/+10/+10/+5 (2d8+5 plus 1d6 
  electricity) or
  unarmed strike +14/+9 (2d8+5 plus 1d6 electricity) or
  +3 temple sword +16/+11 (1d8+7/19–20)
  Ranged +1 shuriken +13/+8 (1d2+5)
  Special Attacks flurry of blows, stunning fist (12/day, DC 19)
  TACTICS
  During Combat Sajan uses his fast movement and Acrobatics 
  to get into a strategic location in combat, and uses a 
  combination of Combat Reflexes and flurry of blows to deal as 
  much damage as possible to his targets. He employs combat 
  maneuvers when doing so is strategically advantageous—
  grappling spellcasters and tripping foes with his temple 
  sword when his allies flank them. Against a particularly 
  powerful single enemy, he utilizes Stunning Fist to take the 
  combatant out of commission. When overmatched, he’s quick 
  to withdraw and use his +1 shuriken to harass a foe at range 
  or from more defensible ground, or by using his speed to 
  keep just out of reach.
  STATISTICS
  Str 18, Dex 16, Con 14, Int 10, Wis 17, Cha 10
  Base Atk +9; CMB +16 (+18 grapple, +20 trip); CMD 36 (38 vs. 
  grapple, 40 vs. trip)
  Feats Combat Reflexes, Deflect Arrows, Dodge, Gorgon’s Fist, 
  Greater Trip, Improved Grapple, Improved Trip, Improved 
  Unarmed Strike, Mobility, Scorpion Style, Spring Attack, 
  Stunning Fist, Wind Stance
  Skills Acrobatics +18 (+46 when jumping),  
  Climb +19, Perception +18, Sense Motive +18,  
  Stealth +18
  Languages Common, Vudrani
  SQ abundant step, diamond body, fast 
  movement, high jump, ki pool (9 points, 
  lawful, magic), maneuver training, purity of body, slow fall 
  60 ft., still mind, wholeness of body
  Combat Gear elixir of fire breath, potion of bear’s endurance, 
  potions of cure serious wounds (2), potion of fly; Other Gear 
  +3 temple sword, +1 shuriken (50), belt of giant strength +2, 
  bracers of armor +5, cloak of resistance +3, headband of 
  inspired wisdom +2, monk’s robe, ring of protection +2,  
  +1 shock amulet of mighty fists, belt pouch, wooden holy 
  symbol, 708 gp
  TEMPLE SWORD
  Heavy blades typically used by guardians of religious 
  sites, temple swords have distinctive crescent-shaped 
  blades, like an amalgam of a sickle and sword. Many have 
  holes drilled into the blade or places on the pommel where 
  charms, bells, or other holy trinkets might be attached. 
  Monks are proficient with the temple sword.
  Table 4–1
  Exotic Weapons 
  Cost 
  Dmg (S) 
  Dmg (M) 
  Critical 
  Range 
  Weight 
  Type 
  Special
  One-Handed Melee Weapons
  Temple sword 
  30 gp 
  1d6 
  1d8 
  19–20/×2 
  — 
  3 lbs. 
  S 
  Monk, trip
  287
  287
  
  SEELAH, ICONIC PALADIN
  Seelah faced numerous tragedies in her young life. The 
  loss of her home brought her family to the city of Solku in 
  Katapesh, and there she lost her family to gnoll raids. At 
  14, she was orphaned and poor on the streets of a strange 
  town, doing what she had to in order to survive—stealing, 
  mugging, conning travelers, even attempting to make her 
  way as a young mercenary. Eventually, a band of Iomedaean 
  paladins came to Solku to help defend it against the gnoll 
  hordes. Immediately enamoured with the shinning steel 
  of the foreign defenders, Seelah stole one of their helmets, 
  a great helm emblazoned with the image of a golden bird. 
  During the Battle of Red Hail, however, Seelah realized 
  that one of the bravest knights, a woman named Acemi, 
  fought the battle without her helm. While holding Solku’s 
  gates, the knight took a mortal wound to the skull, winning 
  the day but dying of her wound that evening.
  Wracked with guilt, Seelah approached Acemi’s body 
  as her companions prepared her pyre. They watched 
  silently as Seelah placed the stolen helm over the dead 
  woman’s head, and then climbed onto the pyre aside her. 
  The paladins were moved; they had known from the start 
  that Seelah had stolen the helm, but Acemi had forbidden 
  them from collecting it, hoping the helm would win the 
  desperate orphan coin enough for a few meals. The knights 
  of Iomedae took Seelah in that night. Although she has 
  come to terms with Acemi’s death, Seelah still regrets the 
  theft that ironically brought her into Iomedae’s arms. She 
  originally came to Iomedae out of guilt, but as the years 
  passed, that guilt has transformed into a powerful love and 
  faith in her goddess. 
  The young paladin wears her hair in Acemi’s style 
  and trains relentlessly in the use of the longsword. In so 
  doing, she hopes to carry on the good work that Acemi 
  might have done had she not fallen at the Battle of Red 
  Hail. It’s the least she feels she can do to make up for a 
  death that she caused.
  Init +0; Senses Perception +1
  DEFENSE
  AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)
  hp 13 (1d10+3)
  Fort +4, Ref +0, Will +3
  OFFENSE
  Speed 20 ft.
  Melee longsword +5 (1d8+3/19–20)
  Ranged shortbow +1 (1d6/×3)
  Special Attacks smite evil 1/day (+2 attack and AC, +1 damage)
  Paladin Spell-Like Abilities (CL 1st; concentration +3)
  At will—detect evil
  TACTICS
  During Combat Seelah is fearless and vigilant in the face of evil, and 
  she faces fiends, undead, and those with malicious intent head-
  on. Against particularly powerful evil foes—especially fiends and 
  evil dragons—she channels her goddess’s power into her attacks 
  with her smite evil ability.
  STATISTICS
  Str 16, Dex 10, Con 14, Int 10, Wis 13, Cha 15
  Base Atk +1; CMB +4; CMD 14
  Feats Power Attack, Weapon Focus (longsword)
  Skills Diplomacy +6, Knowledge (religion) +4, Sense Motive +5
  Languages Common, Osiriani
  SQ aura, code of conduct
  Combat Gear holy water; Other Gear scale mail, heavy wooden 
  shield, longsword, shortbow with 20 arrows, backpack, silver holy 
  symbol, trail rations (4), 18 gp
  Init +0; Senses Perception +1
  Aura courage (10 ft.)
  DEFENSE
  AC 25, touch 10, flat-footed 25 (+11 armor, +4 shield)
  hp 64 (7d10+21)
  Fort +11, Ref +6, Will +10
  Immune disease, fear
  OFFENSE
  Speed 20 ft.
  Melee +1 longsword +13/+8 (1d8+5/19–20)
  Ranged +1 composite longbow +8/+3 (1d8+5/×3)
  Special Attacks channel positive energy (DC 16, 4d6), smite evil 3/day 
  (+3 attack and AC, +7 damage)
  Paladin Spell-Like Abilities (CL 7th; concentration +10)
  At will—detect evil
  Paladin Spells Prepared (CL 4th; concentration +7)
  2nd—eagle’s splendor
  1st—divine favor, lesser restoration
  TACTICS
  During Combat Seelah is fearless, especially in the face of evil, and 
  she faces fiends, undead, and those with malicious intent head-
  on. Against particularly powerful evil foes—especially fiends and 
  evil dragons—she channels her goddess’s power into her attacks 
  with her smite evil ability. If she has already expended her daily 
  uses of smite evil, she uses her divine bond to increase her 
  weapon’s power. When her allies are injured or in trouble, Seelah 
  puts herself in harm’s way in an effort to heal them.
  STATISTICS
  Str 18, Dex 10, Con 14, Int 10, Wis 13, Cha 16
  SEELAH
  CR 1
  HUMAN PALADIN OF IOMEDAE 1
  XP 400
  Medium humanoid (human)
  LG
  SEELAH
  CR 7
  HUMAN PALADIN OF IOMEDAE 7
  XP 3,200
  Medium humanoid (human)
  LG
  288
  288
  
  CR
  1
  7
  12
  ICONICS
  SEELAH, PALADIN
  Base Atk +7; CMB +11; CMD 21
  Feats Cleave, Extra Lay on Hands, Power Attack, Vital Strike, 
  Weapon Focus (longsword)
  Skills Diplomacy +13, Knowledge (religion) +10, Sense Motive +11
  Languages Common, Osiriani
  SQ aura, code of conduct, divine bond (weapon +1, 1/day), divine 
  grace, lay on hands (3d6, 8/day), mercies (diseased, sickened)
  Combat Gear wand of cure moderate wounds (42 charges), holy 
  water; Other Gear +2 full plate, +2 heavy wooden shield, +1 
  composite longbow (+3 Str) with 20 arrows, +1 longsword, belt 
  of giant strength +2, cloak of resistance +1, backpack, silver holy 
  symbol, trail rations (4), 143 gp
  Init +0; Senses Perception +1
  Aura courage (10 ft.), justice (10 ft.), resolve (10 ft.)
  DEFENSE
  AC 28, touch 10, flat-footed 28 (+13 armor, +5 shield)
  hp 106 (12d10+36)
  Fort +17, Ref +11, Will +16
  Immune charm, disease, fear
  OFFENSE
  Speed 20 ft.
  Melee +2 holy longsword +20/+15/+10 (1d8+7/17–20)
  Ranged +1 composite longbow +13/+8/+3 (1d8+6/×3)
  Special Attacks channel positive energy (DC 20, 8d6), 
  smite evil 4/day (+4 attack and AC, +12 damage)
  Paladin Spell-Like Abilities (CL 12th; concentration +16)
  At will—detect evil
  Paladin Spells Prepared (CL 9th; concentration +13)
  3rd—dispel magic, prayer
  2nd—eagle’s splendor, resist energy, zone of truth (DC 16)
  1st—bless weapon, divine favor, lesser restoration
  TACTICS
  During Combat Seelah is fearless, especially in the face of evil, 
  and she faces fiends, undead, and those with malicious intent 
  head-on. Against particularly powerful evil foes—especially 
  fiends and evil dragons—she channels her goddess’s power 
  into her attacks with her smite evil ability. If she has already 
  expended her daily uses of smite evil, she uses her divine bond 
  to increase her weapon’s power. When her allies are injured 
  or in trouble, Seelah puts herself in harm’s way in an effort to 
  heal them.
  STATISTICS
  Str 20, Dex 10, Con 14, Int 10, Wis 13, Cha 18
  Base Atk +12; CMB +17; CMD 27
  Feats Cleave, Extra Lay on Hands, Improved Critical (longsword), 
  Improved Vital Strike, Power Attack, Vital Strike, Weapon Focus 
  (longsword)
  Skills Diplomacy +19, Knowledge (religion) +15, Sense Motive +16
  Languages Common, Osiriani
  SQ aura, code of conduct, divine bond (weapon +3, 2/day), 
  divine grace, lay on hands (6d6, 12/day), mercies (diseased, 
  paralyzed, poisoned, sickened)
  Combat Gear oil of silence, potion of fly, potion of haste, wand of 
  cure serious wounds (35 charges), holy water; Other Gear +4 full 
  plate, +3 heavy wooden shield, +1 composite longbow (+3 Str) 
  with 20 arrows, +2 holy longsword, belt of giant strength +4, cloak 
  of resistance +3, phylactery of positive channeling, backpack, 
  silver holy symbol, trail rations (4), 748 gp
  SEELAH
  CR 12
  HUMAN PALADIN OF IOMEDAE 12
  XP 19,200
  Medium humanoid (human)
  LG
  289
  289
  
  HARSK, ICONIC RANGER
  Harsk is an uncommon dwarf. He enjoys the wide skies 
  of the open plains more than claustrophobic tunnels, 
  prefers the taste of tea to alcohol, and handles his battles 
  at range rather than in melee. As a young dwarf, he 
  eschewed the company of his fellows, finding that few 
  things made him happier than crouching in a tree stand 
  with his bow, listening to the wind through the forest 
  leaves and waiting for prey to wander by. 
  That all changed twenty years ago when his elder 
  brother, a captain named Sigur, led a dwarven war band 
  from Janderhoff against a small party of raiding giants. 
  Out of affection, Sigur offered his less-experienced 
  sibling the chance to come and prove himself as chief 
  scout and second-in-command. Calm and peaceful by 
  nature, Harsk turned him down, failing to see the honor 
  his brother was doing him until several days after the 
  company had departed. Traveling light and fast, Harsk 
  caught up with his brother quickly—but not quickly 
  enough. Misjudging the size and skill of the raiding 
  party, Sigur had led his band into an ambush, where it 
  was slaughtered to the last dwarf.
  With his brother’s blood still fresh on his hands, Harsk 
  went mad with rage. That night, he stalked through the 
  giants’ camp like a vengeful wraith, slaughtering giant 
  after giant with his crossbow before melting back into 
  the forest, only to reappear elsewhere and take another 
  victim. When the last giant was left gurgling in the dust, 
  Harsk took up his brother’s axe and slipped off into the 
  trees, vowing to forever be the voice of justice in the wild 
  places, to keep balance and prevent the sacrifices of noble 
  warriors like his brother.
  Harsk, like many of his kind, is gruff and taciturn, but 
  there ends most of his connection to dwarven society. 
  Something of a loner, he prefers to spend his time outdoors, 
  communing with nature, though he occasionally travels 
  alongside others whose goals match his own. Uninterested 
  in the beer and ale so strongly associated with dwarves 
  in the minds of human society, Harsk instead drinks pot 
  after pot of strong tea to keep his senses sharp. While he 
  never lets his brother’s axe out of his sight, he wields it 
  only as a last resort, knowing his true skills lie in the hunt 
  and striking from darkness.
  Init +3; Senses darkvision 60 ft.; Perception +6
  DEFENSE
  AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
  hp 12 (1d10+2)
  Fort +4, Ref +5, Will +2; +2 vs. poison, spells, and spell-like abilities
  Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
  OFFENSE
  Speed 20 ft.
  Melee battleaxe +3 (1d8+2/×3)
  Ranged heavy crossbow +4 (1d10/19–20)
  Special Attacks +1 on attack rolls against goblinoid and orc 
  humanoids, favored enemy (humanoids [giants] +2)
  TACTICS
  During Combat Harsk prefers fighting with his crossbow over his 
  battleaxe. His hatred for giants often motivates him to target 
  creatures of that subtype to the exclusion of others.
  STATISTICS
  Str 14, Dex 16, Con 15, Int 10, Wis 14, Cha 8
  Base Atk +1; CMB +3; CMD 16 (20 vs. bull rush, 20 vs. trip)
  Feats Rapid Reload
  Skills Handle Animal +3, Heal +6, Knowledge (geography, nature) +4,  
  Perception +6 (+8 to notice unusual stonework), Stealth +6, 
  Survival +6
  Languages Common, Dwarven
  SQ track +1, wild empathy +0
  Gear studded leather, battleaxe, heavy crossbow with 30 bolts, 
  antitoxin, backpack, smokestick, trail rations (4), signal whistle, 
  tea pot, 11 gp
  Init +3; Senses darkvision 60 ft.; Perception +12
  DEFENSE
  AC 19, touch 13, flat-footed 16 (+5 armor, +3 Dex, +1 natural)
  hp 64 (7d10+21)
  Fort +10, Ref +10, Will +8; +2 vs. poison, spells, and spell-like abilities
  Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
  OFFENSE
  Speed 20 ft.
  Melee +1 battleaxe +10/+5 (1d8+3/×3)
  Ranged +2 heavy crossbow +12 (1d10+2/19–20)
  Special Attacks +1 on attack rolls against goblinoid and orc 
  humanoids, favored enemy (fey +2, humanoids [giants] +4)
  Ranger Spells Prepared (CL 4th; concentration +6)
  2nd—barkskin
  1st—entangle (DC 13), resist energy
  TACTICS
  During Combat Harsk prefers fighting with his crossbow over his 
  battleaxe but isn’t afraid to get dirty in melee if the situation calls 
  for it. His hatred for giants often motivates him to target creatures 
  of that subtype to the exclusion of others.
  STATISTICS
  Str 14, Dex 16, Con 16, Int 10, Wis 14, Cha 8
  Base Atk +7; CMB +9; CMD 22 (26 vs. bull rush, 26 vs. trip)
  HARSK
  CR 1
  DWARF RANGER 1
  XP 400
  Medium humanoid (dwarf)
  LN
  HARSK
  CR 7
  DWARF RANGER 7
  XP 3,200
  Medium humanoid (dwarf)
  LN
  290
  290
  
  CR
  1
  7
  12
  ICONICS
  HARSK, RANGER
  Feats Endurance, Far Shot, Improved Precise Shot, Iron Will, Point-
  Blank Shot, Precise Shot, Rapid Reload
  Skills Handle Animal +9, Heal +12, Knowledge (geography, nature) +10, 
  Perception +12 (+14 to notice unusual stonework), Stealth +13, 
  Survival +12
  Languages Common, Dwarven
  SQ favored terrain (mountain +2), hunter’s bond (animal, badger 
  named Biter)*, track +3, wild empathy +6, woodland stride
  Combat Gear potions of cure moderate wounds (3), potions of pass 
  without trace (2), screaming bolts (4), tanglefoot bag; Other 
  Gear +2 studded leather, +1 battleaxe, +2 heavy crossbow with 
  30 bolts, amulet of natural armor +1, cloak of resistance +2,  
  antitoxin, backpack, signal whistle, smokestick, tea pot, trail 
  rations (4), 468 gp
  * See page 299 for Harsk’s animal companion’s statistics.
  Init +6; Senses darkvision 60 ft.; Perception +17
  DEFENSE
  AC 26, touch 17, flat-footed 21 (+7 armor, +2 deflection, +5 Dex, 
  +2 natural)
  hp 106 (12d10+36)
  Fort +13, Ref +16, Will +10; +2 vs. poison, spells, 
  and spell-like abilities
  Defensive Abilities defensive training (+4 dodge 
  bonus to AC vs. giants), evasion
  OFFENSE
  Speed 20 ft.
  Melee +2 battleaxe +16/+11/+6 (1d8+4/×3)
  Ranged +3 flaming heavy crossbow +22 (1d10+3/17–20 
  plus 1d6 fire)
  Special Attacks +1 on attack rolls against goblinoid and orc 
  humanoids, favored enemy (fey +2, humanoids [giants] +6, 
  humanoids [humans] +2), quarry
  Ranger Spells Prepared (CL 9th; concentration +11)
  3rd—neutralize poison
  2nd—barkskin, bear’s endurance, cure light wounds
  1st—entangle (DC 13), longstrider, resist energy
  TACTICS
  During Combat Harsk prefers fighting with his crossbow over his 
  battleaxe but isn’t afraid to get dirty in melee if the situation 
  calls for it. His hatred for giants often motivates him to 
  target creatures of that subtype to the exclusion of 
  others, and to choose one as his quarry. If tracking a 
  giant, he casts resist energy against an energy type 
  that giant uses before engaging.
  STATISTICS
  Str 14, Dex 22, Con 16, Int 10, Wis 14, Cha 8
  Base Atk +12; CMB +14; CMD 32 (36 vs. bull rush, 36 vs. trip)
  Feats Endurance, Far Shot, Improved Critical (heavy crossbow), 
  Improved Precise Shot, Iron Will, Pinpoint Targeting, Point-Blank 
  Shot, Precise Shot, Rapid Reload, Weapon Focus (heavy crossbow)
  Skills Handle Animal +14, Heal +17, Knowledge (geography, 
  nature) +15, Perception +17 (+19 to notice unusual stonework), 
  Stealth +21, Survival +17
  Languages Common, Dwarven
  SQ camouflage, evasion, favored terrain (forest +2, mountain +4), 
  hunter’s bond (animal, badger named Biter)*, swift tracker, 
  track +6, wild empathy +11, woodland stride
  Combat Gear seeking bolts (20), potions of pass without trace (2), 
  wand of cure moderate wounds (35 charges), tanglefoot bag; 
  Other Gear +4 studded leather, +2 battleaxe, +3 flaming heavy 
  crossbow with 30 bolts, amulet of natural armor +2, belt of 
  incredible dexterity +4, boots of speed, cloak of resistance +2,  
  ring of protection +2, antitoxin, backpack, signal whistle, 
  smokestick, tea pot, trail rations (4), 464 gp
  * See page 299 for Harsk’s animal companion’s statistics.
  HARSK
  CR 12
  DWARF RANGER 12
  XP 19,200
  Medium humanoid (dwarf)
  LN
  291
  291
  
  MERISIEL, ICONIC ROGUE
  The elves have a name for elven children unfortunate 
  enough to be born and raised in human society—the 
  Forlorn. Merisiel is one of these, born in the Varisian city 
  of Magnimar to elven parents who were either unable or 
  unwilling to raise a child on their own. Merisiel never 
  learned the truth of it, for her parents left her in the care 
  of the city’s temple to Calistria. The priests raised Merisiel 
  as a ward of the temple, but she had little patience for 
  teachers and prayer. Eventually, she left the temple and 
  spent many years on the streets of Magnimar, earning a 
  living as a freelance thief. When her growing reputation 
  as a thief became inconvenient, she decided to leave her 
  home city to seek out new settlements to explore and enjoy.
  Merisiel became a master at stowing away on ships, 
  talking her way out of trouble, and finding her way in 
  new societies. She’s called dozens of cities home, leaving 
  one for another when her companions outgrew her or 
  she outlived them. Life has been hard for Merisiel, made 
  more so by the fact that she’s always found it difficult to 
  master skills that come easily to her companions. Faced 
  often with situations where a quick tongue or stealth won’t 
  suffice to keep her out of trouble, Merisiel has taken to 
  carrying dozen knives. When things go wrong with her 
  carefully laid plans (as they almost always seem to do), the 
  knives come out and what needs to be done gets done. To 
  date, Merisiel hasn’t met a problem that can’t, in one way 
  or another, be solved with a blade.
  Each of the cities she’s spent time in carries special 
  memories for Merisiel. In cosmopolitan Kintargo, she fell 
  in love for the first five times, but only the last of those 
  relationships survives to this day. In bustling Corentyn, 
  she spent five years in prison for a crime she wasn’t able 
  to pin on someone more deserving, a sentence exceeded 
  by her stay in Almas (still her record—ten years in jail). 
  In Cassomir she helped rob a corrupt jeweler, in Oppara 
  a decadent and cruel magistrate, and in Sothis a narrow-
  minded priest of Abadar. Yet in each of these cases her 
  companions betrayed her and left her penniless. She 
  spent many years in Katapesh and Absalom, but the size 
  of these cities eventually grew to be too much even for 
  her. Recently, she’s come home to Magnimar with a new 
  purpose in life. Finally matured to the point where she’s 
  willing (and perhaps able) to learn from her mistakes, she 
  hopes to make something more of her life than merely bad 
  decisions laced with periodic bouts of excitement and fun.
  Merisiel’s life experiences have taught her to enjoy 
  things to their fullest as they occur—it’s impossible to tell 
  when the good times might end. She’s open and expressive, 
  always on the move and working on her latest batch of 
  plots to make easy money. In the end, it comes down to 
  being faster than everyone else—either on her feet or with 
  her beloved blades. She wouldn’t have it any other way.
  Init +4; Senses low-light vision; Perception +6
  DEFENSE
  AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
  hp 10 (1d8+2)
  Fort +1, Ref +6, Will +0; +2 vs. enchantments
  Immune sleep
  OFFENSE
  Speed 30 ft.
  Melee rapier +4 (1d6+2/18–20)
  Ranged dagger +4 (1d4+2/19–20)
  Special Attacks sneak attack +1d6
  TACTICS
  Before Combat Though something of a show-off, Merisiel understands 
  the value of hiding in order to get the drop on her opponents.
  During Combat Merisiel makes sneak attacks on her foes to 
  maximize the damage she can do with her daggers and rapier.
  STATISTICS
  Str 14, Dex 18, Con 12, Int 10, Wis 10, Cha 12
  Base Atk +0; CMB +2; CMD 16
  Feats Weapon Finesse
  Skills Acrobatics +7, Bluff +5, Climb +5, Disable Device +7, Knowledge 
  (local) +4, Perception +6, Sleight of Hand +7, Stealth +7
  Languages Common, Elven
  SQ elven magic, trapfinding +1, weapon familiarity
  Combat Gear acid, alchemist’s fire; Other Gear studded leather, 
  daggers (6), rapier, backpack, hooded lantern, oil (5), silk rope 
  (50 ft.), thieves’ tools, 3 gp
  Init +9; Senses low-light vision; Perception +12
  DEFENSE
  AC 23, touch 17, flat-footed 17 (+5 armor, +1 deflection, +5 Dex,  
  +1 dodge, +1 shield)
  hp 56 (7d8+21)
  Fort +4, Ref +11, Will +3; +2 vs. enchantments
  Defensive Abilities evasion, trap sense +2, uncanny dodge; 
  Immune sleep
  OFFENSE
  Speed 30 ft.
  Melee +1 keen rapier +11 (1d6+3/15–20)
  Ranged dagger +10 (1d4+2/19–20)
  Special Attacks sneak attack +4d6
  TACTICS
  Before Combat Though something of a show-off, Merisiel understands 
  the value of hiding in order to get the drop on her opponents.
  MERISIEL
  CR 1
  ELF ROGUE 1
  XP 400
  Medium humanoid (elf)
  CN
  MERISIEL
  CR 7
  ELF ROGUE 7
  XP 3,200
  Medium humanoid (elf)
  CN
  292
  292
  
  CR
  1
  7
  12
  ICONICS
  MERISIEL, ROGUE
  During Combat Merisiel makes sneak attacks on her foes to 
  maximize the damage she can do with her daggers and rapier.
  STATISTICS
  Str 15, Dex 20, Con 12, Int 10, Wis 10, Cha 12
  Base Atk +5; CMB +7; CMD 24
  Feats Dodge, Improved Initiative, Mobility, Toughness, Weapon Finesse
  Skills Acrobatics +20, Bluff +11, Climb +12, Disable Device +17, 
  Knowledge (local) +10, Perception +12, Sleight of Hand +15, 
  Stealth +15
  Languages Common, Elven
  SQ elven magic, rogue talents (bleeding attack +4, combat trick, fast 
  stealth), trapfinding +3, weapon familiarity
  Combat Gear potion of cure serious wounds, potion of invisibility, 
  acid, alchemist’s fire, tanglefoot bag; Other Gear +2 studded 
  leather, masterwork buckler, +1 keen rapier, daggers (12), 
  belt of incredible dexterity +2, boots of elvenkind, cloak 
  of resistance +1, ring of protection +1, universal solvent, 
  backpack, hooded lantern, masterwork thieves’ tools, oil (5), 
  silk rope (50 ft.), 16 gp
  Init +10; Senses low-light vision; Perception +17
  DEFENSE
  AC 29, touch 18, flat-footed 23 (+8 armor, +2 deflection, +5 Dex, 
  +1 dodge, +3 shield)
  hp 105 (12d8+48)
  Fort +9, Ref +17, Will +7; +2 vs. enchantments
  Defensive Abilities improved evasion, improved uncanny dodge, 
  trap sense +4; Immune sleep
  OFFENSE
  Speed 30 ft.
  Melee +3 keen rapier +19/+14 (1d6+6/15–20)
  Ranged mwk dagger +16/+11 (1d4+3/19–20)
  Special Attacks sneak attack +6d6
  TACTICS
  Before Combat Though something of a show-off, Merisiel 
  understands the value of hiding in order to get the drop on  
  her opponents.
  During Combat Merisiel makes sneak attacks on her foes to 
  maximize the damage she can do with her daggers and rapier.
  STATISTICS
  Str 17, Dex 22, Con 14, Int 10, Wis 10, Cha 12
  Base Atk +9; CMB +12; CMD 31
  Feats Dodge, Improved Initiative, Mobility, Point-Blank 
  Shot, Quick Draw, Toughness, Weapon Finesse, Weapon 
  Focus (rapier)
  Skills Acrobatics +26, Bluff +16, Climb +18, Disable Device +23, 
  Knowledge (local) +15, Perception +17, Sleight of Hand +21, 
  Stealth +21
  Languages Common, Elven
  SQ elven magic, rogue talents (bleeding attack +6, combat trick, 
  fast stealth, improved evasion, surprise attack, weapon training), 
  trapfinding +6, weapon familiarity
  Combat Gear oil of silence (2), potions of cure serious wounds (3),  
  potion of fly, potions of invisibility (2), acid, alchemist’s fire, 
  tanglefoot bag; Other Gear +5 studded leather, +2 buckler, 
  +3 keen rapier, masterwork daggers (12), bag of holding 
  (type I), belt of physical perfection +2, boots of elvenkind, 
  cloak of resistance +3, ring of protection +2, universal solvent, 
  backpack, hooded lantern, masterwork thieves’ tools, oil (5), 
  silk rope (50 ft.), 266 gp
  MERISIEL
  CR 12
  ELF ROGUE 12
  XP 19,200
  Medium humanoid (elf)
  CN
  293
  293
  
  SEONI, ICONIC SORCERER
  A member of the wanderers known as Varisians, Seoni 
  wears the magical markings of her culture in the elaborate 
  tattoos that crisscross her body. But her path was not to 
  be the path of tradition. A caravan master’s daughter who 
  spent much of her youth traveling, she was expected to 
  one day either lead her own caravan or perhaps develop 
  a talent for reading the harrow, the fortune-telling cards 
  of her people. One night, while her family camped at the 
  edge of the mysterious Lurkwood, young Seoni wandered 
  out of sight of her people’s cooking fires. There she found 
  a great white tree, its ancient roots twisted around a ring 
  of rune-carved stone. As she investigated, the tree’s bark 
  fell away, revealing elaborate symbols and images that 
  related a brief tale—that of her own short life. Seoni fled, 
  but returned with her kin soon after to find nothing 
  more than a normal old tree and a strange rock.
  Regardless, the images upon the wood carved themselves 
  into Seoni’s mind, and she promised that she would 
  never submit to letting another choose her destiny. From 
  that point onward, she delved into the mysteries of her 
  homeland, eventually even unlocking sorcerous power 
  within herself—an ancient sorcery unlike the common 
  magic of her people. When she came of age, she sought to 
  continue her wandering life, but this time along routes she 
  chose and in pursuit of her own ambitions.
  Init +2; Senses Perception +3
  DEFENSE
  AC 17, touch 13, flat-footed 14 (+4 armor, +2 Dex, +1 dodge)
  hp 8 (1d6+2)
  Fort +1, Ref +2, Will +3
  OFFENSE
  Speed 30 ft.
  Melee quarterstaff +0 (1d6)
  Ranged dagger +2 (1d4/19–20)
  Sorcerer Spells Known (CL 1st; concentration +5)
  1st (4/day)—mage armor, magic missile
  0 (at will)—acid splash, detect magic, flare (DC 15), read magic
  Bloodline arcane
  TACTICS
  Before Combat Seoni casts mage armor on herself.
  During Combat In combat, Seoni serves as artillery from range, 
  blasting foes with acid splash and magic missile.
  Base Statistics Without mage armor, Seoni’s statistics are AC 13, 
  flat-footed 10.
  STATISTICS
  Str 10, Dex 14, Con 12, Int 10, Wis 13, Cha 18
  Base Atk +0; CMB +0; CMD 13
  Feats Alertness, Dodge, Eschew Materials, Spell Focus (evocation)
  Skills Bluff +8, Climb +3, Knowledge (planes) +4, Perception +3, 
  Sense Motive +3, Spellcraft +4
  Languages Common, Varisian
  SQ arcane bond (familiar, blue-tailed skink named Dragon), bloodline 
  arcana (+1 DC for metamagic spells that increase spell level)
  Combat Gear scroll of color spray; Other Gear dagger, quarterstaff, 
  backpack, smokestick, sunrods (5), trail rations (4), 9 gp
  Init +6; Senses Perception +3
  DEFENSE
  AC 25, touch 15, flat-footed 22 (+4 armor, +2 deflection, +2 Dex,  
  +1 dodge, +2 natural, +4 shield)
  hp 41 (7d6+14)
  Fort +3, Ref +4, Will +6
  OFFENSE
  Speed 30 ft.
  Melee quarterstaff +3 (1d6)
  Ranged dagger +5 (1d4/19–20)
  Sorcerer Spells Known (CL 7th; concentration +12)
  3rd (5/day)—dispel magic, haste, lightning bolt (DC 20)
  2nd (7/day)—glitterdust (DC 17), invisibility, scorching ray,  
  web (DC 17)
  1st (8/day)—burning hands (DC 18), enlarge person (DC 16), 
  identify, mage armor, magic missile, shield
  0 (at will)—acid splash, detect magic, disrupt undead, flare (DC 17), 
  light, prestidigitation, read magic
  Bloodline arcane
  TACTICS
  Before Combat Seoni casts mage armor and extended shield (using 
  her metamagic adept ability) before the start of the encounter.
  During Combat In combat, Seoni serves as artillery from range, 
  blasting foes with magic missile, lightning bolt, and scorching ray.
  Base Statistics Without mage armor and shield, Seoni’s statistics are 
  AC 17, touch 15, flat-footed 14.
  STATISTICS
  Str 10, Dex 14, Con 12, Int 10, Wis 13, Cha 21
  Base Atk +3; CMB +3; CMD 18
  Feats Alertness, Combat Casting, Dodge, Eschew Materials, Extend 
  Spell, Greater Spell Focus (evocation), Improved Initiative, Spell 
  Focus (evocation)
  Skills Bluff +15, Climb +3, Knowledge (planes) +10, Perception +3, 
  Sense Motive +3, Spellcraft +10
  Languages Common, Varisian
  SQ arcane bond (familiar, blue-tailed skink named Dragon), bloodline 
  arcana (+1 DC for metamagic spells that increase spell level), 
  metamagic adept (2/day)
  SEONI
  CR 1
  HUMAN SORCERER 1
  XP 400
  Medium humanoid (human)
  LN
  SEONI
  CR 7
  HUMAN SORCERER 7
  XP 3,200
  Medium humanoid (human)
  LN
  294
  294
  
  CR
  1
  7
  12
  ICONICS
  SEONI, SORCERER
  Combat Gear potion of cat’s grace, potions of cure light wounds (3), 
  scroll of fireball, scroll of fly, wand of magic missile (CL 3rd, 50 
  charges); Other Gear dagger, quarterstaff, amulet of natural 
  armor +2, headband of alluring charisma +2, ring of protection +2, 
  backpack, trail rations (4), 44 gp
  Init +7; Senses Perception +4
  DEFENSE
  AC 31, touch 19, flat-footed 27 (+4 armor, +4 deflection, +3 Dex,  
  +1 dodge, +1 insight, +4 natural, +4 shield)
  hp 80 (12d6+36)
  Fort +8, Ref +10, Will +13
  OFFENSE
  Speed 30 ft.
  Melee quarterstaff +6/+1 (1d6)
  Ranged dagger +9 (1d4/19–20)
  Sorcerer Spells Known (CL 12th; concentration +19)
  6th (4/day)—chain lightning (DC 25)
  5th (6/day)—cone of cold (DC 24), overland flight, wall of force
  4th (7/day)—charm monster (DC 21), dimension door, resilient 
  sphere (DC 23), stoneskin, wall of fire
  3rd (8/day)—dispel magic, displacement, fireball (DC 22), haste, 
  lightning bolt (DC 22)
  2nd (8/day)—darkness, darkvision, glitterdust (DC 19), invisibility, 
  scorching ray, web (DC 19)
  1st (8/day)—burning hands (DC 20), enlarge person (DC 18), 
  identify, mage armor, magic missile, shield
  0 (at will)—acid splash, detect magic, disrupt undead, flare (DC 19), 
  light, mage hand, mending, prestidigitation, read magic
  Bloodline arcane
  TACTICS
  Before Combat Seoni casts displacement, mage armor, and 
  extended shield (using her metamagic adept ability) before the 
  start of the encounter.
  During Combat In combat, Seoni serves as artillery from range, blasting 
  foes with chain lightning, cone of cold, and scorching ray; supports 
  her allies with spells such as haste and enlarge person; and controls 
  the battlefield with walls of force and fire, web, and darkness.
  Base Statistics Without mage armor and shield, Seoni’s statistics are 
  AC 23, touch 19, flat-footed 19.
  STATISTICS
  Str 10, Dex 16, Con 12, Int 10, Wis 14, Cha 24
  Base Atk +6; CMB +6; CMD 25
  Feats Alertness, Combat Casting, Dodge, Eschew Materials, Extend 
  Spell, Greater Spell Focus (evocation), Improved Initiative, Quicken 
  Spell, Spell Focus (evocation), Toughness
  Skills Bluff +22, Climb +3, Knowledge (planes) +15, Perception +4, 
  Sense Motive +4, Spellcraft +15
  Languages Common, Varisian
  SQ arcane bond (familiar, blue-tailed skink named Dragon), bloodline 
  arcana (+1 DC for metamagic spells that increase spell level), 
  metamagic adept (3/day), new arcana
  Combat Gear potions of cure moderate wounds (3), scroll of fly, 
  scroll of protection from energy, wand of magic missile (CL 7th, 
  32 charges); Other Gear dagger, quarterstaff, amulet of natural 
  armor +4, belt of incredible dexterity +2, cloak of resistance +3, 
  dusty rose prism ioun stone, headband of alluring charisma +4, 
  ring of counterspells (contains magic missile), ring of protection +4, 
  backpack, trail rations (4), granite and diamond dust worth 250 gp, 
  734 gp
  SEONI
  CR 12
  HUMAN SORCERER 12
  XP 19,200
  Medium humanoid (human)
  LN
  295
  295
  
  EZREN, ICONIC WIZARD
  Born to a successful merchant in Absalom, Ezren spent 
  his childhood in comfort and safety, only to have all that 
  change when his father was charged with heresy against the 
  god Abadar. Ezren spent much of his adult life attempting 
  to prove his father’s innocence, only to finally confirm 
  his father’s guilt. The revelation shook Ezren to the core, 
  undermining his faith in family and church, and he 
  abandoned both, setting out to find a new life. Despite his 
  age, Ezren embraced arcane studies, a pursuit that swiftly 
  revealed a true aptitude for the wizardly arts. With freedom 
  and potency he’s never enjoyed before, Ezren seeks to 
  explore the world he so long neglected.
  Init +2; Senses Perception +1
  DEFENSE
  AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
  hp 8 (1d6+2)
  Fort +3, Ref +2, Will +3
  OFFENSE
  Speed 30 ft.
  Melee mwk cane +1 (1d6) or
  dagger +0 (1d4/19–20)
  Ranged light crossbow +2 (1d8/19–20)
  Special Attacks hand of the apprentice (7/day)
  Wizard Spells Prepared (CL 1st; concentration +5)
  1st—burning hands (DC 15), magic missile
  0 (at will)—acid splash, detect magic, light
  TACTICS
  Before Combat Ezren uses his bonded object to cast mage armor 
  before the start of the encounter.
  During Combat Ezren uses his attack spells in conjunction with his 
  hand of the apprentice special attack to eliminate threats against 
  him and his companions.
  Base Statistics Without mage armor, Ezren’s statistics are AC 12, 
  touch 12, flat-footed 10.
  STATISTICS
  Str 10, Dex 14, Con 13, Int 18, Wis 12, Cha 10
  Base Atk +0; CMB +0; CMD 12
  Feats Combat Casting, Great Fortitude, Scribe Scroll
  Skills Appraise +8, Knowledge (arcana, history, nature, planes) +8, 
  Linguistics +8, Spellcraft +8
  Languages Common, Draconic, Goblin, Infernal, Osiriani, Terran
  SQ arcane bond (cane)
  Gear dagger, light crossbow with 10 bolts, masterwork cane (treat 
  as club), backpack, scroll case, spell component pouch, spellbook 
  (contains all prepared spells plus all 0-level spells; 1st—color spray, 
  expeditious retreat, grease, mage armor, protection from evil, 
  shield, and sleep), 9 gp
  Init +2; Senses Perception +1
  DEFENSE
  AC 23, touch 14, flat-footed 21 (+4 armor, +2 deflection, +2 Dex,  
  +1 natural, +4 shield)
  hp 55 (7d6+28)
  Fort +8, Ref +6, Will +8
  OFFENSE
  Speed 30 ft.
  EZREN
  CR 1
  HUMAN WIZARD 1
  XP 400
  Medium humanoid (human)
  N
  EZREN
  CR 7
  HUMAN WIZARD 7
  XP 3,200
  Medium humanoid (human)
  N
  296
  296
  
  CR
  1
  7
  12
  ICONICS
  EZREN, WIZARD
  Melee +1 cane +4 (1d6+1) or
  dagger +3 (1d4/19–20)
  Ranged mwk light crossbow +6 (1d8/19–20)
  Special Attacks hand of the apprentice (8/day)
  Wizard Spells Prepared (CL 7th; concentration +12)
  4th—dimension door, shout (DC 20)
  3rd—dispel magic, fireball (DC 19), haste
  2nd—glitterdust (DC 17), knock, scorching ray, spider climb
  1st—burning hands (DC 17), expeditious retreat, mage armor, 
  magic missile, obscuring mist, shield
  0 (at will)—acid splash, detect magic, light, mage hand
  TACTICS
  Before Combat Ezren casts mage armor and shield before the start 
  of the encounter.
  During Combat Ezren uses his attack spells in conjunction with his 
  hand of the apprentice special attack to eliminate threats against 
  him and his companions.
  Base Statistics Without mage armor and shield, Ezren’s statistics are 
  AC 15, touch 14, flat-footed 13.
  STATISTICS
  Str 10, Dex 14, Con 14, Int 20, Wis 12, Cha 10
  Base Atk +3; CMB +3; CMD 17
  Feats Combat Casting, Craft Magic Arms and Armor, Great Fortitude, 
  Scribe Scroll, Spell Focus (evocation), Spell Penetration, Toughness
  Skills Appraise +15, Fly +12, Knowledge (arcana, history, nature, 
  planes) +15, Linguistics +15, Spellcraft +15
  Languages Abyssal, Celestial, Common, Draconic, Elven, Giant, 
  Goblin, Ignan, Infernal, Kelish, Osiriani, Terran, Undercommon
  SQ arcane bond (cane)
  Combat Gear potion of cat’s grace, potion of cure moderate wounds, 
  potion of fly, potion of tongues, scroll of blur, scroll of charm person, 
  scroll of magic weapon, wand of magic missile (50 charges); 
  Other Gear +1 cane (treat as club), dagger, masterwork light 
  crossbow with 10 bolts, amulet of natural armor +1, cloak of 
  resistance +2, headband of vast intelligence +2, pearl of power 
  (1st), ring of protection +2, backpack, scroll case, spell component 
  pouch, spellbook (contains all prepared spells plus all 0-level spells; 
  1st—charm person, color spray, grease, protection from evil, sleep; 
  2nd—acid arrow, bear’s endurance; 3rd—fly, lightning bolt), 89 gp
  Init +2; Senses Perception +1
  DEFENSE
  AC 24, touch 14, flat-footed 22 (+4 armor, +2 deflection, +2 Dex,  
  +2 natural, +4 shield)
  hp 92 (12d6+48)
  Fort +11, Ref +9, Will +12
  OFFENSE
  Speed 30 ft.
  Melee +2 cane (rod of thunder and lightning) +8/+3 (1d6+2) or
  dagger +6/+1 (1d4/19–20)
  Ranged mwk light crossbow +9 (1d8/19–20)
  Special Attacks hand of the apprentice (10/day), metamagic 
  mastery (3/day)
  Wizard Spells Prepared (CL 12th; concentration +19)
  6th—disintegrate (DC 23), greater dispel magic, summon 
  monster VI
  5th—cloudkill (DC 22), cone of cold (DC 24), empowered lightning 
  bolt, teleport
  4th—dimension door, greater invisibility, scrying (DC 21), shout (DC 23)
  3rd—dispel magic, fireball (DC 22), fly, haste, lightning bolt  
  (DC 22), tongues
  2nd—acid arrow, glitterdust (DC 19), knock, scorching ray (2), 
  spider climb
  1st—burning hands (DC 20), charm person (DC 18), expeditious 
  retreat, grease, mage armor, magic missile, obscuring mist, 
  protection from evil, shield (2)
  0 (at will)—acid splash, detect magic, light, mage hand
  TACTICS
  Before Combat Ezren casts mage armor and shield before the 
  start of the encounter. Given the time, he also casts fly and 
  greater invisibility.
  During Combat Ezren uses his attack spells in conjunction with his 
  hand of the apprentice special attack to eliminate threats against 
  him and his companions.
  Base Statistics Without mage armor and shield, Ezren’s statistics are 
  AC 16, touch 14, flat-footed 14.
  STATISTICS
  Str 10, Dex 14, Con 14, Int 24, Wis 12, Cha 10
  Base Atk +6; CMB +6; CMD 20
  Feats Combat Casting, Craft Magic Arms and Armor, Craft Rod, 
  Empower Spell, Great Fortitude, Greater Spell Focus (evocation), 
  Scribe Scroll, Spell Focus (evocation), Spell Penetration, Toughness
  Skills Appraise +22, Craft (alchemy) +22, Fly +17, Knowledge 
  (arcana, engineering, history, nature, planes) +22, Linguistics +22, 
  Spellcraft +22
  Languages Abyssal, Aklo, Aquan, Auran, Azlanti, Celestial, Common, 
  Draconic, Dwarven, Elven, Giant, Gnoll, Goblin, Ignan, Infernal, 
  Kelish, Orc, Osiriani, Terran, Undercommon
  SQ arcane bond (cane)
  Combat Gear potion of cat’s grace, potions of cure serious wounds (3), 
  scroll of antimagic field, scroll of passwall, scrolls of protection 
  from energy (2), scroll of remove curse, scroll of secure shelter, 
  staff of fire, wand of mnemonic enhancer (7 charges); Other 
  Gear +2 cane (rod of thunder and lightning; treat as club), dagger, 
  masterwork light crossbow with 10 bolts, amulet of natural armor +2, 
  cloak of resistance +3, headband of vast intelligence +4, ring 
  of protection +2, ring of wizardry I, backpack, scroll case, spell 
  component pouch, spellbook (contains all prepared spells plus 
  all 0-level spells; 1st—color spray, sleep; 2nd—bear’s endurance; 
  4th—black tentacles, summon monster IV; 5th—dream, 
  polymorph, mage’s private sanctum; 6th—true seeing), 724 gp
  EZREN
  CR 12
  HUMAN WIZARD 12
  XP 19,200
  Medium humanoid (human)
  N
  297
  297
  
  APPENDIX 1: ANIMAL COMPANIONS
  This section presents an assortment of suitable druid and 
  ranger animal companions at various effective druid levels. 
  All of the druids and rangers in Chapter 1 are built with the 
  nature bond (domain) or hunter’s bond (companions) class 
  abilities, so it is a simple matter to replace those abilities with 
  an animal companion of the appropriate level. For druids, 
  ignore the bonus spells and granted powers listed in the stat 
  block; for rangers, ignore the hunter’s bond ability (which 
  otherwise does not affect the ranger’s statistics in any way).
  An asterisk (*) after an animal companion’s name indicates 
  that only druids can select that type of companion.
  DINOSAUR*
  Effective Druid Level
  N Small animal
  1
  Init +3; Senses low-light vision, scent; Perception +8
  DEFENSE
  AC 15, touch 14, flat-footed 12 (+3 Dex, +1 natural, +1 size)
  hp 15 (2d8+6)
  Fort +6, Ref +6, Will +1
  OFFENSE
  Speed 60 ft.
  Melee bite +2 (1d4), 2 talons +2 (1d6)
  STATISTICS
  Str 11, Dex 17, Con 17, Int 2, Wis 12, Cha 14
  Base Atk +1; CMB +0; CMD 13
  Feats Skill Focus (Perception)
  Skills Acrobatics +7 (+19 when jumping), Perception +8
  SQ tricks (attack, come, defend, down, fetch, guard, seek)
  PONY
  Effective Druid Level
  N Medium animal
  1
  Init +1; Senses low-light vision, scent; Perception +8
  DEFENSE
  AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
  hp 11 (2d8+2)
  Fort +4, Ref +4, Will +0
  OFFENSE
  Speed 40 ft.
  Melee 2 hooves +2 (1d3+1)
  STATISTICS
  Str 13, Dex 13, Con 12, Int 2, Wis 11, Cha 4
  Base Atk +1; CMB +2; CMD 13 (17 vs. trip)
  Feats Skill Focus (Perception)
  Skills Perception +8
  SQ tricks (attack, come, defend, down, guard, heel, work)
  SMALL CAT
  Effective Druid Level
  N Small animal
  1
  Init +5; Senses low-light vision, scent; Perception +5
  DEFENSE
  AC 17, touch 16, flat-footed 12 (+5 Dex, +1 natural, +1 size)
  hp 11 (2d8+2)
  Fort +4, Ref +8, Will +1
  OFFENSE
  Speed 50 ft.
  Melee bite +7 (1d4+1 plus trip), 2 claws +7 (1d2+1)
  STATISTICS
  Str 12, Dex 21, Con 13, Int 2, Wis 12, Cha 6
  Base Atk +1; CMB +1; CMD 16 (20 vs. trip)
  Feats Weapon Finesse
  Skills Perception +5, Stealth +13
  SQ tricks (attack [all creatures], come, defend, down, guard, heel)
  BIRD
  Effective Druid Level
  N Small animal
  2
  Init +2; Senses low-light vision; Perception +7
  DEFENSE
  AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
  hp 16 (3d8+3)
  Fort +4, Ref +5, Will +3
  OFFENSE
  Speed 10 ft., fly 80 ft. (average)
  Melee bite +5 (1d4), 2 talons +6 (1d4)
  STATISTICS
  Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6
  Base Atk +2; CMB +1; CMD 13
  Feats Weapon Finesse, Weapon Focus (talons)
  Skills Fly +8, Perception +7
  SQ tricks (attack, come, down, fetch, heel, seek, stay)
  BOAR*
  Effective Druid Level
  N Small animal
  2
  Init +1; Senses low-light vision, scent; Perception +10
  DEFENSE
  AC 18, touch 12, flat-footed 17 (+1 Dex, +6 natural, +1 size)
  hp 22 (3d8+9)
  Fort +5, Ref +4, Will +2
  OFFENSE
  Speed 40 ft.
  Melee gore +4 (1d6+1)
  STATISTICS
  Str 13, Dex 12, Con 15, Int 2, Wis 13, Cha 4
  Base Atk +2; CMB +2; CMD 13 (17 vs. trip)
  Feats Skill Focus (Perception), Toughness
  Skills Perception +10
  SQ tricks (attack, come, defend, guard, heel, perform, stay)
  CONSTRICTOR SNAKE
  Effective Druid Level
  N Medium animal
  2
  298
  298
  
  APPENDICES
  Init +3; Senses low-light vision, scent; Perception +8
  DEFENSE
  AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
  hp 19 (3d8+6)
  Fort +4, Ref +6, Will +2
  OFFENSE
  Speed 20 ft., climb 20 ft., swim 20 ft.
  Melee bite +4 (1d3+3 plus grab)
  STATISTICS
  Str 15, Dex 17, Con 13, Int 1, Wis 12, Cha 2
  Base Atk +2; CMB +4 (+8 grapple); CMD 17 (can’t be tripped)
  Feats Skill Focus (Perception), Toughness
  Skills Acrobatics +7 (+3 when jumping), Climb +10, Perception +8, 
  Stealth +7, Swim +10
  SQ tricks (attack, come, defend, down)
  BEAR*
  Effective Druid Level
  N Small animal
  3
  Init +3; Senses low-light vision, scent; Perception +5
  DEFENSE
  AC 18, touch 14, flat-footed 15 (+3 Dex, +4 natural, +1 size)
  hp 16 (3d8+3)
  Fort +4, Ref +6, Will +2
  Defensive Abilities evasion
  OFFENSE
  Speed 40 ft.
  Melee bite +6 (1d4+3), 2 claws +6 (1d3+3)
  STATISTICS
  Str 16, Dex 16, Con 13, Int 2, Wis 12, Cha 6
  Base Atk +2; CMB +4; CMD 17 (21 vs. trip)
  Feats Endurance, Run
  Skills Perception +5, Survival +2, Swim +7
  SQ tricks (attack, come, defend, down, guard, heel, perform, stay)
  CAMEL
  Effective Druid Level
  N Large animal
  3
  Init +3; Senses low-light vision, scent; Perception +6
  DEFENSE
  AC 15, touch 12, flat-footed 12 (+3 Dex, +3 natural, –1 size)
  hp 19 (3d8+6)
  Fort +5, Ref +6, Will +1
  Defensive Abilities evasion
  OFFENSE
  Speed 50 ft.
  Melee bite +6 (1d4+6)
  Ranged spit +4 ranged touch (sickened for 1d4 rounds)
  Space 10 ft.; Reach 10 ft.
  STATISTICS
  Str 19, Dex 17, Con 14, Int 2, Wis 11, Cha 4
  Base Atk +2; CMB +7; CMD 20 (24 vs. trip)
  Feats Endurance, Weapon Focus (bite)
  Skills Perception +6
  SQ tricks (attack, come, down, fetch, guard, heel, stay, work)
  DOG
  Effective Druid Level
  N Small animal
  3
  Init +4; Senses low-light vision, scent; Perception +8
  DEFENSE
  AC 19, touch 15, flat-footed 15 (+4 Dex, +4 natural, +1 size)
  hp 19 (3d8+6)
  Fort +5, Ref +7, Will +2
  Defensive Abilities evasion
  OFFENSE
  Speed 40 ft.
  Melee bite +6 (1d4+3)
  STATISTICS
  Str 14, Dex 18, Con 15, Int 2, Wis 12, Cha 6
  Base Atk +2; CMB +3; CMD 17 (21 vs. trip)
  Feats Skill Focus (Perception), Weapon Focus (bite)
  Skills Perception +8, Survival +3
  SQ tricks (attack, come, defend, fetch, guard, heel, stay, track)
  BADGER
  Effective Druid Level
  N Medium animal
  4
  Init +3; Senses low-light vision, scent; Perception +8
  DEFENSE
  299
  299
  
  AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
  hp 34 (4d8+16)
  Fort +7, Ref +7, Will +2
  Defensive Abilities evasion
  OFFENSE
  Speed 30 ft., burrow 10 ft., climb 10 ft.
  Melee bite +7 (1d6+3), 2 claws +6 (1d4+3)
  Special Attacks rage (as barbarian for 6 rounds per day)
  STATISTICS
  Str 16, Dex 16, Con 17, Int 2, Wis 12, Cha 10
  Base Atk +3; CMB +6; CMD 19 (23 vs. trip)
  Feats Toughness, Weapon Focus (bite)
  Skills Climb +11, Perception +8
  SQ tricks (attack [all creatures], come, defend, fetch, guard, heel, 
  stay)
  Note: The badger’s stat block does not include the adjustments 
  from its rage ability.
  SHARK
  Effective Druid Level
  N Medium animal
  4
  Init +2; Senses blindsense, low-light vision, scent; Perception +8
  DEFENSE
  AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
  hp 34 (4d8+16)
  Fort +10, Ref +6, Will +2
  Defensive Abilities evasion
  OFFENSE
  Speed 0 ft., swim 60 ft.
  Melee bite +8 (1d6+6)
  STATISTICS
  Str 18, Dex 14, Con 18, Int 1, Wis 12, Cha 2
  Base Atk +3; CMB +7; CMD 19
  Feats Great Fortitude, Weapon Focus (bite)
  Skills Perception +8, Swim +12
  SQ tricks (attack [any creature], guard, seek, track)
  VIPER SNAKE
  Effective Druid Level
  N Medium animal
  4
  Init +3; Senses low-light vision, scent; Perception +9
  DEFENSE
  AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
  hp 22 (4d8+4)
  Fort +5, Ref +7, Will +2
  Defensive Abilities evasion
  OFFENSE
  Speed 20 ft., climb 20 ft., swim 20 ft.
  Melee bite +6 (1d4+3 plus poison)
  STATISTICS
  Str 14, Dex 16, Con 13, Int 1, Wis 12, Cha 2
  Base Atk +3; CMB +5; CMD 18 (can’t be tripped)
  Feats Skill Focus (Perception), Weapon Finesse
  Skills Acrobatics +7 (+3 when jumping), Climb +10, Perception +9, 
  Stealth +7, Swim +10
  SQ tricks (attack [any creature], come, defend, down)
  SPECIAL ABILITIES
  Poison (Ex) Bite—injury; save Fort DC 13; frequency 1/round for  
  6 rounds; effect 1 Con; cure 1 save.
  BIG CAT*
  Effective Druid Level
  N Medium animal
  5
  Init +4; Senses low-light vision, scent; Perception +9
  DEFENSE
  AC 17, touch 14, flat-footed 13 (+4 Dex, +3 natural)
  hp 32 (5d8+10)
  Fort +6, Ref +8, Will +3
  Defensive Abilities evasion
  OFFENSE
  Speed 40 ft.
  Melee bite +6 (1d6+2), 2 claws +6 (1d4+2)
  Special Attacks rake (2 claws +6, 1d4+2)
  STATISTICS
  Str 14, Dex 18, Con 14, Int 2, Wis 15, Cha 10
  Base Atk +3; CMB +5; CMD 19 (23 vs. trip)
  Feats Skill Focus (Perception), Weapon Focus (bite, claws)
  Skills Acrobatics +8 (+12 when jumping), Perception +9, Stealth +9, 
  Swim +6
  SQ tricks (attack [any creature], defend, down, guard, heel, seek, stay)
  PONY
  Effective Druid Level
  N Medium animal
  5
  Init +2; Senses low-light vision, scent; Perception +9
  DEFENSE
  AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
  hp 32 (5d8+10)
  Fort +6, Ref +6, Will +1
  Defensive Abilities evasion
  OFFENSE
  Speed 40 ft.
  Melee 2 hooves +6 (1d3+3)
  STATISTICS
  Str 16, Dex 15, Con 14, Int 2, Wis 11, Cha 4
  Base Atk +3; CMB +6; CMD 18 (22 vs. trip)
  Feats Endurance, Run, Skill Focus (Perception)
  Skills Acrobatics +6 (+10 when jumping), Perception +9, Swim +7
  SQ combat trained, tricks (attack [all creatures], come, defend, down, 
  guard, heel, work)
  WOLF
  Effective Druid Level
  N Medium animal
  5
  Init +3; Senses low-light vision, scent; Perception +10
  DEFENSE
  300
  300
  
  APPENDICES
  AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
  hp 37 (5d8+15)
  Fort +7, Ref +7, Will +2
  Defensive Abilities evasion
  OFFENSE
  Speed 50 ft.
  Melee bite +6 (1d6+3 plus trip)
  STATISTICS
  Str 14, Dex 16, Con 16, Int 2, Wis 12, Cha 6
  Base Atk +3; CMB +5; CMD 18 (22 vs. trip)
  Feats Run, Skill Focus (Perception), Weapon Focus (bite)
  Skills Perception +10, Survival +3
  SQ tricks (attack, come, defend, fetch, guard, heel, stay, track)
  APE*
  Effective Druid Level
  N Large animal
  6
  Init +3; Senses low-light vision, scent; Perception +10
  DEFENSE
  AC 19, touch 12, flat-footed 16 (+3 Dex, +7 natural, –1 size)
  hp 45 (6d8+18)
  Fort +9, Ref +8, Will +3; +4 on Will saves vs. enchantments 
  Defensive Abilities evasion
  OFFENSE
  Speed 30 ft., climb 30 ft.
  Melee bite +10 (1d6+7), 2 claws +10 (1d6+7)
  Space 10 ft.; Reach 10 ft.
  STATISTICS
  Str 24, Dex 17, Con 14, Int 2, Wis 12, Cha 7
  Base Atk +4; CMB +12; CMD 25
  Feats Great Fortitude, Skill Focus (Perception), Toughness
  Skills Acrobatics +8, Climb +15, Perception +10, Stealth +3
  SQ tricks (attack, come, defend, down, fetch, guard, seek,  
  stay, work)
  HORSE
  Effective Druid Level
  N Large animal
  6
  Init +3; Senses low-light vision, scent; Perception +11
  DEFENSE
  AC 20, touch 12, flat-footed 17 (+3 Dex, +8 natural, –1 size)
  hp 45 (6d8+18)
  Fort +8, Ref +8, Will +3; +4 on Will saves vs. enchantments
  Defensive Abilities evasion
  OFFENSE
  Speed 50 ft.
  Melee bite +8 (1d4+5), 2 hooves +3 (1d6+2)
  Space 10 ft.; Reach 5 ft.
  STATISTICS
  Str 20, Dex 16, Con 17, Int 2, Wis 12, Cha 6
  Base Atk +4; CMB +10; CMD 23 (27 vs. trip)
  Feats Endurance, Run, Skill Focus (Perception)
  Skills Acrobatics +7 (+15 when jumping), Perception +11, Swim +9
  SQ combat trained, tricks (attack [all creatures], come, defend, down, 
  guard, heel, stay, work)
  CAMEL
  Effective Druid Level
  N Large animal
  7
  Init +4; Senses low-light vision, scent; Perception +9
  DEFENSE
  AC 18, touch 13, flat-footed 14 (+4 Dex, +5 natural, –1 size)
  hp 45 (6d8+18)
  Fort +8, Ref +9, Will +2; +4 on Will saves vs. enchantments 
  Defensive Abilities evasion
  OFFENSE
  Speed 50 ft.
  Melee bite +10 (1d4+9)
  Ranged spit +7 ranged touch (sickened for 1d4 rounds)
  Space 10 ft.; Reach 10 ft.
  STATISTICS
  Str 23, Dex 18, Con 16, Int 2, Wis 11, Cha 4
  Base Atk +4; CMB +11; CMD 25 (29 vs. trip)
  Feats Endurance, Run, Weapon Focus (bite)
  Skills Perception +9
  SQ tricks (attack [any creature], come, down, fetch, guard, heel, 
  stay, work)
  301
  301
  
  CROCODILE*
  Effective Druid Level
  N Medium animal
  7
  Init +2; Senses low-light vision; Perception +9
  DEFENSE
  AC 20, touch 12, flat-footed 18 (+2 Dex, +8 natural)
  hp 45 (6d8+18)
  Fort +8, Ref +7, Will +3; +4 on Will saves vs. enchantments
  Defensive Abilities evasion
  OFFENSE
  Speed 20 ft., swim 30 ft.
  Melee bite +10 (1d8+9) or
  tail slap +10 (1d12+9)
  Special Attacks death roll, grab, sprint
  STATISTICS
  Str 22, Dex 14, Con 17, Int 1, Wis 12, Cha 2
  Base Atk +4; CMB +10 (+14 grapple); CMD 22 (26 vs. trip)
  Feats Run, Skill Focus (Perception, Stealth)
  Skills Perception +9, Stealth +12, Swim +14
  SQ hold breath, tricks (attack [any creature], come, defend,  
  guard, seek)
  SMALL CAT
  Effective Druid Level
  N Medium animal
  7
  Init +6; Senses low-light vision, scent; Perception +6
  DEFENSE
  AC 21, touch 16, flat-footed 15 (+6 Dex, +5 natural)
  hp 39 (6d8+12)
  Fort +7, Ref +11, Will +3; +4 on Will saves vs. enchantments
  Defensive Abilities evasion
  OFFENSE
  Speed 50 ft.
  Melee bite +10 (1d6+4 plus trip), 2 claws +11 (1d3+4)
  STATISTICS
  Str 18, Dex 22, Con 15, Int 2, Wis 12, Cha 6
  Base Atk +4; CMB +8; CMD 24 (28 vs. trip)
  Feats Skill Focus (Stealth), Weapon Finesse, Weapon Focus (claws)
  Skills Acrobatics +10 (+18 when jumping), Climb +9, Perception +6, 
  Stealth +13
  SQ sprint, tricks (attack [all creatures], come, defend, down, fetch, 
  guard, heel, stay)
  BIRD
  Effective Druid Level
  N Small animal
  8
  Init +4; Senses low-light vision; Perception +10
  DEFENSE
  AC 21, touch 16, flat-footed 16 (+4 Dex, +1 dodge, +5 natural,  
  +1 size)
  hp 45 (7d8+14)
  Fort +7, Ref +9, Will +4; +4 on Will saves vs. enchantments
  Defensive Abilities evasion
  OFFENSE
  Speed 10 ft., fly 80 ft. (average)
  Melee bite +11 (1d4+2), 2 talons +11 (1d4+2)
  STATISTICS
  Str 14, Dex 18, Con 14, Int 2, Wis 14, Cha 6
  Base Atk +5; CMB +6; CMD 21
  Feats Dodge, Weapon Finesse, Weapon Focus (bite, talons)
  Skills Fly +11, Perception +10
  SQ tricks (attack [any creature], come, down, fetch, guard, heel, 
  seek, stay)
  CONSTRICTOR SNAKE
  Effective Druid Level
  N Large animal
  8
  Init +3; Senses low-light vision, scent; Perception +10
  DEFENSE
  AC 20, touch 13, flat-footed 16 (+3 Dex, +1 dodge, +7 natural,  
  –1 size)
  hp 59 (7d8+28)
  Fort +8, Ref +8, Will +3; +4 on Will saves vs. enchantments 
  Defensive Abilities evasion
  OFFENSE
  Speed 20 ft., climb 20 ft., swim 20 ft.
  Melee bite +13 (1d4+12 plus grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks constrict (1d4+12)
  STATISTICS
  Str 26, Dex 17, Con 17, Int 1, Wis 12, Cha 2
  Base Atk +5; CMB +14 (+18 grapple); CMD 28 (can’t be tripped)
  Feats Dodge, Skill Focus (Perception), Toughness, Weapon Focus (bite)
  Skills Acrobatics +7 (+3 when jumping), Climb +20, Perception +10, 
  Stealth +4, Swim +16
  SQ tricks (attack [any creature], come, defend, down, guard)
  BADGER
  Effective Druid Level
  N Medium animal
  9
  Init +4; Senses low-light vision, scent; Perception +15
  DEFENSE
  AC 22, touch 14, flat-footed 18 (+4 Dex, +8 natural)
  hp 76 (8d8+40)
  Fort +10, Ref +10, Will +3; +4 on Will saves vs. enchantments
  Defensive Abilities evasion
  OFFENSE
  Speed 30 ft., burrow 10 ft., climb 10 ft.
  Melee bite +11/+6 (1d6+4), 2 claws +11 (1d4+4)
  Special Attacks rage (as barbarian for 6 rounds per day)
  STATISTICS
  Str 18, Dex 18, Con 18, Int 2, Wis 12, Cha 10
  Base Atk +6; CMB +10; CMD 24 (28 vs. trip)
  Feats Skill Focus (Perception), Toughness, Weapon Focus (bite), 
  Weapon Focus (claws)
  Skills Climb +12, Perception +15
  302
  302
  
  APPENDICES
  SQ tricks (attack [all creatures], come, defend, down, fetch, guard, 
  heel, seek, stay)
  Note: The badger’s stat block does not include the adjustments from 
  its rage ability.
  PONY
  Effective Druid Level
  N Medium animal
  9
  Init +3; Senses low-light vision, scent; Perception +11
  DEFENSE
  AC 21, touch 13, flat-footed 18 (+3 Dex, +8 natural)
  hp 52 (8d8+16)
  Fort +8, Ref +9, Will +2; +4 on Will saves vs. enchantments
  Defensive Abilities evasion
  OFFENSE
  Speed 40 ft.
  Melee hoof +11/+6/+11 (1d3+5)
  STATISTICS
  Str 20, Dex 16, Con 14, Int 2, Wis 11, Cha 4
  Base Atk +6; CMB +11; CMD 24 (28 vs. trip)
  Feats Endurance, Power Attack, Run, Skill Focus (Perception)
  Skills Acrobatics +8 (+12 when jumping), Perception +11, Swim +9
  SQ combat trained, tricks (attack [any creature], come, defend, down, 
  guard, heel, seek, stay, work)
  DOG
  Effective Druid Level
  N Medium animal
  10–11
  Init +4; Senses low-light vision, scent; Perception +11
  DEFENSE
  AC 22, touch 14, flat-footed 18 (+4 Dex, +8 natural)
  hp 85 (9d8+45)
  Fort +10, Ref +10, Will +4; +4 on Will saves vs. enchantments 
  Defensive Abilities evasion
  OFFENSE
  Speed 40 ft.
  Melee bite +12/+7 (1d6+7)
  STATISTICS
  Str 21, Dex 18, Con 18, Int 2, Wis 12, Cha 6
  Base Atk +6; CMB +11; CMD 25 (29 vs. trip)
  Feats Run, Skill Focus (Perception, Survival), Toughness, Weapon 
  Focus (bite)
  Skills Perception +11, Survival +8, Swim +9
  SQ tricks (attack [any creature], come, defend, down, fetch, guard, 
  heel, stay, track)
  HORSE
  Effective Druid Level
  N Large animal
  10–11
  Init +3; Senses low-light vision, scent; Perception +13
  DEFENSE
  AC 22, touch 12, flat-footed 19 (+3 Dex, +10 natural, –1 size)
  hp 67 (9d8+27)
  Fort +9, Ref +9, Will +4; +4 on Will saves vs. enchantments
  Defensive Abilities evasion
  OFFENSE
  Speed 50 ft.
  Melee bite +11 (1d4+6), 2 hooves +9 (1d6+3)
  Space 10 ft.; Reach 5 ft.
  STATISTICS
  Str 22, Dex 17, Con 17, Int 2, Wis 12, Cha 6
  Base Atk +6; CMB +13 (+15 overrun); CMD 26 (28 vs. overrun,  
  30 vs. trip)
  Feats Endurance, Improved Overrun, Multiattack, Power Attack, Run, 
  Skill Focus (Perception)
  Skills Acrobatics +8 (+16 when jumping), Perception +13, Swim +10
  SQ combat trained, tricks (attack [any creature], come, defend, 
  down, guard, heel, seek, stay, work)
  VIPER SNAKE
  Effective Druid Level
  N Medium animal
  10–11
  Init +4; Senses low-light vision, scent; Perception +10
  DEFENSE
  AC 22, touch 14, flat-footed 18 (+4 Dex, +8 natural)
  hp 67 (9d8+27)
  Fort +8, Ref +10, Will +4; +4 on Will saves vs. enchantments
  Defensive Abilities evasion
  OFFENSE
  Speed 20 ft., climb 20 ft., swim 20 ft.
  Melee bite +11/+6 (1d6+4 plus poison)
  STATISTICS
  Str 16, Dex 18, Con 14, Int 1, Wis 12, Cha 2
  Base Atk +6; CMB +9; CMD 23 (can’t be tripped)
  Feats Improved Natural Attack (bite), Skill Focus (Perception), 
  Toughness, Weapon Finesse, Weapon Focus (bite)
  Skills Acrobatics +9 (+5 when jumping), Climb +15, Perception +10, 
  Stealth +10, Swim +11
  SQ tricks (attack [any creature], come, defend, down, guard, seek)
  SPECIAL ABILITIES
  Poison (Ex) Bite—injury; save Fort DC 16; frequency 1/round for  
  6 rounds; effect 1 Con; cure 1 save.
  WOLF
  Effective Druid Level
  N Medium animal
  10–11
  Init +3; Senses low-light vision, scent; Perception +10
  DEFENSE
  AC 23, touch 13, flat-footed 19 (+3 Dex, +1 dodge, +10 natural, –1 size)
  hp 85 (9d8+45)
  Fort +11, Ref +9, Will +4; +4 on Will saves vs. enchantments
  Defensive Abilities evasion
  OFFENSE
  Speed 50 ft.
  Melee bite +13/+8 (1d8+10 plus trip)
  Space 10 ft.; Reach 5 ft.
  303
  303
  
  STATISTICS
  Str 25, Dex 16, Con 20, Int 2, Wis 12, Cha 6
  Base Atk +6; CMB +14; CMD 28 (32 vs. trip)
  Feats Blind-Fight, Dodge, Run, Skill Focus (Perception), Weapon 
  Focus (bite)
  Skills Perception +10, Stealth +5, Survival +4
  SQ tricks (attack [any creature], come, defend, fetch, guard, heel, 
  seek, stay, track)
  BOAR*
  Effective Druid Level
  N Medium animal
  12
  Init +2; Senses low-light vision, scent; Perception +12
  DEFENSE
  AC 26, touch 12, flat-footed 24 (+2 Dex, +14 natural)
  hp 95 (10d8+50)
  Fort +11, Ref +9, Will +4; +4 on Will saves vs. enchantments
  Defensive Abilities evasion
  OFFENSE
  Speed 40 ft.
  Melee gore +14/+9 (1d8+9)
  Special Attacks ferocity
  STATISTICS
  Str 22, Dex 14, Con 18, Int 2, Wis 13, Cha 4
  Base Atk +7; CMB +13; CMD 25 (29 vs. trip)
  Feats Improved Bull Rush, Power Attack, Skill Focus (Perception), 
  Toughness, Weapon Focus (gore)
  Skills Perception +12, Survival +3, Swim +12
  SQ tricks (attack [any creature], come, defend, down, guard, heel, 
  perform, seek, stay, track)
  SMALL CAT
  Effective Druid Level
  N Medium animal
  12
  Init +7; Senses low-light vision, scent; Perception +7
  DEFENSE
  AC 26, touch 17, flat-footed 19 (+7 Dex, +9 natural)
  hp 85 (10d8+40)
  Fort +10, Ref +14, Will +4; +4 on Will saves vs. enchantments
  Defensive Abilities evasion
  OFFENSE
  Speed 50 ft.
  Melee bite +14/+9 (1d6+5 plus trip), 2 claws +15 (1d3+5)
  STATISTICS
  Str 20, Dex 24, Con 16, Int 2, Wis 12, Cha 6
  Base Atk +7; CMB +12; CMD 29 (33 vs. trip)
  Feats Blind-Fight, Skill Focus (Stealth), Toughness, Weapon Finesse, 
  Weapon Focus (claws)
  Skills Acrobatics +12 (+20 when jumping), Climb +11, Perception +7, 
  Stealth +15
  SQ sprint, tricks (attack [all creatures], come, defend, down, fetch, 
  guard, heel, perform, seek, stay)
  BEAR*
  Effective Druid Level
  N Medium animal
  13
  Init +3; Senses low-light vision, scent; Perception +12
  DEFENSE
  AC 23, touch 13, flat-footed 20 (+3 Dex, +10 natural)
  hp 82 (11d8+33)
  Fort +10, Ref +10, Will +4; +4 on Will saves vs. enchantments
  Defensive Abilities evasion
  OFFENSE
  Speed 40 ft.
  Melee bite +15/+10 (1d6+7), 2 claws +15 (1d4+7)
  STATISTICS
  Str 24, Dex 17, Con 16, Int 2, Wis 12, Cha 6
  Base Atk +8; CMB +15; CMD 28 (32 vs. trip)
  Feats Endurance, Improved Bull Rush, Power Attack, Run, Skill Focus 
  (Perception, Survival)
  Skills Climb +11, Perception +12, Survival +6, Swim +13
  SQ tricks (attack [any creature], come, defend, down, guard, heel, 
  perform, seek, stay, track)
  CAMEL
  Effective Druid Level
  N Large animal
  13
  Init +5; Senses low-light vision, scent; Perception +14
  DEFENSE
  AC 23, touch 14, flat-footed 18 (+5 Dex, +9 natural, –1 size)
  304
  304
  
  APPENDICES
  hp 93 (11d8+44)
  Fort +10, Ref +12, Will +3; +4 on Will saves vs. enchantments
  Defensive Abilities evasion
  OFFENSE
  Speed 50 ft.
  Melee bite +16/+11 (1d4+12)
  Ranged spit +12 ranged touch (sickened for 1d4 rounds)
  Space 10 ft.; Reach 10 ft.
  STATISTICS
  Str 26, Dex 20, Con 16, Int 2, Wis 11, Cha 4
  Base Atk +8; CMB +17; CMD 32 (36 vs. trip)
  Feats Blind-Fight, Endurance, Power Attack, Run, Toughness, 
  Weapon Focus (bite)
  Skills Perception +14
  SQ tricks (attack [all creatures], come, defend, down, fetch, guard, 
  heel, perform, stay, work)
  BADGER
  Effective Druid Level
  N Medium animal
  14
  Init +4; Senses low-light vision, scent; Perception +22
  DEFENSE
  AC 25, touch 15, flat-footed 20 (+4 Dex, +1 dodge, +10 natural)
  hp 114 (12d8+60)
  Fort +12, Ref +12, Will +5; +4 on Will saves vs. enchantments
  Defensive Abilities evasion
  OFFENSE
  Speed 30 ft., burrow 10 ft., climb 10 ft.
  Melee bite +15/+10 (1d6+5), 2 claws +15 (1d4+5)
  Special Attacks rage (as barbarian for 6 rounds per day)
  STATISTICS
  Str 20, Dex 19, Con 18, Int 2, Wis 12, Cha 10
  Base Atk +9; CMB +14; CMD 29 (33 vs. trip)
  Feats Blind-Fight, Dodge, Skill Focus (Perception), Toughness, 
  Weapon Focus (bite, claws)
  Skills Climb +13, Perception +22
  SQ tricks (attack [any creature], come, defend, down, fetch, guard, 
  heel, seek, stay, work)
  Note: The badger’s stat block does not include the adjustments from 
  its rage ability.
  BIRD
  Effective Druid Level
  N Small animal
  14
  Init +5; Senses low-light vision; Perception +14
  DEFENSE
  AC 26, touch 17, flat-footed 20 (+5 Dex, +1 dodge, +9 natural, +1 size)
  hp 90 (12d8+36)
  Fort +10, Ref +13, Will +6; +4 on Will saves vs. enchantments
  Defensive Abilities evasion
  OFFENSE
  Speed 10 ft., fly 80 ft. (average)
  Melee bite +16/+11 (1d4+4), 2 talons +16 (1d4+4)
  STATISTICS
  Str 18, Dex 20, Con 14, Int 2, Wis 14, Cha 6
  Base Atk +9; CMB +12; CMD 28
  Feats Dodge, Power Attack, Toughness, Weapon Finesse, Weapon 
  Focus (talons, bite)
  Skills Fly +13, Perception +14
  SQ tricks (attack [all creatures], come, defend, down, fetch, guard, 
  heel, perform, seek, stay)
  CROCODILE*
  Effective Druid Level
  N Medium animal
  14
  Init +3; Senses low-light vision; Perception +15
  DEFENSE
  AC 26, touch 14, flat-footed 22 (+3 Dex, +1 dodge, +12 natural)
  hp 102 (12d8+48)
  Fort +12, Ref +11, Will +5; +4 on Will saves vs. enchantments
  Defensive Abilities evasion
  OFFENSE
  Speed 20 ft., swim 30 ft.
  Melee bite +16/+11 (2d6+10) or
  tail slap +16 (1d12+10)
  Special Attacks death roll, grab, sprint
  STATISTICS
  Str 25, Dex 16, Con 18, Int 1, Wis 12, Cha 2
  Base Atk +9; CMB +16 (+20 grapple); CMD 30 (34 vs. trip)
  Feats Dodge, Improved Natural Attack (bite), Power Attack, Run, 
  Skill Focus (Perception, Stealth)
  Skills Perception +15, Stealth +13, Swim +15 
  SQ hold breath, tricks (attack [any creature], come, defend, down, 
  guard, seek, stay)
  DOG
  Effective Druid Level
  N Medium animal
  15
  Init +5; Senses low-light vision, scent; Perception +12
  DEFENSE
  AC 27, touch 15, flat-footed 22 (+5 Dex, +12 natural)
  hp 114 (12d8+60)
  Fort +12, Ref +13, Will +5; +4 on Will saves vs. enchantments
  Defensive Abilities improved evasion
  OFFENSE
  Speed 40 ft.
  Melee bite +17/+12 (1d6+10)
  STATISTICS
  Str 24, Dex 20, Con 18, Int 2, Wis 12, Cha 6
  Base Atk +9; CMB +16; CMD 31 (35 vs. trip)
  Feats Intimidating Prowess, Run, Skill Focus (Perception, Survival), 
  Toughness, Weapon Focus (bite)
  Skills Intimidate +6, Perception +12, Survival +9, Swim +11
  SQ tricks (attack [all creatures], come, defend, down, fetch, guard, 
  heel, seek, stay, track, work)
  305
  305
  
  SHARK
  Effective Druid Level
  N Medium animal
  15
  Init +4; Senses blindsense, low-light vision, scent; Perception +22
  DEFENSE
  AC 29, touch 15, flat-footed 24 (+4 Dex, +1 dodge, +14 natural)
  hp 102 (12d8+48)
  Fort +14, Ref +14, Will +5; +4 on Will saves vs. enchantments
  Defensive Abilities improved evasion
  OFFENSE
  Speed 0 ft., swim 60 ft.
  Melee bite +17/+12 (1d8+10)
  STATISTICS
  Str 24, Dex 18, Con 18, Int 1, Wis 12, Cha 2
  Base Atk +9; CMB +16; CMD 31
  Feats Dodge, Great Fortitude, Improved Natural Attack (bite), 
  Lightning Reflexes, Skill Focus (Perception), Weapon Focus (bite)
  Skills Perception +22, Swim +15
  SQ tricks (attack [any creature], defend, down, guard, heel, seek, 
  stay, track)
  BIG CAT*
  Effective Druid Level
  N Large animal
  16
  Init +5; Senses low-light vision, scent; Perception +12
  DEFENSE
  AC 28, touch 15, flat-footed 22 (+5 Dex, +1 dodge, +13 natural,  
  –1 size)
  hp 110 (13d8+52)
  Fort +12, Ref +13, Will +6; +4 on Will saves vs. enchantments
  Defensive Abilities improved evasion
  OFFENSE
  Speed 40 ft.
  Melee bite +18/+13 (1d8+9), 2 claws +18 (1d6+9)
  Space 10 ft.; Reach 5 ft.
  Special Attacks grab, pounce, rake (2 claws +18, 1d6+9)
  STATISTICS
  Str 28, Dex 20, Con 18, Int 2, Wis 15, Cha 10
  Base Atk +9; CMB +19; CMD 35 (39 vs. trip)
  Feats Dodge, Power Attack, Run, Skill Focus (Perception, Stealth), 
  Weapon Focus (bite, claws)
  Skills Acrobatics +9 (+13 when jumping), Perception +12, Stealth +13, 
  Swim +14
  SQ tricks (attack [any creature], come, defend, down, fetch, guard, 
  heel, perform, seek, stay, track)
  HORSE
  Effective Druid Level
  N Large animal
  16
  Init +5; Senses low-light vision, scent; Perception +15
  DEFENSE
  AC 29, touch 15, flat-footed 23 (+5 Dex, +1 dodge, +14 natural,  
  –1 size)
  hp 110 (13d8+52)
  Fort +11, Ref +13, Will +5; +4 on Will saves vs. enchantments
  Defensive Abilities improved evasion
  OFFENSE
  Speed 50 ft.
  Melee bite +15 (1d4+7), 2 hooves +13 (1d6+3)
  Space 10 ft.; Reach 5 ft.
  STATISTICS
  Str 24, Dex 20, Con 17, Int 2, Wis 12, Cha 6
  Base Atk +9; CMB +17 (+19 overrun); CMD 33 (35 vs. overrun,  
  37 vs. trip)
  Feats Dodge, Endurance, Improved Overrun, MultiattackB, Power 
  Attack, Run, Skill Focus (Perception), Toughness
  Skills Acrobatics +12 (+20 when jumping), Perception +15, Swim +11
  SQ combat trained, tricks (attack [all creatures], come, defend, down, 
  fetch, guard, heel, perform, seek, stay, work)
  CONSTRICTOR SNAKE
  Effective Druid Level
  N Large animal
  17
  Init +5; Senses low-light vision, scent; Perception +13
  DEFENSE
  AC 28, touch 15, flat-footed 22 (+5 Dex, +1 dodge, +13 natural,  
  –1 size)
  hp 133 (14d8+70)
  Fort +13, Ref +14, Will +5; +4 on Will saves vs. enchantments
  Defensive Abilities improved evasion
  OFFENSE
  Speed 20 ft., climb 20 ft., swim 20 ft.
  Melee bite +20/+15 (1d6+15 plus grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks constrict (1d4+15)
  STATISTICS
  Str 30, Dex 20, Con 18, Int 1, Wis 12, Cha 2
  Base Atk +10; CMB +21 (+25 grapple); CMD 37 (can’t be tripped)
  Feats Blind-Fight, Diehard, Dodge, Improved Natural Attack (bite), 
  Skill Focus (Perception), Toughness, Weapon Focus (bite)
  Skills Acrobatics +9 (+5 when jumping), Climb +22, Perception +13, 
  Stealth +10, Swim +18
  SQ tricks (attack [any creature], come, defend, down, guard, heel, 
  seek, stay)
  DINOSAUR*
  Effective Druid Level
  N Medium animal
  18–19
  Init +6; Senses low-light vision, scent; Perception +13
  DEFENSE
  AC 32, touch 17, flat-footed 25 (+6 Dex, +1 dodge, +15 natural)
  hp 142 (15d8+75)
  Fort +14, Ref +15, Will +6; +4 on Will saves vs. enchantments
  Defensive Abilities improved evasion
  OFFENSE
  Speed 60 ft.
  306
  306
  
  APPENDICES
  Melee bite +17/+12 (1d6+6), 2 claws +17 (1d4+6), 2 talons +18 
  (2d6+6)
  Special Attacks pounce
  STATISTICS
  Str 22, Dex 22, Con 20, Int 2, Wis 12, Cha 14
  Base Atk +11; CMB +17; CMD 34
  Feats Diehard, Dodge, Endurance, Improved Natural Attack (talons), 
  Mobility, Run, Skill Focus (Perception), Weapon Focus (talons)
  Skills Acrobatics +14 (+26 when jumping), Perception +13, 
  Stealth +13
  SQ tricks (attack [any creature], come, defend, down, fetch, guard, 
  heel, perform, seek, stay, track, work)
  VIPER SNAKE
  Effective Druid Level
  N Medium animal
  18–19
  Init +5; Senses low-light vision, scent; Perception +13
  DEFENSE
  AC 30, touch 16, flat-footed 24 (+5 Dex, +1 dodge, +14 natural)
  hp 112 (15d8+45)
  Fort +11, Ref +14, Will +6; +4 on Will saves vs. enchantments
  Defensive Abilities improved evasion
  OFFENSE
  Speed 20 ft., climb 20 ft., swim 20 ft.
  Melee bite +17/+12 (1d6+7 plus poison)
  STATISTICS
  Str 20, Dex 21, Con 14, Int 1, Wis 12, Cha 2
  Base Atk +11; CMB +16; CMD 32 (can’t be tripped)
  Feats Dodge, Improved Natural Attack (bite), Mobility, Skill Focus 
  (Perception), Skill Focus (Stealth), Toughness, Weapon Finesse, 
  Weapon Focus (bite)
  Skills Acrobatics +10 (+6 when jumping), Climb +17, Perception +13, 
  Stealth +17, Swim +13
  SQ tricks (attack [any creature], come, defend, down, fetch, guard, 
  heel, seek, stay)
  SPECIAL ABILITIES
  Poison (Ex) Bite—injury; save Fort DC 19; frequency 1/round for  
  6 rounds; effect 1 Con; cure 1 save.
  WOLF
  Effective Druid Level
  N Large animal
  18–19
  Init +5; Senses low-light vision, scent; Perception +13
  DEFENSE
  AC 31, touch 15, flat-footed 25 (+5 Dex, +1 dodge, +16 natural,  
  –1 size)
  hp 157 (15d8+90)
  Fort +14, Ref +14, Will +6; +4 on Will saves vs. enchantments
  Defensive Abilities improved evasion
  OFFENSE
  Speed 50 ft.
  Melee bite +20/+15 (2d6+13 plus trip)
  Space 10 ft.; Reach 5 ft.
  STATISTICS
  Str 28, Dex 20, Con 20, Int 2, Wis 12, Cha 6
  Base Atk +11; CMB +21; CMD 37 (41 vs. trip)
  Feats Blind-Fight, Dodge, Improved Natural Attack (bite), Mobility, 
  Run, Skill Focus (Perception), Toughness, Weapon Focus (bite)
  Skills Perception +13, Stealth +10, Survival +4
  SQ tricks (attack [any creature], come, defend, down, fetch, guard, 
  heel, perform, seek, stay, track, work)
  APE*
  Effective Druid Level
  N Large animal
  20
  Init +6; Senses low-light vision, scent; Perception +12
  DEFENSE
  AC 30, touch 15, flat-footed 24 (+6 Dex, +15 natural, –1 size)
  hp 120 (16d8+48)
  Fort +14, Ref +16, Will +6; +4 on Will saves vs. enchantments
  Defensive Abilities improved evasion
  OFFENSE
  Speed 30 ft., climb 30 ft.
  Melee bite +22/+17 (1d6+10), 2 claws +22 (1d6+10)
  Space 10 ft.; Reach 10 ft.
  STATISTICS
  Str 30, Dex 22, Con 14, Int 2, Wis 12, Cha 7
  Base Atk +12; CMB +23; CMD 39
  Feats Blind-Fight, Combat Reflexes, Great Fortitude, Improved 
  Bull Rush, Skill Focus (Perception), Toughness, Weapon Focus 
  (bite, claws)
  Skills Acrobatics +14, Climb +18, Perception +12, Stealth +11
  SQ tricks (attack [any creature], come, defend, down, fetch, guard, 
  heel, perform, seek, stay, track, work)
  SMALL CAT
  Effective Druid Level
  N Medium animal
  20
  Init +8; Senses low-light vision, scent; Perception +13
  DEFENSE
  AC 32, touch 19, flat-footed 23 (+8 Dex, +1 dodge, +13 natural)
  hp 136 (16d8+64)
  Fort +13, Ref +18, Will +6; +4 on Will saves vs. enchantments
  Defensive Abilities improved evasion
  OFFENSE
  Speed 50 ft.
  Melee bite +21/+16 (1d6+7 plus trip), 2 claws +21 (1d3+7)
  STATISTICS
  Str 24, Dex 26, Con 16, Int 2, Wis 12, Cha 6
  Base Atk +12; CMB +19; CMD 38 (42 vs. trip)
  Feats Blind-Fight, Dodge, Mobility, Skill Focus (Stealth), Toughness, 
  Weapon Finesse, Weapon Focus (bite, claws)
  Skills Acrobatics +13 (+21 when jumping), Climb +13, Perception +13, 
  Stealth +16
  SQ sprint, tricks (attack [all creatures], come, defend, down, fetch, 
  guard, heel, perform, seek, stay, track, work)
  307
  307
  
  APPENDIX 2: ENCOUNTER GROUPS
  By following the guidelines for building adventures and 
  encounters in the Pathfinder RPG Core Rulebook (see pages 
  396–401), you can use the NPCs presented in this book to create 
  a number of diverse and challenging encounters. If you’re 
  in a hurry, this appendix provides a number of thematic 
  encounters using the NPCs in this book. Every theme is split 
  into low-level, mid-level, and high-level encounters, each 
  with its Challenge Rating. These are followed by the NPCs in 
  the encounters, along with their races, classes, and levels, as 
  well as the page where you can find each NPC. 
  ArcAne WArriors
  Not all masters of the arcane arts are wizened scholars 
  poring over books of esoteric formulae. Some possess 
  formidable powers forged in the heat of battle. 
  Low-Level (CR 3)
  These two mages are not afraid to dive into melee when 
  the need arises. 
  1 battle mage (elf wizard 3) 
  Page 179
  1 gem sorcerer (dwarf sorcerer 2) 
  Page 160
  Mid-Level (CR 8)
  This wandering pair doesn’t look for trouble, but doesn’t 
  shrink from it either. 
  1 queen of staves (elf fighter 2/ 
  Page 220 
  abjurer 5/eldritch knight 2)
  1 storm prophet (dwarf sorcerer 7/ 
  Page 212 
  dragon disciple 2)
  High-Level (CR 22)
  Tricky and dangerous, these arcane warriors stalk the 
  land looking for challenges to overcome and evil to work. 
  1 chaos arrow (gnome rogue 6/sorcerer 4/ 
  Page 203 
  arcane archer 10)
  1 god stealer (elf rogue 3/enchanter 7/ 
  Page 207 
  arcane trickster 10)
  1 ice maiden (elf sorcerer 10/dragon disciple 10) 
  Page 215
  Archer BAnds
  Many warriors know that the best kind of offense is the 
  kind made from a distance. These warriors deal death 
  before their enemies can approach.
  Low-Level (CR 3)
  These stealthy archers fire off shots from hiding. 
  2 novice scouts (half-elf rangers 1) 
  Page 128
  1 skilled sniper (half-elf rogue 3) 
  Page 145
  Mid-Level (CR 11)
  These woodland scouts mix archery with magic and 
  melee might. 
  1 fastidious sharpshooter (gnome fighter 8) 
  Page 83
  3 forest guardians (elf barbarians 6) 
  Page 12
  1 green warden (elf fighter 5/conjurer 2/ 
  Page 200 
  arcane archer 2)
  High-Level (CR 18)
  These archers hunt down undead, but can also handle 
  anyone else who gets in their way. 
  1 undead bane (ranger 9/sorcerer 1/ 
  Page 202 
  arcane archer 7)
  2 undead slayers (rangers 16) 
  Page 139
  AristocrAtic courts
  Though aristocrats often shun battle or get others to do 
  their dirty work, they present different kinds of challenges 
  to overcome—particularly social ones.
  Low-Level (CR 4)
  A princess and her paladin guard pass out coins to the poor.
  6 beggars (half-elf commoners 1) 
  Page 256
  1 callous rake (human paladin of Iomedae 1) 
  Page 112
  1 princess (human aristocrat 2) 
  Page 250
  Mid-Level (CR 11)
  The local mayor is constantly surrounded by a group 
  of lawyers and merchants vying for his favor. He is also 
  protected by a pair of personal bodyguards. 
  3 cutthroat lawyers (half-elf experts 9) 
  Page 264
  2 expert bodyguards (human warriors 7) 
  Page 269
  1 mayor (human aristocrat 7) 
  Page 253
  2 successful merchants (human experts 7) 
  Page 263
  High-Level (CR 18)
  A cadre of paladins and a court historian serve in the 
  retinue of this young king. 
  1 king (human aristocrat 10) 
  Page 255
  1 master historian (dwarf bard 10/loremaster 7) 
  Page 226
  1 mounted paragon (human paladin 16) 
  Page 123
  4 pious guards (human paladins of Iomedae 10) 
  Page 117
  BArBAriAn WArBAnds
  Barbarian warriors are the scourge of wilderness and the 
  high seas; their actions are hard to predict and overcome.
  Low-Level (CR 3)
  These sea-going mercenaries can be found in a small 
  boat or raiding a coastal settlement. 
  1 sail master (human druid 2) 
  Page 62
  2 savage mercenaries (human barbarians 1) 
  Page 10
  Mid-Level (CR 10)
  Dwarven barbarians sometimes recruit the aid of gnome 
  spellcasters to empower their bands. 
  308
  308
  
  APPENDICES
  1 cave stalker (dwarf rogue 6) 
  Page 146
  2 sundering axes (dwarf barbarians 7) 
  Page 13
  1 trickster mage (gnome sorcerer 8) 
  Page 165
  High-Level (CR 16)
  Charismatic tribal leaders are able to coax hidden powers 
  from some of their tribe members. 
  1 acid terror (human sorcerer 9/dragon disciple 4) 
  Page 213
  2 savage riders (human barbarians 13) 
  Page 18
  1 tribal leader (human bard 13) 
  Page 36
  BArdic troupes
  Often these groups are content with entertaining the 
  masses. Other times they have clandestine motivations. 
  Low-Level (CR 2)
  Bards sometimes hire sorcerers or wizards to supplement 
  their performances with flashy magic. 
  1 mercenary magician (human sorcerer 1) 
  Page 160
  2 tavern singers (half-elf bards 1) 
  Page 26
  Mid-Level (CR 11)
  Sometimes bards ply their trade while a thief skulks 
  about, pickpocketing members of the crowd. 
  1 freelance thieves (human rogue 7) 
  Page 147
  1 seance medium (human bard 10)  
  Page 33 
  1 street artist (elf bard 8) 
  Page 31 
  High-Level (CR 16)
  The wandering troupes of circus performers who dazzle 
  and entertain crowds also have many dangerous talents. 
  1 courtesan (human bard 12) 
  Page 35 
  1 lion tamer (gnome bard 15) 
  Page 38
  2 poisonous performers (human monks 11) 
  Page 102
  1 prankster illusionist (gnome illusionist 10) 
  Page 185
  BurglArs
  These skilled thieves and adventurers are adept at 
  breaking, entering, and larceny.
  Low-Level (CR 3)
  While the street performer distracts a crowd outside a 
  building, two cutpurses pilfer the loot within. 
  2 cutpurses (human rogues 1) 
  Page 144
  1 street performer (human bard 2) 
  Page 26
  Mid-Level (CR 11)
  A pair of gnomes is backed up by a bit of muscle and a 
  drunken cleric who is just along for the new experience. 
  1 blackstrike (human fighter 7/shadowdancer 2) 
  Page 236
  1 carousing champion (halfling cleric of 
  Page 47 
  Cayden Cailean 6)
  2 trapsmiths (gnome rogues 8) 
  Page 147
  High-Level (CR 19)
  A wealth of academic knowledge and a good sword arm 
  can be useful during break-ins. 
  1 graceful slayer (elf barbarian 17) 
  Page 22
  1 master historian (dwarf bard 10/loremaster 7) 
  Page 226
  1 vaultbreaker (human rogue 6/transmuter 4/ 
  Page 206 
  arcane trickster 7)
  cArAvAn defenders
  Tasked with making sure that traders and their goods 
  reach their desired destination, many caravan defenders 
  leap into action when danger approaches—though those 
  who fight for gold may flee if death seems likely.
  Low-Level (CR 7)
  A daring merchant and a somewhat reluctant carpenter 
  come to the aid of the caravan guards.
  4 guards (human warriors 3) 
  Page 267
  1 journeyman carpenter (half-orc expert 4) 
  Page 261
  1 successful merchant (human expert 7) 
  Page 263
  Mid-Level (CR 12)
  A well-defended diplomat is traveling with this caravan. 
  When threatened, she and her entourage take up the 
  caravan’s defense.
  4 cavalry soldiers (half-elf warriors 9) 
  Page 270
  1 diplomat (half-elf aristocrat 8) 
  Page 253
  1 griffon rider (elf fighter 10) 
  Page 85
  High-Level (CR 18)
  Traveling though the dangerous high desert, this rich 
  caravan is defended by stalkers and spellcasters. 
  4 desert stalkers (half-orc rangers 14) 
  Page 137
  1 fury of flame (human druid 14) 
  Page 73
  1 natural arcanist (halfling sorcerer 16) 
  Page 173
  city defenders
  Civil peace and prosperity must often be defended with 
  force of arms. These men and women defend the people 
  of their settlement.
  Low-Level (CR 4)
  A veteran guard leads a cadre of raw recruits on a patrol 
  through lower-class sections of the city to show them the 
  ropes and toughen them up for future challenges. 
  1 guard (human warrior 3) 
  Page 267
  6 recruits (dwarf warriors 1) 
  Page 266
  Mid-Level (CR 11)
  A paladin leads a group of cavalry soldiers patrolling the 
  lands just outside the city walls.
  4 cavalry soldiers (half-elf warriors 9) 
  Page 270
  1 saintly knight (half-orc paladin of Iomedae 9) 
  Page 116
  309
  309
  
  High-Level (CR 20)
  When a city is threatened, its paladins rally to defend it.
  1 mithral master (half-elf paladin of Abadar 19) 
  Page 126
  4 mounted paragons (human paladins 16) 
  Page 123
  divine crusAders
  Religious missionaries, driven by their fervor, often treat 
  any resistance to their cause as heresy.
  Low-Level (CR 4)
  Dangers to the faithful can bring crusaders of different 
  religious mind-sets together to fight for a common purpose. 
  1 haughty avenger (half-elf paladin 3) 
  Page 113
  1 initiate of flame (dwarf druid 1) 
  Page 62
  1 war priest (dwarf cleric of Gorum 2) 
  Page 44
  Mid-Level (CR 9)
  Not all religions help people. Some calls to divine action 
  bring only slaughter.
  4 axe warriors (half-orc barbarians 3) 
  Page 11
  1 axe dancer (half-orc monk 8) 
  Page 99
  1 wrath priest (half-orc cleric of Rovagug 8) 
  Page 49
  High-Level (CR 20)
  When dwarven holds are threatened, their holy defenders 
  can rally truly awesome divine responses. 
  1 axe lord (dwarf paladin of Torag 17) 
  Page 124
  2 dwarven arbalesters (dwarf fighters 16) 
  Page 91
  1 holy battle mage (dwarf cleric of Torag 5/ 
  Page 231 
  wizard 5/mystic theurge 10)
  drAconic rAvAgers
  Draconic blood often breeds arrogance and an intolerance 
  for those seen as lesser creatures. 
  Low-Level (CR 4)
  With a majesty to match her arrogance, this sorcerer always 
  keeps her monastic bodyguard nearby.
  1 vigilant bodyguard (human monk 3) 
  Page 97
  1 whiteclaw sorcerer (elf sorcerer 3) 
  Page 161
  Mid-Level (CR 14)
  These blackscale sorcerers revere their acid terror leader 
  as a deity. 
  1 acid terror (human sorcerer 9/dragon disciple 4) 
  Page 213
  3 blackscale sorcerers (half-orc sorcerers 10) 
  Page 167
  High-Level (CR 19)
  In times of great danger, dragon chieftains rally the most 
  powerful warriors from their tribes. 
  1 dragon chieftain (half-orc bard 10/dragon 
  Page 214 
  disciple 7)
  4 undead hunters (half-orc barbarians 16) 
  Page 21
  druid circles
  Protectors of sacred wilderness sites, these priests and their 
  allies respond to threats with the wild savagery of nature. 
  Low-Level (CR 7)
  Even druid circles filled with small folk can be deadly 
  when roused. 
  1 evasive slip (halfling druid 6) 
  Page 65
  2 sylvan protectors (gnome druids 3) 
  Page 63
  1 town watcher (halfling ranger 2) 
  Page 128
  Mid-Level (CR 12)
  Being stranded on a remote island necessitates strange 
  druidic fellowships with the indigenous population. 
  1 castaway (half-orc druid 12)  
  Page 71
  2 mud shamans (human druids 9) 
  Page 68
  High-Level (CR 18)
  Lone and dangerous druids often select champions from 
  local barbarian tribes to serve them. 
  1 hateful scourge (half-elf druid 17) 
  Page 76
  2 life stealers (human barbarians 15) 
  Page 20
  guild AssociAtions
  Larger cities give rise to many guilds. Each is filled with 
  specialists more interested in profit and their own self-
  interest than the well-being of others.
  Low-Level (CR 3)
  Human apprentice jewelers are lucky when they can learn 
  the craft from a dwarven master. 
  3 apprentice jewelers (human experts 1) 
  Page 260
  1 gem sorcerer (dwarf sorcerer 2) 
  Page 160
  Mid-Level (CR 11)
  Members of the Solicitors’ Guild sometimes seek out 
  academics to assist with important cases. 
  1 cruel instructor (human bard 9) 
  Page 32
  4 cutthroat lawyers (half-elf experts 9) 
  Page 264
  High-Level (CR 19)
  The Drama and Actors’ Guild hires a few adventurers to 
  act in plays. Typically, a master storycrafter teaches them 
  how to convert their talents into drama. 
  1 improvised hurler (dwarf monk 15) 
  Page 106
  1 masked lord (human rogue 17) 
  Page 156
  1 master storycrafter (half-elf sorcerer 10/ 
  Page 234 
  Pathfinder chronicler 7)
  1 spellsword (elf bard 16) 
  Page 39
  locAl Adventurers
  Most settlements support their own bands of adventurers 
  who don’t look kindly on any form of competition. 
  310
  310
  
  APPENDICES
  Low-Level (CR 5)
  This group of misfits scours the countryside looking for 
  threats to overcome and treasure to accumulate.
  1 daring bravo (gnome fighter 2) 
  Page 80
  1 skilled sniper (half-elf rogue 3) 
  Page 145
  1 street magician (gnome enchanter 2) 
  Page 178
  1 war priest (dwarf cleric of Gorum 2) 
  Page 44
  Mid-Level (CR 9)
  Having adventured with each other for a number of 
  seasons, the members of this group fight well together 
  and have a few tricks up their collective sleeves.
  1 adventuring blacksmith (half-elf fighter 6) 
  Page 82
  1 carousing champion (halfling cleric of  
  Page 47 
  Cayden Cailean 6)
  1 freelance thief (human rogue 7) 
  Page 147
  1 thunder wizard (halfling evoker 7) 
  Page 182
  High-Level (CR 18)
  These local champions are very protective of their 
  community, and know each other’s tactics like the backs 
  of their hands.
  1 cruel conjurer (human conjurer 15) 
  Page 190
  1 dwarven arbalester (dwarf fighter 16) 
  Page 91
  1 elemental priest (halfling cleric of Gozreh 16) 
  Page 57 
  1 mage slayer (half-orc rogue 16) 
  Page 155
  MonAstic BAnd
  Bands of monks roam the areas around their monastery 
  to protect the people in their charge or to further their 
  esoteric philosophies. 
  Low-Level (CR 5)
  A cruel master shows initiates how to strike hard and go 
  for the kill. 
  3 careful initiates (human monks 1) 
  Page 96
  1 cruel devotee (human monk 5) 
  Page 98
  Mid-Level (CR 10)
  These monks protect their sacred charge. 
  1 sacred sorcerer (human sorcerer 9) 
  Page 166 
  3 spry ambushers (gnome monks 4) 
  Page 97
  1 steadfast defender (dwarf monk 9) 
  Page 100
  High-Level (CR 18)
  These strange fellows defend a cave sacred to their order. 
  2 improvised hurlers (dwarf monks 15) 
  Page 106
  1 warren chief (gnome monk 17) 
  Page 108
  Mysterious Adventurers
  Keeping their goals and motivations to themselves, these 
  adventurers can serve as a foil to other groups, threatening 
  to steal the PCs’ glory.
  Low-Level (CR 3)
  Just recently formed, this group is still learning how to 
  work together effectively. 
  1 initiate of flame (dwarf druid 1) 
  Page 62
  1 mercenary magician (human sorcerer 1) 
  Page 160
  1 novice scout (half-elf ranger 1) 
  Page 128
  1 tavern singer (half-elf bard 1) 
  Page 26
  Mid-Level (CR 8)
  These ragtag adventurers care only about accumulating 
  treasure, though they claim loftier goals when asked.
  1 bramble sorcerer (half-elf sorcerer 5) 
  Page 162
  1 cavern defender (half-elf druid 5) 
  Page 64
  1 gambler (dwarf bard 7) 
  Page 30
  1 mounted archer (human ranger 5) 
  Page 130
  High-Level (CR 13)
  Searching for a group of artifacts for a mysterious master, 
  this group goes to great lengths to guard its secrets.
  1 blackscale sorcerer (half-orc sorcerer 10) 
  Page 167
  1 chameleon (half-orc bard 11) 
  Page 34
  1 giant killer (gnome ranger 11) 
  Page 134
  1 mistress of high places (half-elf druid 11) 
  Page 70
  pirAte creWs
  Roaming the open sea and river networks, these raiders 
  care for little besides gold and their own preservation.
  Low-Level (CR 4)
  This small crew of novice pirates raids settlements 
  nestled along riverbanks. 
  1 old sailor (elf expert 2) 
  Page 260
  1 sail master (human druid 2) 
  Page 62
  3 superstitious mercenaries (human fighters 1) 
  Page 80
  Mid-Level (CR 10)
  The terror of coastal communities, this crew is led by a 
  daring woman who has claimed the rank of pirate queen.
  1 bloodfire sorcerer (half-orc sorcerer 7) 
  Page 164
  1 pirate queen (human ranger 10) 
  Page 133
  6 veteran buccaneers (human warriors 4) 
  Page 267
  High-Level (CR 17)
  Raiding ships on the high seas, this seasoned crew is 
  supported by a fire mage. 
  1 life stealer (human barbarian 15) 
  Page 20
  1 pirate king (half-elf fighter 15) 
  Page 90 
  1 pyromaniac mage (human evoker 13) 
  Page 188
  4 scheming fencers (human fighters 11) 
  Page 86
  Questing pAlAdins
  Unyielding in their goals, a group of paladins on a sacred 
  mission can be frustrating adversaries.
  311311
  
  Low-Level (CR 7)
  This group’s unorthodox tactics surprise the enemies of 
  law and good. 
  1 holy archer (elf paladin of Erastil 6) 
  Page 114
  2 skirmishing crusaders (gnome paladins of 
  Page 113 
  Erastil 4)
  Mid-Level (CR 10)
  A cadre of clerics follow around a paladin they consider 
  a living saint. 
  4 noble crusaders (human clerics of Iomedae 5) 
  Page 46 
  1 saintly knight (half-orc paladin of Iomedae 9)  
  Page 116 
  High-Level (CR 20)
  This group is on a quest to purge the world of both 
  demons and undead. 
  1 demon hunter (human paladin 20) 
  Page 127
  3 undead slayers (human rangers 16) 
  Page 139
  sAge circle
  Purveyors of knowledge are good at keeping secrets 
  unless they are paid to share them. They may lord their 
  magical abilities over their communities, or reside in 
  hidden hermitages.
  Low-Level (CR 7)
  This sage has taken on a wizard who is too afraid to go 
  adventuring, and is plagued by the endless pessimism-
  laced questions of the local doom prophet. 
  1 cautious mage (human wizard 1) 
  Page 178
  1 doom prophet (half-orc adept 4) 
  Page 245
  1 wise sage (human expert 8) 
  Page 263
  Mid-Level (CR 10)
  These sages are usually found in the back of one smoky 
  tavern or another, arguing about minutiae and eager to 
  acquire rare books from adventurers. 
  1 aloof scholar (elf bard 7/Pathfinder chronicler 2) Page 232
  1 divine loremaster (halfling cleric of Abadar 7/ 
  Page 224 
  loremaster 2)
  1 wise sage (human expert 8) 
  Page 263
  High-Level (CR 18)
  Masters of dwarven lore, these sages share their vast 
  knowledge only in return for payment made in fine gems, 
  mithral items, and platinum coins. 
  1 deep marshal (dwarf abjurer 16) 
  Page 191
  1 master historian (dwarf bard 10/loremaster 7) 
  Page 226
  1 tunnel drummer (dwarf bard 14) 
  Page 37
  sellsWords
  Those plagued by pesky adventurers often hire skilled 
  mercenaries to defend them.
  Low-Level (CR 6)
  Brigands often team up with rogues to bring down foes 
  with deadly efficiency. 
  2 skulking brutes (half-orc rogues 2) 
  Page 144
  3 traitorous brigands (half-orc fighters 3) 
  Page 81
  Mid-Level (CR 12)
  This fencer keeps a couple of slingers to watch his back 
  during a fight. 
  2 halfling slingers (halfling fighters 9) 
  Page 84
  1 scheming fencer (human fighter 11) 
  Page 86
  High-Level (CR 19)
  This unconventional duo defeats its foes with bold, even 
  ostentatious flourishes. 
  1 failed disciple (half-orc fighter 18) 
  Page 93
  1 sword savant (elf monk 19) 
  Page 110
  slAyers
  When adventurers thwart their plans, governments, 
  churches, and criminals have all been known to send 
  hired killers out to take care of the problem, either 
  quickly and quietly or in a spectacular show designed to 
  stop any future rebellion.
  Low-Level (CR 3)
  This group specializes in bringing down marks in a fast 
  and bloody fashion. 
  2 savage mercenaries (human barbarians 1) 
  Page 10
  1 skulking brute (half-orc rogue 2) 
  Page 144
  Mid-Level (CR 11)
  With unholy purpose, this group stalks its prey and leaves 
  no one standing. 
  2 spell hunters (dwarf fighters 7) 
  Page 83
  1 death priest (human cleric of Urgathoa 9) 
  Page 50
  1 sacred killer (half-orc cleric of Norgorber 1/ 
  Page 208 
  rogue 6/assassin 2)
  High-Level (CR 23)
  This fellowship of despicable villains will eventually 
  turn on one another, but until then they are a danger to 
  all they encounter. 
  1 fatal axe (dwarf rogue 10/assassin 10) 
  Page 211
  1 fire diabolist (human cleric of Asmodeus 20) 
  Page 61
  1 infernal champion (human fighter 20) 
  Page 95
  1 mithral wizard (human fighter 2/evoker 8/ 
  Page 223 
  eldritch knight 10)
  sMAll rovers
  Never judge a book by its cover, and never underestimate 
  enemies because of their diminutive stature. These 
  halfling combatants take on full-sized foes with ease.
  312
  312
  
  APPENDICES
  Low-Level (CR 6)
  Patrolling the areas around hidden settlements, these 
  protective wardens make sure their communities stay 
  secret and safe. 
  1 dog rider (halfling barbarian 4) 
  Page 11
  1 sylvan protector (gnome druid 3) 
  Page 63
  3 town watchers (halfling rangers 2) 
  Page 128
  Mid-Level (CR 12)
  These small raiders wander the coasts and rivers, looking 
  for easy prey. 
  1 pirate queen (halfling ranger 10) 
  Page 133 
  2 halfling slingers (fighters 9) 
  Page 84
  1 sea captain (halfling druid 8) 
  Page 67 
  High-Level (CR 17)
  Mixing natural magic with natural attacks, these little 
  folk pack a surprisingly hard punch. 
  2 little fists (halfling monks 14) 
  Page 105 
  1 natural arcanist (halfling sorcerer 16) 
  Page 173
  sorcerer felloWships
  Sorcerers band together for mutual protection and to 
  increase the amount of carnage they can create on the 
  field of battle.
  Low-Level (CR 5)
  This pair ruthlessly patrols the land, unfailingly attacking 
  all who trespass.
  1 border guard (half-orc ranger 4) 
  Page 129
  1 bramble sorcerer (half-elf sorcerer 5) 
  Page 162
  Mid-Level (CR 11)
  A pair of monks wielding large and wicked blades protects 
  this powerful sorcerer. 
  2 axe dancers (half-orc monks 8) 
  Page 99
  1 blackscale sorcerer (half-orc sorcerer 10) 
  Page 167
  High-Level (CR 15)
  With a mix of ice and lightning magic, this fellowship of 
  sorcerers takes on all who threaten its members. 
  2 azure bolt sorcerers (human sorcerers 13) 
  Page 170
  1 ice mage (half-elf sorcerer 14) 
  Page 171
  sWAshBucklers
  With daring and panache, these warriors challenge others 
  to duels just to increase their own reputations.
  Low-Level (CR 5)
  This pair of bumbling gnome swordfighters has attracted 
  the attention of a poet wishing to lampoon their exploits. 
  1 court poet (human bard 5) 
  Page 28
  2 daring bravos (gnome fighters 2) 
  Page 80
  Mid-Level (CR 13)
  Their courtesan companion spurs on these swashbucklers 
  to greater deeds of daring. 
  1 contract killer (elf rogue 11) 
  Page 150
  1 courtesan (human bard 12) 
  Page 35
  1 scheming fencer (human fighter 11) 
  Page 86
  High-Level (CR 18)
  This celebrated duelist of the dwarven people is supported 
  by elemental might and a driving drumbeat to urge him on. 
  1 elemental priest (halfling cleric of Gozreh 16) 
  Page 57
  1 iron duelist (dwarf fighter 10/duelist 7) 
  Page 218
  1 tunnel drummer (dwarf bard 14) 
  Page 37
  thieves’ guild BrAvos
  Whether committing crimes or enforcing the will of their 
  guild, these bravos are bold, daring, and not afraid of a 
  fight. Leaving the actual thievery to others, they instead 
  focus on causing distractions and eliminating those who 
  might pose a threat to the guild’s livelihood.
  Low-Level (CR 5)
  A sniper often backs up a guild initiate during the first 
  few missions of his career. 
  1 guild initiate (halfling rogue 5) 
  Page 146
  1 skilled sniper (half-elf rogue 3) 
  Page 145 
  Mid-Level (CR 8)
  When a guild needs to make a show of strength, it sends 
  in an impressive bruiser retained for just that purpose, 
  with support from lesser guild members. 
  1 spell hunter (dwarf fighter 7) 
  Page 83
  3 guild initiates (halfling rogues 5) 
  Page 146
  High-Level (CR 14)
  When push comes to shove, guildmasters take matters into 
  their own hands, perhaps with the support of necromancers, 
  to ensure troublemakers stay eternally silent. 
  2 contract killers (elf rogues 11) 
  Page 150
  1 guildmaster (dwarf rogue 13) 
  Page 152
  1 undead creator (human necromancer 11) 
  Page 186
  unholy pilgriMs
  On nefarious quests for dark gods, these unholy travelers 
  are a danger to all they encounter, caring little whom they 
  sacrifice to their deities’ eternal hunger.
  Low-Level (CR 6)
  A group of initiates follows a doom prophet and his 
  bodyguards to an unholy oracle site. 
  2 axe warriors (half-orc barbarians 3) 
  Page 11
  1 doom prophet (half-orc adept 4) 
  Page 245
  3 initiates (human adepts 3) 
  Page 245
  313
  313
  
  Mid-Level (CR 12)
  A pair of evil priests and their companions wander the 
  byways spreading death.
  1 cautious hunter (half-orc monk 10) 
  Page 101
  1 deadly spy (elf rogue 9) 
  Page 148
  2 death priests (human clerics of Urgathoa 9) 
  Page 50
  High-Level (CR 19)
  This deadly group escorts sacred relics to unholy sites 
  with the goal of heralding the world’s end.
  3 death initiates (human monks 9/assassins 4) 
  Page 209
  1 death master (half-elf cleric of Urgathoa 5/ 
  Page 230 
  evoker 5/mystic theurge 7)
  1 herald of armageddon (human cleric of 
  Page 58 
  Rovagug 17)
  visiting Adventurers
  Entering new lands to make their names, adventurers 
  often come into conflict with established champions. 
  Low-Level (CR 7)
  A local celebrity has thrown in with the new adventuring 
  band in town.
  1 battle mage (elf wizard 3) 
  Page 179
  1 charlatan (human rogue 4) 
  Page 145
  1 local celebrity (human bard 3) 
  Page 27
  1 scholar priest (human cleric of Nethys 3) 
  Page 45
  1 traitorous brigand (half-orc fighter 3) 
  Page 81
  Mid-Level (CR 10)
  This ambitious group spies on other adventurers and 
  attempts to beat them to adventuring sites. 
  1 spell hunter (dwarf fighter 7) 
  Page 83
  1 cave stalker (dwarf rogue 6) 
  Page 146
  1 con artist (half-elf bard 6) 
  Page 29
  1 tribal seer (half-orc diviner 6) 
  Page 181
  1 vivisectionist cleric (human cleric of 
  Page 48 
  Zon-Kuthon 7)
  High-Level (CR 21)
  Working toward nothing less than overthrow of the status 
  quo, this group attempts to thwart other adventuring 
  groups whenever possible.
  1 dagger master (halfling rogue 18) 
  Page 157
  1 failed disciple (half-orc fighter 18) 
  Page 93
  1 grand necromancer (human necromancer 18) 
  Page 193
  1 rival explorer (half-orc bard 18) 
  Page 41
  1 shadow cleric (elf cleric of Norgorber 18) 
  Page 59
  Wilderness hunters
  Sometimes stalking game, sometimes pursuing those 
  who dare enter their domain, hunters can be more 
  dangerous than monsters.
  Low-Level (CR 4)
  A poacher takes a trio of apprentice hunters to steal game 
  from the local nobility. 
  3 novice scouts (half-elf rangers 1) 
  Page 128
  1 poacher (human ranger 3) 
  Page 129
  Mid-Level (CR 11)
  Stalking the mire, these hunters do not take kindly to any 
  interference or competition. 
  1 mud shaman (human druid 9) 
  Page 68
  2 swampwalkers (half-elf rangers 9) 
  Page 132
  High-Level (CR 14)
  This unlikely trio stalks the hills and mountains to rid 
  the land of giants and their thralls.
  2 giant-killers (gnome rangers 11) 
  Page 134
  1 monastic sniper (elf monk 13) 
  Page 104
  WizArds’ guild Agents
  Arcane spellcasters are often the masterminds behind 
  seats of power, and defend their positions ruthlessly.
  Low-Level (CR 5)
  When the guild investigates, it typically sends a pair of 
  battle mages for support. 
  2 battle mages (elf wizards 3) 
  Page 179
  1 investigator wizard (human diviner 4) 
  Page 179
  Mid-Level (CR 10)
  Sometimes guild business requires a subtle hand. These 
  agents find solutions to guild problems with quiet finesse. 
  1 con artist (half-elf bard 6) 
  Page 29 
  1 deadly spy (elf rogue 9) 
  Page 148 
  1 seductive enchanter (elf enchanter 8) 
  Page 183
  High-Level (CR 17)
  When threatened, a guild is quick to respond with 
  powerful casters and melee support.
  1 arcane pretender (halfling fighter 14) 
  Page 89
  1 cruel conjurer (human conjurer 15) 
  Page 190
  2 pyromaniac mages (human evokers 13) 
  Page 188
  APPENDIX 3: CLASS FEATURES
  The following table indicates the page in the Core Rulebook 
  where each class feature can be located.
  Class Feature 
  Page
  A thousand faces 
  51
  Abundant step  
  59
  Acrobatic charge 
  383
  Advanced talents 
  69
  Angel of death 
  380
  314
  314
  
  APPENDICES
  Arcane bond 
  78
  Armor mastery 
  56
  Armor training 
  55
  Arrow of death 
  376
  Aura 
  39
  Aura of courage 
  61
  Aura of faith 
  63
  Aura of good 
  60
  Aura of justice 
  63
  Aura of resolve 
  63
  Aura of righteousness 
  63
  Bardic knowledge 
  35
  Bardic performance 
  35
  Blindsense 
  382
  Blood of dragons 
  381
  Bloodline 
  71
  Bravery 
  55
  Breath weapon 
  382
  Call down the legends 
  391
  Camouflage 
  67
  Channel energy 
  40
  Channel positive energy (paladin) 
  62
  Code of conduct 
  63
  Combat reflexes 
  383
  Combined spells 
  388
  Crippling critical 
  384
  Death attack 
  378
  Deep pockets 
  389
  Defensive roll 
  393
  Defensive training 
  21, 23
  Deflect arrows 
  384
  Detect evil 
  60
  Diamond body 
  59
  Diamond soul 
  59
  Diverse training 
  385
  Divine bond 
  63
  Divine grace 
  61
  Divine health 
  61
  Domains 
  40
  Dragon bite 
  382
  Dragon form 
  382
  Elaborate defense 
  384
  Elf blood 
  24
  Empty body 
  60
  Enhance arrows (aligned) 
  375
  Enhance arrows (distance) 
  375
  Enhance arrows (elemental) 
  375
  Enhance arrows (elemental burst) 
  375
  Enhance arrows (magic) 
  375
  Enhanced mobility 
  383
  Epic tales 
  390
  Eschew materials 
  71
  Evasion 
  59
  Favored enemy 
  64
  Favored terrain 
  65
  Flurry of blows 
  57
  Grace 
  383
  Greater epic tales 
  391
  Greater lore 
  386
  Greater rage 
  34
  Hail of arrows 
  376
  Hidden weapons 
  379
  Hide in plain sight 
  67, 392
  High jump 
  59
  Holy champion 
  63
  Hunter’s bond 
  66
  Imbue arrow 
  376
  Impromptu sneak attack 
  377
  Improved aid 
  390
  Improved evasion 
  59
  Improved quarry 
  67
  Improved reaction 
  383
  Improved uncanny dodge 
  34
  Indomitable will 
  34
  Inspire action 
  391
  Invisible thief 
  378
  Jack-of-all-trades 
  38
  Ki pool 
  59
  Lay of the exalted dead 
  391
  Lay on hands 
  61
  Live to tell the tale 
  390
  Lore master 
  38
  Master hunter 
  67
  Master scribe 
  390
  Master strike 
  70
  Mercy 
  61
  Mighty rage 
  34
  Nature bond 
  50
  Nature sense 
  50
  No retreat 
  384
  Orc ferocity 
  25
  Parry 
  383
  Pathfinding 
  390
  Perfect self 
  60
  Phase arrow 
  376
  Poison use 
  379
  Precise strike 
  383
  Purity of body 
  59
  Quarry 
  67
  Quiet death 
  380
  Quivering palm 
  60
  Rage 
  32
  Rage powers 
  32
  Ranged legerdemain 
  377
  Resist nature’s lure 
  51
  Riposte 
  383
  315
  315
  
  Rogue talents 
  68, 392
  Secret 
  386
  Seeker arrow 
  376
  Shadow call 
  393
  Shadow illusion 
  392
  Shadow jump 
  393
  Shadow master 
  393
  Shadow power 
  393
  Slippery mind 
  393
  Slow fall 
  59
  Smite evil 
  61
  Sneak attack 
  68
  Spell synthesis 
  388
  Still mind 
  59
  Stunning fist 
  59
  Summon shadow 
  392
  Surprise spells 
  378
  Swift death 
  380
  Swift tracker 
  67
  Timeless body (druid) 
  51
  Timeless body (monk) 
  60
  Tireless rage 
  34
  Track 
  64
  Trackless step 
  51
  Trap sense 
  34, 69
  Trapfinding 
  68
  Tricky spells 
  378
  True death 
  379
  True lore 
  386
  Uncanny dodge 
  34
  Venom immunity 
  51
  Weapon familiarity 
  21, 22, 23, 25, 26
  Weapon mastery 
  56
  Weapon training 
  56
  Whispering campaign 
  390
  Wholeness of body 
  59
  Wild empathy 
  50
  Wild shape 
  51
  Wings 
  382
  Woodland stride 
  51
  accomplished angler (commoner 4) 256
  acid terror (dragon disciple 4) 
  213
  acolyte (adept 1) 
  244
  adept (1–10) 
  244–249
  adventuring blacksmith (fighter 6) 
  82
  ageless master (monk 20) 
  111
  aloof archer (warrior 8) 
  269
  aloof scholar (Pathfinder  
  232 
  chronicler 2) 
  Amiri 
  276–277
  angel slayer (ranger 15) 
  138
  animal companions 
  298–307
  apprentice jeweler (expert 1) 
  260
  arcane archer  
  200–203
  arcane experimenter (barbarian 14) 19
  arcane pretender (fighter 14) 
  89
  arcane trickster 
  204–207
  arcanothief (arcane trickster 4) 
  205
  arisen sorcerer (sorcerer 20) 
  177
  aristocrat (1–10) 
  250–255
  assassin 
  208–211
  axe lord (paladin 17) 
  124
  axe warrior (barbarian 3) 
  11
  axe dancer (monk 8) 
  99
  azure bolt sorcerer (sorcerer 13) 
  170
  barbarian (1–20) 
  10–25
  bard (1–20) 
  26–43
  barmaid (commoner 5) 
  257
  battle mage (wizard 3) 
  179
  beggar (commoner 1) 
  256
  spell hunter (fighter 7) 
  83
  black ice (shadowdancer 7) 
  238
  blackscale sorcerer (sorcerer 10) 
  167
  blackstrike (shadowdancer 2) 
  236
  blade lord (rogue 20) 
  159
  bloodfire sorcerer (sorcerer 7) 
  164
  border guard (ranger 4) 
  129
  bounty hunter (ranger 12) 
  135
  bramble sorcerer (sorcerer 5) 
  162
  brigand (warrior 2) 
  266
  brutal warlord (fighter 13) 
  88
  bullying brawler (monk 2) 
  96
  glaive rager (barbarian 8) 
  13
  callous rake (paladin 1) 
  112
  cannibalistic hunter (barbarian 10) 
  15
  careful initiate (monk 1) 
  96
  carousing champion (cleric 6) 
  47
  castaway (druid 12) 
  71
  cautious archer (fighter 5) 
  82
  cautious hunter (monk 10) 
  101
  cautious mage (wizard 1) 
  178
  cavalry soldier (warrior 9) 
  270
  cave stalker (rogue 6) 
  146
  cave wizard (wizard 9) 
  184
  cavern defender (druid 5) 
  64
  celestial theurge  
  228 
  (mystic theurge 2) 
  chain mauler (rogue 14) 
  153
  chameleon (bard 11) 
  34
  champion of magic (eldritch knight 4) 221
  chaos arrow (arcane archer 10) 
  203
  charlatan (rogue 4) 
  145
  class features 
  314–316
  cleric (1–20) 
  44–61
  commoner (1–10) 
  256–259
  con artist (bard 6) 
  29
  constable (commoner 9) 
  259
  contract killer (rogue 11) 
  150
  mercenary healer (cleric 1) 
  44
  court poet (bard 5) 
  28
  courtesan (bard 12) 
  35
  creeping death (druid 15) 
  74
  crime lord (fighter 19) 
  94
  cruel conjurer (wizard 15) 
  190
  cruel devotee (monk 5) 
  98
  cruel instructor (bard 9) 
  32
  cultist (adept 10) 
  249
  cutpurse (rogue 1) 
  144
  cutthroat lawyer (expert 9) 
  264
  dagger master (rogue 18) 
  157
  dancing dervish (rogue 10) 
  149
  daredevil hunter (ranger 17) 
  140
  daring bravo (fighter 2) 
  80
  dark nature priest (druid 18) 
  77
  darkstar (shadowdancer 10) 
  239
  deadly spy (rogue 9) 
  148
  death dealer (barbarian 19) 
  24
  death initiate (assassin 4) 
  209
  death master (mystic theurge 7) 
  230
  death priest (cleric 9) 
  50
  death whisperer (rogue 19) 
  158
  deep marshal (wizard 16) 
  191
  demon hunter (paladin 20) 
  127
  demon-blooded sorcerer (sorcerer 18) 175
  demonologist (loremaster 10) 
  227
  desert protector (paladin 8) 
  115
  desert stalker (ranger 14) 
  137
  diabolical charmer (sorcerer 15) 
  172
  dilettante (rogue 12) 
  151
  diplomat (aristocrat 8) 
  253
  divine loremaster (loremaster 2) 
  224
  dog rider (barbarian 4) 
  11
  dog rider knight (paladin 7) 
  115
  doom prophet (adept 4) 
  245
  doomsayer (bard 20) 
  43
  double axe fury (barbarian 11) 
  16
  dragon chieftain (dragon disciple 7) 214
  dragon disciple 
  212–215
  dragon smiter (paladin 13) 
  120
  druid (1–20) 
  62–79
  duelist 
  216–219
  INDEX
  316
  316
  
  APPENDICES
  dwarven arbalester (fighter 16) 
  91
  dwarven rager (barbarian 2) 
  10
  earthfather (druid 20) 
  79
  eldritch knight 
  220–223
  elemental priest (cleric 16) 
  57
  elven honorblade (paladin 11) 
  118
  elven recluse (fighter 17) 
  92
  encounter groups 
  308–314
  enforcer (adept 5) 
  246
  evasive slip (druid 6) 
  65
  expert (1–10) 
  260–265
  expert blacksmith (expert 6) 
  262
  expert bodyguard (warrior 7) 
  269
  Ezren 
  296–297
  failed disciple (fighter 18) 
  93
  falconer (aristocrat 5) 
  252
  fastidious sharpshooter (fighter 8) 
  83
  fatal axe (assassin 10) 
  211
  fate-bound mage (sorcerer 19) 
  176
  feisty hotspur (duelist 4) 
  217
  fey enchantress (sorcerer 12) 
  169
  fey friend (druid 13) 
  72
  fiendslayer (ranger 13) 
  136
  fiery dragonkin (sorcerer 17) 
  174
  fighter (1–20) 
  80–95
  fire cleric (cleric 11) 
  52
  fire diabolist (cleric 20) 
  61
  forest guardian (barbarian 6) 
  12
  forge rider (paladin 12) 
  119
  freelance thief (rogue 7) 
  147
  furious crusader (paladin 18) 
  125
  fury of flame (druid 14) 
  73
  gambler (bard 7) 
  30
  gem sorcerer (sorcerer 2) 
  160
  giant hunter (paladin 15) 
  122
  giant slayer (barbarian 12) 
  17
  giant killer (ranger 11) 
  134
  gladiator champion (warrior 10) 
  271
  god stealer (arcane trickster 10) 
  207
  golem-breaker (ranger 18) 
  141
  graceful slayer (barbarian 17) 
  22
  grand necromancer (wizard 18) 
  193
  green warden (arcane archer 2) 
  200
  griffon rider (fighter 10) 
  85
  grizzled mercenary (warrior 6) 
  268
  grove guardian (monk 18) 
  109
  guard (warrior 3) 
  267
  guild initiate (rogue 5) 
  146
  guildmaster (rogue 13) 
  152
  guru (adept 6) 
  246
  halfling slinger (fighter 9) 
  84
  hammer of justice (paladin 5) 
  114
  harrying brute (monk 7) 
  99
  Harsk 
  290–291
  hateful scourge (druid 17) 
  76
  haughty avenger (paladin 3) 
  113
  healer (adept 9) 
  248
  heir apparent (aristocrat 4) 
  251
  herald of armageddon (cleric 17) 
  58
  heretic (adept 8) 
  247
  hermit (adept 7) 
  247
  holy archer (paladin 6) 
  114
  holy battle mage (mystic theurge 10) 231
  honorable outcast (paladin 2) 
  112
  horse monk (monk 16) 
  107
  ice mage (sorcerer 14) 
  171
  ice maiden (dragon disciple 10) 
  215
  improvised hurler (monk 15) 
  106
  infernal champion (fighter 20) 
  95
  initiate (adept 3) 
  245
  initiate of flame (druid 1) 
  62
  investigator wizard (wizard 4) 
  179
  iron duelist (duelist 7) 
  218
  island defender (druid 7) 
  66
  journeyman carpenter (expert 4) 
  261
  jungle wizard (wizard 5) 
  180
  king (aristocrat 10) 
  255
  knight (aristocrat 9) 
  254
  Kyra 
  280–281
  Lem 
  278–279
  life stealer (barbarian 15) 
  20
  Lini 
  282–283
  lion tamer (bard 15) 
  38
  little fist (monk 14) 
  105
  local celebrity (bard 3) 
  27
  loremaster 
  224–227
  lucky mage (sorcerer 11) 
  168
  mad prophet (Pathfinder  
  233 
  chronicler 4)
  mage hunter (ranger 19) 
  142
  mage slayer (rogue 16) 
  155
  mage sniper (wizard 14) 
  189
  mage spy (wizard 17) 
  192
  masked lord (rogue 17) 
  156
  master duelist (duelist 10) 
  219
  master entertainer (expert 10) 
  265
  master historian (loremaster 7) 
  226
  master of undeath (cleric 15) 
  56
  master spy (bard 19) 
  42
  master storycrafter  
  234 
  (Pathfinder chronicler 7) 
  master universalist (wizard 20) 
  195
  mayor (aristocrat 7) 
  253
  mercenary magician (sorcerer 1) 
  160
  Merisiel 
  292–293
  midnight dancer (shadowdancer 4) 237
  miner (commoner 3) 
  256
  mistress of high places (druid 11) 
  70
  mithral master (paladin 19) 
  126
  mithral wizard (eldritch knight 10) 
  223
  monastic sniper (monk 13) 
  104
  monk (1–20) 
  96–111
  mother of beasts (cleric 10) 
  51
  mountaineer (ranger 7) 
  131
  mounted archer (ranger 5) 
  130
  mounted paragon (paladin 16) 
  123
  mud shaman (druid 9) 
  68
  murderous halfling (fighter 4) 
  81
  murderous scythe (assassin 7) 
  210
  mystic theurge 
  228–231
  natural arcanist (sorcerer 16) 
  173
  nature scholar (loremaster 4) 
  225
  nimble shuriken thrower (monk 6) 
  98
  noble crusader (cleric 5) 
  46
  notorious foil (bard 17) 
  40
  novice scout (ranger 1) 
  128
  officer (aristocrat 6) 
  252
  old sailor (expert 2) 
  260
  orc slayer (ranger 8) 
  131
  page (aristocrat 1) 
  250
  paladin (1–20) 
  112–127
  Pathfinder chronicler 
  232–235
  pig farmer (commoner 2) 
  256
  pious guard (paladin 10) 
  117
  pirate king (fighter 15) 
  90
  pirate queen (ranger 10) 
  133
  poacher (ranger 3) 
  129
  poisonous performer (monk 11) 
  102
  prankster illusionist (wizard 10) 
  185
  priest of oblivion (cleric 19) 
  60
  princess (aristocrat 2) 
  250
  profane general (cleric 13) 
  54
  puppet master (wizard 19) 
  194
  pyromaniac mage (wizard 13) 
  188
  queen of staves (eldritch knight 2) 
  220
  rage flame (druid 19) 
  78
  raging swimmer (barbarian 9) 
  14
  ranger (1–20) 
  128–143
  recruit (warrior 1) 
  266
  refined reaver (barbarian 18) 
  23
  rider of the steppe (paladin 14) 
  121
  rival explorer (bard 18) 
  41
  rogue (1–20) 
  144–159
  ruffian (commoner 7) 
  258
  sacred guardian (cleric 14) 
  55
  sacred killer (assassin 2) 
  208
  sacred sorcerer (sorcerer 9) 
  166
  sail master (druid 2) 
  62
  saintly knight (paladin 9) 
  116
  Sajan 
  286–287
  sapper (expert 5) 
  262
  savage mercenary (barbarian 1) 
  10
  savage plant sage (druid 4) 
  63
  savage rider (barbarian 13) 
  18
  scarred wanderer (barbarian 20) 
  25
  scheming fencer (fighter 11) 
  86
  scholar priest (cleric 3) 
  45
  sea captain (druid 8) 
  67
  seance medium (bard 10) 
  33
  seasoned trapper (expert 3) 
  261
  seductive enchanter (wizard 8) 
  183
  Seelah 
  288–289
  Seoni 
  294–295
  shadow cleric (cleric 18) 
  59
  shadowdancer 
  236–239
  shaman (adept 2) 
  244
  shieldbreaker (fighter 12) 
  87
  shopkeeper (commoner 6) 
  257
  shoreline cleric (cleric 4) 
  45
  skilled sniper (rogue 3) 
  145
  skirmishing crusader (paladin 4) 
  113
  skulking brute (rogue 2) 
  144
  sorcerer (1–20) 
  160–177
  sound warrior (mystic theurge 4) 
  229
  spellsword (bard 16) 
  39
  spirit avenger (eldritch knight 7) 
  222
  spry ambusher (monk 4) 
  97
  squire (aristocrat 3) 
  251
  stage magician (arcane trickster 2) 
  204
  steadfast defender (monk 9) 
  100
  storm prophet (dragon disciple 2) 
  212
  storm sorcerer (sorcerer 6) 
  163
  317
  317
  
  street artist (bard 8) 
  31
  street magician (wizard 2) 
  178
  street performer (bard 2) 
  26
  successful merchant (expert 7) 
  263
  sundering axe (barbarian 7) 
  13
  superstitious mercenary (fighter 1) 
  80
  supreme hunter (ranger 20) 
  143
  swampwalker (ranger 9) 
  132
  swift brawler (monk 12) 
  103
  sword savant (monk 19) 
  110
  sylvan protector (druid 3) 
  63
  taiga stalker (druid 16) 
  75
  tainted sorcerer (sorcerer 4) 
  161
  taunting comedian (bard 4) 
  27
  tavern champion (warrior 5) 
  268
  tavern singer (bard 1) 
  26
  thunder wizard (wizard 7) 
  182
  toothy transmuter (wizard 12) 
  187
  tournament champion  
  201 
  (arcane archer 4)
  town watcher (ranger 2) 
  128
  traitor (commoner 10) 
  259
  traitorous brigand (fighter 3) 
  81
  trapsmith (rogue 8) 
  147
  tribal champion (duelist 2) 
  216
  tribal leader (bard 13) 
  36
  tribal seer (wizard 6) 
  181
  trickster mage (sorcerer 8) 
  165
  trickster priest (cleric 12) 
  53
  tunnel drummer (bard 14) 
  37
  tunnel rat (ranger 6) 
  130
  undead bane (arcane archer 7) 
  202
  undead creator (wizard 11) 
  186
  undead hunter (barbarian 16) 
  21
  undead slayer (ranger 16) 
  139
  unseen archer (rogue 15) 
  154
  Valeros 
  284–285
  battle skald (Pathfinder  
  chronicler 10) 
  235
  vaultbreaker (arcane trickster 7) 
  206
  veteran buccaneer (warrior 4) 
  267
  vigilant bodyguard (monk 3) 
  97
  village elder (commoner 8) 
  258
  vivisectionist cleric (cleric 7) 
  48
  war priest (cleric 2) 
  44
  warren chief (monk 17) 
  108
  warrior (1–10) 
  266–271
  water merchant (druid 10) 
  69
  whiteclaw sorcerer (sorcerer 3) 
  161
  wild lancer (barbarian 5) 
  12
  wise sage (expert 8) 
  263
  wizard (1–20) 
  178–195
  wrath priest (cleric 8) 
  49
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  every copy of the Open Game Content You distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open 
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  12. Inability to Comply: If it is impossible for You to comply with any of the 
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  13. Termination: This License will terminate automatically if You fail to 
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  14. Reformation: If any provision of this License is held to be unenforceable, such 
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc; Authors: 
  Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. 
  Gary Gygax and Dave Arneson.
  Pathfinder Roleplaying Game Core Rulebook © 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, 
  and Skip Williams.
  Pathfinder Roleplaying Game NPC Codex © 2012, Paizo Publishing, LLC; 
  Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, Alex Greenshields, 
  Rob McCreary, Mark Moreland, Jason Nelson, Stephen Radney-MacFarland, 
  Patrick Renie, Sean K Reynolds, and Russ Taylor.
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is 
  Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
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  318
  318
  
  paizo.com/pathﬁ nder
  Paizo, Paizo Publishing, LLC, the Paizo golem logo, and Pathﬁ nder are registered trademarks of Paizo Publishing, LLC, 
  and the Pathﬁ nder Roleplaying Game is a trademark of Paizo Publishing, LLC. © 2012 Paizo Publishing, LLC.
  The Runelords
  Rise Again!
  The Runelords
  The Runelords
  Rise Again!
  Rise Again!
  The Runelords
  Rise Again!
  A NNIVE RSARY EDIT ION
  The very ﬁ rst Pathﬁ nder Adventure Path returns with a vengeance in the 
  Rise of the Runelords Anniversary Edition, a hardcover collection of the 
  legendary original campaign that launched Pathﬁ nder 5 years ago! Newly 
  updated to the Pathﬁ nder RPG rules with expanded encounters, new 
  monsters, and tons of new art, this amazing book sets the scene for one 
  of the most beloved fantasy campaigns ever published!
  AVAILABLE NOW!
  PZO1002 • $59.99 • 978-1-60125-436-8
  
  paizo.com
  Paizo Publishing, LLC, the Paizo golem logo, and Pathﬁ nder are registered trademarks of Paizo Publishing, LLC, 
  and the Pathﬁ nder Roleplaying Game is a trademark of Paizo Publishing, LLC. © 2012 Paizo Publishing, LLC.
  E
  xplore your character’s origins with the Advanced Race Guide, the exciting 
  new sourcebook for the smash-hit Pathﬁ nder Roleplaying Game! Try out 
  new archetypes, feats, spells, gear, and racial traits for all seven “core” races, 
  as well as expanded options for every single player-character-appropriate 
  race ever introduced for the Pathﬁ nder RPG, or use the book’s extensive race 
  creation rules to create your own unique race! At last, goblins, ratfolk, orcs, 
  kobolds, and the rest stand toe-to-toe with elves, dwarves, and humans in this 
  option-packed 256-page hardcover rulebook! 
  Available Now!
  Delve Deeper!
  E
  new archetypes, feats, spells, gear, and racial traits for all seven “core” races, 
  as well as expanded options for every single player-character-appropriate 
  race ever introduced for the Pathﬁ nder RPG, or use the book’s extensive race 
  creation rules to create your own unique race! At last, goblins, ratfolk, orcs, 
  kobolds, and the rest stand toe-to-toe with elves, dwarves, and humans in this 
  option-packed 256-page hardcover rulebook! 
  ®
  ™
  advaNced 
  Race GUide
  advaNced 
  Race GUide
  advaNced 
  Race GUide
  
  I
  t’s happened to every Game Master. You spend hours setting up the perfect 
  encounter, your players are out for blood, the swords are drawn—and then 
  you realize that you’ve forgotten to build statistics for the enemy characters. 
  Or perhaps your players go left when you expect them to go right, leaving you 
  without any encounters prepared. 
  Such problems are a thing of the past with the NPC Codex. Inside this tome, 
  you’ll find hundreds of ready-made stat blocks for nonplayer characters of every 
  level, from a lowly forest poacher to the most majestic knight or ancient spellcaster. 
  Whether you’re planning out future adventures or throwing together encounters right 
  at the table, this book does the work so you can focus on playing the game. 
  Pathfinder RPG NPC Codex is a must-have companion volume to the Pathfinder RPG Core 
  Rulebook and Pathfinder RPG Bestiary. This imaginative tabletop game builds on more than 10 
  years of system development and open playtests featuring more than 50,000 gamers to create 
  a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into 
  the new millennium.
  Pathfinder RPG NPC Codex includes:
  ► Statistics for more than 300 characters, including at least one for every level of 
  every class in the Pathfinder RPG Core Rulebook.
  ► Tactical suggestions for every character, ensuring that you get the most out of each 
  individual’s gear and abilities in a fight.
  ► Tons of flavorful names and backgrounds to give characters personality, plus ideas 
  for using them in both combat and roleplaying situations.
  ► Statistics for characters with lower-powered NPC classes to help populate your world with 
  ordinary people, as well as characters with specialized prestige classes.
  ► Animal companion statistics for druids and rangers, from level 1 through level 20.
  ► Multiple versions of each Pathfinder iconic character, perfect for pregenerated 
  player characters.
  ► Encounter groups for conveniently crafting battles on the fly.
  ► AND MUCH, MUCH MORE!
  ALLIES AND ENEMIES
  Printed in China. PZO1124
  paizo.com/pathfinder
  ™
  ®
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Core Rules/NPC Codex.pdf