TEXT: Prestigeous
  Organizations
  The Order of the Nullblades
  Interjection
  Games
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  Prestigeous Organizations: The Order of the Nullblades
  Interjection Games
  The Order of the Nullblades
  Membership: Approximately 1,400
  Chapters: Approximately 80
  Racial Breakdown: As settlement
  Alignment: Lawful Neutral
  Sigil: A sword over a broken staff in an otherwise
  featureless circle
  Motto: "Absolute power corrupts absolutely."
  Income: Approximately 500,000 gp annually
  "The only thing bigger than a wizard's ego is the size of
  the crater when he finally snaps." ­ Drimble Underhill,
  Nullblade
  Overview
  Originally established as a mercenary organization, The
  Order of the Nullblades specializes in techniques and
  tactics designed to nullify and eliminate spellcasters.
  While the first nullblade designed the combat discipline
  simply to get even with overbearing wizards, the Order is
  now in the very paladin­like business of correcting the
  "misuse of magic" wherever it may occur. While the Order
  does still embrace its mercenary roots by taking on jobs to
  root out mad wizards or interplanar incursions by various
  eldritch
  abominations,
  often
  with
  spectacular
  profit
  margins, the sound financial footing of the Order gives it
  the means to force its philosophies on those who happen
  to be in the area rather than waiting to get paid for it. As a
  nullblade of the Order will no doubt proclaim, preventing
  the "misuse of magic" rather than waiting for the call to
  correct it once everything's gone pear­shaped saves
  innocent lives and help keep the world from unraveling.
  Adventurous
  arcane
  spellcasters
  who
  enjoy
  a
  little
  experimentation,
  particularly
  wizards,
  tend
  to
  be
  harassed time and time again by Order operatives who
  have been conditioned to believe that every arcane
  spellcaster in existence is one failed experiment away
  from transforming into a city­chewing megalomaniac. To
  the Order's credit, as powerful wizards tend to find ways
  to become immortal and creatures not born with the
  ability to cope with immortality eventually go crazy,
  there's a great deal of truth to their claims. Still, the
  wizards don't like being told this. It's bad for their image.
  While the Order is, quite understandably, not the most
  popular
  organization
  in
  the
  minds
  of
  law­abiding
  spellcasters, local non­magocratic governments rejoice
  when a chapterhouse is established in their jurisdiction.
  Some municipalities go as far as to offer incredible
  incentives simply to get the Order to establish a presence
  in town. Not only does a chapterhouse mean the local
  economy gets a boost from all of the contract money the
  Order earns and then spends in town, but their very
  presence dissuades attacks by everything from a kobold
  tribe that happens to be heavy on sorcerers to incursions
  by low­ranking fiends. No spellcaster likes the idea of
  fighting a dozen warriors trained specifically to eliminate
  him. Of course, given the size of the town and the zealotry
  of the soon­to­be chaptermaster, the local cabal of
  wizards may move to the next city to continue their
  research
  in
  peace,
  but,
  generally,
  the
  money
  and
  protection are well worth the loss.
  How The Organization Works
  There is no central headquarters to the Order, this
  decision being made long ago when it was realized that a
  central point of command makes it easy for a renegade
  archmage to decapitate the entire organization in one fell
  swoop. Instead, the Order operates through eight regional
  headquarters which are themselves responsible for about
  nine chapterhouses each. Each chapterhouse is presided
  over by a chaptermaster, who in turn reports to the
  regional headquarters' grandmaster. Misconduct by a
  nullblade is handled by the local chaptermaster, while
  misconduct by a chaptermaster is addressed by the
  regional grandmaster. Should there be an issue with a
  regional grandmaster, the other grandmasters convene a
  special council to decide what to do with their colleague.
  Orders are sent down the chain of command in a fairly
  inflexible manner. For example, in order for an Order
  operative to be given an assignment to, say, take care of a
  rampaging water elemental that accidentally found its
  way to the material plane, the requisition to do so must be
  drafted and sent from the regional headquarters to the
  chapterhouse nearest the action and that requisition
  assigned
  to
  the
  best
  man
  for
  the
  job
  by
  that
  chapterhouse's chaptermaster. Though this may seem
  slow and, therefore, bad for the Order's response time and
  ability to stay on top of actual emergencies, the Order has
  their chain of command oiled quite well. Further, assuring
  that only those who know the individual capabilities of his
  men make the assignments ensures that the mortality rate
  is kept as low as possible. It also ensures that the
  documentation is there should a client try to weasel its
  way out of paying the bill.
  Despite this rigorous organizational structure in the face
  of finance, the Order comes across as fairly grassroots in
  practice
  wherever
  the
  organization's
  income
  is
  not
  involved. Chaptermasters are given liberal freedom to
  acquire and train new talent from the local area as they
  see fit and have absolute say over what specific amenities
  their chapterhouses offer to visiting members of the
  Order. The prevailing logic is that a chaptermaster who
  lives
  in
  the
  area
  will
  always
  know
  better
  than
  a
  grandmaster who lives in a city that just so happens to be
  two weeks away by horse. To add to the general
  atmosphere of freedom within the organization, not all
  nullblades are operatives who are subject to the standard
  chain of command. In an effort to tap into the established
  information
  channels
  built
  up
  by
  generations
  of
  adventuring martial specialists, accomplished individuals
  are
  invited
  by
  the
  Order
  to
  step
  into
  nearly
  any
  chapterhouse, lay out their credentials and, if accepted,
  pay for the training necessary to become an adventurer­
  associate.
  1
  
  Prestigeous Organizations: The Order of the Nullblades
  Interjection Games
  Ranks and Responsibilities
  The life of a nullblade varies quite greatly depending on
  his
  rank
  within
  the
  organization
  and
  whether
  he
  considered an actual member or an adventurer­associate.
  Knight­operative
  The bulk of the Order of the Nullblades belongs to the
  rank of knight­operative. The most visible outward­facing
  component of the organization, knight­operatives are
  professional soldiers trained and retained by the Order
  itself. Their local chaptermaster assigns them to various
  contracts
  that
  are
  themselves
  assigned
  to
  that
  chapterhouse by the appropriate regional headquarters.
  Experienced at working solo or in squads, depending on
  the size and lucre of a particular contract, all knight­
  operatives are experienced fighters with at least one level
  in the nullblade prestige class.
  Knight­operatives can readily be identified by the sigil of
  the Order in silver, which is typically found on the
  offhand guantlet.
  Knight­champion
  Promoted from the ranks of the knight­operatives, the
  knight­champion
  is
  an
  experienced
  operative
  with
  leadership experience and at least three levels in the
  nullblade prestige class. These individuals can be seen
  taking on more difficult solo assignments or leading
  squads of knight­operatives. They are otherwise identical
  to
  knight­operatives
  in
  responsibilities
  and
  powers.
  Knight­champions can readily be identified by the sigil of
  the Order in gold, which is typically found on the offhand
  guantlet.
  Chaptermaster
  An experienced knight­champion with over a decade of
  leadership experience may eventually find himself to be
  the chaptermaster of a particular chapterhouse. The
  chaptermaster's role is strongly clerical in nature, but
  requires a deep understanding of the risks involved in
  fulfilling
  the
  Order's
  contracts,
  thus
  requiring
  the
  aforementioned promotion from within. He is responsible
  for both the acquisition and training of new recruits, as
  well as for strategic dissemination of contracts assigned to
  his
  chapterhouse
  by
  the
  regional
  headquarters.
  By
  training all of his men, he understands the strengths and
  weaknesses of each of them. By having spent a decade or
  more doing what it is they do as a career, he understands
  the risks involved. This makes the chaptermaster the
  single most important role within the entire Order.
  Should
  the
  Order
  somehow
  be
  decapitated,
  each
  chaptermaster has the expertise required to effectively
  run his chapterhouse independently.
  Chaptermasters
  can
  readily
  be
  identified
  by
  their
  masterwork armor emblazoned with the sigil of the Order.
  Such a suit of armor is not a relic of the station, but rather
  made from scratch as a bonus for each chaptermaster to
  attain the title. Each one is made to the recipient's
  exacting specifications, minus the sigil, and thus
  reflects
  on
  his
  particular
  martial
  training.
  Grandmaster
  The
  oldest
  chaptermaster
  in
  a
  particular
  region
  automatically becomes the grandmaster of that region.
  Uprooted to the regional headquarters, grandmasters are
  responsible for the selection of new chaptermasters and
  have the final say in whether or not a particular contract is
  simply too dangerous for the price. A grandmaster is also
  expected to spend his time with various petitioners,
  whether they be potential allies, potential customers, or
  potentially homicidal wizards.
  Occasionally, the grandmasters gather in what is known
  as the Council of Eight. This is usually done to debate
  potential changes to the structure of the Order as a whole,
  but can also take the form of a tribunal against the
  misdeeds of a single grandmaster. Operatives jokingly call
  the latter the Council of Seven. Notable Council of Eight
  decisions
  include
  the
  establishment
  of
  the
  title
  of
  adventurer­associate and the decision to allow those with
  bardic training to apply to be part of the Order despite
  their arcane magic.
  Grandmasters can readily be identified by a plain white
  sash upon which the sigil of the Order is embroidered.
  Friends and Unofficial Members
  The Order exercises a soft hold over many individuals
  who are not actual operatives. This includes independent
  allies of recognized skill, trainees, and adventurers who
  have paid for training in the ways of the nullblade.
  Adventurer­associate
  Historically, the Order of the Nullblades has been very
  protective of its knowledge, particularly in the face of the
  adventuring profession. Why, if an adventurer's wizard
  friend asked nicely enough, then everything the Order
  kept secret would be known by everyone! This sentiment
  continued
  until
  a
  particularly
  straightforward
  grandmaster told his colleagues that mental domination
  and scrying most definitely are things that exist, and the
  goodwill of intrepid individuals like the adventuring
  community is necessary for the survival of the Order
  should the worst happen.
  The Order threw its doors open in one of the most rapid
  reversals of stance in its history. Today, adventurers can
  pay
  a
  nominal
  fee
  to
  receive
  training
  from
  a
  chaptermaster in the ways of the nullblade and be
  recognized as adventurer­associates, meaning they receive
  a number of benefits from the Order in exchange for being
  there in times of crisis. An adventurer­associate can let a
  chaptermaster know that he is looking for work and be
  assigned work as though he were an operative, but cannot
  have work assigned to him without his express consent;
  the Order realizes that adventurers have their own,
  usually chaotic means of fighting the good fight and
  preventing the "misuse of magic".
  2
  
  Prestigeous Organizations: The Order of the Nullblades
  Interjection Games
  Friend of the Leaden Hand
  An
  honorary
  title
  given
  to
  non­nullblades
  in
  good
  standing with the Order, Friends of the Leaden Hand can
  access all chapterhouse amenities, without discount, as
  though
  they
  were
  nullblades
  themselves.
  Special
  appellations added to this status, such as Fiendslayer or
  Wizard
  Hunter,
  designate
  a
  particular
  Friend
  as
  a
  recognized expert in fighting a specific enemy of the
  Order.
  When a deployed unit of nullblade runs across a Friend in
  the thick of battle against a foe he is a recognized expert
  against, that Friend has open permission to attach to the
  unit with a rank between that of a knight­operative and a
  knight­champion. For example, Reginald the paladin,
  Friend of the Leaden Hand ­ Fiendslayer, has authority
  just below that of the commanding officer of a squad of
  nullblades should they be combating a demonic incursion
  together. It is customary for an attachment to be reported
  and some gift to be sent to the friend as thanks for lending
  their valuable expertise, and probably saving lives in the
  process. This gift is never more than a few percent of the
  value of a particular contract and regularly takes the form
  of small wheels of expensive cheeses, fine wines, and
  other luxury consumables that most individuals the Order
  calls friend would neglect purchasing in preference of
  more utilitarian goods. Needless to say, such a luxury,
  though usually within the friend's means, are appreciated,
  if only because they're easy to resell in any settlement
  with an established aristocracy.
  Knight­aspirant
  Individuals currently under the tutelage of a particular
  chaptermaster
  with
  the
  hope
  of
  becoming
  knight­
  operatives, knight­aspirants are the trainees of the Order.
  Not sent out to fulfill contracts, knight­aspirants are only
  responsible for their training and for defense of the
  chapterhouse itself should it ever come to that. All knight­
  aspirants qualify for the nullblade prestige class, but have
  no levels in it.
  Both
  knight­aspirants
  and
  adventurer­associates
  are
  subjected to the same training, a rigorous four­month
  process that culminates with the leadbane ritual, a ritual
  performed by allied clerics that renders the subject
  immune to lead poisoning.
  The Chapterhouse
  The fundamental unit of organization within the Order of
  the Nullblades is the chapterhouse. Ranging from little
  more than a modest dwelling in a village to a powerful
  member of a city's economy, chapterhouses are typically
  built for one of two reasons. First, a location with a high
  population is a perfect way to have access to new recruits,
  consumer markets, and demand for mercenary work.
  Second, a location with a history of "misuse of magic",
  even a thorp, can host a chapterhouse simply to act as a
  base of operations when the worst does inevitably happen.
  Chapterhouses that are established for the latter reason
  typically have an arrangement with the local government.
  In
  exchange
  for
  their
  presence
  and,
  by
  extension,
  protection against likely incursions, the Order does not
  pay taxes in this municipality.
  When entering a settlement for the first time, roll on
  Table: Chance of Finding a Chapterhouse, below, to see
  whether or not the Order has a presence in the area. Of
  course, if the GM simply says that there is or is not, then
  don't
  bother
  rolling.
  It's
  already
  been
  determined.
  3
  Table: Chance of
  Finding a Chapterhouse
  
  Prestigeous Organizations: The Order of the Nullblades
  Interjection Games
  Chapterhouse Amenities
  Not all chapterhouses are created equal. While the Order
  of the Nullblades does its best to make sure its operatives
  have what they need, that is still a far cry from giving
  them everything that they want. Nevertheless, even the
  most
  basic
  chapterhouse
  is
  a
  point
  of
  contact
  for
  operatives out on assignment or for adventurer­associates
  doing their own thing out in the world at large. While all
  chapterhouses offer news, camaraderie, an opportunity to
  take on a job rooting out "misuse of magic", and a place
  for the qualified to rest should the local inn be full, most
  chapterhouses also feature special amenities, or additions
  that go beyond the basics to serve the local operative
  population better.
  If there is a chapterhouse in a particular settlement, then
  proceed to Table: Chapterhouse Amenities to determine
  the amenities that are present at that chapterhouse. The
  number of amenities present in a particular chapterhouse
  is dependent upon the size of the settlement containing it
  and is listed in Table: Chance of Finding a Chapterhouse.
  Roll on Table: Chapterhouse Amenities a number of times
  equal to the Amenities entry of Table: Chance of Finding a
  Chapterhouse,
  rerolling
  all
  duplicate
  results.
  Alternatively, the GM can simply dictate what's there if he
  wants to do so.
  Alchemist
  Some chapterhouses of the Order keep a gnomish bard on
  retainer as an alchemist. A chapterhouse with this
  amenity
  has
  an
  internal
  stockpile
  of
  all
  common
  alchemical goods and sells them to the general public in
  order to generate additional income. When visiting the
  chapterhouse, nullblades receive a 10% discount on all
  alchemical goods, up to a limit of 50 gp market price per
  nullblade class level. A nullblade may only get this
  discount once every month. The discount is organization­
  wide. Whenever a nullblade gains a class level, his
  purchasing limit is immediately resets to its maximum
  regardless of whether or not a month has passed.
  Any amount of a nullblade's purchasing limit left unspent
  is carried over to the next transaction. For example, a 5th
  level nullblade can purchase 250 gp market value from
  the chapterhouse. If he purchases 150 gp worth of goods,
  he can purchase another 100 gp market value at the
  preferred rate at a later date. At a date of one month from
  this first purchase, the nullblade's purchasing limit resets
  to its maximum.
  Allied Cleric
  Honoring an alliance that dates back to before the
  founding of the Order itself, some chapterhouses contain
  small shrines to gods who dislike arcane magic. This
  shrine is maintained by an acolyte of this god who spends
  much of his time producing and subsequently blessing
  lead­based talcum powders made for use by his god's
  allies. When visiting a chapterhouse with this amenity,
  nullblades can purchase a single bottle of talcum powder
  for 300 gp. A nullblade can purchase a single bottle of
  talcum powder each week.
  When poured over a creature as a standard action that
  provokes attacks of opportunity, that creature gains a +1
  alchemical bonus to saving throws against spells and
  spell­like abilities for 1 hour. Creatures without the
  leadbane ritual class feature take 2 points of Constitution
  damage on a failed DC 15 Fortitude save when this talcum
  powder
  is
  poured
  over
  them.
  If
  a
  creature
  takes
  Constitution damage from the talcum powder and this
  Constitution damage is restored by any means, then the
  benefit of the talcum powder ends immediately.
  Chapterhouse Blacksmith
  Some chapterhouses of the Order keep a blacksmith on
  staff to deal with breakages and the like. When visiting a
  chapterhouse with this amenity, nullblades can have their
  broken
  mundane
  equipment
  repaired
  by
  an
  Order
  blacksmith at a 50% discount.
  Chapterhouse Inn
  Sometimes, a nullblade has to go where everybody knows
  his name. While all chapterhouses keep a significant stash
  of cheap grog, tables, and cramped bunks handy for
  visiting nullblades, some chapterhouses are designed
  around the concept of heavy traffic and really go the extra
  mile to make those passing through feel comfortable. A
  chapterhouse with this amenity offers the same benefits
  as any well­maintained inn, including hot food, soft beds,
  and a fairly good selection of alcoholic beverages. The
  nullblade's party, excluding non­bard arcane spellcasters,
  may stay at a chapterhouse inn instead of another inn in
  town. A nullblade staying at a chapterhouse inn pays 50%
  of market price for his food and lodging costs, while any
  bards allied with the nullblade pay 75% of market price.
  4
  Table: Chapterhouse
  Amenities
  
  Prestigeous Organizations: The Order of the Nullblades
  Interjection Games
  Potion Stockpile
  Some chapterhouses stockpile potions for distribution to
  other chapterhouses. Given the end goal is to get the
  potions to the front lines of the war against "misuse of
  magic", skimming a little off the top is a time­honored
  tradition that gets the potions to the front lines that much
  sooner. When visiting a chapterhouse with this amenity,
  the nullblade can select potions with a market value of up
  to 100 gp per nullblade class level. He receives these
  potions for free. A nullblade can only get this benefit once
  per level. Whenever a nullblade gains a nullblade class
  level,
  his
  potion
  stockpile
  allowance
  resets
  to
  its
  maximum. The potion allowance of a 10th level nullblade
  resets to its maximum every six months.
  Any unspent amount of a nullblade's potion limit is
  carried over to the next transaction. For example, a 5th
  level nullblade can take 500 gp market value from the
  chapterhouse. If he takes 350 gp worth of potions, he can
  take 150 gp market value of potions at a later date.
  Remember, bards are the only arcane spellcasters from
  whom the nullblades will buy. Potions made by wizards,
  sorcerers, witches, and the like will never be present in a
  chapterhouse's potion stockpile.
  A label on the potion reads, "Certified 100% witch,
  sorcerer, and wizard free!"
  A second, smaller label actually takes the time to
  describe what the potion is, how it works, and how long
  the effects should be expected to last. The nullblades
  certainly have interesting priorities.
  Technique Instructor
  Some
  chapterhouses
  become
  the
  haunts
  of
  grizzled
  veterans who simply aren't spry enough to hunt down
  megalomaniacal wizards any longer. A chapterhouse with
  this amenity allows a nullblade to retrain his techniques
  in the same way a character can retrain feats during
  downtime. There is no discount applied to this service.
  Relationships with Others
  The Order of the Nullblades is particularly polarizing, but
  that is the case for any specialized institution that believes
  its views are the definitive the right way to be. Even so, a
  number of groups are staunch allies of the Order, while
  most simply tolerate them.
  Barbarians: Barbarians are a superstitious lot. Some
  have a primal fear and hatred of magic, while others are
  from tribes that embrace it to the extent of being ruled by
  shamans.
  To
  that
  end,
  the
  Order's
  stance
  toward
  barbarians is cautious, but not initially unfriendly. This
  neutrality quickly waxes to friendship or enmity once the
  views of a particular barbarian are known.
  Bards: For most of the Order's history, bards have been
  lumped together with wizards and sorcerers as dangerous
  practitioners of magic who frequently crossed the line to
  what the Order saw as blatant misuse of their gifts. This
  all changed one day when an arcane duelist, a variety of
  bard well­versed in martial training, walked right into an
  Order chapterhouse and demanded induction into the
  Order. Initially rebuffed, and for good reason, the arcane
  duelist forced the issue by defeating the chaptermaster in
  single combat without the use of magic. After such a
  display, there really wasn't anything the organization
  could do other than induct the arcane duelist before a
  public relations nightmare ensued.
  Today, arcane duelists make up a small, but significant
  portion
  of
  the
  Order
  of
  the
  Nullblades.
  Having
  successfully made the argument that bardic magic comes
  from
  the
  heart,
  while
  other
  arcane
  practitioners
  manipulate external magics that are not provided by a
  god, bards are no longer on the list of individuals to be
  watched closely for probable misuse. This gives bards an
  absolute monopoly on arcane magic provided to the
  Order, making a chapterhouse of the Order the first stop
  for any destitute bard who just rolled into town. As for the
  arcane duelist who started it all, he is still alive and well
  and is presently the chaptermaster of the chapterhouse he
  so boldly strode into all those years ago (See Section:
  Dramatis Personae).
  Clerics: Most clerics have fairly neutral opinions about
  the Order. As practitioners of magic whose power is
  provided by the gods, most clerics are not closely watched
  in the way witches, wizards, and sorcerers are; however,
  the Order has been known to move against clerics who fall
  into blatant misuse just as readily as if they were wizards.
  Clerics of gods with an emphasis on the arcane arts are
  one exception to this rule. The nullblades believe that
  clerics of such a god are followers of a "god­wizard", and
  as the Order has the audacity to place that god on their list
  of practitioners of magic to watch for misuse, all followers
  of that god are effectively on that list by association. Such
  clerics find nullblades to be a boorish and standoffish
  sort, particularly when some of their more fascinating
  experimentation
  gets
  labeled
  a
  "misuse
  of
  magic".
  Conversely, clerics of gods who have their own issues with
  arcane magic have been staunch allies with the Order
  since before its official founding and are responsible for
  the powerful leadbane ritual that makes being a nullblade
  possible.
  5
  
  Prestigeous Organizations: The Order of the Nullblades
  Interjection Games
  Druids and Rangers: Druids and rangers are cordial
  with, if not openly friendly toward, the Order. While it is
  true that arcane magic is a threat to the natural order of
  things, the urban leanings of the Order itself is a bit
  distasteful to men of the wild. Still, both druids and the
  Order see each other as excellent allies when the need
  arises.
  Though it may seem strange that the Order does not come
  down upon druids in much the same way as they do
  wizards, the nullblades have long since decided that as
  nature is all about balance, then druids, by definition,
  have a built­in safeguard. Yes, there are those who work
  to build a new balance, a new natural order, and those
  individuals need to be eliminated, but, by and large,
  druids are a low­risk group and need not the constant
  vigilance
  assigned
  to
  wizards
  and
  other
  arcane
  practitioners.
  Fighters: Fighters are the primary pool of talent from
  which
  new
  nullblades
  are
  drawn.
  Understandably,
  fighters and the Order have a love/hate relationship, as is
  the case with any employer that pays well, but has to be
  selective.
  Monks: Monks and nullblades of the Order respect each
  others' disciplines and the rigorous training required to
  excel in them. Still, as the two disciplines are so different,
  there tends to be a friendly rivalry between the two as
  they try to prove that their discipline is the superior one.
  Paladins: Paladins and nullblades get along shockingly
  well, primarily because the Order sees undead and the
  invasion of the material plane by outsiders to be magical
  misuse of the worst kind. While they may be fighting to
  uphold completely different ideologies, in the end, any
  man who willingly stands against the most powerful
  fiends in the cosmos and swaps war stories in the tavern
  afterward is alright in the other man's book.
  Sorcerers and Wizards: Given the Order is one step
  away from openly stating that arcane practitioners are the
  enemy, the relationship between the Order and the arcane
  practitioners of the world is understandably strained. The
  Order purchases nothing made by neither wizards nor
  sorcerers, while individual nullblades are quick to parrot
  this sentiment in their own transactions. The current
  tension is best exemplified in the fact that the Order
  maintains no central headquarters simply because of the
  high
  likelihood
  of
  arcane
  invasion
  should
  relations
  suddenly take a turn for the worse.
  6
  
  Prestigeous Organizations: The Order of the Nullblades
  Interjection Games
  The Nullblade Prestige Class
  "Fighters never grow old and die. They simply keep
  fighting until they draw the attention of an archmage."
  ­ Ferghus "the Surly", Nullblade
  The purists among those invested in the arcane and those
  who know the seven methods of efficient decapitation
  have never really gotten along. The former call the latter a
  bunch of mongrel brutes, then the latter prove the former
  right to a point by getting upset about it and chopping off
  the
  heads
  of
  a
  few
  apprentices.
  Choice
  words
  are
  exchanged, somebody's turned into a chicken for a few
  weeks, usually the fighter, and the cycle starts again the
  next time either of them gets drunk.
  One day, an epiphany of the most transcendent nature
  came to a great fighter whose name has been long
  forgotten. After watching a diviner's magic fail time and
  time again because of a "thin layer of lead", this fighter
  made the logical leap that lead hinders all magic and
  contracted an alchemist to produce a small bottle of
  talcum powder containing high amounts of that very
  metal. Before long, news of his success as a fighter able to
  stand toe­to­toe against the practitioners of the arcane
  and live spread though the martial hotspots, also known
  as inns and taverns, of the world. Of course, lead being
  what it is, the first nullblade, for that is what he called
  himself, was bedridden with lead poisoning within a year
  and died not long after. Taking up the torch, a small
  group of admirers forged an alliance with clerics whose
  gods were just as against arcane magic as the nullblades
  were, resulting in the advent of a ritual capable of
  preventing lead poisoning. Within a generation, the
  nullblades were established as an organization and the
  smug grins on the faces of wizards haven't been quite so
  wide ever since.
  Role: A nullblade is a specialized fighter who ceases to
  focus on strength of arms and instead focuses on
  techniques and tactics to shut down spellcasters. The
  great quantity of lead present a nullblade's body hinders
  magic
  nearby.
  As
  the
  lead
  is
  indiscriminate,
  an
  undisciplined nullblade is considered a nuisance by allied
  spellcasters, but these issues tend to be forgiven whenever
  a nullblade walks up and puts a lich in a chokehold.
  Alignment:
  Any.
  Nullblades
  must
  be
  of
  Lawful
  alignment (or at least act Lawful when on the job) in order
  to maintain membership in the Order, though nullblades
  removed from the Order may continue to progress
  through the prestige class unhindered.
  Hit Die: d10
  Requirements
  To qualify to become a nullblade, a character must fulfill
  all of the following criteria.
  Base Attack Bonus: +5
  Ability Scores: Intelligence 13
  Skills: Knowledge (arcana) 3 ranks, Spellcraft 3 ranks
  Feats: Disruptive, Skill Focus (Knowledge [arcana]) or
  Skill Focus (Spellcraft)
  Class Skills
  The
  nullblade's
  class
  skills
  are
  Intimidate
  (Cha),
  Knowledge (arcana) (Int), Knowledge (religion) (Int),
  Spellcraft (Int), and Use Magic Device (Cha).
  Skill Ranks at Each Level: 2 + Int modifier.
  7
  Table: The Nullblade
  
  Prestigeous Organizations: The Order of the Nullblades
  Interjection Games
  Aura of Negation (Su): At 1st level, the nullblade's
  excessive exposure to substances that hinder magic has
  made him a mobile dampener of magic as a whole. The
  Difficulty Class of all concentration checks made within 15
  feet of the nullblade are increased by +1. At 3rd level and
  every 2 levels thereafter, this increases by an additional
  +1, to a maximum of +5 at 9th level. At 6th level, the
  aura's radius increases to 30 feet.
  A nullblade may suppress or enable this ability at will as a
  standard action.
  Leadbane Ritual (Ex): At 1st level, a nullblade has
  been officially inducted into the Order of the Nullblades.
  Performed by one of the various clerics allied with the
  Order, this ritual combines various alchemical substances
  with a quick jolt of channeled clerical energy, granting the
  nullblade complete immunity to lead poisoning, as well as
  a +2 alchemical bonus to Fortitude saves against poisons
  and diseases.
  Spellsense (Sp): At will, a nullblade can use detect
  magic, as the spell. A nullblade can, as a move action,
  concentrate on a single item or individual within 60 feet
  and determine the number of different magical auras and
  the power of the most potent aura. Further, a nullblade
  can make Knowledge (arcana) skill checks to determine
  the school of magic involved in each. (Make one check per
  aura: DC 15 + spell level, or 15 + 1/2 caster level for a
  nonspell effect.) If the aura emanates from a magic item,
  a nullblade can attempt to identify its properties (see
  Spellcraft). While focusing on one individual or object, a
  nullblade does not detect magic in any other object or
  individual within range. This effectively mimics the effects
  of focusing on an item or individual for 3 rounds.
  Technique: The primary tool in the nullblade's arsenal
  is his collection of techniques. Developed by the Order to
  combat spellcasters wherever they may be lurking, a
  nullblade's techniques focus on the debilitation and
  elimination of opposing spellcasters. At 2nd level, 3rd
  level, and every 2 levels thereafter, the nullblade perfects
  the use of one of one of the techniques listed below. He
  must meet all of that techniques prerequisites in order to
  learn it.
  Anchoring Blow (Su): The nullblade is confident in his
  ability to defeat enemy spellcasters if only he can get them
  to keep still. A nullblade with this technique can make a
  single attack as a standard action. If it hits, the creature
  struck must make a DC 10 + the nullblade's class level +
  the nullblade's Intelligence modifier Will save or be
  unable to teleport or change planes of existence for 1
  minute as the dimensional anchor spell. A nullblade must
  be at least 7th level to take this technique.
  Divination Blocker (Ex): It is common knowledge that a
  thin layer of lead is enough to stop divinations. Luckily for
  most nullblades, their bodies are effectively layered with
  lead. A nullblade with this technique has Spell Resistance
  equal to 10 + twice his nullblade level against divination
  spells. If he successfully resists a spell in this manner, he
  can force a momentary link with the caster. This link tells
  the nullblade the name the caster uses for itself, as well as
  on which plane of existence it is currently. If the nullblade
  and the caster are on the same plane of existence, he also
  learns approximately (within 10% of total distance) how
  far away the caster is and in which direction he will need
  to travel to get there. A nullblade must be at least 3rd level
  to take this technique.
  Divine Interception (Ex): The various practitioners of
  divine magic share behaviors based on the gods they
  follow, and those gods themselves are defined by the
  various domains in their portfolios. Select a domain. A
  nullblade with this technique gets a +3 circumstance
  bonus to damage rolls against all divine spellcasters
  whose god has that domain in its portfolio. This technique
  can be taken multiple times. Each time, select a new
  domain. Should a particular divine spellcaster have two or
  more domains that match domains selected by the
  nullblade, he only gets his bonus to damage rolls once.
  Dogged Pursuit (Su): Not content with simply disrupting
  magic, some nullblades learn to manipulate the energies
  released by fumbled spells with the radius of their aura of
  negation. Any spellcaster, even an ally, who fails a
  Concentration check within the area of effect of the
  nullblade's aura of negation while the aura is active takes
  damage equal to the base damage of the weapon or
  weapons currently wielded by the nullblade.
  Hatred of All Magic (Ex): The realization is sudden.
  Evocation,
  enchantment,
  transmutation
  ­
  it
  doesn't
  matter! It's all vile! A nullblade with this technique gets a
  +2 bonus to saving throws against spells and spell­like
  abilities. A nullblade must have taken the school hatred
  technique three times in order to take this technique.
  Negation Focus (Ex): The nullblade perfects the use of his
  aura of negation as a precision instrument and can now
  smite with a melee weapon as a standard action. If this
  attack hits and deals damage, the creature struck is
  marked by the nullblade's aura of negation for 1d4+1
  rounds. Creatures marked in this manner receive all of the
  penalties of the aura of negation class feature at up to
  double its standard radius, but are immediately unmarked
  if they move beyond this expanded radius.
  Negation Focus, Greater (Ex): The nullblade learns to
  project his will through his aura of negation, causing
  those marked by the negation focus technique to be
  treated as though they are in a threatened square for the
  purpose of the Disruptive and Spellbreaker feats. This
  effectively allows a nullblade to make an attack of
  opportunity with the Spellbreaker feat at up to 60 feet
  away, even with a melee weapon. A nullblade must have
  the dogged pursuit and negation focus techniques in order
  to take this technique.
  8
  
  Prestigeous Organizations: The Order of the Nullblades
  Interjection Games
  Negating Stand (Ex): Thinking really hard about making
  magic stop can actually work when the thinker's body is
  full of lead. If the nullblade successfully resists a spell
  while using the stand firm technique, the entire spell is
  retroactively counterspelled. Each day, a nullblade can
  stop one spell in this manner for every two nullblade
  levels he possesses. A nullblade must have the stand firm
  technique to take this technique.
  Specialist Specialization (Ex): A nullblade with this
  technique has studied the habits of wizards who focus on
  a particular school of magic to the detriment of others and
  has learned that this weakness can be exploited in very
  direct ways. He gets a +3 circumstance bonus to damage
  rolls against all specialist wizards.
  Rattle (Ex): A swift swat to the temple is enough to make
  a spellcaster forget whatever it was he was about to do. As
  a standard action, the nullblade can make a melee touch
  attack, smacking the side of a creature's head with the flat
  of his weapon. If it hits, this technique deals no damage,
  but rattles the victim quite severely. For the next 1 round,
  the victim must make a DC 10 + the nullblade's class level
  + twice the spell's level Concentration check to cast a
  spell. If he fails this check, the spell is not cast; it and the
  action used to cast it is wasted.
  Rattle, Greater (Ex): The rattle technique lasts for 1d4+1
  rounds rather than just 1 round. A nullblade must have
  the rattle technique to take this technique.
  Return Fire (Ex): A nullblade with this technique can
  ready an action to swat a spell directly out of the air. Only
  single target spells fired at the nullblade that require a
  touch attack can be swatted in this manner. If such the
  spell would strike the nullblade while he has this
  technique readied, the nullblade makes a melee attack roll
  against an AC of 20 + the spell level of the spell + the
  caster's spellcasting ability score's modifier. If successful,
  the spell is deflected and automatically strikes the caster.
  A nullblade must be at least 5th level to take this
  technique.
  School Hatred (Ex): Many bar conversations between
  martial practitioners invariably reach a common topic if
  allowed to continue long enough, namely wizards and
  how they killed one of their buddies. Some insist fireballs
  are the worst. Others hate the enchantments that force
  allies to kill one another. Whatever the case may be,
  everyone has their favorite school of magic to hate. A
  nullblade with this technique has a +2 bonus to saving
  throws against spells of a particular school of magic. This
  technique can be taken multiple times. Each time, select a
  new school of magic.
  Seize Time (Ex): Archmages have this annoying habit of
  stopping time for a moment and teleporting away with
  several delayed blast fireballs left behind as a parting gift.
  The entire nullblade profession hated that so much that
  they came up with a way to get around it. Whenever a
  spellcaster within 60 feet of the nullblade casts time stop,
  the nullblade makes a Will save against the spell. If
  successful, the nullblade can act while time is stopped.
  For both the caster and the nullblade, time stop's
  standard restriction on not making offensive actions is
  lifted;
  however,
  any
  offensive
  actions
  made
  against
  individuals not acting during the time stop have no effect.
  Either weapons and force effects travel so fast that they
  harmlessly quantum tunnel through the creature struck or
  spells ignite and end before they can so much as singe a
  hair. A nullblade must be at least 9th level to take this
  technique.
  Slippery Mind (Ex): If an enemy couldn't hide via
  invisibility, flee via teleport, or leave a field of flame via
  time stop, then it would be reasonable to suppose that
  that
  individual
  would
  give
  up.
  That
  being
  said,
  spellcasters have a reputation for being stubborn about
  admitting that they have been bested. A nullblade who
  can successfully negate most of their tactics is not
  something to fear, but rather something to appropriate.
  Nullblades understand this and prepare for it. If a
  nullblade is affected by an enchantment spell or effect and
  fails his saving throw, he can attempt it again 1 round
  later at the same DC. He gets only this one extra chance to
  succeed on his saving throw. A nullblade must be at least
  5th level to take this technique.
  Stand Firm (Ex): The nullblade can stand firm against his
  enemies as a standard action, granting himself Spell
  Resistance equal to 10 + twice his nullblade level for 1
  round. If he successfully resists a spell during this period,
  he is healed for an amount equal to the spell level of the
  spell. A nullblade must be at least 5th level to take this
  technique.
  Stuttershock (Ex): A punch to the auditory organs can
  make it very difficult for a spellcaster to get a spell off. As
  a standard action, the nullblade can make a melee touch
  attack,
  swatting
  the
  spellcaster's
  throat,
  auditory
  tentacles, or some other likely looking organ. If it hits, this
  technique deals no damage, but makes it particularly
  difficult for the victim to think of what he was going to
  cast next.
  If the victim cast a spell in the last round, that particular
  spell is the only one he can recall for 1 round; therefore, if
  he attempts to cast, it turns out to be that same spell
  again. Spontaneous spellcasters simply spend a spell slot
  of the appropriate level, while those who prepare their
  spells, like wizards, can actually use this technique to their
  advantage, as any prepared spell of the correct spell level
  is forced to be the same spell as the spell cast last round.
  If the spellcaster has no spell slots of the appropriate spell
  level, he cannot cast. Whether or not the save is
  successful, a creature cannot be the target of this
  technique again for 1 hour, as the body has a tremendous
  ability to brace itself against the same dirty trick in rapid
  succession. A nullblade must be at least 7th level to take
  this technique.
  9
  
  Prestigeous Organizations: The Order of the Nullblades
  Interjection Games
  Trained Eye (Su): When losing to a martial individual,
  spellcasters tend to go invisible and keep up their barrage
  of spells from relative safety. The nullblade profession
  realized this to be one of the low hanging fruits that
  needed to be addressed in order to defeat renegade
  spellcasters. A nullblade with this technique has tiny
  flecks of lead floating around in his eyes and ignores all
  magical effects that render a creature invisible. Natural
  invisibility effects, such as that of an invisible stalker, still
  thwart the eyes of the nullblade. A nullblade must be at
  least 3rd level to take this technique.
  Wandsnapper (Su): Despite the name, the wandsnapper
  technique also works on rods, staves, blessed suits of
  armor, potions, and just about any other magically­
  enhanced piece of equipment. Once per day as a standard
  action, the nullblade can make a melee touch attack as a
  standard action. If this touch is successful, the creature
  touched takes damage equal to twice the caster level of
  the highest caster level among magic items it has on its
  person. In addition, the item itself has its abilities
  suppressed for 1 minute. A successful DC 10 + the
  nullblade's
  class
  level
  +
  the
  nullblade's
  Intelligence
  modifier Will save negates the suppression effect. At 5th
  level every 4 levels thereafter, this technique can be used
  an additional time per day, to a maximum of three times
  per day at 9th level. A nullblade must be at least 3rd level
  to take this technique.
  Wandstealer (Su): Whenever the nullblade uses the
  wandsnapper technique on a piece of equipment that uses
  a body slot, such as goggles, a shirt, or guantlets, he may
  choose to appropriate the abilities of that item for the
  duration of the wandsnapper effect. Doing so suppresses
  the magical abilities granted him by his own equipment in
  that slot. This must be done before the nullblade learns
  which item it is his wandsnapper technique is actually
  affecting (unless, of course, intense research of the subject
  reveals the target's equipment beforehand). Weapons and
  items with no body slot, such as ioun stones and most
  trinkets, cannot be affected by the wandstealer technique.
  A nullblade must have the wandsnapper technique to take
  this technique.
  Spellbreaker (Ex): At 2nd level, the nullblade gains the
  Spellbreaker feat as a bonus feat. He does not need to
  have its normal prerequisites.
  Specialist's Bane (Su): At 4th level, the nullblade has
  achieved mastery over the lead in his body through sheer
  will and determination and can now control it to some
  degree. The nullblade's aura of negation class feature now
  imposes a ­1 penalty to the DC of all spells of a specific
  school cast within its radius. Spells that travel into or
  through the radius of the nullblade's aura of negation are
  not penalized. The school to be penalized can be changed
  at will as a standard action that provokes attacks of
  opportunity. At 8th level, the penalty imposed by this
  ability increases to ­2.
  Leaden
  Nullification
  (Su):
  At
  10th
  level,
  the
  nullblade's mastery over the lead floating about in his
  body has reached its zenith. Once per day, the nullblade
  can force the lead in his body into a specific orientation as
  a standard action, creating a localized area that is
  incredibly hostile to magic as per the antimagic field
  spell. The area of this field is the square or squares
  occupied by the nullblade himself, as well as all squares he
  threatens when using a non­reach melee weapon. This
  ability lasts for a number of rounds equal to the
  nullblade's Intelligence modifier, minimum 1.
  10
  
  Prestigeous Organizations: The Order of the Nullblades
  Interjection Games
  Dramatis Personae
  Drimble Underhill
  Background: A knight­champion of the Order of the
  Nullblades, Drimble Underhill is an exemplar at the use
  of a sling in combat. Preferring stealth and ranged tactics
  over
  the
  brute
  force
  usually
  applied
  by
  his
  peers,
  Drimble's way of thinking is considered strange to those
  knight­operatives working under him for the first time.
  Still, his chaptermaster recognizes that such tactics
  ensure that there's little to no attrition, even when taking
  on a particularly dangerous assignment.
  Unlike most knights of the Order, Drimble is assigned to a
  single
  chapterhouse,
  primarily
  because
  most
  other
  chaptermasters don't buy into his stealthy tactics. Seeing
  the lack of travel as a blessing, Drimble has done what
  most other nullblades do not: purchase a home, which, in
  true halfling fashion, is decorated with much of his wages.
  Needless to say, Mrs. Underhill is exceptionally proud of
  what she believes is a complex scheme of her husband's
  that resulted in their being able to settle down while he is
  still in the Order.
  Appearance: Of average height for a halfling and kept
  extremely well­fed by Mrs. Underhill, Drimble looks very
  much like your average halfling and could easily be
  mistaken for a well­to­do farmer when not on duty. With
  his fairly heavy armor on and sling in hand, the dumpy
  Mr. Underhill looks more comical than dangerous, but
  that's exactly what he wants you to think.
  Personality: Drimble is friendly in all of his dealings,
  even with those who are likely misusers of magic. Unlike
  most knights of the Order, Drimble does not buy into the
  logic that marching around and prying into the business
  of others will reduce their likelihood of doing the wrong
  thing. He's been around enough halfling gossip to know
  better.
  Drimble Underhill
  CR 8
  XP 4,800
  Halfling Fighter 6 / Nullblade 3
  NG Small humanoid (halfling)
  Init +8; Senses Perception +14
  Defense
  AC 23, touch 16, flat­footed 19
  (+7 armor, +1 deflection, +4 Dex, +1 size)
  hp 69 (9d10+15)
  Fort +9, Ref +8, Will +4;
  +2 vs. magic poison and magical disease, +5 vs. fear
  Immune lead poisoning
  Offense
  Speed 15 ft.
  Melee +1 sling +17/+12 (1d3+6 bludgeoning)
  OR +15/+15/+10 (1d3+6 bludgeoning)
  OR +14/+9 (1d3+12 bludgeoning)
  OR +12/+12/+7 (1d3+12 bludgeoning)
  Ranged +1 sling +16/+11 (1d3+5 bludgeoning)
  OR +14/+14/+9 (1d3+5 bludgeoning)
  OR +13/+8 (1d3+11 bludgeoning)
  OR +11/+11/+6 (1d3+11 bludgeoning)
  Special Attacks dogged pursuit (1d3)
  Tactics
  Before Combat
  Solo ­ Drimble finds high ground or some other excellent
  vantage point for ranged combat and waits.
  Group ­ Drimble prepares an ambush using his stealthiest
  squad members, including himself, up close, while those
  who are not stealthy hide far enough away so that it is
  difficult to see them even though they're not very good at
  hiding.
  During Combat Drimble prefers seeks out the opponent
  with
  the
  lightest
  armor
  and
  use
  Deadly
  Aim
  in
  conjunction with Rapid Shot to eliminate him as quickly
  as possible. If hits are not consistently struck, he first
  quits using Rapid Shot, then quits using Deadly Aim.
  Morale If outclassed, Drimble will attempt to fall back
  even if it's only the second round of combat. If there is a
  chance of leaving a knight­operative behind; however, he
  will fight to the death to ensure their escape.
  Statistics
  Str 12, Dex 19, Con 12, Int 13, Wis 10, Cha 10
  Base Atk +9; CMB +9, CMD 23
  Feats Deadly Aim, Disruptive, Improved Initiative, Point­
  blank Shot, Precise Shot, Rapid Shot, Spellbreaker, Snap
  Shot,
  Weapon
  Focus
  (sling),
  Weapon
  Specialization
  (sling)
  Skills Climb +8, Knowledge (arcana) +7, Perception +8,
  Spellcraft +7, Stealth +15
  Languages Common, Elven, Halfling
  SQ
  armor
  training
  1,
  aura
  of
  negation
  specialist
  specialization, warslinger
  Gear +1 sling, 5 +1 flaming bullets, 5 +1 frost bullets, 20
  bullets, +1 breastplate, ring of protection +1, 3 potions of
  cure serious wounds (CL 5th), brooch of shielding, 3
  weeks' trail rations, 150 ft. rope, backpack, waterskin, 145
  gp.
  Things to Remember about Drimble
  Using
  Snap
  Shot,
  he
  does
  not
  provoke
  attacks
  of
  opportunity when using his sling in melee. He can even
  use his sling to make attacks of opportunity.
  Drimble gets a +3 circumstance bonus to damage rolls
  against specialist wizards.
  Using the warslinger racial trait, Drimble can reload his
  sling as a free action, though reloading still provokes
  attacks of opportunity. This allows him to reload his sling
  as part of an attack of opportunity.
  11
  
  Prestigeous Organizations: The Order of the Nullblades
  Interjection Games
  Cerabiel, First Duelist
  Background: Something of a living legend within the
  Order of the Nullblades, Cerabiel is the first of the small,
  but greatly appreciated, group of arcane duelists that
  grant tactical variety to the Order. It was she who, despite
  her arcane training, broke down the door to a local
  chapterhouse (some say literally) and demanded entry
  into
  the
  Order
  some
  seventy­five
  years
  ago.
  After
  defeating the local chaptermaster in single combat, the
  brash youngster got her wish. Though her impulsiveness
  has calmed itself over the years, her fierce determination
  has
  not.
  Now
  chaptermaster
  of
  that
  same
  fateful
  chapterhouse, which, oddly enough, sports one of the
  heaviest front doors the Order owns, Cerabiel seems
  poised to attain the title of grandmaster of her region
  before reaching middle age.
  Appearance: Tall and wiry, even for an elf, Cerabiel
  would be considered gangly were it not for her nigh­
  supernatural grace. Her flowing green hair, which she
  keeps tied up when on the job, and bark­like skin
  pigmentation suggest an arboreal family tree. She wears a
  number of scars proudly, including one over the right
  cheek whose story takes nearly an hour to relate.
  Personality: Cerabiel is the definition of an urban elf.
  She spends a significant portion of her earnings on
  jewelry and has one of the most richly decorated suits of
  armor among chaptermasters in the Order. Despite her
  choice
  of
  trappings,
  she
  is
  a
  serious
  teacher
  and
  combatant, believing that a few bruises here or there will
  train her knight­aspirants quicker than pulling punches
  and verbose instruction would. Results suggest that she is
  correct. True to both her bardic and elven origins,
  Cerabiel has one of the best singing voices in town; her
  boisterous nature ensures it's shared with local inns on a
  very regular basis.
  Cerabiel, First Duelist CR 12
  XP 19,200
  Elf Bard (Arcane Duelist archetype) 7 / Fighter 2 /
  Nullblade 4
  LG Medium humanoid (elf)
  Init +7; Senses Perception +17, low­light vision
  Defense
  AC 22, touch 16, flat­footed 16
  (+6 armor, +5 Dex, +1 dodge)
  hp 101 (7d8+6d10+33)
  Fort +7, Ref +9, Will +5; +1 vs. fear,
  +2 vs. magical poison, magical disease, and enchantments
  Immune lead poisoning, sleep
  Offense
  Speed 60 ft.
  Melee +1 keen mighty cleaving falchion
  +19/+19/+14/+9 (2d4+9 slashing 15­20/x2 +2d6 bleed)
  OR +1 keen mighty cleaving falchion
  +15/+15/+10/+5 (2d4+17 slashing 15­20/x2 +2d6 bleed)
  Special Attacks bardic performance 18 rounds/day
  (bladethirst, distraction, fascinate, inspire competence
  +3, inspire courage +2, rallying cry), dogged pursuit (2d4)
  Bard Spells Known (CL 7th; concentration +13)
  3rd (1/day) good hope, haste
  2nd (4/day) allegro, blur, cat's grace, cure moderate
  wounds
  1st (5/day) adoration, cure light wounds, ear­splitting
  scream, expeditious retreat, feather fall
  0th (at will) daze, detect magic, flare, light,
  prestidigitation resistance
  Tactics
  Before Combat Cerabiel casts blur, expeditious retreat,
  and cat's grace. (These, as well as the spells and songs she
  uses in the first round of combat, are accounted for in her
  stat block.)
  During Combat On the first round of combat, Cerabiel
  casts haste and performs inspire courage. On the second
  round, Cerabiel makes liberal use of her boots of the
  daredevil to close with a group of enemies without
  provoking attacks of opportunity. While approaching, she
  draws her weapon and grants it a +4 enhancement bonus
  for 1 round with her scabbard of vigor, then cleaves at
  what looks like the softest target. If the first attack
  connects, both her Cleave feat and her mighty cleaving
  weapon special ability grant her additional attacks. If an
  enemy has not fallen by the end of the third round,
  Cerabiel falls back, usually behind the squad of nullblades
  she likely has with her.
  Morale Though brave, Cerabiel is not stupid. If a fight
  looks very difficult or hopeless, she will make a fighting
  retreat, and surrender if necessary.
  Statistics
  Str 16, Dex 20, Con 10, Int 14, Wis 8, Cha 14
  Base Atk +11; CMB +14, CMD 29
  Feats Arcane Strike, Bleeding Critical, Cleave, Combat
  Casting, Combat Reflexes, Critical Focus, Disruptive,
  Improved
  Initiative,
  Power
  Attack,
  Skill
  Focus
  (Acrobatics), Spellbreaker, Toughness x2
  Skills
  Acrobatics
  +28,
  Climb
  +12,
  Diplomacy
  +15,
  Knowledge
  (arcana)
  +8,
  Perception
  +17,
  Perform
  (singing) +12, Perform (strings) +12, Profession (soldier)
  +9, Sense Motive +15, Spellcraft +8 (+10 to identify)
  Languages Common, Elven, Sylvan
  SQ aura of negation, elven magic, specialist's bane,
  trained eye, weapon familiarity
  Gear +1 keen mighty cleaving falchion, scabbard of
  vigor, belt of mighty constitution +1, gloves of arcane
  striking, boots of the daredevil, +2 chain shirt, 3 weeks'
  trail rations, 150 ft. rope, backpack, waterskin, silver harp
  (50 gp), silver ring (5 gp), gold ring (15 gp), 4 braided
  copper rings (1 gp), platinum choker (100 gp), engraved
  silver anklet with turquoises (45 gp), 23 gp.
  Things to remember about Cerabiel
  As Cerabiel's falchion is her arcane bond, her weapon has
  a +3 total enhancement modifier on a +2 budget.
  When Cerabiel hits when using Arcane Strike, she also
  deals 2 damage to all creatures adjacent to the primary
  target. If using her falchion, this is slashing damage.
  12
  
  Prestigeous Organizations: The Order of the Nullblades
  Interjection Games
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  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.;
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material
  by E. Gary Gygax and Dave Arneson.
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  Prestigeous Organizations: The Order of the Nullblades, Copyright 2014
  Bradley Arthur Crouch.
  [End of License]
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