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HD 1 - 5


Kobold Battle Priest, Apprentice


(Small Kobold)

A newly anointed temple guard who carries a shield into danger and answers injury with prayer and practiced hands.

Hit Dice: 1d10+8 (18 hp)
Initiative: +1
Movement: 25 ft.
Armor Class: 21 (+1 Size, +1 Dex, +5 Armor, +2 Shield, +2 Natural)
Base Attack/Grapple: +0/+2
Attack: Melee +4 Mace (1d6+3 bludgeoning, x3)
Full Attack: Melee +4 Mace
Space/Reach: 5 ft. / 5 ft.
Abilities: Lay on Hands (Healing) and Divine Providence
Special Qualities: Darkvision 120 ft., Natural Armor +2, Savant, never starts combat flat-footed, and +1 competency to Listen and Spot
Saves: Ego +2, Fort +6, Ref +1, Will +5
Attributes: Str 16, Dex 12, Con 18, Int 14, Wis 16, Cha 14
Skills: Concentration +8, Heal +6, Knowledge (Arcana) +6, Knowledge (Religion) +6, Listen +8, and Spot +8
Feats: Weapon Group Training (Battle Priest) and Weapon Fixation (Mace)
Languages: Common
Environment: Any temple, settlement, battlefield, or attached to another unit
Organization: Solitary, Pair, Shrine Guard (3-6), or attached to another unit
Difficulty Level: 1
Possessions: Mace, Full Shield, Medium Chain, Potion Belt, four Average Potions of Healing (2d10), and prayer book; 3 gp unspent
Spell/Attack Curve: Standard Magic, Medium Attack, Combat Focus
Definitions: Devout and Ward
Casting Attribute: Wisdom
Spells: CL 1; Spell Proficiency 1; 1 first-level spell per day; every Divine Heal and Wound spell of an available level is known; commonly prepares Enhance Weapon, Fervor, or Shield


Abilities

Divine Providence (Su)

Use: 1/day
Action: Immediate

After failing a saving throw, rerolls it with a +1 divine bonus and must accept the second result.

Lay on Hands (Healing) (Su)

Use: 6 healing points/day
Action: Standard
Range: Touch

Channels as many as 6 points of healing into a touched creature. The pool refreshes during daily prayer.


Kobold Battle Priest, Journeyman


(Small Kobold)

A dependable field priest who blesses a mace before battle, steadies failing allies, and refuses to yield when hostile magic finds its mark.

Hit Dice: 5d10+40 (68 hp)
Initiative: +1
Movement: 30 ft.
Armor Class: 22 (+1 Size, +1 Dex, +6 Armor, +3 Shield, +2 Natural)
Base Attack/Grapple: +3/+5
Attack: Melee +8 Mace +1 (1d6+6 bludgeoning, x3)
Full Attack: Melee +8 Mace +1
Space/Reach: 5 ft. / 5 ft.
Abilities: Lay on Hands (Healing) and Divine Providence
Special Qualities: Darkvision 120 ft., Natural Armor +2, Savant, never starts combat flat-footed, and +2 competency to Listen and Spot
Saves: Ego +6, Fort +8, Ref +2, Will +7
Attributes: Str 16, Dex 12, Con 18, Int 14, Wis 19, Cha 14
Skills: Concentration +12, Heal +10, Knowledge (Arcana) +10, Knowledge (Religion) +10, Listen +14, and Spot +14
Feats: Weapon Group Training (Battle Priest), Weapon Fixation (Mace), Weapon Casting (Mace), and Weapon Offensive (Mace)
Languages: Common
Environment: Any temple, settlement, battlefield, or attached to another unit
Organization: Solitary, Pair, Shrine Guard (3-6), or Field Ministry
Difficulty Level: 5
Possessions: Masterwork Mace +1, Masterwork Full Shield +1, Masterwork Medium Chain +1, Ring of Wisdom +2, Potion Belt, five Average Potions of Healing (2d10), and prayer book; 4 gp unspent
Spell/Attack Curve: Standard Magic, Medium Attack, Combat Focus
Definitions: Devout, Ward, and Resistive Focus (Ego)
Casting Attribute: Wisdom
Spells: CL 5; Spell Proficiency 1; 4/3/1 spells per day; every Divine Heal and Wound spell of an available level is known; commonly prepares Enhance Weapon, Fervor, Shield, Consecration, Directed Ward, and Anointed Weapon


Abilities

Divine Providence (Su)

Use: 1/day
Action: Immediate

After failing a saving throw, rerolls it with a +2 divine bonus and must accept the second result.

Lay on Hands (Healing) (Su)

Use: 40 healing points/day
Action: Standard
Range: Touch

Channels any amount remaining in the 40-point pool into a touched creature. Spending 25 points can instead close one wound.



Elf Conduit, Apprentice



(Medium Elf)

A young battle-mage who forms a sword from heat-hazed light and practices holding flame close without letting it run wild.

Hit Dice: 1d8+9 (14 hp)
Initiative: +4
Movement: 40 ft.
Armor Class: 14 (+4 Dex; before gear)
Base Attack/Grapple: +1/+5
Attack: Melee +7 Ephemeral Straight Sword +1 (1d8+5 slashing, 19-20/x2)
Full Attack: Melee +7 Ephemeral Straight Sword +1
Space/Reach: 5 ft. / 5 ft.
Abilities: Energy Charge (Fire) and Lesser Ephemeral Weapon
Special Qualities: Low-light vision; while charged, attacks gain +3 attack and +1d6 heat damage, incoming heat damage heals instead, and cold damage vulnerability applies
Saves: Ego +2, Fort +2, Ref +6, Will +2
Attributes: Str 18, Dex 18, Con 14, Int 16, Wis 14, Cha 12
Skills: Acrobatics +8, Balance +8, Concentration +6, Craft (Imbuement) +7, Discern Intent +6, Diplomacy +5, Gather Information +5, Haggle +5, Investigate +7, Knowledge (Arcana) +7, Listen +6, and Spot +6
Feats: Weapon Group Fixation (One-Handed), Weapon Fixation (Straight Sword), and Strong Constitution
Languages: Common and Elven
Environment: Urban or temperate
Organization: Solitary, Pair, or Cadre (3-6)
Difficulty Level: 1
Possessions: Ephemeral Straight Sword +1, Potion Belt, and Good Potion of Healing (3d12)
Spell/Attack Curve: Basic Magic, High Attack, Specialist
Definitions: Wizardry (Diviner)
Casting Attribute: Intelligence


Abilities

Energy Charge (Fire) (Su)

Use: 1/day
Action: Free
Target: Self
Duration: 1 round

The Conduit becomes charged with fire. Weapon attacks gain +3 attack and +1d6 heat damage; heat damage heals the Conduit, but the Conduit becomes vulnerable to cold damage.

Lesser Ephemeral Weapon (Su)

Use: Unlimited
Action: Swift; full-round if dispelled
Target: Self
Duration: 24 hours or until dismissed

Forms a +1 Straight Sword from condensed elemental force.



Elf Conduit, Journeyman

(Medium Elf)

A practiced elemental guard whose conjured blade burns cleanly enough to illuminate a dark street without setting it alight.

Hit Dice: 5d8+45 (68 hp)
Initiative: +4
Movement: 40 ft.
Armor Class: 17 (+4 Dex, +2 Armor, +1 Insight)
Base Attack/Grapple: +5/+9
Attack: Melee +13 Heat-Aura Ephemeral Straight Sword +2 (1d8+10 slashing plus 1d6 heat, 19-20/x2)
Full Attack: Melee +13 Heat-Aura Ephemeral Straight Sword +2
Space/Reach: 5 ft. / 5 ft.
Abilities: Energy Charge (Fire) and Improved Ephemeral Weapon
Special Qualities: Low-light vision; while charged, attacks gain +4 attack and an additional +1d6 heat damage, incoming heat damage heals instead, and cold damage vulnerability applies
Saves: Ego +3, Fort +3, Ref +8, Will +3
Attributes: Str 18, Dex 18, Con 14, Int 19, Wis 14, Cha 12
Skills: Acrobatics +12, Balance +12, Concentration +10, Craft (Imbuement) +12, Discern Intent +10, Diplomacy +9, Gather Information +9, Haggle +9, Investigate +12, Knowledge (Arcana) +12, Listen +10, and Spot +10
Feats: Weapon Group Fixation (One-Handed), Offensive Group Training (One-Handed), Weapon Fixation (Straight Sword), Weapon Offensive (Straight Sword), and Strong Constitution
Languages: Common and Elven
Environment: Urban or temperate
Organization: Solitary, Pair, or Cadre (3-6)
Difficulty Level: 5
Possessions: Heat-Aura Ephemeral Straight Sword +2, Bracers of Armor +2, Circlet of Intelligence +2, Potion Belt, and three Good Potions of Healing (3d12); 15 gp unspent
Spell/Attack Curve: Basic Magic, High Attack, Specialist
Definitions: Wizardry (Diviner) and Wizard's Associate (Divination)
Casting Attribute: Intelligence
Spells: CL 2; 3 first-level spells per day; all Divination spells available at the permitted spell levels; typically prepares Combat Foresight and utility magic


Abilities

Energy Charge (Fire) (Su)

Use: 2/day
Action: Free
Target: Self
Duration: 2 rounds

The Conduit becomes charged with fire. Weapon attacks gain +4 attack and an additional +1d6 heat damage; heat damage heals the Conduit, but the Conduit becomes vulnerable to cold damage.

Improved Ephemeral Weapon (Su)

Use: Unlimited
Action: Swift; full-round if dispelled
Target: Self
Duration: 24 hours or until dismissed

Forms a +2 Straight Sword with Heat Aura, dealing an additional 1d6 heat damage.



Guard, Journeyman

(Medium Human)

A helmet, breastplate, mace, and a shield; the quintessential guard fresh out of the academy and ready to patrol the streets.

Hit Dice: 5d10+45 (77 hp)
Initiative: +2
Movement: 25 ft.
Armor Class: 23 (+2 Dex, +7 Armor, +4 Shield)
Base Attack/Grapple: +5/+9
Attack: Melee +11 Mace (1d8+7 x3), Melee +11 Blackjacknl (1d6+6), or Ranged +8 (1d10+5 x3)
Full Attack: Melee +11 Mace, Melee +11 Blackjack, or Ranged Longbow +8
Space/Reach: 5 ft. / 5 ft.
Abilities: Endure, Lesser Valour, and Crusher Strike.
Special Qualities: Damage Reduction 5/-
Saves: Ego +3, Fort +7, Ref +3, Will +3
Attributes: Str 19, Dex 14, Con 16, Int 16, Wis 14, Cha 14
Skills: Acrobatics +5, Discern Intent +10, Diplomacy +10, Escape Artist -1, Gather Information +12, Haggle +10, Intimidate +6, Investigate +9, Knowledge (Common) +9, Listen +10, Ride +3, Sabotage Device +5, Spot +12, Swim +1
Feats: Weapon Group Fixation (Guard), Offensive Group Training (Guard), Battle Prowess, and Improved Disarm
Environment: Any
Organization: Solitary, Pair, or Gang (3 - 6)
Difficulty Level: 5
Possessions: Mobile Dragonhide Armor +1, Masterwork Tower Shield, Mace +1, Masterwork Blackjack, 20 arrows, and Longbow +1. QGV 900 gp
Spell/Attack Curve:
Null, High Attack, Generalist. Definitions: Defender and Ward


Abilities

Endure

Use: 2 per day
Action: Immediate Action
Target: Self
Duration: 1 round, 5 rounds, or 10 rounds; see text.

The guard gains damage reduction for a brief period of time. The guard will choose the duration of Endure before the ability is activated. 1 round will gain DR 30/-, 5 rounds will gain DR 9/-, and 10 rounds will gain DR 3/-.


Lesser Valour

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

When threatened by two or more foes in combat, gain +2 dodge bonus against the threatening foes, and a +2 circumstance to attack if the foes are flanking you. If one of these foes are felled your character will gain 25 points of temporary hit points. These temporary hit points last for 1 hour if not lost. Maximum temporary hit points cannot exceed your base maximum hit points. E.g. if your character has 24 hit points maximum, then 24 temporary hit points is the max amount your character can have.


Crusher Strike

Use: 1 per day
Action: Standard Action
Target: Single Target
Duration: Instantaneous

Make a single attack against a target with your bludgeoning weapon, excluding fists. This attack is treated as a touch attack. If it hits, the attack is considered a critical threat. When rolling to confirm the critical, do not treat it as a touch attack. If the ability critically hits the subject, they must make a DC 16 Fortitude save or receive a broken bone wound.

Winged Elf Hunter, Apprentice

(Medium Winged Elf)

A newly bonded aerial hunter who marks quarry from above while a young Colfex drives it from cover.

Hit Dice: 1d10+6 (16 hp)
Initiative: +5
Movement: 30 ft.; fly 60 ft. (Average)
Armor Class: 16 (+5 Dex, +1 Parry)
Base Attack/Grapple: +1/+4
Attack: Ranged +7 Masterwork Long Bow (1d10+3, x3); +9 and 1d10+5 against Favored Target
Full Attack: Ranged +7 Masterwork Long Bow
Space/Reach: 5 ft. / 5 ft.
Abilities: Animal Companion (Colfex)
Special Qualities: Favored Target (Humanoid, Beast) +2, Link, share spells, low-light vision, and Versatile
Saves: Ego +1, Fort +1, Ref +7, Will +3
Attributes: Str 16, Dex 20, Con 12, Int 14, Wis 16, Cha 12
Skills: Bushcraft +7, Conceal +9, Knowledge (Nature) +6, Listen +7, Move Silently +9, Ride +9, and Spot +7
Feats: Weapon Group Fixation (Archer) and Weapon Group Defensive (Archer)
Languages: Common and Elven
Environment: Forest, hills, mountains, plains, or frontier settlements
Organization: Pair (Hunter and Colfex), patrol (2-4 pairs), or hunting flight (5+ pairs)
Difficulty Level: 1
Possessions: Masterwork Long Bow and 20 arrows
Wealth: 65 gp starting gold; 43 gp assigned to the Hunter and 22 gp assigned to the Colfex
Spell/Attack Curve: High Attack, Basic Magic, Generalist
Definitions: Hunter
Casting Attribute: Wisdom
Spells: No spell slots at this HD

Colfex Companion, Apprentice

(Medium Animal; paired with the preceding Hunter)

Hit Dice: 1d8+10 (18 hp)
Initiative: +2
Movement: 30 ft.
Armor Class: 17 (+2 Dex, +2 Natural, +3 Armor)
Base Attack/Grapple: +1/+6
Attack: Melee +7 Natural (1d8+5, x3)
Full Attack: Melee +7 Natural
Space/Reach: 5 ft. / 5 ft.
Abilities: Gumption and Animal Companion
Special Qualities: DR 5/-, Natural Armor +2, Link, and share spells
Saves: Ego +2, Fort +6, Ref +2, Will +3
Attributes: Str 21, Dex 15, Con 18, Int 3, Wis 16, Cha 14
Skills: Acrobatics +9, Listen +7, Spot +7, and Swim +9
Feats: Weapon Fixation (Natural) and Reckless Abandon
Difficulty Level: 1
Possessions: Light Chain Barding, riding saddle, animal harness, bridle and reins, saddlebags, and feed
Companion Adjustments: +1 Strength and Dexterity; no additional natural armor at this tier

Winged Elf Hunter, Journeyman


(Medium Winged Elf)

An experienced flying tracker whose arrows funnel marked prey into the jaws of a plated companion.

Hit Dice: 5d10+30 (58 hp)
Initiative: +9
Movement: 30 ft.; fly 60 ft. (Average)
Armor Class: 20 (+6 Dex, +3 Armor, +1 Parry)
Base Attack/Grapple: +5/+8
Attack: Ranged +13 Long Bow +1 (1d10+6, x3); +17 and 1d10+10 against Favored Target
Full Attack: Ranged +13 Long Bow +1
Space/Reach: 5 ft. / 5 ft.
Abilities: Animal Companion (Colfex)
Special Qualities: Favored Target (Humanoid, Beast) +4, Careful Aim, Bushmaster +2, Link, share spells, low-light vision, and Versatile
Saves: Ego +2, Fort +2, Ref +10, Will +4
Attributes: Str 16, Dex 22, Con 12, Int 14, Wis 17, Cha 12
Skills: Bushcraft +13, Conceal +14, Knowledge (Nature) +12, Listen +14, Move Silently +14, Ride +14, and Spot +14
Feats: Weapon Group Fixation (Archer), Weapon Group Defensive (Archer), Careful Aim, Offensive Group Training (Archer), and Alert
Languages: Common and Elven
Environment: Forest, hills, mountains, plains, or frontier settlements
Organization: Pair (Hunter and Colfex), patrol (2-4 pairs), or hunting flight (5+ pairs)
Difficulty Level: 5
Possessions: Long Bow +1, Masterwork Gambeson +1, Gloves of Dexterity +1, Ring of Wisdom +1, 20 arrows, two Good Potions of Healing (3d12), and spellbook
Wealth: 1,800 gp starting gold; 1,196 gp spent on the Hunter, 603 gp spent on the Colfex, and 1 gp unspent
Spell/Attack Curve: High Attack, Basic Magic, Generalist
Definitions: Hunter and Bushmaster +2
Casting Attribute: Wisdom
Spells: CL 2; 3 1st-level spells per day; Animal Tongue known; commonly prepares Eagle Eyes and Renew

Colfex Companion, Journeyman

(Medium Animal; paired with the preceding Hunter)

Hit Dice: 5d8+50 (73 hp)
Initiative: +3
Movement: 30 ft.
Armor Class: 20 (+3 Dex, +5 Natural, +2 Armor)
Base Attack/Grapple: +5/+12
Attack: Melee +14 Natural +1 (1d8+10, x3)
Full Attack: Melee +14 Natural +1
Space/Reach: 5 ft. / 5 ft.
Abilities: Gumption and Animal Companion
Special Qualities: DR 5/-, Natural Armor +5, Link, share spells, Quick Feet, and Devotion
Saves: Ego +3, Fort +8, Ref +7, Will +4
Attributes: Str 24, Dex 16, Con 18, Int 3, Wis 16, Cha 14
Skills: Acrobatics +14, Escape Artist +7, Listen +11, Spot +11, and Swim +17
Feats: Weapon Fixation (Natural), Reckless Abandon, Weapon Offensive (Natural), Improved Shove, and Improved Trample
Difficulty Level: 5
Possessions: Gambeson Barding, Ankle Bangles +1 (natural weapons), and Saddle of Strength +1
Companion Adjustments: +3 natural armor and +2 Strength and Dexterity; companion abilities through Devotion


Human Mage Killer, Apprentice

(Medium Human)

A newly trained anti-mage guard taught to watch a caster's hands, spoil the first spell, and survive long enough for help to arrive.

Hit Dice: 1d12+9 (16 hp)
Initiative: +4
Movement: 30 ft.
Armor Class: 15 (+1 Dex, +2 Armor, +2 Shield)
Base Attack/Grapple: +1/+5
Attack: Melee +6 Straight Sword (1d8+4 slashing, 19-20/x2)
Full Attack: Melee +6 Straight Sword
Space/Reach: 5 ft. / 5 ft.
Abilities: Counterspell and Spell Theft
Special Qualities: +3 Initiative, +1 Reflex against area effects not centered on the Mage Killer while using the Full Shield, and may counter spells using HD in place of caster level
Saves: Ego +2, Fort +4, Ref +1, Will +4
Attributes: Str 18, Dex 12, Con 14, Int 18, Wis 14, Cha 16
Skills: Acrobatics +6, Balance +3, Concentration +6, Discern Intent +6, Escape Artist +3, Investigate +8, Knowledge (Arcana) +8, Listen +9, Spot +9, and Swim +6
Feats: Alert, Weapon Group Fixation (One-Handed), Weapon Fixation (Straight Sword), and Strong Constitution
Languages: Common
Environment: Any
Organization: Solitary, Pair, Patrol (3-6), or attached to another unit
Difficulty Level: 1
Possessions: Straight Sword, Full Shield, Gambeson, Potion Belt, and five Average Potions of Healing (2d10); 1 gp unspent
Spell/Attack Curve: Basic Magic, High Attack, Combat Focus
Definitions: Mage Killer
Casting Attribute: Intelligence


Abilities

Counterspell (Su)

Use: 1/day
Action: Immediate
Range: 25 ft.

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

Spell Theft (Ex)

Use: 1/day
Action: Immediate

After successfully saving against a directly targeted spell, captures it for later use or converts it into usable spell levels.


Human Mage Killer, Journeyman


(Medium Human)

A dependable specialist who can interrupt hostile casting without surrendering every other reaction and strip troublesome magic from the field.

Hit Dice: 5d12+45 (78 hp)
Initiative: +4
Movement: 30 ft.
Armor Class: 20 (+1 Dex, +6 Armor, +3 Shield)
Base Attack/Grapple: +5/+10
Attack: Melee +12 Straight Sword +1 (1d8+10 slashing, 19-20/x2)
Full Attack: Melee +12 Straight Sword +1
Space/Reach: 5 ft. / 5 ft.
Abilities: Counterspell, Spell Theft, and Lesser Dispel Magic
Special Qualities: DR 3/-, +3 Initiative, +1 Reflex against area effects not centered on the Mage Killer while using the Full Shield, one Counterspell each round does not consume the immediate action, and uses HD in place of caster level for counterspell and dispel effects
Saves: Ego +3, Fort +6, Ref +2, Will +6
Attributes: Str 20, Dex 12, Con 14, Int 19, Wis 14, Cha 16
Skills: Acrobatics +10, Balance +6, Concentration +10, Discern Intent +10, Escape Artist +6, Investigate +12, Knowledge (Arcana) +12, Listen +13, Spot +13, and Swim +10
Feats: Alert, Weapon Group Fixation (One-Handed), Offensive Group Training (One-Handed), Weapon Fixation (Straight Sword), Weapon Offensive (Straight Sword), Practiced Counterspell, and Strong Constitution
Languages: Common
Environment: Any
Organization: Solitary, Pair, Patrol (3-6), or attached to another unit
Difficulty Level: 5
Possessions: Masterwork Straight Sword +1, Masterwork Full Shield +1, Masterwork Medium Plate +1, Belt of Strength +2, Potion Belt, three Good Potions of Healing (3d12), and spellbook; 14 gp unspent
Spell/Attack Curve: Basic Magic, High Attack, Combat Focus
Definitions: Mage Killer and Nullifier
Casting Attribute: Intelligence
Spells: CL 2; 3 first-level spells per day; commonly prepares Combat Foresight and Enhance Weapon


Abilities

Counterspell (Su)

Use: 2/day
Action: Immediate; one attempt per round does not consume this action
Range: 35 ft.

Challenges a spell being cast with a counterspell roll of 1d20+5, treating Counterspell as a 6th-level spell when comparing spell levels.

Lesser Dispel Magic (Sp)

Use: 3/day
Action: Standard
Range: 150 ft.
Save: DC 17 Will negates; harmless

Removes 1d10 levels of active spell effects, beginning with the highest-level effects on an unwilling target.

Spell Theft (Ex)

Use: 1/day
Action: Immediate

Captures a directly targeted spell after a successful save, retaining the original caster's DC and caster level.


Goblin Raider, Apprentice


Small Mainland Goblin

Partially trained raiders for a goblin hive.

Hit Dice: 3d10+27 (49 hp)
Initiative: +4
Movement: 30 ft. (6 Squares)
Armor Class: 23 (+1 Size, +4 Dex, +1 Parry, +3 Shield, +2 Armor)
Base Attack/Grapple: +3/+4
Attack: Melee +11 (1d10+7 19-20 x2)
Full Attack: Melee +11 Spiked Club
Space/Reach: 5 ft. / 5 ft.
Abilities: Rage and Grace
Special Qualities: 2/-
Saves: Ego +2, Fort +6, Ref +5, Will +3
Attributes: Str 20, Dex 18, Con 16, Int 12, Wis 14, Cha 12
Skills: Acrobatics +8, Balance +8, Bushcraft +6, Conceal +8, Escape Artist +8, Investigate +5, Move Silently +7, Sleight of Hand +8, and Swim +8
Feats: Weapon Fixation (Spiked Club), Weapon Offensive (Spiked Club), Shield Training (Full Shield), Weapon Defensive (Spiked Club)
Environment: Anywhere
Organization: Solitary, Pair, Gang (3-12), or Raid (13+)
Difficulty Level: 3
Possessions: Masterwork Gambeson, Masterwork Full shield, Masterwork Spiked Club, Potion Belt, Journeyman Oil of Flame Imbuement (2d8), Journeyman Potion of Haste (5 round), Journeyman Potion of Healing (5d8+5) x2 540 gp QGV 185 gp - 220 gp
Spell/Attack Curve: High Attack, Non-Magic, Generalist
Definitions: Melee Combatant


Abilities

Rage

Use: 4 per day
Action: Free action
Target: Self
Duration: 3 Rounds

The goblin raider will again +2 rage bonus to attack and damage, as well as a -2 rage penalty to AC while under the effects of rage.


Grace

Use: 1 Grace Point
Action: Immediate Action
Target: Self
Duration: Instantaneous
Special: This goblin has 4 Grace Points

Once Per round, this goblin can spend a grace point to attempt to dodge an attack. They will roll an acrobatics check and the result will be considered their AC for that attack. A grace point can also be expended to re-roll a failed reflex save.




Ruffian, Journeyman

(Medium Human)

Simple description

Hit Dice: 5d10+45 (63 hp)
Initiative: +3
Movement: 30 ft. (6 Squares)
Armor Class: 20 (Dex +4, Armor +1, Natural +1, Deflection +1 Dodge +2, Parry +1)
Base Attack/Grapple: +5/+6
Attack: Melee +10 Unarmed (1d6+4)
Full Attack: Melee +10 Unarmed
Space/Reach: 5 ft. / 5 ft.
Abilities: Endure
Special Qualities: Versatile
Saves: Ego +3, Fort +7, Ref +8, Will +4
Attributes: Str14 , Dex 18, Con 16, Int 16, Wis 17, Cha 14
Skills: Acrobatics +8, Conceal +10, Concentration +9, Escape Artist +12, Gather Information +10, Intimidate +8, Knowledge (Common) +9, Lock Picking +10, Move Silently +10, Sleight of Hand +10, and Swim +8
Feats: Weapon Fixation (Unarmed), Weapon Offensive (Unarmed), Weapon Defensive (Unarmed), Strong Constitution, and Battle Prowess
Environment: Any
Organization: Solitary, or Gang (2-6)
Difficulty Level: 5
Possessions: Bracer of Armor +1, Ring of Protection +1, Amulet of Natural Armor +1, Gloves of Dex +2 QGV 800gp - 1000gp
Spell/Attack Curve: Standard Magic, High Attack, Combatant
Definitions: Unarmored Combatant and Mystic Warrior


Abilities

Ability Name

Use: 2 per day
Action: Immediate Action
Target: Self
Duration: 1 Round, 5 Rounds, or 10 rounds; see text

This NPC gains damage reduction for a brief period of time. They can choose the duration of Endure before the ability is activated. 1 round will gain 30/- DR, 5 rounds will be DR 9/-, and 10 rounds will be DR 3/-.


Spell Casting


Spell Proficiency: 1
Caster Level: 5

Spells Known: 3 - 1/1
Spells Per Day:     4/3/1


Simplex (DC 14)

Light
Resistance
Bless

Level 1 (DC 15)

Flash Bang
Arcane Armor - Prepared x1
Healing Touch - Prepared x3

Level 2 (DC 16)

Bronze Skin
Energy Flux - Prepared x3

Level 3 (DC 17)

Haste
Prepared x1

Goblin Shaman, Journeyman

(Small Mainland Goblin)

Nature Caster for a goblin hive

Hit Dice: 5d8+40 (66 hp)
Initiative: +3
Movement: 30 ft. (6 Squares)
Armor Class: 21 (+1 Size, +4 Dex, +5 Armor, +1 Deflection)
Base Attack/Grapple: +2/+0
Attack: Ranged +8 Energy Bolt (3d4+3 Energy damage) or Ranged +8 (2d6+2)
Full Attack: Ranged +8 Energy Bolt or Ranged +8 Rolling Stone
Space/Reach: 5 ft. / 5 ft.
Abilities: Brier Patch
Special Qualities: DR 2/-
Saves: Ego +6, Fort +5, Ref +11, Will +7
Attributes: Str 14, Dex 18, Con 16, Int 12, Wis 14, Cha 19
Skills: Beguile +9, Bushcraft +6, Concentration +7, Escape Artist +8, Haggle +9, Intimidate +9, Investigate +5, Knowledge (Nature) +5
Feats: Swift Supernatural Ability, Strong Constitution, Untouchable, Quick Feet
Environment: Anywhere
Organization: Solitary, Pair, Gang (3-12), or Raid (13+)
Difficulty Level: 5
Possessions: Bone Light Plate +1, Ring of Protection +1, Simplex Focus +1 (Energy Bolt), Cloak of Resistance +1, Potion Belt, Journeyman Haste Potion (5 rounds) x2, Journeyman Potion of Mitigation (15/- DR for 7 rounds), Professional Potion of Healing (6d8+12) x2 QGV 850 gp - 950 gp
Spell/Attack Curve: Low Attack, Advanced Magic, Combat Focus
Definitions: Druid and Resistive Focus (Reflex)


Abilities

Brier Patch

Use: 6 per day
Action: Standard Action
Target: 25 square feet
Duration: 5 rounds

This goblin can create an area up to 25 square feet of any shape so long as all the squares are adjacent. Creatures that move into a square at full speed take 1d6+6 slashing damage. Moving into a square at half speed will take no damage. Fire spells will destroy thorns in affected squares. A full round action can be taken to destroy a square of thorns with a slashing based weapon.


Spell Casting


Spell Proficiency: 1
Caster Level: 5

Spells Known: 4/1/1/1
Spells Per Day: 5/3/2


Spell Level Simplex(DC 15)

Energy Bolt (For damage, see above)
Rolling Stone
Distract
Resistance
virtue (10 warding per round for 5 rounds)

Spell Level 1(DC 16)

Tough Hide +2 natural armor enhancement for 5 hours
Healing Touch Heal for 5d8+5 on touch (x2)
Fox Fire (x2)
Venom Dart Lasts for 5 minutes

Spell Level 2(DC 17)

Floral Artillery Deals 3d6+3 Corrosive damage with a +10 to attack
Fairy Flame (x1)
Bolster Dexterity +4 to dexterity score for 5 minutes (x1)

Spell Level 3(DC 18)

Water Jet 5d6+5 Slashing damage in 30 ft. 180° arc


Goblin Slinger, Apprentice

(Small Mainland Goblin)

Simple description

Hit Dice: 3d8+27 (44 hp)
Initiative: +8
Movement: 30 ft. (6 Squares)
Armor Class: 19 (+1 Size, +5 Dex, +3 Armor)
Base Attack/Grapple: +3/+3
Attack: Ranged +11 (1d4+5 x4) or Melee +10 (1d3+4 19-20 x2)
Full Attack: Ranged +11 or Melee +10
Space/Reach: 5 ft. / 5 ft.
Abilities: Lesser Opportunist, Hail of Arrows, and Animal Companion (Wolf)
Special Qualities: DR 2/-
Saves: Ego +5, Fort +5, Ref +9, Will +4
Attributes: Str 18, Dex 20, Con 16, Int 12, Wis 14, Cha 12
Skills: Acrobatics +12, Balance +11, Bushcraft +9, Conceal +10, Escape Artist +13, Knowledge (Nature) +7, Listen +10, Spot +10, Profession (Animal Handler) +7, Ride +13, and Swim +6
Feats: Alert, Weapon Fixation (Sling), and Forceful Shot
Environment: Anywhere
Organization: Solitary, Pair, Gang (3-12), or Raid (13+)
Difficulty Level: 3
Possessions: Gambeson +1, Masterwork Sling, Bullets x20, Potion Belt, Journeyman Potion of Healing (5d8+5) x2, Cloak of Resistance +1QGV 240 gp - 300 gp
Spell/Attack Curve: High Attack, Non-Magic, Specialist
Definitions: Ranged Combatant


Abilities

Lesser Opportunist

Use: Infinite
Action: Attack Action
Target: Creature that is targeted by the attack
Duration: Instantaneous

This goblin will gain +1d6 damage to any sufficiently disadvantaged foe. This includes flanking, flat-footed foes, or helpless foes.


Hail of Arrows

Use: 5 per day
Action: Standard action
Target: 10 ft. radius centered on a target
Duration: Instantaneous

This goblin can make an attack on a selected target. If there are more targets within 10 ft. of this target, the goblin can choose to target them with a -2 attack bonus. This must be decided before the bullet is fired. The maximum number of creatures that can be affected by this is 6.




Nouriling Spellward, Apprentice

(Medium Nouriling)

A newly trained arcane guardian whose instincts already bend toward sheltering companions and turning hostile magic aside.

Hit Dice: 1d8+6 (14 hp)
Initiative: +3
Movement: 30 ft.
Armor Class: 15 (+3 Dex, +2 Natural); 20 with Arcane Armor and Shield
Base Attack/Grapple: +0/+1
Attack: Dancing Star (1d6+1 heat, DC 15 Reflex half), or Melee/Ranged +3 Dagger (1d4+1 piercing, 19-20/x2)
Full Attack: Dancing Star or Melee/Ranged +3 Dagger
Space/Reach: 5 ft. / 5 ft.
Abilities: Ally Shielding and Dancing Stars
Special Qualities: Blindsight 30 ft., DR 5/Pure Iron, Mystic, and Natural Armor +2
Saves: Ego +2, Fort +3, Ref +3, Will +4
Attributes: Str 12, Dex 16, Con 16, Int 18, Wis 14, Cha 14
Skills: Concentration +7, Craft (Imbuement) +8, Investigate +8, Knowledge (Arcana) +8, Listen +6, and Spot +6
Feats: Spell Focus (Abjuration) and Spell Penetration
Languages: Common
Environment: Temperate forests, settlements, fortifications, or attached to another unit
Organization: Solitary, Pair, or Ward Detail (3-6)
Difficulty Level: 1
Possessions: Dagger, Potion Belt, three Average Potions of Healing (2d10), one Average Potion of Will, and one Average Potion each of Fortitude, Reflex, and Ego; spellbook; 1.75 gp unspent
Spell/Attack Curve: Advanced Magic, Low Attack, Combat Focus
Definitions: Wizardry (Abjuration; Compulsion and Thaumaturgy forbidden)
Casting Attribute: Intelligence
Spells: CL 1; Abjuration CL 2; Spell Proficiency 1; 3 first-level spells per day; all permitted Abjuration spells known; commonly casts Arcane Armor, Minor Energy Warding, and Shield


Abilities

Ally Shielding (Ex)

Use: 1/day
Action: Standard
Area: 30-ft. radius
Duration: 1 round

Grants every ally in the area 4 points of regenerative warding.

Dancing Stars (Su)

Use: 1/day
Action: Standard to create; swift to release
Duration: 1 minute
Save: DC 15 Reflex half

Creates one mote that can deal 1d6+1 heat damage or grant 1d6+1 warding for 3 rounds.


Nouriling Spellward, Journeyman


(Medium Nouriling)

A practiced warder whose reinforced focus supports a deep reserve of protective magic and repeated answers to hostile casting.

Hit Dice: 5d8+30 (53 hp)
Initiative: +3
Movement: 30 ft.
Armor Class: 17 (+3 Dex, +1 Armor, +1 Deflection, +2 Natural); 23 with Arcane Armor and Shield
Base Attack/Grapple: +2/+3
Attack: Dancing Star (1d6+1 heat, DC 17 Reflex half), or Melee +5 Unarmed Strike (1d3+1 nonlethal)
Full Attack: Dancing Star or Melee +5 Unarmed Strike
Space/Reach: 5 ft. / 5 ft.
Abilities: Ally Shielding and Dancing Stars
Special Qualities: Blindsight 30 ft., DR 5/Pure Iron, Mystic, Natural Armor +2, +2 innate Reflex, two Counterspell attempts may be made in one round, and two bonus uses of Counterspell each day
Saves: Ego +3, Fort +4, Ref +6, Will +6
Attributes: Str 12, Dex 16, Con 16, Int 19, Wis 14, Cha 14
Skills: Concentration +13, Craft (Imbuement) +12, Investigate +12, Knowledge (Arcana) +12, Listen +10, and Spot +12
Feats: Spell Focus (Abjuration), Spell Penetration, Untouchable, and Practiced Counterspell
Languages: Common
Environment: Temperate forests, settlements, fortifications, or attached to another unit
Organization: Solitary, Pair, or Ward Detail (3-6)
Difficulty Level: 5
Possessions: Spell Focus +2, Bracers of Armor +1, Ring of Deflection +1, and spellbook; no gold unspent
Spell/Attack Curve: Advanced Magic, Low Attack, Combat Focus
Definitions: Wizardry (Abjuration; Compulsion and Thaumaturgy forbidden) and Wizard's Associate (Abjuration)
Casting Attribute: Intelligence
Spells: CL 5; Abjuration CL 7; Spell Proficiency 1; 5/3/2 spells per day plus two flexible spell levels from the focus; all permitted Abjuration spells known and one additional spell known at each level through third; commonly casts Counterspell, Energy Flux, Interdiction, Channeled Ward, and Lesser Dispel Magic


Abilities

Counterspell

Use: 2 bonus uses/day or spell slots
Action: Immediate; two attempts may be made in one round
Range: 40 ft.

Challenges a spell being cast with a counterspell roll of 1d20+7 before modifiers for spell-level differences.

Lesser Dispel Magic

Action: Standard
Range: 170 ft.
Save: DC 18 Will negates; harmless

Removes 1d10+1 levels of active spell effects, beginning with the highest-level effects on an unwilling target.

Ally Shielding (Ex)

Use: 1/day
Action: Standard
Area: 30-ft. radius
Duration: 5 rounds

Grants every ally in the area 20 points of regenerative warding.

Dancing Stars (Su)

Use: 1/day
Action: Standard to create; swift to release
Duration: 5 minutes
Save: DC 17 Reflex half

Creates two motes that can each deal 1d6+1 heat damage or grant 1d6+1 warding for 3 rounds.


Koshka Thief, Apprentice


(Medium Koshka)

A novice burglar equipped to bypass ordinary locks, disappear into a crowd, and punish anyone caught looking the wrong way.

Hit Dice: 1d8+8 (16 hp)
Initiative: +5
Movement: 30 ft.
Armor Class: 17 (+5 Dex, +2 Armor)
Base Attack/Grapple: +0/+2
Attack: Melee or Ranged +6 Masterwork Dagger (1d4+2 piercing, 19-20/x2; plus 1d6 Opportunist)
Full Attack: Melee or Ranged +6 Masterwork Dagger
Space/Reach: 5 ft. / 5 ft.
Abilities: Lesser Opportunist and Fay Space
Special Qualities: DR 2/-, low-light vision, Acute Hearing 10, skill growth +1, trap finding, +1 AC and saves against traps, and an immediate Investigate check to notice hidden doors
Saves: Ego +4, Fort +2, Ref +7, Will +2
Attributes: Str 14, Dex 20, Con 14, Int 16, Wis 10, Cha 18
Skills: Acrobatics +6, Beguile +8, Conceal +9, Disguise +10, Investigate +7, Lock Picking +9, Move Silently +11, Sabotage Device +9, Sleight of Hand +9, and Spot +6
Feats: Weapon Fixation (Dagger)
Languages: Common
Environment: Any settlement, ruin, or dungeon
Organization: Solitary, Pair, or Crew (3-6)
Difficulty Level: 1
Possessions: Masterwork Dagger, Masterwork Gambeson, Oiled Leather Storage Belt, Potion Belt, Lock-Picking Kit, Disguise Kit, and one Average Potion of Healing (2d10); 7.65 gp unspent
Spell/Attack Curve: Null Magic, Medium Attack, Generalist
Definitions: Pilferer


Abilities

Lesser Opportunist (Ex)

Action: Attack

Deals +1d6 damage with every attack against a flanked, flat-footed, or helpless foe.

Fay Space (Su)

Action: Free to store; full-round to retrieve
Target: Self

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


Koshka Thief, Journeyman


(Medium Koshka)

An experienced housebreaker whose enchanted clothing blends into the background while practiced misdirection opens a path for the knife.

Hit Dice: 5d8+40 (63 hp)
Initiative: +6
Movement: 30 ft.
Armor Class: 19 (+6 Dex, +3 Armor)
Base Attack/Grapple: +3/+5
Attack: Melee or Ranged +10 Masterwork Dagger (1d4+4 piercing, 19-20/x2; plus 2d6 Opportunist)
Full Attack: Melee or Ranged +10 Masterwork Dagger
Space/Reach: 5 ft. / 5 ft.
Abilities: Lesser Opportunist, Fay Space, and Piercer
Special Qualities: DR 2/-, low-light vision, Acute Hearing 10, skill growth +1, trap finding, +2 AC and saves against traps, +2 Lock Picking, recognize lock difficulty as a free action, and no hiding place required while wearing the Chameleon Gambeson
Saves: Ego +5, Fort +3, Ref +10, Will +4
Attributes: Str 14, Dex 23, Con 14, Int 17, Wis 10, Cha 18
Skills: Acrobatics +10, Beguile +12, Conceal +19, Disguise +14, Investigate +11, Lock Picking +16, Move Silently +16, Sabotage Device +13, Sleight of Hand +14, and Spot +10
Feats: Weapon Fixation (Dagger), Improved Feigned Strike, and Weapon Offensive (Dagger)
Languages: Common
Environment: Any settlement, ruin, or dungeon
Organization: Solitary, Pair, Crew (3-6), or Guild Cell
Difficulty Level: 5
Possessions: Masterwork Dagger, Chameleon Masterwork Gambeson +1, Gloves of Dexterity +2, Circlet of Intelligence +1, Oiled Leather Storage Belt, Potion Belt, Lock-Picking Kit, Disguise Kit, and one Average Potion of Healing (2d10); 7.65 gp unspent
Spell/Attack Curve: Null Magic, Medium Attack, Generalist
Definitions: Pilferer and Locksmith (+2)


Abilities

Lesser Opportunist (Ex)

Action: Attack

Deals +2d6 damage with every attack against a flanked, flat-footed, or helpless foe.

Piercer (Ex)

Use: 1/day
Action: Standard
Target: One creature

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

Fay Space (Su)

Action: Free to store; move to retrieve
Target: Self

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


Human Valorous, Apprentice


(Medium Human)

A young soldier putting academy drills into practice, usually posted beside veterans who can keep an eye on them.

Hit Dice: 1d12+9 (21 hp)
Initiative: +1
Movement: 30 ft.
Armor Class: 11 (+1 Dex; before gear)
Base Attack/Grapple: +1/+5
Attack: Melee +6 Spear (1d10+8 piercing, x3)
Full Attack: Melee +6 Spear
Space/Reach: 5 ft. / 10 ft.
Abilities: Lesser Valour
Special Qualities: Spear damage die increases by one category
Saves: Ego +2, Fort +5, Ref +1, Will +2
Attributes: Str 18, Dex 12, Con 16, Int 16, Wis 14, Cha 14
Skills: Acrobatics +8, Balance +3, Discern Intent +4, Gather Information +4, Listen +6, Ride +2, Spot +6, Swim +8, and Use Rope +2
Feats: Weapon Fixation (Spear) and Weapon Offensive (Spear)
Languages: Common
Environment: Any
Organization: Solitary, Pair, Squad (3-8), or Company (9+)
Difficulty Level: 1
Possessions: Spear; other gear intentionally omitted
Spell/Attack Curve: Null Magic, High Attack, Combat Focus
Definitions: Melee Combatant


Abilities

Lesser Valour (Ex)

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

While threatened by two or more foes, gain +2 dodge AC against those foes and +2 circumstance attack against them while flanked. Felling a foe under either condition grants 25 temporary hp for 1 hour, limited by maximum hp.



Human Valorous, Journeyman

(Medium Human)

A dependable infantry soldier trusted to guard dangerous roads, escort travelers, and lead a small patrol.

Hit Dice: 5d12+45 (78 hp)
Initiative: +1
Movement: 30 ft.
Armor Class: 21 (+10 Armor, +1 Parry)
Base Attack/Grapple: +5/+9
Attack: Melee +11 Spear +1 (1d10+9 piercing, x3)
Full Attack: Melee +11 Spear +1
Space/Reach: 5 ft. / 10 ft.
Abilities: Lesser Valour
Special Qualities: Damage Reduction 4/-, never flat-footed during a surprise round, +1 Parry with the Spear, and Spear damage die increases by one category
Saves: Ego +3, Fort +7, Ref +2, Will +3
Attributes: Str 19, Dex 12, Con 16, Int 16, Wis 14, Cha 14
Skills: Acrobatics +9, Balance +2, Discern Intent +6, Gather Information +5, Listen +12, Ride +4, Spot +12, Swim +9, and Use Rope +3
Feats: Weapon Fixation (Spear), Weapon Offensive (Spear), Weapon Defensive (Spear), Weapon Group Fixation (Foot Soldier), and Offensive Group Training (Foot Soldier)
Languages: Common
Environment: Any
Organization: Solitary, Pair, Squad (3-8), or Company (9+)
Difficulty Level: 5
Possessions: Spear +1, Mobile Masterwork Heavy Plate +2, Potion Belt, and Good Potion of Healing (3d12); 4 gp unspent
Spell/Attack Curve: Null Magic, High Attack, Combat Focus
Definitions: Melee Combatant and Ward (+2)


Abilities

Lesser Valour (Ex)

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

While threatened by two or more foes, gain +2 dodge AC against those foes and +2 circumstance attack against them while flanked. Felling a foe under either condition grants 25 temporary hp for 1 hour, limited by maximum hp.


Ha-Seht War Mage, Apprentice


(Medium Ha-Seht)

A newly commissioned regimental caster trained to loose concentrated force from behind a shield and keep nearby soldiers standing through the opening exchange.

Hit Dice: 1d8+5 (13 hp)
Initiative: +4
Movement: 30 ft.
Armor Class: 19 (+4 Dex, +2 Armor, +3 Shield)
Base Attack/Grapple: +0/+1
Attack: Arcane Blast (1d10+1 force, DC 16 Fortitude half; optional 10-ft. burst, DC 16 Reflex half)
Full Attack: Arcane Blast
Space/Reach: 5 ft. / 5 ft.
Abilities: Arcane Blast and Ally Shielding
Special Qualities: DR 2/-, Scent, Mystic, and Acute Hearing 16
Saves: Ego +7, Fort +2, Ref +4, Will +2
Attributes: Str 12, Dex 18, Con 14, Int 14, Wis 14, Cha 20
Skills: Concentration +6, Intimidate +9, Knowledge (Arcana) +6, and Listen +6
Feats: Shield Training and Shield Focus (Full Shield)
Languages: Common
Environment: Any settlement, fortification, battlefield, or attached to another unit
Organization: Solitary, Pair, Fire Team (3-6), or attached to another unit
Difficulty Level: 1
Possessions: Masterwork Full Shield, Masterwork Gambeson, spell focus, Potion Belt, and three Average Potions of Healing (2d10); 2 gp unspent
Spell/Attack Curve: Advanced Magic, Low Attack, Combat Focus
Definitions: Sorcery
Casting Attribute: Charisma
Spells: CL 1; Spell Proficiency 1; 4 first-level spells per day; cannot prepare spells; commonly knows Orb of Energy, Lesser (Heat) and uses Energy Bolt, Detect Magic, Light, and Resistance as simplex spells


Abilities

Arcane Blast (Su)

Use: 1/day
Action: Full-round
Range: 275 ft.
Save: DC 16 Fortitude half; DC 16 Reflex half in the optional burst

Deals 1d10+1 force damage to one target. Creatures within 10 ft. can take half the rolled damage, and the blast cannot be used again for 1d4+1 rounds.

Ally Shielding (Ex)

Use: 1/day
Action: Standard
Area: 30-ft. radius
Duration: 1 round

Grants every ally in the area 5 points of regenerative warding.


Ha-Seht War Mage, Journeyman


(Medium Ha-Seht)

A practiced battlefield caster who strips gestures and words from urgent spells, catches hostile rays on a shield, and breaks clustered opposition with raw force.

Hit Dice: 5d8+25 (48 hp)
Initiative: +4
Movement: 30 ft.
Armor Class: 21 (+4 Dex, +3 Armor, +4 Shield)
Base Attack/Grapple: +2/+3
Attack: Arcane Blast (5d10+5 force, DC 18 Fortitude half; optional 10-ft. burst, DC 18 Reflex half)
Full Attack: Arcane Blast
Space/Reach: 5 ft. / 5 ft.
Abilities: Arcane Blast and Ally Shielding
Special Qualities: DR 2/-, Scent, Mystic, Acute Hearing 20, +4 Shield AC against ranged touch attacks, and +1 against spell resistance
Saves: Ego +9, Fort +3, Ref +8, Will +3
Attributes: Str 12, Dex 18, Con 14, Int 14, Wis 14, Cha 21
Skills: Concentration +10, Intimidate +13, Knowledge (Arcana) +10, and Listen +10
Feats: Shield Training, Shield Focus (Full Shield), Ray Guard, and Signless Spell
Languages: Common
Environment: Any settlement, fortification, battlefield, or attached to another unit
Organization: Solitary, Pair, Fire Team (3-6), or Regimental Support
Difficulty Level: 5
Possessions: Spell Focus +2, Masterwork Full Shield +1, Masterwork Gambeson +1, Potion Belt, and two Good Potions of Healing (3d12); 9 gp unspent
Spell/Attack Curve: Advanced Magic, Low Attack, Combat Focus
Definitions: Sorcery and Resistive Focus (Reflex)
Casting Attribute: Charisma
Spells: CL 5; Spell Proficiency 1; 6/3/2 spells per day; cannot prepare spells; commonly knows Shield, Orb of Energy, Lesser (Heat), Magic Missile, Lesser, Counterspell, Energy Flux, Channeled Ward, Energy Burst, and Slow


Abilities

Arcane Blast (Su)

Use: 1/day
Action: Full-round
Range: 375 ft.
Save: DC 18 Fortitude half; DC 18 Reflex half in the optional burst

Deals 5d10+5 force damage to one target. Creatures within 10 ft. can take half the rolled damage, and the blast cannot be used again for 1d4+1 rounds.

Ally Shielding (Ex)

Use: 1/day
Action: Standard
Area: 30-ft. radius
Duration: 5 rounds

Grants every ally in the area 25 points of regenerative warding.