Villain NPC Codex

Blackthorn Consortium

Freeloader (CR 3)

An uncertain pair of hands in the Blackthorn Consortium, this goblin’s ears twitch at the sounds of battle, focused on vulnerable targets as they shout orders to their dog.
– Submission by Sneak Dog

XP 800
Goblin unchained rogue (deadly assassin) 4
CN Small humanoid (goblinoid)
Init +5; Senses darkvision 60 ft.; Perception -1

Defense
AC 20, touch 20, flat-footed 15 (+4 armor, +5 Dex, +1 size)
hp 30 (4d6+12)
Fort +4, Ref +9, Will +0
Defensive Abilities evasion, unarmored training +4, uncanny dodge

Offense
Speed 30 ft.
Melee dagger +9 (1d3+5/19-20)
Ranged musket +9 (1d10/x4)
Special Attacks emboldening strike (dealing sneak attack grants +1 to saving throws for 1 round), sneak attack +2d6

Combat
Martial Tradition Janjaweed (Beastmastery x3, Equipment);
PAM Cha
Athletics SpherePackages climb, leap, run; Talents Expanded Training, Mighty Conditioning; (climb) Scale Foe
• Scale Foe (climb, motion); can attempt a Climb check to climb onto larger targets, clinging to them and treating them as flat-footed
Beastmastery SpherePackages ride; Talents Animal Companion (x2); (ride) Wild Rider
• (ride)
◊ Defensive Rider (ride); may attempt Ride check as an aoo in place of your mount’s AC or Reflex
◊ Wild Rider (ride); any creature serving as your mount counts as tame and combat trained; +1 bonus to stay mounted and never fall out of your mount
Duelist SphereTalents Long Cuts; Drawbacks Bloody Slasher (no disarm benefits)
• Long Cuts; target must receive 5 healing or DC 20 Heal to stop bleeding
• blooded strike (attack action, deal +1 bleeding damage)
Fencing Sphere
• fatal thrust (deal +1d6 precision damage vs. flat-footed, flanked, or Dexterity-denied foes with attack actions or AoO, apply one (exploit))

Tactics
Before Combat A freeloader dismounts their trusty steed.
During Combat A freeloader will command its trusty steed to charge into battle, staying in the back with their firearm until they see an opportunity to move in with their dagger, clinging to foes with the Athletics sphere Scale Foe talent.

Statistics
Str 12, Dex 20, Con 16, Int 8, Wis 8, Cha 10
Base Atk +3; CMB +3; CMD 18
Feats Extra Combat Talent (x2)
Skills Disable Device +9, Escape Artist +12, Handle Animal
+4, Knowledge (local) +6, Linguistics +3, Sleight of Hand +12, Stealth +20, Survival +3; Associated Skills Acrobatics +15, Bluff +7, Climb +13, Ride +13
Languages Common, Goblin
SQ rogue talents (emboldening strike)
Other Gear dagger, musket with 20 bullets

Description
Freeloaders are common to the Blackthorn Consortium as reliable and trustworthy hands are hard to keep around. The promise of a quick payout or causing some chaos causes new and eager faces to constantly rotate into the rank-and-file of the Blackthorn’s standing militia. These freeloaders are often trained well enough to handle firearms and make use of the Blackthorn’s extensive gunworks, arming these grunts with deadly long-ranged weaponry.

Archetype: The freeloader’s deadly assassin unchained rogue archetype is from Archetypes of Power 2.

Goblin Dog (CR –)

A goblin dog adopted by a goblin, now serving as their trusty steed.

XP 0
N Small animal
Init +3; Senses low-light vision, scent; Perception +1

Defense
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 20 (4d8+4)
Fort +6, Ref +7, Will +2
Defensive Abilities evasion

Offense
Speed 50 ft.
Melee bite +4 (1d4+1 plus allergic reaction)
Space 5 ft.; Reach 5 ft.

Statistics
Str 12, Dex 16, Con 11, Int 2, Wis 12, Cha 8
Base Atk +3; CMB +3; CMD 16 (20 vs. trip)
Feats Light Armor Proficiency
Skills Stealth +10
SQ link, share spells, tricks (attack, defend, fetch, track)

Special Abilities
Allergic Reaction (Ex): A goblin dog’s dander is highly irritating to all creatures save those with the goblinoid subtype. A non-goblinoid creature damaged by a goblin dog’s bite, who deals damage to a goblin dog with a natural weapon or unarmed attack, or who otherwise comes into contact with a goblin dog (including attempts to grapple or ride the creature) must succeed at a DC 13 Fortitude save or break out in an itching rash. A creature affected by this rash takes a –2 penalty to Dexterity and Charisma for 1 day (multiple allergic reactions do not stack). Remove disease or any magical healing removes the rash instantly. This is a disease effect. The save DC is Constitution-based.

Bruiser (CR 4)

The burly, rugged individual sneers at you before pulling a hefty sledgehammer off their back.
– Submission by David Cleland

XP 1,200
Half-orc barbarian (ferocious brute) 5
NE Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +8

Defense
AC 18, touch 18, flat-footed 14 (+4 armor, +4 Str)
hp 50 (5d12+15)
Fort +8, Ref +4, Will +2
Defensive Abilities orc ferocity, stalwart, unarmored training +4

Offense
Speed 30 ft.
Melee mwk earth breaker +10 (2d6+6/x3)
Special Attacks rage (20 rounds/day), rage powers (superstition +3)

Combat
Martial Tradition Wandering Martial Artist (Equipment x3, Gladiator); PAM Con
Berserker SphereTalents Beat Down
• brutal strike (special attack action, hit targets are battered for 3 rounds; expend martial focus +10 damage); Beat Down (damaged targets are batted for PAM rounds)
Equipment SphereTalents Unarmored Training, Versatile Training; (discipline) Dwarven Heritage; Legendary Talents Force Redirection Technique
• Force Redirection Technique; use Strength instead of Dexterity for armor class (max +5)
• Unarmored Training; +4 armor bonus, applies against touch
• Versatile Training (stance); gain 3 stances (offensive, defensive, and recovery) with benefits while in each stance, swift action to assume stance for 1 round, expend martial focus to extend to PAM rounds
Gladiator SphereTalents Master Of Fear, Uncowed; (demoralize) Coward’s Bane; Drawbacks Humble Combatant (no boasts)
• Uncowed; +2 vs. fear effects and DC to intimidate you, when a creature fails to intimidate you or you save vs. a fear effect, may expend martial focus to intimidate the target
• strike fear (standard action, expend martial focus, demoralize 30-ft. radius; apply (demoralization) to enemies shaken); Master Of Fear (may use strike fear as a standard action w/o expending martial focus); (demoralize) additional effects vs. feared targets
◊ Coward’s Bane (demoralize); roll twice, take better result when attacking a demoralized target

Tactics
If a bruiser has time to prepare, they will drink their gravely tonic to improve their Intimidate checks. Bruisers usually try to size up against the most powerful-looking foe to crush their morale, using the Bludgeoner and Enforcer feats. Once a bruiser is injured, they will usually begin to rage, taking advantage of the temporary hit points and increased statistics.

Statistics
Str 18, Dex 14, Con 16, Int 7, Wis 10, Cha 12
Base Atk +5; CMB +9; CMD 21
Feats Bludgeoner, Enforcer, Intimidating Prowess; Favored Class Bonus +5 rage rounds
Skills Intimidate +17, Knowledge (local) +3, Perception +8
Languages Common, Orcish
SQ orc blood, weapon familiarity
Combat Gear gravely tonic, minor revitalization potion (2), standard healing potion (2); Other Gear masterwork earth breaker, cape of resistance +1, magical toolkit (Intimidate) +2

Description
The Blackthorn Consortium takes into their ranks those eager to cause mayhem and crush things, training them as bruisers for train and caravan heists as well as reliable muscle to carry out plundered goods once the fighting is done.

Archetype: The bruiser’s ferocious brute barbarian archetype is from Archetypes of Power 2.

Fusilier (CR 5)

The smell of sulfur clings to this person’s jacket, a rifle strewn across their back and a look of defiant glee across their face.
– Submission by ThatOddDeer

XP 1,600
Human conscript 6
NE Medium humanoid (human)
Init +6; Senses Perception +7

Defense
AC 20 touch 15, flat-footed 16 (+5 armor, +1 deflection, +4 Dex)
hp 43 (5d10+10)
Fort +4, Ref +8, Will -1

Offense
Speed 30 ft.
Melee dagger +6 (1d4/19-20)
Ranged mwk musket +12/+7 (1d8+5/x4), pistol +10/+5 (1d4+5/x4)
Special Attacks utility shot

Combat
Martial Tradition Desperado (Equipment x2, Sniper, Trap); PAM Cha
Barrage Sphere
• barrage (special attack action; two ranged attacks at -2 penalty; martial focus, +1 attack at -4 penalty)
Equipment SphereTalents Expert Reloading, Mechanical Savant, Steady Shooting; (discipline) Firearm Proficiency
• Expert Reloading; reduce reloading speeds by 1 step
• Mechanical Savant; +3 bonus on damage rolls with crossbows and firearms
• Steady Shooting; use firearm vs. normal AC, increase range increment by +20 ft. and ignore misfire chance
Scout SphereTalents Deadly Strike
• Deadly Strike; attacks made against unaware creatures deal +3 damage, or +6 if scouted
• scout (swift action Perception check -5 vs. DC to identify, learn weaknesses)
Sniper SphereTalents Focusing Reload; (snipe) Head Shot, Hindering Projectiles
• Focusing Reload; regain martial focus when reloading as a move action
• deadly shot (special attack action; add one (snipe); expend martial focus, +2d10 or 2d6 if vs. touch); (snipe) DC 17
◊ Head Shot (snipe); if deadly shot deals at least 50% of target’s current hit points, Fortitude save or die
◊ Hindering Projectiles (snipe); on success, shrapnel embedded, imposing -2 penalty on attack rolls, AC, and CMD. This penalty stacks. Can be removed as a move action, or all with a full-round action.
Trap Sphere – Perception DC 16; Talents Razor Wire, Trap Launcher [trap statistics] AC 16, hp 20, hardness 6, Perception DC 16, area 2 5-ft. squares, DC 17 Reflex
• Razor Wire; triggered tripwire snare deals +3d6 slashing to target, otherwise functions as tripwire
• Trap Launcher; may increase DC to create trap to place it within first range increment; if you possess Sniper sphere, may use as a (snipe) to launch directly at creatures, who attempt a Reflex save to negate the trap’s effects.
• dart (full-round action [standard action while maintaining focus], ranged attack, 40-ft. line, 3d6; or ranged touch w/o base damage using alchemical item or formulae)
• snare (full-round action [standard while maintaining focus], Reflex or trigger); (snare) DC 17
◊ Tripwire (snare); Reflex save or knocked prone

Statistics
Str 10, Dex 18, Con 12, Int 7, Wis 7, Cha 18
Base Atk +6 (+7 with Sniper); CMB +6; CMD +20
Feats Deadly Aim, Skill Focus (Stealth), Toughness, Weapon Focus (musket)
Skills Bluff +13, Intimidate +13, Perception +7; Associated Skills Craft (traps) +6, Stealth +16
Languages Common
SQ blackpowder training, deeds (quick clear, gunslinger initiative, utility shot), sphere specialization (Sniper)
Combat Gear common cure (3); Other Gear dagger, masterwork musket with 40 paper cartridges, pistol with 10 paper cartridges, +1 chain shirt, ring of shielding +1

Description
Skilled and full of bravado, a blackthorn fusilier is the heart of a consortium’s operations, whether by raids or defense of their homes and forts. These marksmen take difficult, long-range shots to disable and mortally wound their quarry.

Firestarter (CR 5)

This goblin is covered with scorch marks and burns across both their skin and clothing, their heavy bags packed full with incendiaries and explosives.
– Submission by Joe

XP 1,600
Goblin alchemist (eldritch infuser) 6
CE Small humanoid (goblinoid)
Init +4; Senses darkvision 60 ft.; Perception +7

Defense
AC 19, touch 15, flat-footed 15 (+4 armor, +4 Dex, +1 size)
hp 39 (6d8+6)
Fort +6, Ref +9, Will +2; +2 vs. your own alchemical items (risky business)
Resist fire 6

Offense
Speed 30 ft.
Melee dagger +3 (1d3-1/19-20)
Ranged mwk light crossbow +10 (1d6+2/19-20)
Special Attacks demolitionist (may create formulae using Destruction sphere effects), impromptu formulae (1 sp, create formulae as move action, 7/day)

Combat
Martial Tradition Mechanic (Equipment x2, Trap, Barrage);
PAM Int
Alchemy SpherePackages formulae; Talents
Demolishing Chemistry, Fuse Master, Risky Business; (formulae) Improved Fuse Grenade
• Demolishing Chemistry; formulae deal full damage vs. objects, plus an additional +12 damage if unattended. If the formule destroys terrain (such as a wall), it can affect creatures or objects on the other side after damage done to said terrain
• Risky Business; gain +2 to saving throws against any alchemical item you use; whenever you and an adjacent creature are both affected by your alchemical items, you can forgo bonus, applying it as a penalty to that creature’s AC and saving throws against the alchemical item
• formulae, use Craft (alchemy) +13; can prepare up to 4 formulae; DC 17
◊ Improved Fuse Grenade (formulae); standard action, detonates after 1d3 rounds, 4d6 bludgeoning and 4d6 fire damage in 20-ft. radius, Reflex for half
- Fuse Master; may choose when an improved fuse grenade explodes (within normal limits), even at the end of the same turn; overlapping areas have diminishing returns
Barrage SphereTalents Augmented Grip; (blitz) Suppressing Fire
• Augmented Grip; reduce attack penalty by 1 when using barrage
• barrage (special attack action; two ranged attacks at -2 penalty; add one (blitz) to each additional attack)
◊ Suppressing Fire (blitz); make 1 additional attack, targeting the same creature; that creature may evade both attacks, but suffers a -3 penalty on attack rolls and Perception checks for 1 round
Equipment SphereTalents Expert Reloading, Mechanical Training; (discipline) Mechanical Savant
• Expert Reloading; reduce reload speed by 1 step
• Mechanical Savant (discipline); gain proficiency with battle wrench and crossbows; reduce penalty to use crossbows one-handed
• Mechanical Training; deal +2 damage with mechanical weapons (crossbows, firearms)
Trap Sphere – Perception DC 23; Talents Trapper’s Recovery, Opportunist, Persistent Trapper, Sneaky Trapper, Stop Drop And Control; (snare) Terrain Trap; Drawback Focused Trapper (dart)
[trap statistics] AC 16, hp 20, hardness 6, Perception DC 23, area 2 5-ft. squares, DC 17 Reflex
• Opportunist; creatures that fail their saving throw provoke an attack of opportunity; may make this attack with a ranged weapon
• Persistent Trapper; increase time to set trap to 1 minute, increase trap duration by 10 minutes per 5 your Craft check exceeds the DC (max. 2 persistent traps)
• Sneaky Trapper; may perform Sleight of Hand (DC 11 + observer’s modifier) to play trap without it being noticed; use highest perception modifier if multiple observers
• Stop Drop And Control; may place trap as part of action to withdraw (must be able to place as standard action)
• Trapper’s Recovery; may regain martial focus as an immediate action if a creature fails their saving throw
• snares (full-round action [standard while maintaining focus], Reflex or trigger); (snare) DC 17
◊ Tripwire (snare); Reflex save or fall prone
◊ Terrain Trap (snare); Reflex save or 15-ft. difficult terrain created, can be immediately triggered when created. Hazardous terrain deals 2d6 damage (Reflex half) to creatures in its area

Magic
Casting Tradition Apothecary (Material Casting, Skilled Casting (Craft [alchemy])); CAM Int
CL 4 (6 w/ Destruction); MSB +6; MSD 17; Concentration +10
Spell Points 12
Destruction SphereTalents (blast shape) Energy Wall, Retributive Blast; (blast type) Searing Blast; Drawback Energy Focus (fire)
• destructive blast, close (40 ft.), DC 17; 3d6 damage, +1 sp 6d6; use with (blast shape), inflict a (blast type)
◊ (blast shape)
- Ray (default) (blast shape); melee touch +9 or ranged touch ray (40 ft.) +9
- Energy Wall (blast shape); 0 sp, create 5-ft. Cube wall, or +1 sp, create 20-ft. high by 120-ft. wide in a line, or hemisphere of 15 ft.; Reflex negates
- Retributive Blast (blast shape); may spend 1 sp as an immediate action after an opponent misses you with a melee attack to target w/ destructive blast, Reflex negates
◊ (blast type)
- Searing Blast (blast type); 0 sp, fire damage, d8 instead of d6

Tactics
Before Combat A firestarter will attempt to set traps wherever they think there will be conflict, creating 2 Persistent Terrain (snares) with Searing Blast Fuse Grenades (8d8 fire damage, 20-ft. radius, DC 17 Ref half).
During Combat The firestarter will withdraw, laying more traps with bombs and use their crossbow to take shots at oncoming enemies or creating walls of fire to force opponents through his traps.

Statistics
Str 8, Dex 18, Con 12, Int 18, Wis 10, Cha 8
Base Atk +4; CMB +2; CMD 16
Feats Extra Combat Talent (x5), Throw Anything; Favored Class Bonus (alchemist) +6 fire resistance
Skills Climb +10, Disable Device +13, Heal +9, Perception +9, Sleight of Hand +13, Stealth +18, Use Magic Device +8;
Associated Skills Craft (alchemy) +13, Craft (traps) +13
Languages Common, Goblin, Draconic, Orc, Gnoll
SQ alchemist discoveries (hedgewitch secret [Extra Combat Talent] (x2), scrap bomb)
Combat Gear standard healing potion, tanglefoot bag (2);
Other Gear dagger, masterwork light crossbow with 30 bolts, mithral chain shirt, portable alchemist’s lab, trap bag

Description
Firestarters are specialized alchemists in the Blackthorn ranks, often leading special operations to burn down warehouses and liberate goods from the burning structure. Firestarters are rarely found alone and usually have the support of additional hired muscle or other trusted Blackthorn muscle.

Archetype: The firestarter’s eldritch infuser alchemist archetype is from Expanded Options 2.

Strike Leader (CR 8)

A heavily armored warrior clad head to toe in black plate barks orders to their subordinates. The flag of the Blackthorn is proudly attached to their longspear.
– Submission by Omeha

XP 4,800
Human conscript 9
CE Medium humanoid (human)
Init +6; Senses Perception +14

Defense
AC 27, touch 16, flat-footed 25 (+11 armor, +2 Dex, +4 shield)
hp 76 (9d10+28)
Fort +9, Ref +9, Will +6
Defensive Abilities triumphant stand (if lowered to 0 hp, allies may aid another your AC, which may prevent the attack)

Offense
Speed 20 ft.
Melee +1 longspear +16 (1d8+7/x3)
Special Attacks precise strike +1d6, sneak attack +3d6

Combat
Martial Tradition Knightly Arts (Equipment x3, Warleader); PAM Wis
Equipment SphereTalents Armor Expert, Armor Training, Throwing Mastery; (discipline) Knightly Training, Shield Training
• Throwing Mastery; thrown weapons return
Shield SphereTalents Cover Ally, Deflecting Shield, Interposing Shield
• Deflecting Shield; shield bonus applies to touch
• Cover Ally; may grant active defense to adjacent allies
• Interposing Shield; creatures benefiting from active defense gain DR 4/– against the incoming attack
• active defense (as an immediate action or attack of opportunity, raise shield bonus against incoming attack by +4)
Warleader SphereTalents Focusing Tactics, Heraldry, Lasting Oration, Persisting Influence, Triumph; (shout) Focusing Cry, Harangue; (tactic) Shieldbrothers
• Focusing Tactics; allies under shout or tactics may spend move action to restore your focus
• Heraldry; while flag is held, +5 effective ranks to tactics and +1 bonus on attack rolls
• Lasting Oration; increase time to shout to 1 minute, ex- tend duration to 3 minutes
• Persisting Influence; shouts and tactics last for 2 addition rounds
• Triumph; on a successful attack action, shout as swift action, or free with martial focus
• shout (standard action, 30-ft. radius, 3 rounds; apply (shout) effects)
◊ Fierce Shout (shout); allies deal +6 damage on first attack each turn
◊ Focusing Cry (shout); expend martial focus, restore focus to 3 allies
◊ Harangue (shout); expend martial focus, each ally may attempt a new saving throw
• tactic (begin as move action, maintain or switch as swift action; 60-ft. radius, grant (tactic) benefits to allies)
◊ Aggressive Flanking (tactic); allies flank if they threaten
◊ Shieldbrothers (tactic); adjacent allies gain +2 AC

Tactics
Before Combat The strike leader will encourage his allies with Lasting Oration for the Fierce Shout, sharing the Outflank and Precise Strike feats.
During Combat The strike leader utilizes aggressive flanking to deal precision damage, or protects his allies with Shieldbrothers. Active defense grants additional AC and DR while pushing forward with more shouts using Triumph. The strike leader’s flag inspires his allies, and without it, he suffers penalties.

Statistics
Str 18 Dex 14, Con 14, Int 13, Wis 14, Cha 10
Base Atk +9 CMB +13; CMD +26
Feats Extra Combat Talent, Great Focus, Improved Initiative, Muscular Reflexes, Outflank, Precise Strike, Shield Brace, Weapon Focus (longspear)
Skills Climb +12, Intimidate +12, Perception +14, Sense Motive +14, Survival +14; Associated Skill Diplomacy +13
Languages Common, Orc
SQ sneak attack, sphere specialization (Warleader)
Combat Gear improved healing potion (3); Other Gear +1 longspear, +1 plate armor, +1 impervious heavy steel shield, blackthorn flag, portable ram

Description
Strike leaders are the strong, destructive arms of the Blackthorns, carrying the tattered standard to lead their strike team. Strike teams are often deployed to strike fear into organizations and individuals which have taken steps against the Blackthorn, failed to pay tribute, or are simply in the possession of something the Blackthorn needs for their organization’s efforts.

Ren “Gunbreaker” Egads (CR 13)

The smell of black powder seems to trail this man, his coat and hands are singed from burnt shell casings. He presents himself with an air of absolute confidence.

XP 25,600
Male human conscript 13
CN Medium humanoid (human)
Init +12; Senses Perception +21

Defense
AC 30, touch 19, flat-footed 24 (+8 armor, +3 deflection, +6 Dex, +3 natural)
hp 120 (13d10+26)
Fort +13, Ref +17, Will +16

Offense
Speed 30 ft.
Ranged 2 +3 dragoon pistol +3 +25 (1d8+16/15-20), +2 dragoon pistol +24 (1d8+15/15-20)
Special Attacks weapon training (firearms +2), staggering critical (DC 23)

Combat
Martial Tradition Spitfire (Dual Wielding x2, Equipment x2); PAM Wis
Barrage SphereTalents Augmented Grip, Close Combat Specialist, Mobile Focus, Vigilant Sharpshooter; (blitz) Arrow Split, Redirection; Legendary Talents Ceaseless Ammo,
Cone Of Death (x2), Death Blossom
• barrage (special attack action; two ranged attacks at -2 penalty; martial focus, +1 or 2 attacks at -4 or -6 penalty, add one (blitz) to each additional attack); (blitz) DC 21
◊ Arrow Spit (blitz); deal full damage to objects, apply DR/hardness once against attacks
◊ Augmented Grip; reduce barrage penalty by 2 and do not provoke AoO for reloading ranged weapons
◊ Redirection (blitz); exchange additional attack to allow attack to change direction mid flight, such as to go around a corner
• Ceaseless Ammo; if 10+ ammunition, ammunition replenishes
• Close Combat Specialist; do not provoke attack of opportunity for ranged attacks, may flank with wielded ranged weapons
• cone of death; full-round action, expend martial focus; forgo (blitz) talents and make single attack against all creatures in 230-ft. cone; roll a single attack and compare against
each target’s AC
◊ Death Blossom; when using cone of death, can change area to burst centered on self
• Mobile Focus; regain martial focus after moving more than 10 ft., but no more than half speed
• Vigilant Sharpshooter; while maintaining martial focus, threaten squares with ranged weapon; do not provoke when making an attack of opportunity with a ranged weapon
Dual Wielding SphereTalents Balanced Blows, Critical Follow Up, Focusing Defense, Following Strike, Impossible Reload; Legendary Talents Three Sword Style
• Critical Follow Up; Increase the threat range of offhand attacks by 2 if the attack action is successful.
• dual attack (attack action; primary and off-hand attack at -2)
◊ Balanced Blows; reduce dual attack penalty by 1/2
◊ Following Strike; if both attacks with dual attack succeed, make an additional off-hand attack
• Focusing Defense; move action, regain focus and gain +2 AC and CMD for 1 round
• Impossible Reload; can reload w/o a free hand; treat ranged weapons wieldable in 1 hand as light for dual attack penalties
• Three Sword Style; wield weapons in mouth; spend immediate action when performing a dual attack to make an additional off-hand attack
Equipment SphereTalents Critical Genius, Expert Reloading, Mechanical Savant, Weaponmaster; (discipline) Firearm Proficiency
• Critical Genius (dragoon pistol); increase weapon’s critical range to 18-20, set multiplier to x2; add +6 as additional damage on critical hits
• Expert Reloading; reduce reload speed by 1 step
• Mechanical Savant; ranged attacks with crossbows and firearms add +6 damage
• Weaponmaster; change weapon’s damage type as free action (bludgeoning, piercing, slashing)
Sniper SphereTalents Perfect Shot, Unblockable
• deadly shot (special attack action; add one (snipe); expend martial focus, +4d10 or 4d6 if vs. touch); (snipe) DC 21
• Perfect Shot; roll twice vs. concealment, do not miss due to natural 1s, reroll a natural 1/round
• Unblockable; creature must succeed a magic skill/combat maneuver check vs. your attack roll should they attempt to automatically deflect or stop a ranged attack.

Tactics
Before Combat Egads tries to ambush targets where there is little cover to take advantage of, or at a minimum, not get caught out by his enemies in the open.
During Combat Egads is a lethal combatant, using his talents to fire a torrent of bullets, using barrage and dual attack to fire his three pistols (using Three Sword Style to juggle the third pistol between his hands) and the Deadly Aim feat to deal additional damage (-3 to hit, +6 damage). When his main hand pistol hits a target, Egads uses the Redirected Shot feat to shoot the bullets from his off-hand attacks, rerolling them to attempt to score a critical hit with the Critical Follow Up talent, debilitating foes with Staggering Critical.

When outnumbered, Cone Of Death and Death Blossom allows Egads to shred through large groups, rerolling his attacks with Redirected Shot if low. If necessary, Egads expends focus to make additional attacks with barrage, but tries to maintain at least 1 focus to keep some of his talents functional or take 13 on an incoming saving throw.

Egads can continue shooting no matter what, without fear of running low on bullets, because of the Ceaseless Ammo legendary talent.

Statistics
Str 12, Dex 22, Con 14, Int 12, Wis 20, Cha 12
Base Atk +13; CMB +14; CMD +33
Feats Critical Focus, Deadly Aim, Great Focus, Gunsmith, Redirected Shot, Staggering
Critical, Weapon Focus (dragoon pistol);
Favored Class Bonus +2 combat talents
Skills Acrobatics +19, Intimidate +17, Perception +21, Sense Motive +21, Stealth +22, Survival +21
Languages Common, Orc
SQ black powder training, exceptional resources, gunslinger deeds (gunslinger initiative, quick clear, utility shot), indomitable will
Combat Gear greater healing potion (2); Other Gear +3 dragoon pistol, +3 dragoon pistol, +2 dragoon pistol, +3 mithral chain shirt, necklace of natural armor +3, belt of avian speed +4, cape of resistance +3, headband of sages +4, ring of shielding +3, timeshifting gloves, alchemical bullets (30), assorted jewelry worth 100 gp, blackthorn consortium wax seal

Special Abilities
Exceptional Resources (Ex): Ren “Gunbreaker” Egads has the wealth of a PC rather than an NPC. This increases his CR by 1.

Description
Ren “Gunbreaker” Egads is part of the upper echelons of the Blackthorn Consortium, having made a name for himself as an efficient tactical leader, deadly gunslinger, and charismatic leader. Not much of his life before the consortium is known, having joined at a young age and rising to a position of power in a relatively short amount of time, becoming a captain of his district at the age of 21. The “Gunbreaker” moniker comes from the tendency for his guns to misfire, but that tends to be a byproduct of the number of rounds he can fire in a short period rather than any sort of bad luck.

Egads favors assault and robbery as his opera- tions of choice, preferring to focus on “large” scores such as wealthy merchant caravans or train robberies. A recent high-profile operation was on a first class leisure train, where he successfully demanded and received ransom for each passenger while defending himself and his crew from authorities.

Egads carries himself with an aura of confidence and is very talkative even in the heat of a fight. There may be whispers going around that Egads will try and take the Blackthorn boss’s mantle for himself, and has been gathering trustworthy individuals to his side before making any moves.


Cult of Kas’shan: Loyal Hands and Eyes of the Slumbering Queen

Supplicant (CR 1)

This bald-shaven, pale individual seems barely aware of you, mumbling incoherent prayers.
– Submission by Drakham Drakhesh

XP 400
Human thaumaturge 2
LE Medium humanoid (human)
Init +2; Senses Perception +5

Defense
AC 13, touch 13, flat-footed 11 (+1 armor, +2 Dex)
hp 16 (2d8+8)
Fort +6, Ref +2, Will +6; -2 vs. mind-affecting
Weaknesses easily influenced

Offense
Speed 30 ft.
Melee ritual dagger +1 (1d4/19-20)
Special Attacks forbidden lore (+2 CL; 15% backlash), invocations (4/day)

Magic
Casting Tradition Bloodletting (Draining Casting, Focus Casting (ritual knife), Magical Signs, Painful Magic, Somatic Casting); Boons Fortified Casting, Sanguine Empowerment;
CAM Con
CL 2; MSB +2; MSD 13; Concentration +6
Spell Points 7
Blood SphereTalents (blood art) Blood Rebuff, Martyr’s Tithings
• blood control, close (30 ft. [35 ft.]), DC 15 (16) Fortitude; establish control for 3 (5) rounds with a (quicken) or (still)
◊ Bleed (quicken); inflict 2 [4] bleed
◊ Coagulate (still); reduce bleed by 2 [4]
• (blood art); close (30 ft. [35 ft.]); blood arts inflict blood loss (1 [2] damage)
◊ Blood Rebuff (blood art); immediate action, target suffers blood loss, gaining 5 [6] temporary hit points until start of next turn, +1 sp, also gain DR 1 [2]/–
◊ Martyr’s Tithings (blood art); caster suffers blood loss, granting target 6 [8] temporary hit points for 2 [4] minutes; +1 sp, target is also healed equal to temp. Hp granted – whenever you cause another creature to suffer blood loss, gain temp hp and may spend this temp hp before suffering blood loss

(Increases to caster level with the thaumaturge’s forbidden lore ability are noted in [square brackets].)

Tactics
Before Combat The supplicant will sacrifice their vigor to protect the higher members of the clergy, casting a forbidden lore-enhanced Martyr’s Tithings on them.
During Combat Supplicants lack a strong sense of free will, and will blindly follow orders, even harmful ones, at the request of a higher member of the clergy.

Statistics
Str 10, Dex 14, Con 18, Int 10, Wis 16, Cha 10
Base Atk +1; CMB +1; CMD +3
Feats Great Fortitude, Toughness
Skills Knowledge (arcana, religion) +5, Perception +5, Sense Motive +8, Spellcraft +5
Languages Common
SQ invocations (lingering blessing, lingering pain), occult knowledge (+1)
Other Gear reinforced tunic, ritual dagger (ordinary dagger inlaid with draconic symbols, worth 5 gp)

Special Abilities
Easily Influenced (Ex): The supplicant’s mind has been worn down by their cult’s indoctrinations. The supplicant suffers a -2 penalty on Will saving throws and creatures using the Bluff skill to deceive or lie to the supplicant gain a +5 circumstance bonus to their check.

Description
The supplicants are the lowest caste of the Cult of Kas’shan, heavily indoctrinated and subject to mind-altering substances, they are wiped of most any traces of their former life before joining. A supplicant is often more than willing to sacrifice themselves for the slumbering queen and her clergy.

The heavy tampering with a supplicant’s mind leaves them susceptible to persuasion and trickery. Outsiders from the cult may find it easy to persuade or trick supplicants working the outer grounds of one of the cult’s places of worship, and may even be eager to assist them if they are somehow convinced by the outsider that they serve the slumbering queen.

Kas’shan’s Ordained (CR 2)

This thin, lanky figure clad in deep purple robes holds their arms out with a welcoming smile and voice, reciting psalms to their deity.
– Submission by ThatOddDeer

XP 600
Human Incanter 3
NE Medium humanoid (human)
Init +2; Senses Perception +10

Defense
AC 13, touch 12, flat-footed 11 (+1 armor, +2 Dex)
hp 20 (3d6+9)
Fort +4, Ref +3, Will +7
Defensive Abilities bolstering presence (free action, gain 3
temporary hit points; 7/day)

Offense
Speed 30 ft.
Melee mwk cold iron dagger +2 (1d4/19-20)
Special Attacks channel negative energy (DC 15, 2d6; 7/day), bolstering presence (free action, gain 3 temporary hit points; 7/day)

Magic
Casting Tradition Dreamer (Mental Focus, Verbal Casting);
Boons Overcharge; CAM Wis
CL 3 (4 w/ Life); MSB +3; MSD 14; Concentration +7
Spell Points 10
Life SphereTalents Affliction; (cure) Restore Spirit
• Affliction; may use cure and restore offensively (Will half) as a melee touch attack; deals damage equal to normal cure or inflicts conditions (exhausted 2d6 rounds, or block magical healing for 2d6 rounds)
• cure, touch, DC 17; cure 1d8+8 hit points, 1 sp
• invigorate, touch, DC 17; 4 temporary hp
• restore, touch, DC 17; (mind; remove dazzled, shaken, staggered and lessen frightened to shaken, panicked to frightened) or (body; remove battered, fatigued and lessen exhaustion to fatigued, sickened and lessen nauseated to sickened) or (soul; heal 1d4 ability damage), 1 sp
◊ Restore Spirit (cure); when restoring soul, target is cured of all ability damage and drain to to 1 score, as well as 1 temporary negative level (or suppresses a permanent negative level)
Mind SphereTalents Expanded Charm; (charm) Command, Read Mind, Sleep; (cloud) Lure
• Expanded Charm; (charm) effects may affect creatures of any type
• charm, close (30 ft.), DC 16; place a (charm) on target, Will negates if unwilling
◊ Read Mind (charm); pull information from target’s mind
- lesser charm (detect emotional state)
- greater charm (read surface thoughts for concentration, 1 sp)
◊ Sleep (charm); cause drowsiness or sleep, Will negates
- lesser charm (target is staggered for 1d4 rounds)
- greater charm (target falls asleep for 3 minutes, 1 sp)
◊ Suggestion (charm); plant thought or course of action in target’s mind, Will negates
- lesser charm (simple request)
- greater charm (same as lesser charm but basic request,
-2 for basic, 1 sp)
• (cloud); create 25-ft. radius or 10-ft. wide and 30-ft. Long cloud, affecting creatures
◊ Lure (cloud); invites or repels creatures from area, causing an overwhelming desire to be there, Will negates
- lesser cloud (invites creatures up to 1 Hit Dice within close range, lasts for 3 minutes)
- greater cloud (same as lesser cloud, but up to medium range and lasts for 3 hours)

Statistics
Str 10, Dex 14, Con 16, Int 10, Wis 18, Cha 10
Base Atk +1; CMB +1; CMD +13
Feats Extra Spell Points, Sphere Focus (Life), Weapon Finesse
Skills Heal +10, Knowledge (arcana, religion) +6, Spellcraft +6
Languages Common, Draconic
SQ sphere specialization (Life)
Combat Gear standard healing potion, antitoxin, antiplague;
Other Gear masterwork cold iron dagger, masterwork silken ceremonial armor

Description
Kas’shan’s ordained are the working arms and listening ears of the church, leading sermons, performing small miracles of healing, and collecting tithe from the townsfolk who would listen to the prayers and psalms of the slumbering queen.

Evangelist (CR 2)

A zealot wrapped in chains and the vestments of a slumbering god wanders the streets, offering blessings for alms.
– Submission by Derfael Oliveira

XP 600
Reptoid wraith 3
NE Medium humanoid (reptilian, shapechanger)
Init -1; Senses low-light vision; Perception +0

Defense
AC 14, touch 9, flat-footed 14 (+4 armor, -1 Dex, +1 natural)
hp 21 (3d8+6)
Fort +3, Ref +2, Will +3; +2 vs. mind-affecting effects and poison
Defensive Abilities Wraith Form (8 rounds per day)

Offense
Speed 30 ft.
Melee light mace +3 (1d6+1)
Ranged light crossbow +1 (1d8/19-20)
Special Attacks possession (DC 16 Will save negates; path of the spook), consume host (1 sp, move action, 1d6 damage;DC 16 Fort save half)

Magic
Casting Tradition Mesmerist (Emotional Casting, Rigorous Concentration); CAM Cha
CL 2 (3 w/ Mind); MSB +3; MSD 14; Concentration +8
Spell Points 10
Divination Sphere
• divine medium (120 ft.), DC 16; (gain information about magic auras within 120 ft.)
◊ Alternate Divinations
- Life (Divine Life); divine wounds and vitality
- Mind (Divine Charm); divine charms and compulsions
• sense personal, DC 19; (gain sense for 2 hours)
◊ Read Magic (sense); decipher and read magical writings, 1 sp
Life Sphere
• cure, touch, DC 16; cure 1d8+2 hit points, 1 sp
• invigorate, touch, DC 16; grant 2 temporary hp
• restore, touch, DC 16; (mind; remove dazzled, shaken, staggered and lessen frightened to shaken, panicked to frightened) or (body; remove battered, fatigued and lessen exhaustion to fatigued, sickened and lessen nauseated to sickened) or (soul; heal 1d4 ability damage), 1 sp
Mind SphereTalents Mass Charm, Powerful Charm; (charm) Fear, Paralyze
• Powerful Charm; may use powerful charm or cloud options, 2 sp
• charm close (30 ft.), DC 16; place a (charm) on a target, or 3 targets with 1 sp
◊ Fear (charm); instill fear into target’s mind, Will negates
- lesser charm (shaken for 3 rounds)
- greater charm (frightened for 3 rounds, or shaken for 3 rounds on successful save)
- powerful charm (panicked for 3 rounds, or shaken for 3 rounds on successful save)
◊ Paralyze (charm); add information into target’s mind, Will negates
◊ lesser charm (a rumor)
◊ greater charm (a modified memory)
◊ powerful charm (an entirely new memory)
◊ Suggestion (charm); plant thought or course of action in target’s mind, Will negates
◊ lesser charm (simple request)
◊ greater charm (same as lesser charm but basic request, -2 for basic)
◊ powerful charm (same as greater charm but non-fatal request, any -2 for basic, -4 for simple)

Note: The evangelist’s path of the spook causes creatures to suffer a -2 penalty against his Mind sphere effects if they are being passively possessed, plus an additional -2 if they are cowering, panicked, or paralyzed.

Tactics
Before Combat Throughout the week, evangelists offer their services as healers to get close to people, using their change shape ability to appear as a race more openly welcomed by the area. Once they have found a potential recruit, they will at- tempt to get that individual alone whereupon they will utilize charms and possession to capture that individual.
During Combat During the first round of combat, a proselyte will either use their vanishing dust, or a Fear or Paralyze powerful charm, potentially targeting multiple enemies if they can. Once an enemy has been panicked or paralyzed, a proselyte will use their possession ability on a debilitated victim to actively possess them. While possessing a target, they will either use their consume host ability to drain away their health or force them to attack other enemies of the cult, if any.

Statistics
Str 12, Dex 8, Con 14, Int 8, Wis 10, Cha 20
Base Atk +2; CMB +3; CMD 12
Feats Extra Magical Talent (x2)
Skills Bluff +11, Intimidate +11, Knowledge (religion) +5, Sense Motive +6; Favored Class Bonus +6 skill points
Languages Common, Reptoid
SQ change shape, haunt path (path of the spook), wraith haunts (consume host)
Combat Gear lesser vanishing dust;
Other Gear chain shirt, light crossbow (with 10 bolts), light mace, cleric vestments, silver unholy symbol of kas’shan, sunrod, 2 gp.

Special Abilities
Change Shape (Su): A reptoid can assume the appearance of a specific single Medium humanoid. The reptoid always takes this specific form when it uses this ability. The reptoid gains a +10 racial bonus on Disguise checks to appear as that type of humanoid. This ability otherwise functions as alter self, except the reptoid does not adjust its ability scores. A reptoid can select a new humanoid form by spending 1 week preparing itself for the change, but can then no longer assume its previous humanoid form.

Description
Evangelists are the “foot soldiers'' of the cult, expanding the cult’s reach and actively pushing their influence upon others to attend sermons or even join.

While not all evangelists of the Cult of Kas’shan are shapechangers, the few reptoids that might work for the cult are frequently praised and held in high regards as extremely effective arms of the slumbering queen’s will.

Note: When running encounters with a wraith, please review the wraith’s possession ability before running a combat with one. The wraith’s strengths lie in either “riding” an ally’s body or attempting to actively force themselves upon an enemy. While the evangelist may be CR 2, it is expected to be accompanied by other NPCs, possibly even ones stronger than itself.

Hidden Ascetic (CR 3)

A cultist expert of infiltration. A mob of cultists is used to take out those meddling with the followers of Kas’shan, seemingly out of nowhere. However, any single one is no great threat.
– Submission by Sneak Dog

XP 800
Human sage 4
LN Medium humanoid (human)
Init +4; Senses Perception +10

Defense
AC 18, touch 18, flat-footed 14 (+4 Dex, +1 sage, +3 Wis)
hp 14 (4d6)
Fort +4, Ref +8, Will +7

Offense
Speed 30 ft.
Melee chi gong +6 (2d6)
Special Attacks meditation (+1d6, 2/day, renewed with 1 hour)

Magic
Casting Tradition Somatic Casting x2;
Boons Easy focus; CAM Wisdom
CL 4; MSB +4; MSD 15; Concentration +7
Ki Points 7 (a sage treats ki points as though they were spell points)
Life SphereTalents (cure) Restore Health;
Drawbacks Regenerate (only target self)
• cure, touch, DC 16; cure 1d8+8 hit points, 1 sp
• invigorate, touch, DC 16; grant 4 temporary hp
• restore, touch, DC 16; (mind; remove dazzled, shaken, staggered and lessen frightened to shaken, panicked to frightened) or (body; remove battered, fatigued and lessen exhaustion to fatigued, sickened and lessen nauseated to sickened) or (soul; heal 1d4 ability damage), 1 sp
◊ Restore Health (cure); when restoring body, completely remove exhausted and nauseated; may attempt magic skill check vs. disease and poisons
Warp SphereTalents Distant Teleport, Pouncing Teleport;
Drawbacks Personal Warp (only target self)
• teleport, personal, teleport self and heavy load close range (35 ft.); 1 sp, increase range to long (560)
◊ Pouncing Teleport; 1 sp or increasing cast time, make a single attack; additional 1 sp, may make attack action

Combat
Martial Tradition Ninjutsu (Equipment x2, Scoundrel, Scout); PAM Wis
Athletics SpherePackages run; Talents (motion) Dizzying Tumble
• (motion); trigger a (motion) while moving using an Athletics sphere package; DC 14
◊ Dizzying Tumble (motion); When moving less than max speed, but not a 5-ft. step, and exiting a square adjacent to an enemy, target must succeed at Will save or be sickened for 1 round; 1/hour per target, can instead attempt to nauseate, or sicken with successful save
Duelist SphereTalents …And Stay Down!
• …And Stay Down!; when a creature lands prone, they provoke from you; your blooded strike deals +2 damage against such enemies. If successful and target bleeds, target must attempt an Acrobatics check to stand up (DC 14 + current bleed damage)
• blooded strike; (deal +2 bleed damage with attack action or attack of opportunity; do not provoke vs. bleeding targets with combat maneuvers)
Dual Wielding Sphere
• dual attack (attack action; primary and off-hand attack at -2)
Scoundrel Sphere
• marked target (swift action, melee touch attack, inflict battered and -2 Perception penalty)
Equipment SphereTalents Finesse Fighting, Monk Weapon Training
Scout SphereTalents Hidden Appearance
• Hidden Appearance; may use Stealth modifier in place of Disguise to change appearance
• scout (swift action, Perception check at -5 penalty to identify weaknesses)

Tactics
Before Combat The mob cultist will hide to get a surprise round. They can be hidden far away, close by or in disguise.
During Combat They’ll close the gap with a long-range pouncing teleport. The disruptor will then dual attack with their chi gong to trigger their disruptor, ponderous touch and stunning fist abilities to lock down enemies for a while. Tripping opponent’s to make use of …And Stay Down! is a good idea against enemies with a penalised CMD.

If grouped with a stronger ally, mob cultists will try to heal them with chi gong and try to block enemies from grouping up on the ally.

Statistics
Str 10, Dex 19, Con 10, Int 10, Wis 16, Cha 8
Base Atk +2; CMB +6; CMD 20
Feats Agile Maneuvers, Extra Combat Talent (x2), Extra Magic Talent, Skill Focus (Stealth)
Skills Climb +4, Escape Artist +9, Knowledge (religion) +7, Linguistics +1, Perception +10, Sleight of Hand +6; Associated Skills Acrobatics +9, Stealth +12
Languages Human, Draconic
SQ esoteric training (see packages), esotery (see packages)

Description
The hidden ascetics are the eyes and ears behind each church, carrying out their wills, fulfilling orders, and protecting the more distinguished members. Hidden ascetics will often hide in plain sight, disguised as supplicants or clerical members of the church-front to cult activities.

Hidden Ascetic Package 1: Disruptor Sage
Disruptor When dealing damage with chi gong, target must succeed at a Fortitude save DC 15 or suffer a -2 penalty to CMD until the end of the hidden ascetic’s next turn, and the
hidden ascetic can attempt a bull rush, trip, or reposition as a swift action.
Esoteries:
Ponderous Touch: A target damaged by the hidden ascetic’s chi gong, fails against stunning fist, or is subject to a combat maneuver must succeed at a Will save DC 15 or be slowed for 1 round, as per the Time sphere (1/2 speed, -1 attack, AC, and Reflex).
Stunning Fist: 4/day, once per round, can declare chi gong to be stunning fist. Damaged target must succeed at a Fortitude save DC 15 or be stunned for 1 round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

Hidden Ascetic Package 2: Infuser
Bonus Feat Improved Unarmed Strike
Infuser Whenever would attack with unarmed strike or make a combat maneuver, may instead force target to succeed at a DC 16 Reflex save or subject target to disarm, grapple, or trip; may spend 1 ki to force target to roll twice
Bonus Talent (from Infuser Package): Athletics sphere Whirlwind Flip
Esoteries:
Ki Wall: Immediate action after hit or attempting a Reflex save, 1 ki, gain +4 deflection bonus to AC and +2 to Reflex.
Rubber Ki: Increases reach with chi gong to 10 ft.; whenever hidden ascetic succeeds at combat maneuver, may move opponent up to 10 ft. into another square within reach.

Hidden Ascetic Package 3: Ki Blaster
Ki Blaster May make ranged attacks with chi gong at close range (35 ft.); may spend 1 ki point to increase damage to class level (4d6). May use ki blaster whenever sage could perform an attack action (including the dual attack special attack action)
Bonus Talent (from Infuser Package): Destruction sphere Air Blast
Esoteries:
Diamond Resilience: 1 ki, swift action, gain DR 2/– for 1 minute
Piercing Beam: 1 ki, change ki blast to 30-ft. line, dealing damage to anyone who fails DC 16 Reflex save

Bloodscale (CR 5)

An armored draconid wyvaran stands before you, who suddenly takes a larger form.
– Submission by Derfael Oliveira

XP 1,600
Wyvaran mageknight (martial, resizer) 5
NE Medium dragon
Init +4; Senses darkvision 60 ft., low-light vision; Perception +1

Defense
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 59 (5d10+15)
Fort +8, Ref +6, Will +6; +1 vs. spells, spell-like abilities, and magic sphere abilities

Offense
Speed 30 ft., fly 30 ft. (clumsy)
Melee +1 short sword +10 (1d6+4)
Ranged heavy crossbow +9 (1d10/19-20)
Special Attacks size focus (7 rounds; move action or swift w/ 1 sp, Large or Tiny); slapping tail +8 (1d8+3) (opportunity attacks only)

Magic
Casting Tradition Bloodletting (Draining Casting, Focus Casting (ritual knife), Magical Signs, Painful Magic, Somatic Casting); Boons Fortified Casting, Sanguine Empowerment;
CAM Con
CL 2 (5 w/ Alteration’s Size Change); MSB +5; MSD 16;
Concentration +8
Spell Points 9
Blood SphereTalents Absorb Blood, Exsanguinating Strike, Hemorrhage, Lingering Control
• absorb blood; utilize blood control to heal or buffer allies.
◊ (after a creature within range takes bleed damage, free action, grant another creature temporary hit points equal to bleed taken for 1 minute)
◊ (standard action, 1 sp, inflict 1d2 Con damage to heal another target equal to HD multiplied by the Con damage inflicted)
• blood control, close (30 ft.), DC 14 (18 if bleeding or with half or less maximum hp); (manipulate blood and its properties; apply (quicken) or (still)), concentration +2 rounds
◊ bleed (quicken); 4 bleed damage.
◊ coagulate (still); end bleed effect, reduce further bleed damage by 1.
• Exsanguinating Strike; (standard action, make an attack and initiate blood control)

Combat
Martial Tradition Guild Poisoner (Alchemy, Duelist, Equipment x2); PAM Con
Alchemy SpherePackages poison
• poison (standard action prepare and may throw; DC 15; Fort save or be fatigued for 1 minute)
Berserker Sphere
• berserking (free action, -2 AC to gain +8 temporary hit points for 1 round)
• brutal strike (special attack action, hit targets are battered for 1 round; expend martial focus +10 damage)
Duelist Sphere
• blooded strike (+2 bleed damage w/ attack actions, attacks of opportunity, and disarm attempts; do not provoke with maneuvers vs. bleeding targets)
Equipment SphereTalents Finesse Fighting; (discipline) Rogue Weapon Training
• Duelist Training (discipline); proficiency with the blade boot, butterfly knife, garrote, hand crossbow, kukri, rapier, sap, short sword, shortbow, starknife, switchblade knife, sword cane, war razor, and whip.

Tactics
Before Combat:The elite bloodscale carries a number of consumable items and will use its durability potion, minor contingent energy resistance potion, minor revitalization potion, or superior acceleration dust in anticipation of combat
During Combat: During the first round of combat, an elite bloodscale will use size focus to increase their size to Large and use their berserking sphere ability, bleeding foes with their strikes. Should the elite bloodscale get wounded, they will use size focus to reduce their size to Tiny and attempt to fly out of range and use a common cure potion or its Absorb Blood talent.

Statistics — Size Focus (Large)
AC 18, touch 13, flat-footed 14 (+5 armor, +4 Dex, -1 size)
Melee +1 shortsword +9 (1d8+5)
Ranged heavy crossbow +8 ranged (2d6/19-20)
Str 18, Dex 18, Con 17, Int 8, Wis 12, Cha 10
Base Atk +5; CMB +10; CMD 24

Statistics
Str 16, Dex 18, Con 17, Int 8, Wis 12, Cha 10
Base Atk +5; CMB +9; CMD 22
Feats Extra Combat Talent, Extra Magical Talent (x2), Toughness; Favored Class Bonus +5 hit points
Skills Knowledge (religion) +7, Linguistics +4, Sense Motive +6; Associated Skills Craft (alchemy) +7
Languages Common, Draconic, Dwarven, Elven, Gnome, Halfling, Reptoid
SQ exceptional resources, mystic combat (combat talent)
Combat Gear common cure potion (2), durability potion +4, minor contingent energy resistance potion (2), minor revitalization potion, superior acceleration dust;
Other Gear heavy crossbow and 20 cold iron bolts, +1 short sword, +1 chain shirt, belt of wild might +2, cape of resistance +1, portable alchemy lab, 22 gp

Special Abilities
Exceptional Resources (Ex): The bloodscale has the wealth of a PC rather than an NPC. This increases their CR by 1.

Description
The bloodscales are knights of the slumbering queen, partak- ing in the many hallucinogenic drugs of the cult in the belief that it will bring them to Kas’shan’s realm. They are reliable enforcers of the cult and there is often a single bloodscale stationed with each major church as a guard.

Deceiver (CR 5)

An illusionist and charlatan, the well-traveled purple robes of the Slumbering Queen’s cult carries an ornate satchel filled with dusts, powders, and other remedies.
– Submission by Sneak Dog

XP 1,600
Human elementalist (tenebrous stalker) 5
TN Medium humanoid (human)
Init +5; Senses Perception +5

Defense
AC 17, touch 12, flat-footed 15 (+5 armor, +1 Dex, +1 dodge)
hp 37 (5d8+15)
Fort +10, Ref +6, Will +7
Defensive Abilities evasion

Offense
Speed 30 ft.
Melee mwk quarterstaff +4 (1d6)
Special Attacks darkstalker +1, shadow points (1), shadow shield (1 surreal point, swift action, grant target 5d4 temporary hit points and DR 1/- for 1 minute)

Magic
Casting Tradition Verbal Casting, Somatic Casting; Boon easy focus; CAM Cha
CL 3 (7 w/ Illusion; 6 w/ Dark); MSB +5; MSD 16;
Concentration +9
Spell Points 9
Dark SphereTalents Greater Meld; (meld) Feed On Darkness; Drawbacks Meld Into Dark (only (melds))
• meld, standard action, grant target a (meld); Greater Meld (meld) effects function in any area of dim light or darkness
◊ Darkvision (meld): 1 sp, grant 60 ft. darkvision for 6 hours
◊ Feed On Darkness (meld): 1 sp, fast healing 1, 6 minutes
Illusion SphereTalents Complex Illusion, Enlarged Illusion, Focused Imagination, Overwhelming Sensations, Patterns; (sensory) Illusionary Sound, Illusionary Touch
• (sensory); determine which senses your illusions may interact with – sight, sound, touch
• figment, close (40 ft.); 1 sp, create an illusion with vision, sound, and touch up to a Gargantuan-sized cube (20-ft.), DC 17 Will save to disbelieve; Focused Imagination an illusion may be concentrated on for up to 70 minutes, +2
rounds after dropping concentration
◊ Patterns; creatures who interact with your figments and fail their saving throw suffer a -7 penalty on Perception checks for 1 round
• glamer, close (40 ft.); create an illusion attached to a creature
◊ Illusionary Disguise; create an illusion as though using a disguise kit
• trick, close (40 ft.); standard action, simple illusions persist 7 minutes or until dismissed, DC 17 Will save to disbelieve
• Minor Figments; create unconvincing figments; sufficient to attempt a Perform check
• Minor Glamers; create minor alterations to an object or target’s appearance
• Overwhelming Sensation: as a trick, standard action save or suffer an effect for 3 rounds:
- Shaken (sound); if the target is already shaken, frightened for 1 round.
- Dazzled (sight); if the target is already dazzled, staggered for 1 round.
- Fatigued (touch).

Tactics
During Combat The deceiver is not a powerful combatant by himself, but rather creates haranguing illusions to separate and distract his enemies in order to escape, or help his allies finish off a vulnerable foe. If the deceiver would be left at the mercy of his foes, he will likely attempt to flee by using a a smoke bomb of forgetfulness (Villain Codex).

Statistics
Str 11, Dex 12, Con 16, Int 10, Wis 15, Cha 18
Base Atk +3; CMB +2; CMD 14
Feats Extra Magic Talent (x2), Great Fortitude, Improved Initiative, Shadow Shield; Favored Class Bonus +5 hit points
Skills Bluff +12, Knowledge (religion) +1, Perception +5, Perform (oratory) +9, Spellcraft +4, Stealth +3
Languages Common
SQ exceptional resources, shadow weaver
Combat Gear smoke bomb of forgetfulness; Other Gear +1 Illusion sphere implement (mwk quarterstaff), +1 chain shirt, cape of resistance +1, backpack with antitoxin, antiplague, and assorted drugs (e.g. opium, pesh), 150 gp from latest customers

Special Abilities
Exceptional Resources (Ex): The deceiver has the wealth of a PC rather than an NPC. This increases their CR by 1.
Description
Where the Cult of Kas’shan cannot afford capable healers and medicine men, deceivers are charlatans who serve as a primary distributor of the cult’s drugs as well as makeshift evangelists, using illusions to temporarily “cure” the ailments of gullible village folk by masking their injuries with glamers.
A deceiver often puts on an extravagant “traveling show” as they visit small towns and hamlets, using their magics to entertain and offer their services.
Archetype: The deceiver’s tenebrous stalker elementalist archetype is from Archetypes of Power 2.
Plot HookDeceivers: A group of traveling adventurers might seek the services of a deceiver, whether on suspicion of their darker activities or by curiosity. The deceiver charges approximately 20 gold pieces per participant, distributing the drugs as a placebo and entertaining them with their illusions.


The Slumbering Queen’s Seekers and Her Sanctum

Dreamer (CR 11)

A half-dragon in cleric vestments stands before you with faintly-glowing crystalline armor.
– Submission by Derfael Oliveira

XP 12,800
Half-dragon reptoid soul weaver (pharmakon) 10
NE Medium dragon (reptilian, shapechanger)
Init -1; Senses darkvision 60 ft., low-light vision; Perception +0

Defense
AC 17, touch 12, flat-footed 14 (+3 deflection, -1 Dex, +5 natural)
hp 90 (10d6+50)
Fort +9, Ref +3, Will +8; +2 vs. mind-affecting effects and poison
Immune electricity, paralysis, sleep; Resist acid 20, cold 20, fire 20, sonic 20

Offense
Speed 30 ft., fly 60 ft.
Melee mwk heavy mace +11 (1d8+5)
Ranged +1 light crossbow +4 (1d8/19-20)
Special Attacks bound nexus (10 souls, DC 22, aid the dead, channel master, curious spirit, lovelorn soul, siphon health, summon spirit I, II), channel positive energy 10/day (DC 22, 5d6, may use channel energy as SP for Affliction), iatrogen (malignance, neurasthenia, syncope)

Magic
Casting Tradition Mesmerist (Emotional Casting, Rigorous Concentration); CAM Cha
CL 10; MSB +10; MSD 21; Concentration +17
Spell Points 21
Death SphereTalents Cryptic Strike; (ghost strike) Bleeding Wounds; Drawbacks Necromantic Limit (ghost strike)
• Cryptic Strike; standard action, make a weapon attack, creatures hit with attack are also hit with ghost strike.
• ghost strike medium (200 ft.), DC 22; apply the effects of one (ghost strike)
◊ Bleeding Wounds (ghost strike); 10 bleed damage, 20 bleed damage (1 sp)
◊ Exhausting (ghost strike); fatigued for 1 minute or exhausted for 10 minutes (1 sp), Fortitude negates. On a successful save the target is still fatigued for 1 round.
Life SphereTalents Affliction, Mass Healing, Ranged Healing; (cure) Restore Capacity, Restore Health
• cure, close (50 ft.), DC 22; cure 1d8+30 hit points, 1 sp; 6 targets (1 sp)
◊ Affliction; +4 ranged touch (1d8+30 negative energy; Will half), 1 sp
• invigorate, close (50 ft.), DC 22; 10 temporary hp; 6 targets (1 sp)
• restore, touch, DC 22; (mind; remove dazzled, shaken, staggered and lessen frightened to shaken, panicked to frightened) or (body; remove battered, fatigued and lessen exhaustion to fatigued, sickened and lessen nauseated to sickened) or (soul; heal 1d4 ability damage) or (capacity; Escape Artist check +10, remove stunned, decreased movement speed, restore speech, magic skill vs. paralysis), 1 sp; 6 targets (1 sp)
◊ Affliction; +4 ranged touch (exhausted for 2d6 rounds, Fort save reduces to fatigued) or (capacity; entangled and half movement for 1d6 rounds, Reflex negates) or (health; nauseated for 1d6 rounds, Fort save reduces to sickened)
◊ Restore Health (cure); when restoring body, completely remove exhausted and nauseated; may attempt magic skill check vs. disease and poisons
Mind SphereTalents Expanded Charm, Mass Charm, Powerful Charm; (charm) Sleep
• Powerful Charm; may use powerful charm or cloud options, 2 sp
• charm close (30 ft.), DC 22; place a (charm) on a target, or 6 targets (1 sp)
◊ Sleep (charm); put the target to sleep, Will negates
- lesser charm (staggered for 1d4 rounds)
- greater charm (asleep for 10 minutes, sleeping targets immediately awaken upon taking damage)
- powerful charm (same as greater charm, but sleeping targets only get additional Will save with +4 bonus upon taking damage)
◊ Suggestion (charm); plant thought or course of action in target’s mind, Will negates
- lesser charm (simple request)
- greater charm (same as lesser charm but basic request, -2 for basic)
- powerful charm (same as greater charm but non-fatal request, any -2 for basic, -4 for simple)
Protection SphereTalents Distant Protection, Mass Aegis, Status; (aegis) Energy Resistance, Painful Aegis;
Drawbacks Crystalline (hardness 7, hit points 14), Limited Protection (aegis)
• aegis close (50 ft.), DC 22; apply the effects of one (aegis) for 10 hours, 1 sp; or 6 targets for 1 hour, 40 minutes (1 sp)
◊ Deflection (aegis); +3 deflection AC
◊ Energy Resistance (aegis); 20/- acid, cold, electricity, fire, or sonic.
◊ Painful Aegis (aegis); Whenever a creature successfully hits the bearer of this aegis with a melee or ranged attack, that creature suffers 5 points of nonlethal damage
• Status; know the direction and distance to all creatures benefiting from your aegises and are aware of any conditions affecting them

Tactics
Before Combat: A dreamer will often cast the following effects on themselves; these are reflected above in the dreamer’s statblock, granting the following benefits:
• Deflection; +3 deflection AC
• Energy Resistance (x4); 20 acid, cold, fire, and sonic resistance.
• Painful Aegis; Attackers take 5 nonlethal damage each time they deal damage to the dreamer.
The dreamer pre-casting these effects costs the dreamer 6 spell points for the day.
During Combat: The dreamer will primarily use their uses of channel energy to power castings of Affliction to inflict damage (1d8+30), debilitating conditions, or their iatrogens. The dreamer is a competent healer and can also protect their allies with their aegis effects or use Selective Channel to heal their allies. If the dreamer feels overwhelmed, they may use powerful charms to put enemies to sleep or to cast bleeding wounds, spending the additional spell point to inflict 20 bleed damage.

Statistics
Str 20, Dex 8, Con 20, Int 10, Wis 10, Cha 24
Base Atk +5; CMB +10; CMD 19
Feats Extra Magical Talent (x4), Quicken Spell; Favored Class Bonus +10 skill points
Skills Bluff +22, Intimidate +20, Knowledge (religion) +13, Linguistics +13, Sense Motive +13
Languages Abyssal, Aklo, Celestial, Common, Dwarven, Elven, Goblin, Gnome, Halfling, Orc, Reptoid, Sylvan
SQ bound nexus, change shape, iatrogens
Combat Gear lesser hemorrhage poison (2); Other Gear +1 light crossbow (with 10 blood crystal bolts), cape of resistance +1, dreamer’s vestments (+1 Mind sphere implement and +5 Bluff), masterwork heavy mace, silver holy symbol, 25 gp

Special Abilities
Change Shape (Su): A reptoid can assume the appearance of a specific single Medium humanoid. The reptoid always takes this specific form when it uses this ability. The reptoid gains a +10 racial bonus on Disguise checks to appear as that type of humanoid. This ability otherwise functions as alter self, except the reptoid does not adjust its ability scores. A reptoid can select a new humanoid form by spending 1 week preparing itself for the change, but can then no longer assume its previous humanoid form.
Iatrogen: Whenever the dreamer uses the Affliction talent, they can instead choose to inflict one of the following:

  • Malignance: The dreamer inflicts a 1d6 ability penalty to all ability scores. This ability penalty lasts 1 minute (Fortitude negates). Ability penalties from malignance do not stack with themselves.
  • Neurasthenia: The dreamer inflicts the frightened (or panicked, if already frightened) condition for 1 minute (Will negates). This is a mind-affecting fear effect.
  • Syncope: The dreamer inflicts 1d3 temporary negative levels onto the target for 1 hour (no save). Temporary negative levels from syncope stack, but if a negative level from syncope would reduce the creature to 0 Hit Dice, the creature instead takes 4 points of Constitution drain for the duration of the effect.

Maledictus (CR 11)

Whispers of cursed souls seem to follow in the wake of this slender,
scaled woman.
– Submission by ThatOddDeer

XP 12,800
Female half-dragon (nightmare) half-elf mageknight (martial, grim disciple) 10
LE Medium dragon (half-elf)
Init +0; Senses darkvision 60 ft., low-light vision; Perception +18

Defense
AC 25 touch 11, flat-footed 25 (+6 armor, +1 deflection, +8 natural)
hp 105 (10d10+50)
Fort +10, Ref +3, Will +7;+3 vs. spells, spell-like abilities, and magic sphere effects; +2 vs. enchantment
Defensive Abilities unarmored training +6; Immune acid, sleep

Offense
Speed 30 ft., fly 60 ft. (average)
Melee unarmed strike +15/+10/+5 (1d6+5), bite +15 (1d6+12), 2
claws +13 (1d4+5)
Special Attacks brand of ill fate (+7 attack and damage vs. cursed targets), breath weapon (5d6 Acid, 60-ft. cone, DC 20 Reflex), mystic combats (bleeding wounds [swift action, 1 sp, attacks deal 5 bleed for 7 rounds, enchanted touch [swift action, 1 sp, +3 enhancement to all attacks], penetrating blow [swift action, 1 sp, attacks target touch until end of turn])

Magic
Casting Tradition Natural; CAM Cha
CL 5 (10 w/ Fate [curse] effects); MSB +10; MSD 21;
Concentration +17
Spell Points 16
Fate SphereTalents Shrieking Strike; (word) Harm, Pain
• Shrieking Strike; (standard action, make an attack and apply (word) effect)
• word, close (50 ft.), DC 22; apply a (word) effect
◊ Harm (word); whenever the target suffers damage, suffer an additional +5 untyped damage, concentrate or 10 rounds for 1 sp
◊ Pain (word); target suffers 1d4+5 nonlethal damage (no save), may spend 1 sp for 10 rounds; target also suffers -4 penalty to mental skill checks and must succeed at concentration checks to cast

Note: While the maledictus possesses the hallow and serendipity sphere effects, they are not detailed because the maledictus would not normally make use of them.

Combat
Martial Tradition Pirate (Duelist, Equipment x2, Fencing);
PAM Cha
Duelist SphereTalents Long Cuts; Drawbacks Bloody Slasher (no disarm benefits)
• Long Cuts; target must receive 15 healing or DC 30 Heal to stop bleeding
• blooded strike (attack action, deal +3 bleeding damage)
Equipment SphereTalents Unarmored Training; (discipline) Pirate Training
• Unarmored Training; gain +6 armor bonus, applies against touch
Fencing SphereTalents (exploit) Wide Open
• fatal thrust (deal +3d6 precision damage vs. flat-footed, flanked, or Dexterity-denied foes with attack actions or AoO, apply one (exploit)); (exploit) DC 22
◊ Wide Open (exploit); target suffers a -4 penalty to armor class until the end of your next turn
Lancer SphereTalents Pincushion Punishment
• impale (attack action w/ -2 penalty; battered, hindering spellcasting; ending impale inflicts weapon dice bleed damage)
• Pincushion Punishment; may impale an impaled creature, increasing penalties vs. them; may remove all weapons as an attack action, CMB vs. CMD, dealing weapon die for each removed

Tactics
The maledictus is constantly in their heightened form, a Hybrid Transformation using the Dragon Transformation (transformation) with the claws and a size Huge draconic hybrid combining the traits from the half-dragon template plus the Dragon Transformation (transformation) with the claws and doubled breath weapon size traits.

The maledictus is a Fate sphere magical warrior, cursing their targets and bleeding them to deal additional damage with the Harm (word).

Statistics
Str 20, Dex 10, Con 20, Int 10, Wis 10, Cha 24
Base Atk +10; CMB +15; CMD +15
Feats Hybrid Transformation, Improved Transformation, Skill Focus (Perception), Spell Attack, Step Up, Transformation (Dragon Transformation)
Skills Diplomacy +20, Fly +10, Knowledge (religion) +10, Perception +18; Associated Skills Bluff +17
Languages Common, Draconic
SQ black dog’s maw, malocchio, mystic combat (bleeding wounds, enchanted touch, penetrating blow, quickened reflexes)
Other Gear belt of physical might +2, headband of alluring magnetism +2, ring of shielding +1, 50 gp

Description
The maledictus is an adept cursemaster and warden of the inner chambers.

Praetor (CR 11)

This burly, scaled draconic man looms over you, claws sharp and attire heavily decorated in ritualistic symbols.
– Submission by ThatOddDeer

XP 12,800
Half-dragon (black) orc mageknight (martial, resizer) 10
LE Huge dragon (orc)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +9

Defense
AC 25 touch 12, flat-footed 22 (+6 armor, +1 deflection, +3 Dex, +8 natural, -2 size)
hp 105 (10d10+50)
Fort +12, Ref +6, Will +6; +3 vs. spells, spell-like abilities, and magic sphere effects
Defensive Abilities unarmored training +6, orc ferocity, mystic combats (spell shield [imm. action, 1 sp, SR 27 until start of turn; unbreakable [imm. action, 1 sp, DR 12/– for 3 rounds]); Immune acid, paralysis, sleep

Offense
Speed 40 ft., fly 80 ft. (average)
Melee unarmed strike +17/+12 (2d6+9 plus grab), bite +17 (2d6+13 plus grab), 2 claws +17 (1d8+9 plus grab), tail slap +15 (2d6+13)
Space 15 ft.; Reach 15 ft.
Special Attacks breath weapon (5d6 acid, 60-ft. line, DC 20 Reflex), penetrating blow (swift action, 1 sp, attacks target touch until end of turn)

Magic
Casting Tradition Occultist (Emotional Casting, Rigorous Concentration); CAM Int
CL 5 (10 w/ Size Focus); MSB +10; MSD 21; Concentration +12
Spell Points 16
Alteration SphereTalents Additional Limbs, Beastial Spirit; Drawbacks Lycanthropic
*the praetor does not cast Alteration sphere effects; it possesses the talents for the Transformation feat

Combat
Martial Tradition Professional Wrestler (Equipment, Gladiator, Wrestling x2); PAM Int
Equipment SphereTalents Unarmored Training
• Unarmored Training; +6 armor bonus, applies against touch
Gladiator SphereTalents Derision, Steel Braggart
• Derision; may boast as immediate action when a creature misses you
• boast (immediate action after critical hit, reduce enemy to 0, or successful combat maneuver, apply (boast) in 50-ft. radius)
◊ Prowess (boast); roll twice on next attack roll
◊ Steel Braggart (boast); gain DR 5/– until end of next turn
• strike fear (full-round action, expend martial focus, demoralize 30-ft. radius; apply (demoralization) to enemies shaken)
Lancer Sphere
• impale (attack action w/ -2 penalty; battered, hindering spellcasting; ending impale inflicts weapon dice bleed damage)
Wrestling SphereTalents Greater Grapple; (slam) Hard Whip, Piledriver
• Greater Grapple; while maintaining martial focus, may maintain grapple as move action
• Piledriver; after maintaining a grapple vs. a pinned target, may automatically threaten a critical hit with unarmed strike; if confirmed, DC 18 Fortitude save or dazed 1 round
• slam (immediate action, apply (slam))
◊ Hard Whip (slam); end grapple to throw target 20 ft., may collide and damage
• snag (swift action, melee touch attack +17, batter target until end of turn or while grappled)

Tactics
The praetor is constantly in their heightened form, a size Huge draconic hybrid combining the traits from the half-dragon template plus the Dragon Transformation (transformation) with the claws and tail slap traits, then increasing his size using his resizer mageknight size mastery class feature.

The praetor is a brutal close-combat fighter, combining their unarmed strikes and natural attacks with Wrestling sphere (slam) talents to shred through enemies.

Statistics
Str 26, Dex 16, Con 20, Int 16, Wis 8, Cha 10
Base Atk +10; CMB +21 (+25 to grapple w/ grab); CMD +34
Feats Muscular Reflexes, Snatch, Transformation (Dragon Transformation), Hybrid Transformation, Improved Transformation
Skills Climb +21, Fly +9, Knowledge (religion) +13, Perception +9, Profession (guardsman) +11, Use Magic Device +10;
Associated Skills Intimidate +13
Languages Common, Draconic
SQ agile strength, enduring change, mystic combat (penetrating blow, spell shield, titan’s grip, unbreakable), quick change
Combat Gear improved healing potion; Other Gear mwk ceremonial iron dagger, amulet of mighty fists +1, headband of genius +2, ring of shielding +1

Description
The praetor is a powerful guardian of the sanctums for the Cult of Kas’shan, exemplifying their gifts and power in the image of the Slumbering Queen.

Silencer (CR 14)

Clad in heavy dark steel, this knight of the slumbering dragon radiates a threatening presence, a number of wicked claw-like knives in their sheaths and pouches along their armor.
– Submission by Eveep

XP 38,400
Human antipaladin (grand purifier, rampager) 15
LE Medium humanoid (human)
Init +1; Senses darkvision 60 ft.; Perception +0

Defense
AC 24, touch 11, flat-footed 23 (+13 armor, +1 Dex)
hp 105 (15d10+30)
Fort +14, Ref +9, Will +12
Immune disease
Auras aura of blood (10 ft.), aura of putrefaction (10 ft.), aura of quietus (10 ft.; MSD 26)

Offense
Speed 20 ft.
Melee 2 +1 returning daggers +19/+14/+9 (1d4+4/18-20)
Ranged 2 +1 returning daggers +19/+14/+9 (1d4+4/18-20) or mwk
dagger +19 (1d4+3/18-20)
Special Attacks aura of vengeance, condemnation (1 sp or martial focus, attack action, DC 20 or confused, entombed, maimed, shaken, slowed), purification (DC 20), smite good 5/ day (+3 attack and AC, +15 damage), smiting action (+15 damage on first successful hit vs. smited), wrathful focus
Spell-Like Abilities (CL 15th; concentration +18)
At will – detect good

Magic
Casting Tradition Corrupted Apostle (Addictive Casting, Innate Curse (Tongues [Draconic]), Unsettling Casting, Witchmarked); Boons Drawback Feat; CAM Cha
CL 7; MSB +15; MSD 26; Concentration +18
Spell Points 26
Alteration SphereTalents Lingering Transformations, Greater Changes, Powerful Limbs, Size Change; (transformation) Dragon Transformation; Drawbacks Beast Soul, Lycanthropic
*the silencer uses Dragon Transformation, increasing size to Huge with the Powerful Legs and two claw attack traits.
Warp SphereTalents Distant Teleport, Pouncing Teleport; (space) Dimension Pierce; Drawbacks Personal Warp
• teleport, close (40 ft., long (760 ft.) 1 sp; Distant Teleport increase distance to long when spending a spell point
◊ Pouncing Teleport; 1 sp or increase casting time, make a single attack; +1 sp to make full attack or attack action
• (space); touch, affect how touched target or area interacts with space
◊ Dimension Pierce (space); touched object or creature can interact with ethereal and incorporeal, 7 hours

Combat
Martial Tradition Weapon Master (Dual Wielding x2, Equipment x2); PAM Cha
Dual Wielding SphereTalents Mixed Assault
• dual attack (attack action, -2 on attack roll to make two attacks)
• Mixed Assault; do not provoke attacks while making ranged attacks; if you attack two creatures more than 5 ft. apart, gain +6 damage until end of next turn
Equipment SphereTalents Armor Training, Crushing Thrower, Dagger Bravo, Dagger Dancer, Unarmored Training; (discipline) Duelist Training, Unarmed Training
• Crushing Thrower; may treat thrown ranged attacks as melee attacks
• Dagger Bravo; increase critical range of daggers and throw distance to +50 ft.
Lancer SphereTalents Pinning Impale, Ranged Impale
• impale (attack action w/ -2 penalty; battered, and hinders spellcasting; ending impale inflicts weapon dice as bleed damage)
◊ Pinning Impale; may impale with charge action, if target is adjacent to wall, can pin to wall
◊ Ranged Impale; may impale with thrown weapons, may be used with Pinning Impale
Wrestling SphereTalents Talented Tie-Up; (slam) Power Bomb
• slam (immediate action, apply (slam)); DC 20
◊ Power Bomb; deal 1d8+3, knock prone and Fortitude save or fatigued
• snag (swift action, melee touch attack +18, battered until end of turn or as long as held)
• Talented Tie-Up; can grapple at end of charge, grappled target must succeed at Reflex save or fall prone; DC 20

Tactics
Silencers begin combat by attempting to pin their target to the ground from afar. The agony caused by slow wounds while their target is helpless is a common desire for many Silencers. However, should their target be a known spellcaster or even approach the Silencer will shapeshift into their draconic form to close the gap and threaten directly.
Dragon Form The silencer loses their +13 armor in this form, instead benefiting from +8 armor from Unarmored Training and +3 natural armor, increasing their size to Huge. In this form Silencers prefer to use their advantage in close quarters and grapple enemy targets. The silencer’s claw attacks are 3d6 (Huge plus 1 size w/ Improved Natural Attack).

Statistics
Str 17, Dex 12, Con 14, Int 8, Wis 10, Cha 16
Base Atk +15; CMB +18; CMD 29
Feats Combat Casting, Extra Combat Talent (x3), Improved Natural Attack (claw), Shifting Mastery, Unarmored Mastery, Witchwarped
Skills Knowledge (religion) +7, Linguistics +1, Spellcraft +7, Stealth +15
Languages Common, Draconic
SQ fiendish boon (weapon +4, 3/day) unholy resilience
Other Gear 2 +1 returning dagger, +4 creeping full plate, eyes of keen sight, bandolier with mwk daggers (12)

Special Abilities
Aura of Blood (Su): At 3rd level, a rampager radiates a pal- pably daunting aura that causes all enemies within 10 feet to take a –4 penalty on Constitution or Heal checks to stop bleed damage and checks to stabilize while dying. This ability functions only while the antipaladin is conscious.
Aura of Putrefaction (Su): At 8th level, a rampager radiates an aura that causes the wounds of enemies within 10 feet to weep blood. Injured enemies in the area take 1 point of bleed damage per round. This ability functions only while the anti-paladin is conscious.
Aura of Quietus (Su): At 14th level, a rampager radiates an aura that causes the failure of healing spells, spell-like abilities, and supernatural abilities used to restore enemies within 10 feet of him. This is not an antimagic field, however, and ongoing or passive effects are not affected. Casters can overcome this ability with a successful caster level check versus the rampager’s class level + 11.

Description
Silencers function as a branch of the cult that are sent out to convert or execute any who threaten to expose the cult’s inner functions or secrets. Silencers are typically sent out with other members of the inner sanctum, or as a group of three against a known threat.

Voice of Kas’shan (CR 17)

This hauntingly beautiful woman lays reclined in her palanquin carried by undead servants, addressing the surrounding cultists with an enchanting voice.
– Submission by Drakham Drakhesh

XP 102,400
Advanced human eliciter 16
NE Medium humanoid (human)
Init +4; Senses Perception +20

Defense
AC 33, touch 17, flat-footed 26 (+9 armor, +7 Dex, +2 natural, +6 shield)
hp 112 (16d8+48)
Fort +13, Ref +19, Will +19; +1 vs. fear, +4 vs. charm and compulsion
Immune mind-affecting, possession; Special Defenses defensive empathy +4

Offense
Speed 30 ft.
Melee blade of inspiring herald +17/+12/+7 (1d8+3/19-20)
Special Attacks emotions (DC 29; apathy (touch of apathy 10/day plus lethargic, stupor 3/day), enmity (touch of enmity plus crushing hatred +8)), hypnotism 11/day (fascinate, insanity
7 rds., inspire greatness 7 rds., inspire heroics 7 rds., liberate, terrorize -4), link, persuasive +4

Magic
Casting Tradition Bardic Magic (Skilled Casting (Perform [oratory])), Somatic Casting, Verbal Casting); CAM Charisma
CL 16 (21 w/ Mind); MSB +16; MSD 27; Concentration +23
Spell Points 23
Mind SphereTalents Charming Strike, Expanded Charm, Mass Charm, Powerful Charm, Ranged Mind; (charm) Cerebral Strike, Confusion, Enthrall, Hostility, Project Thoughts, Sleep, Vision; (cloud) Lure; Advanced Talents (cloud) Zeitgeist
• Charming Strike; may deliver charm effects with a standard action attack
• Expanded Charm; (charm) effects may affect creatures of any type
• Powerful Charm; may use powerful charm or cloud options, 2 sp
• charm, touch or medium (310 ft.), DC 32; apply (charm) to a creature as a lesser, greater, or powerful charm
◊ Cerebral Strike (charm); inflict nonlethal damage, (powerful or greater) plus penalty ability score damage
◊ Confusion (charm); confuse the target, (powerful or greater) penalize mental ability scores with stronger options
◊ Enthrall (charm); alter the target’s disposition
◊ Hostility (charm); compel the target to attack nearby creatures, (greater) force the target into a rage, or (powerful) a brutal heroic rage
◊ Project Thoughts (charm); communicate a telepathic message up to 25 words, (greater) without a word limit, or (powerful) initiate a conversation
◊ Sleep (charm); stagger the target, (greater) put the target to sleep (powerful) for a long duration
◊ Suggestion (charm); implant a suggestion or course of action in the target
◊ Vision (charm); alter the target’s perception of a single sense in relation to a single stimulus, (greater) all 5 senses, (powerful) all 5 senses in relation to everything
• cloud, DC 32; apply (cloud) to an area (up to 115-ft. radius) or item
◊ Lure (cloud); invite or repel creatures from an area in an increasing distance (up to extreme range with a powerful cloud)
◊ Zeitgeist (cloud); affect a large community with a chosen lesser or greater charm, requires 10 minutes to create and lasts for 21 hours

Tactics
Before Combat If aware of incoming conflict, the voice will use her portable shell to protect herself and bless chosen worshippers with Hostility’s powerful charm Heroic Rage. If given enough time, she’ll use her various incense to gather information. The voice carries the listed quantities at any given time, but possesses greater stockpiles in her personal chambers.
During Combat The voice will be initially cautious of her opponents, observing their tactics and placing herself at distance to attempt to confuse them and entertain herself with the panic.
If the voice is aware of her enemy’s strengths and respects them or is fearful for her safety, the voice will take an active role, using her debilitating charm abilities to divide her foes and allow her servants to divide and conquer. The voice will not engage in melee unless engaged upon, choosing to use her apathy emotion and other movement impairing effects to back away. If worried for her life, the voice will attempt to use her emergency exit and vanishing dust to escape.

Statistics
Str 14, Dex 24, Con 16, Int 18, Wis 18, Cha 25
Base Atk +12; CMB +14; CMD 31
Feats Dynopathy, Elicit Strike, Extra Magic Talent, Greater Hypnosis, Minor Charm Specialist, Sphere Focus (Mind), Synchronicity, Weapon Finesse
Skills Diplomacy +30, Intimidate +30, Knowledge (arcana) +20, Knowledge (religion) +17, Perception +20, Perform (oratory) +26, Sense Motive +27, Spellcraft +23, Use Magic Device +26
Languages Common, Draconic, Elven, Infernal
SQ convincing (3/day), emotions (apathy (minor, lesser, greater), enmity (minor, lesser)), exceptional individual, persuasive +4, slumbering queen’s gaze
Combat Gear current events incense (2), greater healing potion (2), magic detection incense (1), scrying incense (2), vanishing dust (1);
Other Gear belt of avian speed +6, blade of inspiring herald (+1 courageous rapier, +5 Mind sphere implement), +5 buckler, cape of resistance +5, celestial armor, holy symbol of Kas’shan, emergency exit, headband of alluring magnetism +6, seamstress’s cuffs (11th), skeletal palanquin, greater, portable shell, Skeletal Palanquin, greater, voice shifter, various luxury goods (non magical jewelry, expensive food, drugs, etc.) valued at 9,575 gp

Special Abilities
Exceptional Resources (Ex): The Voice of Kas’shan has the wealth of a PC rather than an NPC and has increased ability scores from the advanced template. This increases their CR by 2.
Slumbering Queen’s Gaze (Su): The Voice of Kas’shan’s mind has been permanently linked to the Slumbering Queen’s. Kas’shan is always aware of and able to know the Voice of Kas’shan’s thoughts and may communicate telepathically with the Voice of Kas’shan. The voice is only able to respond to Kas’shan if she wills it. This link grants the voice the advanced template and immunity to mind-affecting and possession effects (so long as the effect does not originate from Kas’shan or the voice herself). This ability is a supernatural curse which may only be removed by deific intervention.

Description
The Voice of Kas’shan is not so much a person as they are a living vessel for Kas’shans thoughts which cross from the realm of dreams. In her slumber, Kas’shan marks one of the many faithful servants which participate in the rituals and partake of dream dust as her voice, connecting them to her mind so that the cultist may be aware and sieve through her unconscious thoughts and discern her will, guiding the cult’s actions in turn. This burden is great, forcing Voice to remain nigh constant- ly under influence of various incense and other substances to maintain lucid control of their own mind.

Those who serve as the voice are aware of the price of serving Kas’shan so closely - once their life ends, both mind and soul are lost to Kas’shan’s slumbering realm rather than granted a true afterlife. For some voices, this is a rapturous promise to be wrapped up into the swirling dream and become closer to the Slumbering Queen, but not every voice shares this sentiment. Some voices are fearful of their predicament and become anxious and paranoid in their service. These circumstances may lead to the voice being an unusual ally or a recklessly unpredictable enemy while they attempt to find ways to cope with their fate or elude it.

Most voices tend to specialize in mind-altering magics, taking levels in eliciter or mesmerist, although there are records of voices to Kas’shan which specialized in druidic magics, divination, undeath, and other specializations of magic.

Avatar of Kas’shan (CR 18/MR 4)

This hypnotically beautiful, massive dragon soars with a mesmerizing grace, its scales each a deep pool of things that could be.
– Submission by Derfael Oliveira

XP 307,200
Female ancient dream dragon (Pathfinder Roleplaying Game: Bestiary 5)
NE Gargantuan dragon (extraplanar, mythic)
Init +3; Senses dragon senses, dreamsight; Perception +43
Aura frightful presence (300 ft., DC 28)

Defense
AC 40, touch 5, flat-footed 40 (-1 Dex, +33 natural, +2 shield, -4 size)
hp 287 (23d12+138)
Fort +20, Ref +15, Will +21
Defensive Abilities delayed damage pool 115, dream fortress;
DR 15/magic; Immune mind-affecting, paralysis, sleep; SR 29

Offense
Speed 40 ft., fly 250 ft. (clumsy)
Melee bite +30 (4d6+15), 2 claws +29 (2d8+10), 2 wings +27
(2d6+5), tail slap +27 (2d8+15)
Space 20 ft.; Reach 15 ft. (20 ft. with bite)
Special Attacks breath weapon (60-ft. cone, DC 27, 18d6), crush, sleeping breath 1/day, tail sweep

Magic
Casting Tradition True Dragon (Draining Casting, Verbal Casting) Boons Overwhelming Power; CAM Cha
CL 10 (12 w/ Divination, 15 w/ Mind); MSB +23; MSD 34;
Concentration +30
Spell Points 30
Divination SphereTalents Greater Divine; (divine) Viewing; Advanced Talents Scrying
• divine, long (880 ft.), DC 23; divine to gain information
◊ Detect Magic (divine); see magical auras
◊ Divine Charm (divine); see charm, compulsion, possession, and Mind sphere effects
◊ Divine Warp (divine); see portals, rifts, and extradimensional spaces.
◊ Viewing (divine); 1 sp, observe from range; limitless range w/ 2 sp
• sense, DC 23; gain additional senses for 12 hours
◊ Read Magic (divine); can read magical writing and glyphs
Mind SphereTalents Expanded Charm, Mass Charm, Powerful Charm, Ranged Mind (x2), Subtlety; (charm) Candor, Enthrall, Mind Spy, Project Thoughts, Read Mind, Sleep,
Vision; Advanced Talents Greater Communication, Mind Control; (charm) Deadly Vision
• charm, long (1,000 ft.), DC 25; apply (charm) to a creature as a lesser, greater, or powerful charm
◊ Candor (charm); compel honesty, Will negates
- lesser charm (target speaks truth for 15 rounds)
- greater charm (same as lesser charm but 15 hours)
- powerful charm (target answers any question)
◊ Deadly Vision (charm); bestow a horrifying vision, Will disbelieve, Fortitude negates
- greater charm (2 sp, failing Fortitude causes death)
◊ Enthrall (charm); charm into friendlier disposition, Will negates; duration is 15 days w/ +1 sp
- lesser charm (target 1 step friendlier for 15 minutes)
- greater charm (target becomes ‘friendly’ for 15 minutes)
- powerful charm (same as greater charm but 15 hours)
◊ Mind Spy (charm); see the world through the target’s eyes, Will negates
- lesser charm (borrow senses for 15 rounds within 15 hours)
- greater charm (borrow senses for 15 minutes within 15 days)
- powerful charm (borrow senses for 15 hours within 15 weeks)
◊ Project Thoughts (charm); telepathically send messages; range is interplanar w/ +1 sp
- lesser charm (25 words)
- greater charm (no word limit)
- powerful charm (recipients can respond back)
◊ Read Mind (charm); pull information from target’s mind
- lesser charm (detect emotional state)
- greater charm (read surface thoughts for concentration)
- powerful charm (pull specific information)
◊ Sleep (charm); Compel the target to sleep, Will negates
- lesser charm (stagger for 1d4 rounds)
- greater charm (sleep for 15 minutes, or until damaged)
- powerful charm (same as greater charm but does not automatically awaken if they take damage)
◊ Suggestion (charm); plant thought or course of action in target’s mind, Will negates
- lesser charm (simple request)
- greater charm (same as lesser charm but basic request, -2 for basic)
- powerful charm (same as greater charm but non-fatal request, any -2 for basic, -4 for simple)
◊ Vision (charm); make someone see things that are not there, Will negates
- lesser charm (1 sense for 15 rounds)
- greater charm (same as lesser charm but 5 senses)
- powerful charm (same as lesser charm but all senses)
• Kas’shan’s Influence (deific avatar); the Avatar of Kas’shan’s Mind sphere effects can affect any creature and bypasses any immunity to mind-affecting effects the creature may possess
Warp SphereTalents Emergency Teleport; (space) Teleport Beacon
• space, touch, DC 22; bend space
◊ Teleport Beacon (space); can teleport any distance to touched object
• teleport, close (50 ft.) or medium (200 ft.) w/ 1 sp, DC 22; teleport

Combat
Martial Tradition True Dragon (Brute, Wing Buffet; Bonus feats: Flyby Attack, Hover); PAM Cha
Brute SphereTalents Wing Buffet; (manhandle) Throw
• shove +33 melee touch (move action, move half speed (20 ft. or 125 ft. fly), deal 10 damage plus battered condition); (manhandle) DC 28
◊ Throw (manhandle); expend martial focus, forced movement distances increase by 10 ft., target must succeed at Reflex save or fall prone.
• Wing Buffet; free action while flying at start of turn, bull rush (+37) vs. 1 or each creature within 35 ft.; immediate action bull rush after two successful wing attacks
Guardian SphereTalents Greater Delayed Damage (x2), Swift Guardian; (zone) Steel Hedge; Legendary Talents I Will Come, I Will Hear
• delayed damage (delay up to 115 damage until the end of your next turn)
• patrol (full-round action, threatened area increases to 40 ft. (45 ft. w/ Bite)); apply a (zone) to the area DC 28
◊ Steel Hedge (zone); all enemies treat your threatened area as difficult terrain
◊ Swift Guardian; may patrol as a standard action or expend martial focus to patrol as move action
• I Will Hear; bonded creatures (25 max) can call out anywhere, even across planes; can teleport to bonded creatures as a full-round action
Shield SphereTalents Protective Tail, Shielded Focus
• active defense (as an immediate action or attack of opportunity, raise shield bonus against incoming attack by +9)
• Protective Tail; tail counts as shield that grants +2 AC
• Shielded Focus; regain martial focus when fighting defensively as a move action or as an immediate action after an attack misses while using active defense

Mythic
Mythic Tradition Psychic Ascendant (Spherebound (Mind));
Mythic Power 7
Flash of Omniscience (Ex): The avatar’s ability to recall information is astounding. When the avatar takes 10 on any Intelligence-based skill check, it adds her tier to the result. As a free action, it can expend one use of mythic power to ask one question as if using the Divine Knowledge advanced Divination talent. The base chance for a correct answer is 85%. The answer does not come from a divine agent, but from her own native understanding; therefore, the answer is never cryptic. If it does not get a correct answer, it is like failing a Knowledge check, and the avatar cannot use this ability on that question again.
Flexible Sphere Mastery: Three times per day as a free ac- tion, the avatar may gain the benefits of a mythic sphere mastery path ability which it does not have for 1 round.
Mythic Casting: The avatar gains a +2 mythic bonus to its caster level in the Divination and Mind spheres.
Talent Progression: The avatar gains an additional number of magic or combat talents equal to half its Hit Dice.

Tactics
The avatar does not hesitate to use its debilitating charms in a hostile manner against her enemies. If fighting alongside cultists which can support the avatar, the avatar will use its patrol, focusing her efforts on killing off or disabling ranged compantants and spellcasters.

Statistics
Str 31, Dex 9, Con 22, Int 22, Wis 21, Cha 24
Base Atk +23; CMB +37; CMD 46 (50 vs. trip)
Feats Alertness, Counterspell, Counterspell Mastery, Dreamspace, Flyby Attack, Hover, Improved Initiative, Iron Will, Lightning Reflexes, Multiattack, Skill Focus (Perception), Sphere Focus (Mind), Vital Strike, Weapon Focus (bite); Mythic Feats Alertness, Iron Will; Associated Feats Combat Patrol
Skills Bluff +33, Diplomacy +33, Fly +11, Intimidate +33, Knowledge (arcana, dungeoneering, history, planes, religion) +32, Perception +43, Sense Motive +37, Stealth +13, Survival +31
Languages Aklo, Auran, Celestial, Common, Draconic, Infernal, Sylvan
SQ change shape, deific avatar, join dreamscape

Special Abilities
Deific Avatar (Ex): A deific avatar is not a true creature, but rather a simulacrum formed from the deity’s essence. The Avatar of Kas’shan is immune to mind-affecting effects and can never be compelled to act against Kas’shan by any means. If the Avatar of Kas’shan would be slain, its body dissipates and its essence returns to the slumbering realm. Kas’shan herself may also destroy the avatar at any time to reclaim this essence. In addition, as an avatar of a deity, the avatar’s magics are more powerful in some aspects. As an avatar of the Slumbering Queen, the avatar’s Mind sphere effects can affect any creature and bypasses any immunity to mind-affecting effects a creature may possess.

Description
The Avatar of Kas’shan is a physical manifestation of the deity it represents and possesses a mere fragment of Kas’shan’s full power. It is an autonomous creature capable of acting independently of Kas’shan’s will, but always acts and behaves as a physical manifestation of the being it represents. Despite her self-imposed state of slumber, Kas’shan is a very cunning and lucid creature, communicating through her dream to her voice and the cult at large. Kas’shan creates these avatars when she deems it necessary to impose her will on the waking realm or to respond to the pleas of the voice or her cult, should her machinations be threatened.

Note: The Avatar of Kas’shan is a modified ancient dream dragon (Pathfinder Roleplaying Game: Bestiary 5) meant to represent a created avatar of a true deity. Among other changes, the modifications replaced the dragon’s racial draconic magic with Spheres of Power and Spheres of Might, as well as adding mythic. The details of a dream dragon’s racial abilities are not
reprinted with this entry.


Rat Skull Mafia’s Eyes and Ears

Streetwise (CR 1)

This small robed individual’s keen eyes seem to dart to the various alleyways and shadowed corners.
– Submission by Kulimbor

XP 400
Kobold sorcerer 2
LE Small humanoid (reptilian)
Init +3; Senses darkvision 60 ft.; Perception +5

Defense
AC 15, touch 14, flat-footed 12 (+3 Dex, +1 natural, +1 size)
hp 12 (2d8+2)
Fort +1, Ref +3, Will +4

Offense
Speed 30 ft.
Melee dagger +1 (1d3-1/19-20/x2)
Special Attacks claws (2, 1d4-1, 6 rounds/day)

Magic
Casting Tradition Sorcerer (Somatic Casting x2, Verbal
Casting); CAM Charisma
CL 2; MSB +2; MSD 13; Concentration +5
Spell Points 6
Destruction SphereTalents Focused Blast; (blast type) Acid Blast, Adhesive Blast; Drawbacks Energy Focus (acid)
• destructive blast, close (30 ft.), DC 14; 1d6 damage, +1 sp 2d6; use with (blast shape), inflict a (blast type)
◊ (blast shape)
- Ray (default) (blast shape); melee touch +1 or ranged touch ray (30 ft.) +5; Focused Blast; add +1 damage per die with this blast
◊ (blast type)
- Acid Blast (blast type); acid damage, suffer 1 damage per die following round
- Adhesive Blast (blast type); acid damage, Reflex save or entangled for 1 round
*Draconic Bloodline (green); deal +1 damage per die with acid spells
Dark Sphere
• darkness, medium (120 ft.), DC 14; 15-ft. radius becomes dim light, concentration, 2 min. w/ 1 sp
• meld, standard action, grant target a (meld)
◊ Darkvision (meld); 1 sp, grant 60 ft. darkvision for 2 hours

Statistics
Str 8, Dex 16, Con 12, Int 10, Wis 12, Cha 17
Base Atk +1; CMB -1; CMD 12
Feats Weapon Focus (rays)
Skills Knowledge (local) +5, Stealth +12, Perception +5; Racial Modifiers +2 Craft (trapmaking), Perception, and Profession (miner)
Languages Common, Draconic
SQ bloodline arcana (acid spells deal +1 damage per die), prehensile tail
Combat Gear common cure (2), tanglefoot bag; Other Gear dagger, magical toolkit +2 (Perception), 2 peridot gems (worth 10 gp each), 6 gp

Description
The streetwise are the lowest-level hirelings of the Rat Skull Mafia which are often tasked with errands or to help the higher ups with collections or shows of force. Streetwise vary from small-time street magicians, cutthroats, and sellswords. Exceptional streetwise may get noticed by their superiors and be given tasks with greater meaning to test if they are ready for harder assignments.

Note: The streetwise is a zenthian kobold, a kobold racial variant from Worlds of Power.

Thug (CR 2)

This heavyset figure slams their mace against their hand with a threatening demeanor and posture.
– Submission by Omeha

XP 600
Half-orc conscript 3
NE Medium humanoid (human, orc)
Init +2 Senses darkvision 60 ft.; Perception +6

Defense
AC 17, touch 12, flat-footed 15 (+5 armor, 2 Dex)
hp 31 (3d10+9)
Fort +5, Ref +5, Will +1
Defensive Abilities orc ferocity

Offense
Speed 20 ft.
Melee mwk heavy mace +7 (1d8+3/19-20/x3)

Combat
Martial Tradition Crushing Juggernaut (Brute x2, Equipment x2); PAM Cha
Brute SphereTalents Follow Through
• Follow Through; after a successful attack action, may perform a bull rush or reposition combat maneuver against the target as a free action
• shove +6 melee touch (move action, move half speed (10 ft.), deal 3 damage plus battered condition)
Equipment SphereTalents Armor Training, Armor Expert
• Armor Expert; increase worn armor’s bonus by +1
Gladiator SphereTalents Master Of Fear; (demoralize) Coward’s Bane, Dread
• boast (immediate action after critical hit, reduce enemy to 0, or successful combat maneuver, apply (boast) in 30-ft. radius)
◊ Prowess (boast); roll twice on next attack roll
• strike fear (standard action, expend martial focus, demoralize 30-ft. radius; apply (demoralization) to enemies shaken); Master Of Fear (may use strike fear as a standard action w/o expending martial focus); (demoralize) additional effects vs. feared targets
◊ Coward’s Bane (demoralize); roll twice, take better result when attacking a demoralized target
◊ Dread (demoralize); shaken penalties increased by -1 w/ rolls involving you

Tactics
Before Combat The thug will drink their barkskin elixir (gaining a +1 natural armor bonus) if anticipating a brawl.
During Combat The thug focuses and bullies an individual foe, often trying to gang up with their allies against that same individual. If trying to extract money or extort the target, the thug uses the Bludgeoner feat to inflict nonlethal damage and attempt to demoralize the target as a free action with Enforcer.

Statistics
Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha 14
Base Atk +3; CMB +6; CMD +18
Feats Bludgeoner, Enforcer, Skill Focus (Intimidate); Favored Class Bonus +3 hit points
Skills Bluff +8, Intimidate +13, Knowledge (local) +6, Perception +6, Sense Motive +6
Languages Common, Orc
SQ intimidating, Bonus talents, Bonus feats
Combat Gear barkskin elixir (2) ; Other Gear mwk armored coat, mwk heavy mace, 4 gp, 8 sp

Description
The Rat Skull’s thugs serve a number of roles in the organiza- tion as debt collectors and hired muscle for the city, as well as backup when collecting from those unwilling to pay protection money. Most thugs doing footsoldier work for the Rat Skull Mafia try to build a rapport with the city guard to establish territory and make bribery efforts more personal.

Grauk the Whip Filch (CR 3)

This scarred, grinning half-orc in a fine suit steps out from the shadows, unfurling an expensive looking whip. His expression tells you that you’ve been expected.
– Submission by Alec Stamper

XP 800
Male half-orc conscript 3
LE Medium humanoid (human, orc)
Init +4; Senses Darkvision 60; Perception +8

Defense
AC 18, touch 14, flat-footed 14 (+3 armor, +4 Dex, +1 shield)
hp 27 (3d10+6)
Fort +5, Ref +8, Will +4
Defensive Abilities orc ferocity

Offense
Speed 30 ft.
Melee mwk whip +8 (1d3+1)
Ranged net +7 touch (entangled)
Special Attacks studied target +1 (1 target), easy mark (+4 damage after dirty trick or steal)

Combat
Martial Tradition Whip Acrobat (Bounty Hunter’s Tools, Whip Fiend, Scoundrel, Athletics); PAM Int
Athletics Sphere – Package (climb); Talents (climb) Rope
Swing
• coordinated movement; regain martial focus when taking withdraw action
• (climb); not flat-footed while climbing, climb at 1/2 speed without penalty, full at -5
◊ Rope Swing; may use whiplike items numerous ways; after whip is attached to point, swing through area equal to reach. Climb check vs. CMD of any threatening enemies, fall if failure
Equipment SphereTalents Bounty Hunter’s Tools, Finesse Fighting, Whip Fiend
• Whip Fiend; Ignore natural armor damage restriction with whip. Freely deal lethal damage with whip. Manipulate objects within whip’s reach as move action as though with one hand.
Scoundrel SphereTalents Cut And Run, Improved Grifting, Master Thief, Playing Dirty; (trick) Cleaned Out
• Cut And Run; while possessing martial focus, move up to half speed after a successful dirty trick or steal without provoking attacks of opportunity
• Improved Grifting; +2 competence bonus on dirty trick and steal
• marked target (swift action, melee touch attack, inflict bat- tered and -2 Perception penalty)
• Master Thief; ignore CMD bonus for secured items and may steal in place of disarm
• Playing Dirty; while possessing martial focus, successful dirty tricks require a standard action to remove
• (trick); choose one after a successful dirty trick or steal
◊ Cleaned Out (trick); may take two items on a successful steal maneuver instead of one
Scout Sphere
• scout (swift action Perception check -5 vs. DC to identify, learn weaknesses)

Tactics
Before Combat Grauk scouts his targets to hope and learn something exploitable, and tries to use studied target. Grauk uses his scout ability to identify potential weaknesses and activates studied target. He will then get close and attempt to steal any weapons or valuables, maximizing his haul with Cleaned Out. Then he uses Cut And Run to make a getaway, climbing up high and using Rope Swing to navigate rooftops where oth- ers have trouble following. If pursuers persist, he tosses down smoke sticks to obscure his direction of travel. He will apply troll styptic if injured when at a safe distance.
During Combat Grauk typically tries to disarm weapons and spellcasting focuses to earn the upper hand, or will try to escape into the city using Rope Swing. The net he keeps on his person is used to slow down fleeing or wounded targets.

Statistics
Str 12, Dex 18, Con 12, Int 15, Wis 14, Cha 9
Base Atk +3; CMB +4 (+9 steal and dirty trick, +10 trip);
CMD 18
Feats Extra Combat Talent (x2); Favored Class Bonus +3 hit points
Skills Acrobatics +7, Appraise +5, Climb +7, Disable Device +12, Intimidate +1, Knowledge (local) +8, Perception +8, Sleight of Hand +10, Stealth +10, Survival +5, Swim +6; Racial Modifiers +2 Intimidate, +2 Perception, and +2 Stealth when concealed by dim light or darkness
Languages Common, Orc, Goblin, Draconic
SQ exceptional resources, sphere specialization (Scoundrel)
Combat Gear smoke stick (3), standard healing potion, troll styptic; Other Gear masterwork buckler, masterwork whip, masterwork studded leather, masterwork thieves tools, cape of resistance +1, backpack, 148 gp

Special Abilities
Exceptional Resources (Ex): Grauk has the wealth of a PC rather than an NPC. This increases their CR by 1.

Description
Grauk the “Whip Filch” is a lower ranking member of the Rat Skull Mafia who is well liked by his subordinates and boasts an abnormally high success rate with his unique style of burglary. Grauk has openly stated numerous times that he refuses to kill on the job, but his code of ethics ends there, believing that any other crime or efforts put towards the family have their means justified. Grauk is an amicable if not simple man when not working a job, and is not below trading information or his own services provided they do not jeopardize the family.

Framer (CR 5)

This individual’s appearance shifts and turns, settling as a wholly new person.
– Submission by Omeha

XP 1,600
Human shifter (beastmind, martial shifter) 6
NE Medium humanoid (human)
Init +1; Senses darkvision 60 ft.; Perception +11

Defense
AC 16, touch 12, flat-footed 15 (+4 armor, +1 deflection, +1 Dex)
hp 39 (6d8+6)
Fort +6, Ref +6, Will +4

Offense
Speed 30 ft.
Melee +1 morphic quarterstaff +7 (1d6+3)
Special Attacks enhanced attacks (magic), hunter’s call (2 sp, DC 17 Will, animal, magical beast, vermin treat words as friendly)

Magic
Casting Tradition Natural Casting; CAM Cha
CL 4 (6 w/ Alteration, Mind); MSB +6; MSD 17;
Concentration +10
Spell Points 10
Mind SphereTalents Expanded Charm, Mass Charm, Powerful Charm, Ranged Mind, Subtlety; (charm) Cerebral Strike, Enthrall, Hostility
• Expanded Charm; may use charm on any creature type; Beastlord also vermin, animals, and magical beasts
• Powerful Charm; may use powerful charm or cloud op- tions, 2 sp
• Subtlety; targets attempt a second saving throw to realize they were targeted
• charm, medium (160 ft.), DC 17 Will Saving throw, DC 17; apply (charm) to a creature as a lesser, greater, or powerful charm
◊ Cerebral Strike (charm); inflict nonlethal damage, (powerful or greater) plus penalty ability score damage
◊ Enthrall (charm); alter the target’s disposition
◊ Hostility (charm); compel the target to attack nearby creatures, (greater) force the target into a rage, or (powerful) a brutal heroic rage
◊ Suggestion (charm); implant a suggestion or course of action in the target
Alteration SphereTalents; Lingering Transformation, Perfect Imitation
• Lingering Transformation; shapeshift lasts +2 rounds, 10 min/lvl if you spend an sp to continue without concentration
• shapeshift, grant target a (body) or (transformation) plus 2 traits
◊ Blank Transformation (body); do not significantly change target’s appearance, add traits
◊ Perfect Imitation; +10 bonus on Disguise checks and may appear as a specific individual, may merge equipment and replicate clothing or armor; also grants camouflage and vocal mimicry talents

Combat
Martial Tradition Daring Scholar (Alchemy, Equipment, Scout x2); PAM Cha
Alchemy SphereTalents (formulae) Salve
• formulae, use Craft (alchemy) +10; can prepare up to 4 formulae; DC 17
◊ Salve (formulae); healing salve that heals 3d8+4 hit points
Equipment SphereTalents Staff Mastery
Scout SphereTalents Great Senses
• Great Senses; gain bonus Perception ranks
• scout (swift action Perception check -5 vs. DC to identify, learn weaknesses)

Tactics
A framer spends most of their time disguised as an unassuming member of a local group, gathering information. If confronted, a framer takes advantage of their mind-affecting magics, stirring their allies into a frenzy or causing sharp spikes of mental pain.

Statistics
Str 15, Dex 13, Con 13, Int 12, Wis 13, Cha 18
Base Atk +4 CMB +4; CMD +16
Feats Endurance, Extra Magic Talent (x3), Shifting Disguise.
Skills Bluff +13, Craft (alchemy) +10, Disguise +13, Intimidate +13, Knowledge (local) +7, Sense Motive +11, Spellcraft +10, Survival +10; Associated Skills Perception +11, Stealth +10
Languages Common, Orc
SQ beastlord, bestial traits (nightvision, shape weapon), shapeshifter, steal language, wild empathy +10
Combat Gear current events incense; Other Gear +1 studded leather armor, ring of shielding +1, 75 gp in stolen goods

Description
Framers are expert infiltrators and informants, spending much of their time infiltrating other organizations, legal bodies, and other targets of interest. When it comes time for a framer to move into action, they will assume the appearance of their target or their loved ones to shift suspicion and fault away from the framer.

Bartender (CR 6)

Dapperly dressed, this man watches you carefully as he polishes a glass mug.
– Submission by ThatOddDeer

XP 2,400
Ratfolk alchemist (mortal chemist, vivisectionist) 7
LE Medium humanoid (ratfolk)
Init +4; Senses darkvision 60 ft.; Perception +7
Defense
AC 17, touch 15, flat-footed 13 (+2 armor, +4 Dex, +1 size)
hp 36 (7d8+7)
Fort +6, Ref +5, Will +2

Offense
Speed 20 ft.
Melee dagger +10 (1d3+2 19-20/x2)
Special Attacks mutagen (+2 natural armor, +4 Dex, -2 Wis, 2 claws and bite), sneak attack +3d6

Combat
Martial Tradition Guild Training (Alchemy, Duelist, Equipment x2); PAM Int
Alchemy SpherePackages formulae, poison; Talents (formulae) Panacea, Salve, Universal Alcohol; (toxin) Graceless Tincture, Haemophilic Venom
• formulae, use Craft (alchemy) +23; can prepare up to 6 formulae; DC 16
◊ Panacea (formulae); clear conditions (DC 20, 30)
◊ Salve (formulae); healing salve that heals 3d8+8 hit points
◊ Universal Alcohol (formulae); apply up to 3 alcohol effects with various benefits (see talent)
• poison (standard action prepare and may throw; DC 15; Fort save or be fatigued for 1 minute); may use (toxin) talent to apply effect instead of fatigue
◊ Graceless Tincture (toxin); -8 Sense Motive and -6 to have attitude influenced
◊ Haemophilic Venom (toxin); increase bleed effects by +2; if subject to a critical hit, +1d4 bleed
Duelist SphereTalents Long Cuts; Drawbacks Bloody Slasher (no disarm benefits)
• Long Cuts; target must receive 10 healing or DC 25 Heal to stop bleeding
• blooded strike (attack action, deal +2 bleeding damage)
Equipment SphereTalents Finesse Fighting (x2); (discipline) Rogue Weapon Training
• Finesse Fighting (x2); may use Dex instead of Strength for attack rolls w/ light or one-handed weapons; +2 damage when using Dex to hit and Strength to damage
Fencing SphereTalents Expert Feint, Fast Feint
• Expert Feint; a feinted creature loses their Dexterity bonus to AC until the beginning of your next turn
• Fast Feint; may feint as a move action; may expend martial focus after feinting a creature to move up to your speed w/o provoking attacks of opportunity
• fatal thrust (deal +2d6 precision damage vs. flat-footed, flanked, or Dexterity-denied foes with attack actions or AoO, apply one (exploit))

Statistics
Str 10, Dex 18, Con 13, Int 16, Wis 10, Cha 10
Base Atk +5; CMB +8; CMD +18
Feats Extra Combat Talent (x3), Skill Focus (Craft (alchemy))
Skills Escape Artist +11, Heal +10, Knowledge (local) +10, Linguistics +10, Perception +10, Sense Motive +7, Sleight of Hand +14; Associated Skills Bluff +7, Craft (alchemy) +16 (+23
when creating alchemical items); Racial Modifiers +2 Craft (alchemy), Perception, Use Magic Device
Languages Abyssal, Aklo, Common, Draconic, Dwarven, Elven, Giant, Goblin, Halfling, Orcish, Undercommon
SQ alchemist discoveries (feral mutagen, hallucinogen, volumizer), rodent empathy, swarming
Other Gear leather armor, +1 amulet of mighty fists, 44 gp in small change

Description
The Rat Skull Mafia’s operations include both legal and illegal efforts. Bartenders loyal and affiliated with the mafia serve as informants and help launder money through their Establishments.

Vetigen Mebe, Speakeasy Informant (CR 6)

A wide grin on the scaly face of this finely dressed bartender who shakes then pours a drink to another customer, awaiting your order.
– Submission by Andrew Loughlin

XP 2,400
Male tiefling eliciter (empathetic duelist) 7
LE Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +11

Defense
AC 19, touch 14, flat-footed 15 (+5 armor, +4 Dex)
hp 52 (7d8+14+6)
Fort +5, Ref +9, Will +5; +3 vs. charm and compulsion
Resist cold 5, electricity 5, fire 5; Special Defenses defensive empathy +3

Offense
Speed 30 ft.
Melee +2 butterfly knife +10 (1d4+2/19-20)
Special Attacks emotions (DC 20; apathy (touch of apathy 7/day plus lethargic), empathetic link (swift action, DC 20 negates; range 40 ft., 6/day, +2 attack, damage, AC, & saves; apply emotion touch attacks to linked targets; move action to pin- point location of linked targets; 2 uses to target up to 4 targets, never considered flat-footed against linked targets)

Magic
Casting Tradition Street Mage (Somatic Casting, Verbal Casting); Boon Easy Focus; CAM Cha
CL 5 (7 w/ Mind); MSB +5; MSD 16; Concentration +5
Spell Points 11
Illusion SphereTalents Suppression
• figment, close (35 ft.); 1 sp, create an illusion with vision, sound, and touch up to a Huge-sized cube (15 ft.), DC 17 Will save to disbelieve
• Suppression (glamer); (sight, invisibility) may hide while observed, +5 circumstance bonus to Stealth when observed, no armor check penalty to Stealth
Mind SphereTalents Expanded Charm, Instill Charm, Powerful Charm; (charm) Amnesia, Inception; Drawbacks Inception (no suggestion)
• Expanded Charm; (charm) effects may affect creatures of any type
• Instill Charm (instill); may create (charm) effects as potions
• Powerful Charm; may use powerful charm or cloud options, 2 sp
• charm, close (40 ft.), DC 20; place a (charm) on a target
◊ Amnesia (charm); directly manipulate the target’s memory, removing information, Will save negates
- lesser charm (target loses any recollection of what happened in the last round, back to the beginning of your previous round’s actions.)
- greater charm (target loses all awareness of the im- mediate past, up to 7 minutes)
- powerful charm (target loses all memory of events that transpired in the recent past, up to 7 days)
◊ Inception (Charm); directly manipulate the target’s memory, adding information, Will save negates
- lesser charm (You may “create a rumor” in a target’s mind, suggesting information that a target “heard somewhere” or “read once” but that they have not actually encountered)
- greater charm (As the lesser charm, but the target’s new memory can relate to things within their own experience or of their own devisement)
- powerful charm (As the greater charm, though you may now craft entirely new memories of events that the target has personally witnessed)
Warp SphereTalents Emergency Teleport; Drawbacks Personal Warp
• teleport, close (35 ft., medium(150 ft.) 1 sp
◊ Emergency Teleport; teleport as an immediate action (10 ft.), 1 sp; if avoiding an attack, gain evasion and +2 dodge bonus to AC and Reflex vs. attack. Teleport as an immediate action (10 ft.). If avoiding an attack or area attack gain Evasion and a +2 dodge bonus and on Reflex saves

Combat
Martial Tradition Street Mage (Equipment, Fencing, Scoundrel, Scout); PAM Cha
Equipment SphereTalents Finesse Fighting; (discipline) Rogue Weapon Training
• Finesse Fighting; may use Dexterity with finessable weapons
• Rogue Weapon Training (discipline); gain proficiency with a number of roguish weapons and +2 on Sleight of Hand
Fencing Sphere
• fatal thrust (deal 2d6 precision damage vs. flat-footed, flanked, or Dexterity-denied foes with attack actions or AoO, apply one (exploit))
Scoundrel SphereTalents Distracting Trickery
• marked target (swift action, touch attack +9, battered and -2 to Perception checks for 1 round)
• Distracting Trickery; after a successful dirty trick or steal, target cannot make attacks of opportunity for 2 rounds
Scout SphereTalents Sense And Resist Scrying
• scout (swift action, Perception check at -5 penalty to identify weaknesses)
• Sense And Resist Scrying; may detect scrying sensors (DC 20 + caster level). While maintaining martial focus, immediately become aware of any scrying effect and may force a magic skill check vs. stealth or become undetectable

Tactics
If Vetigen has time, Vetigen uses their illusion magic to hide, positioning themselves to strike. Vetigen will use their empathetic links on up to 4 opponents, then use positioning to their advantage or repositioning with Emergency Teleport.

Statistics
Str 10, Dex 18, Con 14, Int 14, Wis 8, Cha 18
Base Atk +5; CMB +5 (+11 w/ dirty trick, steal); CMD +18
Feats Cunning Caster, Deceitful, Extra Magic Talent (x2)
Skills Diplomacy +17, Disguise +8, Intimidate +7, Knowledge (local, nobility) +12, Profession (bartender) +7, Sense Motive +14; Associated Skills Bluff +19, Sleight of Hand +11 (+12 to conceal weapon, +14 to conceal butterfly knife), Stealth +14
Languages Common, Draconic, Infernal, Sylvan
SQ exceptional resources, persuasive +3
Other Gear +2 butterfly knife, +2 mithral chain shirt, belt of avian speed +2, bracers of armor +1, cape of resistance +1, eyes of the eagle, 195 gp

Special Abilities
Exceptional Resources (Ex): Vetigen Mebe has the wealth of a PC rather than an NPC. This increases their CR by 1.

Description
Vetigen Mebe was an outcast amongst tieflings, the telltale signs of rakshasa blood as backwards hands and crocodile skin, but a silver tongue and swift brain nonetheless. Falling through the cracks of his community, Vetigen was “adopted” by the Rat Skull Mafia, who helped Vetigen embrace his gifts, taught him roguecraft, and eventually set him up as the head of one of
their many underground bars.

Vetigen’s loyalty to the family is deep, enough that he would die for them, and his hatred for those outside of the Rat Skull Mafia is a dangerous flaw. Vetigen is a uniquely talented informant who can take advantage of his mind-altering magics to pass along messages or to remove information from loose-lipped unfortunates, instilling powerful false memories or obliterating the target’s past week.

Agent (CR 7)

A crouched figure can be spotted in the distance, a crossbow bolt sticking out from beneath a dark cloak.

XP 3,200
Ratfolk hedgewitch (martial hedgewitch) 8
LE Small humanoid (ratfolk)
Init +8; Senses darkvision 60 ft.; Perception +9

Defense
AC 20, touch 15, flat-footed 16 (+5 armor, +4 Dex, +1 size)
hp 59(8d8+16)
Fort +5, Ref +7, Will +8

Offense
Speed 20 ft.
Melee mwk light mace +7 (1d4)
Ranged +1 light crossbow +13 (1d8+4/19-20)
Special Attacks guile pool (7/day, +2 on skill check or 4d6 sneak attack)

Magic
Casting Tradition Psychic (Emotional Casting, Rigorous Concentration); CAM Int
CL 6; MSB +8; MSD 19; Concentration +10
Spell Points: 13
Fate SphereTalents (word) Bless, Classify, Mercy, Open/Close, Truth; Drawbacks Neutrality (no Hallow), Tongue Of Ages (no consecrations)
• word, close (40 ft.), DC 15; apply a (word) effect
◊ Bless (word); immediate action, target may roll twice on next attack, skill, saving throw, or ability check, 1 sp
◊ Classify (word); target reveals information, Will ne- gates, 1 sp
◊ Mercy (word); target may only deal nonlethal damage, Will negates, 1 sp
◊ Open/Close (word); open a target object (MSB +10 vs. Disable Device or Strength DC) or force close (add +10 to DC to open), 1 sp
◊ Truth (word); target cannot knowingly lie, and is aware they cannot, Will negates, 1 sp
Light SphereTalents (lems) Aiming Scope, Chameleon, Infravision, Periscope; Drawbacks Lens Focus (lens only)
• lens, 1 sp, grant the target a (lens) or place a (lens) at a loca- tion for 6 hours
◊ Aiming Scope (lens); targets are 1 range increment closer; +1 competence bonus on attack rolls
◊ Chameleon (lens); +2 bonus (CAM) on Stealth and may hide while observed, must move less than 5 ft. per round
◊ Infravision (lens); ignore miss chance for less than total concealment, may track creatures by heat
◊ Periscope (lens); may place sensor within glow range (160 ft.) in unobstructed line; may see from that sensor switching perspective as a free action
◊ Telescope (lens); +3 bonus on sight-based Perception and sight-based Perception DC increases by +60 ft. (+1 per 70 ft.).

Combat
Martial Tradition Canny Hunter (Equipment x2, Scout, Sniper); PAM Int
Equipment SphereTalents Expert Reloading; (discipline) Huntsman Training
• Expert Reloading; reduce reloading speeds by 1 step
• Huntsman Training (discipline); proficiency in a number of ranged and thrown weapons, reduce range increment penalty by 1 (as far shot)
Scout SphereTalents Hidden Appearance.
• scout (swift action, Perception check at -5 penalty to identify weaknesses)
• Hidden Appearance; may use Stealth modifier in place of Disguise to change appearance
Sniper SphereTalents Focusing Reload, Lethal Precision; (snipe) Pinning Shot, Tactile Shot
• deadly shot (special attack action; add one (snipe); expend martial focus, +2d10 or 2d6 if vs. touch); (snipe) DC 15
◊ Pinning Shot (snipe); target gains grappled condition; ammunition can be broken or removed (Escape Artist or CMB vs. CMD -4)
◊ Tactile Shot (snipe); may manipulate objects at range (steal, open/close, use, light/extinguish)
• Focusing Reload; reload weapon as move action, regain martial focus

Tactics
Agents generally try to avoid combat unless ordered to, preferring to leverage their skill as spies and go unnoticed. If forced into combat, the agent makes use of their Pinning Shot (snipe) talent to lock down enemies and reposition. If initiating combat, agents excel at long-distance attacks with their numerous methods to decrease range penalties and increase their odds of successful strikes.

Statistics
Str 10, Dex 18, Con 14, Int 14, Wis 12, Cha 12
Base Atk +6; CMB +5; CMD +19
Feats Bonded Mind, Improved Initiative, Skill Focus (Stealth), Stealth Synergy

Skills Acrobatics +15, Bluff +14, Climb +11, Disable Device +19, Knowledge (local) +10, Perception +9, Perform (keyboard) +12, Sense Motive +14, Sleight Of Hand +17; Associated Skills Stealth +26; Racial Modifiers +2 Bluff, +2 Sense Motive, +2 Stealth; Favored Class Bonus +8 skill ranks
Languages Common, Halfling, Orc
SQ hedgewitch path (charlatanism), hedgewitch secrets (combat talent (x2), exceptional skill (Stealth), trapfinding), versatile performance (keyboard)
Combat Gear barkskin elixir (3), blessed stick, crystal grenade (2);
Other Gear masterwork light mace, +1 light crossbow with 40 bolts, +1 mithral shirt, cape of resistance +1, masterwork thieves’ tools, 30 gp in illicit goods

Description
Agents are trusted spies for the Rat Skull Mafia tasked with spy work, trailing, and infiltration against targets of interest. Agent training equips them with potent tools which complement their preferred skill set.

Rat Skull Exceptionals

Left Hand (CR 15)

A short woman with a heavy embossed cloak drifts through the streets, her eyes darting between.
– Submission by Derfael Oliveira

XP 51,200
Female skinwalker (nightskulk) troubadour 15
LN Medium humanoid (shapechanger, skinwalker)
Init +4; Senses low-light vision, scent 30 ft.; Perception +18

Defense
AC 27, touch 24, flat-footed 23 (+8 armor, +4 deflection, +4 Dex, +3 natural)
hp 138 (15d8+60)
Fort +14, Ref +18, Will +17
Defensive Abilities delayed damage pool 33, flexible truth (DC 22 magic skill check vs. truth detection), unarmored training +8

Offense
Speed 30 ft., climb 30 ft.
Melee bite +14 (1d6+4 plus distraction), or +1 club +15/+10 (1d6+4/x2), or +1 mithril dagger +15/+10 (1d4+4/19-20)
Ranged thunderdove +17 ranged touch (1d4/x3 plus 1d6 electricity if charged), or quibareth’s fang +15 ranged touch (7d6 or 14d6 w/ 1 sp plus entangled for 1 round (Ref save negates))
Special Attacks distraction (DC 21 Fort save, sickens)

Magic
Casting Tradition Lycanthrope (Wild Magic); CAM Int
CL 7 (15 w/ personas w/ mentor trope); MSB +15; MSD 26;
Concentration +21
Spell Points 24
Alteration SphereTalents Swarm Shape; Drawbacks Lycanthropic
• shapeshift, self, DC 19; 2 traits, concentration, 7 minutes with 1 sp.
Dark SphereTalents Obfuscate, Shadow Stash; (shadow) Shadow Tag
• darkness, medium (170 ft.), DC 19; 25-ft. radius becomes dim light, concentration, 7 min. w/ 1 sp
• meld, touch, standard action, grant target a (meld)
◊ Darkvision (meld); 1 sp, grant 60 ft. darkvision for 7 hours
• shadow, medium (170 ft.), DC 19; apply (shadow)
◊ Shadow Tag (shadow); know the location and status of shadowed creatures for 7 hours (Will negates)
• Shadow Stash; extradimensional storage, 35 lbs., can store as move action, retrieve from shadow with action based on where item was stored (on person, held, backpack, etc.)
Divination SphereTalents (divine) Witness The City divine medium (170 ft.), DC 19; (gain information about Magic auras within 170 ft.)
◊ Alternate Divinations; Dark (Divine Dark, Divine Shadow), Fate (Divine Alignment, Divine Fate, Detect Loyalties), Life (Divine Life)
◊ Witness The City (divine); Diplomacy check to gather information, 1 sp
• sense, personal, DC 19; (gain sense for 7 hours)
◊ Read Magic (sense); decipher and read magical writings, 1 sp
Fate Sphere
• consecration, close (40 ft.), DC 19
◊ serendipity (consecration); +1 luck bonus, concentration, 7 rounds with 1 sp
• word, close (40 ft.), DC 19; apply a (word) effect
◊ Hallow (word); provide protections against opposite alignment, 7 minutes with 1 sp
Life Sphere
• cure, touch, DC 19; 1d8+7, 1 sp
• invigorate, touch, DC 19; 7 temporary hp
• restore, touch, DC 19; (mind; remove dazzled, shaken, staggered and lessen frightened to shaken, panicked to frightened) or (body; remove battered, fatigued and lessen exhaustion to fatigued, sickened and lessen nauseated to sickened) or (soul; heal 1d4 ability damage), 1 sp

Combat
Martial Tradition Gangster (Alchemy, Equipment x2, Scoundrel); PAM Int
Alchemy SpherePackages formulae; Talents (formulae) Focusing Formula
• formulae, DC 21; use Craft (alchemy) +24; can prepare up to 8 formulae
◊ Focusing Formula (formulae); move action, regain martial focus, 2 uses
Berserker Sphere
• berserking (free action, -2 AC to gain +14 temporary hit points for 1 round)
• brutal strike (special attack action, hit targets are battered for 1 round; expend martial focus +22 damage)
Equipment SphereTalents Unarmored Training; (discipline) Firearm Proficiency
• Unarmored Training; +8 armor bonus, applies against touch
Gladiator SphereTalents Master Of Fear; (boast) Steel Braggart
• boast (immediate action after critical hit, reduce enemy to 0, or successful combat maneuver, apply (boast) in 60-ft. radius)
◊ Prowess (boast); roll twice on next attack roll
◊ Steel Braggart (boast); gain DR 7/– until end of next turn
• strike fear (standard action, expend martial focus, demoralize 30-ft. radius; apply (demoralization) to enemies shaken); Master Of Fear (may use strike fear as a standard action w/o expending martial focus); (demoralize) additional effects vs. feared targets
Guardian SpherePackages challenge; Talents Defend Other; Legendary Talents I Will Come, I Will Hear
• delayed damage (delay up to 33 damage until the end of your next turn)
• challenge (swift, 8 rounds, target takes -4 attack vs. others, +2 vs. you)
◊ Defend Other; immediate, move up to half speed and ally gets +5 AC
• I Will Hear; bonded creatures (11 max) can call out anywhere, even across planes; I Will Come (teleport to bonded creatures as a full-round action)
Scoundrel Sphere
• marked target (swift action, melee touch attack, inflict battered and -2 Perception penalty)
Scout SphereTalents Lurker
• Lurker; unusual senses such as blindsight or tremorsense do not automatically foil Stealth check
• scout (swift action, Perception check at -5 penalty to identify weaknesses)

Tactics
The Left Hand casts Witness The City 6 times to gather information about their personas and keep tabs on any rumors and uses the Shadow Tag (shadow) talent for its obfuscation benefit.
If the Left Hand anticipates combat, they will cast the Hallow word on themselves against good. Combat tactics for each persona are briefly summarized with each persona below.

Statistics
Str 16, Dex 18, Con 18, Int 22, Wis 16, Cha 18
Base Atk +11; CMB +14; CMD 32
Feats Combat Expertise, Counterspell, Extra Combat Talent (x3), Extra Magic Talent (x3); Associated Feats Lurker In Darkness; Traits Unorthodox Casting
Skills Appraise +24, Bluff +22 (+30 if about personas), Diplomacy +22, Disable Device +22, Disguise +22 (+30 if used with personas), Knowledge (local) +24, Perception +18, Perform (sing) +22, Sense Motive +21, Spellcraft +24, Use Magic Device +22; Associated Skills Craft (alchemy) +24, Intimidate +22, Sleight of Hand +22, Stealth +22; Favored Class Bonus +15
skill points
Languages Aklo, Common, Draconic, Gnoll, Infernal, Sylvan, Undercommon
SQ actor trainings (any face, expert change, impersonator, rapid change, renown, true disguise), greater actor, master actor, personas (base plus 5, 3 tropes), quick change
Combat Gear alchemical cartridges (bullet (8), dragon breath (2), entangling shot (3), flare (10), gray dust (2), molten shot (2), repellent (3), salt shot (8), smoke cartridge (3), toxin);
Other Gear Quibareth’s Fang (unique spell engine), seamstress’s cuffs, thunderdove (+2 arcsilver coat pistol), +1 club, +1 mithril dagger, +3 buckler, necklace of natural armor +3, belt of physical perfection +4, cape of resistance +5, headband of mental superiority +4, ring of shielding+4

Description
Formerly known as Carmella, the Left Hand is a trusted cleaner and confidant to the Godfather of the Rat Skull Mafia. Carmella’s past is a tragic one, having grown up in penny slums under the Rat Skull Mafia’s watch. Her family struggled to survive and ultimately perished in a catastrophic arson incident, where she was left to the streets. With nowhere to go, Carmella eventually fell into the Rat Skull Mafia, where she quickly picked up on the profession and was found to be a savant for impersonation and infiltration. Years passed and her successes brought her the attention of the Godfather himself, who extended an offer to serve as his “left hand”, body double, and an informant for the insides of the mafia.

Carmella, as the Left Hand, has developed a number of personas to perform her duties and commands respect and loyalty from her subordinates. Other than the Godfather, few know about Carmella’s past and only know her as the Left Hand, an individual that rose from the bottom of the ranks to become one of the most powerful individuals in the criminal under- world. The Left Hand is well liked amongst her subordinates and is an urban myth in the slums as a strange shape shifting individual that performs acts of charity.

Notes: The troubadour is a complex class. The Left Hand is functionally 6 different potential stat blocks depending on its active persona. It is highly recommended to only use the Left Hand as a stat block after reviewing and having knowledge of what a troubadour is capable of and what these personas can do. The Left Hand can also prepare new personas as the need arises.

Personas
[Base Persona] Leisure-Suit Carmella
Trope Fool (via. Performer’s Synergy); Trope Benefit Fumble,
+4 all saving throws
Notes Carmella is largely a non-combatant, choosing to maintain a low profile when not impersonating or on the job. Carmella will attempt to deny her association with the Rat Skull Mafia unless confronted with hard evidence.

[Persona 1] Godfather’s Body Double (vigilante persona)
LE Male ratfolk, dressed in a black suit with crimson pinstripe
Trope Hero, Scoundrel, Villain; Trope Benefit full base attack bonus, sneak attack +5d6, aura of fear
Quirks Aura of Compulsion, Big Bad, Bloodlust, Cruelty, The Don, Fear Eater, Villainous Monologue
Notes The Left Hand’s primary persona is the Godfather’s, serving as a body double and field agent so that the Godfather himself does not get placed in harm’s way. In combat, the Left Hand as the Godfather uses intimidation and fear effects to create openings against their foes.

[Persona 2] Leandra the Fence
CN Female halfling, dressed in a black suit with crimson pinstripe
Trope Cunning Servant, Mentor, Scoundrel; Trope Benefit inspiration (13/day, +1d4), full caster level, sneak attack +5d6
Quirks Applied Engineering, Device Talent, Expanded Inspiration, Inspired Intelligence, Group Aid, Underworld Inspiration, Word of Aid
Notes Leandra is a chatty merchant and fence for stolen goods, this persona is primarily used to keep tabs on fellow mafia members. As Leandra, the Left Hand tries to exploit their sneak attack as often as possible, using Stealth and their Dark sphere effects to leverage blind spots. Leandra will flee if heavily outnumbered or placed in poor circumstances.

[Persona 3] Amara the Nightclub Diva
CN Female elf, dressed in emerald silks
Trope Fool, Lover, Mentor; Trope Benefit fumble, bardic performance (21 rounds/day), full caster level
Quirks Diva, Fascination, The Heart, Ingenue, Inspire, Inspire Greatness, Inspire Heroics
Notes Amara owns and operates the Rat Skull Mafia’s primary speakeasy and club to gather information and blackmail clientele. The Left Hand as Amara supports the other mafia members in the club with her bardic performances and consecrations while looking for an angle to flee.

[Persona 4] Giovanni the Sergeant
LN Male human, dressed in worn-down mercenary gear
Trope Hero, Mentor, Scoundrel; Trope Benefit full base attack bonus, full caster level, sneak attack +5d6
Quirks Martial Prowess (x5), Paragon, Resolute
Notes Giovanni is the Left Hand’s persona used as a mole with the city guard. Giovanni will often be accompanied by other members of the town’s guard and fights honestly and valiantly. The bonus combat talents from martial prowess are Guardian (Endure Pain), Shield (Blockade, Redirecting Shield), and Scout (Track The Scene).

[Persona 5] Matteo the Magister
LN Male dwarf, dressed in judicial robes
Trope Cunning Servant, Mentor, Villain; Trope Benefit inspiration (13/day, +1d4), full caster level, aura of fear
Quirks Magical Training (x7)
Notes Matteo is a diplomatic manipulator. The Left Hand uses this persona to infiltrate the court systems to obstruct justice and have access to confidential files on the city. The Left Hand rarely fights as Matteo and will usually resort to memory manipulation before lethal combat. The bonus magic talents from magical training are Fate (Truth (word)), Mind (Amnesia (charm), Inception (charm), Mass Charm [mass], Powerful Charm, Subtlety).

Cerina, The Godchild (CR 23)

A very short woman stands before you, cat-like eyes, sharp slanted horns and powerful tail contrasted by a warm presence and inviting smile. A small silver locket can be seen on her person with a subtle mouse or rat-like emblem on its front face.
– Submission by ThatOddDeer

XP 819,200
Female great wyrm lunar dragon (Pathfinder Roleplaying Game: Bestiary 5)
NG Medium dragon
Init -2 (+8 w/ Rapid Response); Senses dragon senses, see in darkness, spiritsense 60 ft.; Perception +41
Aura alien presence (300 ft., DC 33, dragon form only)

Defense
AC 55, touch 29, flat-footed 39 (+29 natural, +16 Str)
hp 462 (28d12+280); fast healing 10 (lifeweaver)
Fort +32, Ref +20, Will +31
Defensive Abilities delayed damage pool 112, reflect rays, reflected light; DR 20/magic; Immune cold, paralysis, sleep;
SR 33

Offense
Speed 40 ft., fly 240 ft. (clumsy), burrow 20 ft. (+35 land, fly w/ martial focus)
Melee bite +44 (4d8+24), 4 claws +44 (4d6+16), gore +44 (4d6+16), 2 wings +42 (2d8+8), tail slap +42 (4d6+24); nonlethal (may, with merciful amulet of mighty fists)
Special Attacks bewildering breath, breath weapon (120-ft. line, 24d8 Cold, DC 34), combat stamina (38, may spend 5 as martial focus, Life sphere heals stamina), crush (dragon form only), great focus (2 martial focus), moonsilver, sequence (max 10), tail sweep (dragon form only), techniques (All-Consuming Swing [complexity 11])

Magic
Casting Tradition Spoken Power (Magical Signs, Verbal Casting, Skilled Casting (Linguistics)); CAM Int
CL 20 (21 w/ Life, Time); MSB +20; MSD 31; Concentration +29
Spell Points 51
Alteration SphereTalents Extra Limbs; Drawbacks Lycanthropic
*Cerina usually does not cast Alteration sphere effects; she possesses the talents for the Transformation feat
Destruction SphereTalents Admixture; (blast shape) Energy Strike; (blast type) Incandescent Blast; Drawbacks Destructive Touch (touch only), Energy Focus (light)
• Admixture; may use multiple (blast type), splitting damage; Time-Thief Admixture; +1 sp, apply a (time) effect, deal full damage with blast
• destructive blast, touch only, DC 29; 10d6 damage, +1 sp 20d6; use with (blast shape), inflict a (blast type)
◊ (blast shape)
- Energy Strike; deliver destructive blast with a weapon attack
- Ray (default) (blast shape); melee touch +44
◊ (blast type)
◊ Incandescent Blast (blast type, light); blast damage is untyped, d4 or d8 vs. undead or sunlight
vulnerable; affected creatures suffer a -2 on Perception and Will saves
Life SphereTalents Affliction, Break Enchantment, Lingering Resilience, Resuscitate, Revitalize, Sanctify, Self-Renewal; (cure) Restore Capacity, Restore Health, Restore Senses, Restore Spirit; Advanced Talents Make Whole, Resurrection
• cure, touch, DC 29; cure 1d8+105 hit points, 1 sp
◊ Affliction; melee touch (1d8+105 negative energy; Will half), 1 sp
◊ Lingering Resilience; grant DR 10/– for 2 rounds after healing
◊ Resuscitate; cure functions against creatures who have died no more than 1 round ago, imposes 1 temporary negative level
◊ Revitalize; grant fast healing 5 for 21 minutes instead of directly healing
• invigorate, touch, DC 29; 21 temporary hp
◊ Resuscitate; invigorate functions against creatures who have died no more than 1 round ago, imposes 1 temporary negative level
• restore, touch, DC 29; (mind; remove dazzled, shaken, staggered and lessen frightened to shaken, panicked to frightened) (body; remove battered, fatigued and lessen exhaustion to fatigued, sickened and lessen nauseated to sickened) or (soul; heal 1d4 ability damage), 1 sp
◊ Affliction; melee touch, inflict various status effects instead of restoring a condition
◊ Break Enchantment; +1 sp, remove any number of magic effects with a duration from the target with a successful magic skill check
◊ Lingering Resilience; grant immunity to a restored condition for 2 rounds
◊ Make Whole; +1 sp, remove all negative levels, may cure miracle or wish requirement effects, restore body parts and organs
◊ Restore Capacity, Restore Health, Restore Senses, Restore Spirit (cure); remove more conditions when us- ing restore
◊ Sanctify; inflict 1d6 negative levels
• Resurrection; 3 sp, 1 minute, return creature back to life within 21 days of death
• Self-Renewal; +1 sp to use cure or restore as a swift; +1 sp to cast while under the effects of a condition you can restore
Time SphereTalents Improved Haste, Rapid
Response, Time Strike; (time) Shift Time, Steal Time;
Advanced Talents Temporal Haste; Drawbacks Altered Time (no slow)
• alter time, touch, DC 29; apply a (time) effect to the target
◊ Haste (time); +50 ft. enhancement to movement, +3 dodge bonus to AC, Reflex,
and attack rolls, +1 attack during full attack or +5 attacks of opportunity, concentration or 1 sp for 21 rounds; Temporal Haste +1 sp, target gains an additional move or swift action for duration
◊ Rapid Response (time); +10 initiative, may act during surprise round, concentration or 1 sp for 210 minutes
◊ Shift Time (time); may grant target additional action of choice, but lose that action next turn; may use on self as swift, or grant swift as free action, 1 sp
◊ Steal Time (time); Will save or daze target for 1 round, gain an additional standard action this turn, 1 sp
• Time Strike; may deliver an alter time effect with a weap- on attack

Combat
Martial Tradition Draconic Exemplar (Athletics x3, Equipment); PAM Int
Athletics SpherePackages fly, leap, run; Talents Expanded Training, Strong Lungs, Swift Movement, Wall Stunt; Legendary Talents Air Stunt, Dragoon’s Leap
Berserker SphereTalents (exertion) Bell-Ringer;
Legendary Talents (exertion) Spell Sunder
• berserking (free action, -2 AC to gain +31 temporary hit points for 1 round)
• brutal strike (special attack action, hit targets are battered for 1 round; expend martial focus +56 damage); apply an (exertion), DC 33
◊ Bell-Ringer (exertion); -8 Will and concentration while battered
◊ Spell-Sunder (exertion); as a sunder, may suppress or dispel a spell effect; if not on a creature, CMD 15 + caster level if not on a creature, if on a creature, CMD +5 to suppress for 1 round, +6 - 9 for 2 rounds, +10 to dispel
Brute SphereTalents Focused Might, Muscular Surge;
Legendary Talents Giant, Titan
• shove +44 melee touch (move action, move half speed (20 ft. or 120 ft. fly), deal 16 damage plus battered condition)
◊ Focused Might; regain martial focus when shove is successful
• Muscular Surge; +14 on all Acrobatics, Strength, and Strength-based skill checks and carrying capacity; Giant; free action (constant) and not fatigued, carry capacity x2; Titan; carry capacity x10 and treated as 1 size larger for combat maneuvers
Equipment SphereLegendary Talents Force Redirection Technique
• Force Redirection Technique; use Strength instead of Dexterity for armor class (max +16)
Guardian SphereTalents Cold Iron Call, Durable, Greater Delayed Damage Pool; Drawbacks Indifferent Defender (no package)
• delayed damage (delay up to 112 damage until the end of your next turn); Greater Delayed Damage Pool; +1 per BAB (included)
◊ Cold Iron Call; may delay spell or spell-like abilities when targeted, treating spell as hit point damage equal to effect’s caster level; spells may be cured or dispelled before taking effect
◊ Durable; may delay natural, extraordinary, and super- natural abilities that inflict conditions (most, see talent), treating effect as hit point damage equal to Hit Dice of effect’s source; effects may be cured or dispelled before taking effect
Scout SphereTalents Heightened Awareness, Study Technique; Legendary Talents Magehunter’s Vision;
Drawbacks Veteran Warrior (no Stealth ranks)
• scout (swift action, Perception check at -5 penalty to identify weaknesses)
◊ Study Technique; learn base attack bonus and martial spheres known after successfully scouting
• Heightened Awareness; detect presence of magical auras as a move action, if martial focus, notice traps and ongoing magical effects within 10 ft.; Magehunter’s Vision; may concentrate to learn more about located magical auras

Tactics
Before Combat After resting and regaining spell points, Cerina spends 1 sp to cure her fatigue if she has not slept recently and casts Rapid Response, choosing to keep this effect up at nearly all times. If Cerina is expecting a fight, she casts a Haste effect augmented with Temporal Haste on herself.
While Cerina would ordinarily be a size-Colossal lunar dragon, she exclusively remains in her humanoid-draconic hybrid form unless forced into her true form. Cerina’s hybrid form is calculated into her stat block and uses the following traits: 2 Claws, Extra Arm (additional limbs) (x2), Gore, and Prehensile Tail. Cerina wears a stylish and large blue and gold cloak, choosing
to keep her additional arms and wings folded beneath the cloak but has difficulty concealing her large tail.
During Combat Cerina is not a pacifist but will always attempt to subdue her foes nonlethally, if able, using her potent Life and Time sphere magics to remain healthy and mobile. Cerina is talkative and opens herself up frequently to de-esca- late violence when she feels that it is possible. If Cerina is ever targeted by a death effect, negative level, or any plane shift or similar effect, she turns to fully-lethal methods. Cerina’s prod- igy sequence allows her to build bonuses during combat and execute finishers to protect herself or attempt to fully subdue a vulnerable foe.
Cerina is very difficult to keep down. She uses her delayed dam- age pool as often as possible, especially when able to delay conditions or spells, and purges them with her Life sphere restorative magics.

Statistics
Str 43, Dex 7, Con 30, Int 28, Wis 28, Cha 28
Base Atk +28; CMB +47; CMD +55
Feats Combat Stamina, Craft Technique, Extra Combat Talent, Extra Magic Talent (x2), Focused Stamina, Fortified Healing, Great Focus, Hybrid Transformation, Improved Transformation, Quicken Spell, Snatch, Time-Thief ’s Admixture, Transformation (Anthropomorphic Transformation)
Skills Appraise +41, Bluff +21, Climb +17, Diplomacy +8, Disguise +18, Heal +41, Intimidate +21, Knowledge (arcana, dungeoneering, geography, local, nature, planes) +41, Knowledge (religion) +23, Linguistics +41, Perception +41, Perform (dance) +36, Profession (carpentry) +38, Sense Motive +41, Spellcraft +41, Survival +14; Associated Skills Acrobatics +27, Fly +22
Languages Abyssal, Aklo, Common, Elven, Infernal
SQ absolute cold, exemplar, flawless sequence, imbue sequence, integrated techniques, lifeweaver, no breath, sequence, starflight
Other Gear silver-pleated rat skull locket (instructing merciful amulet of mighty fists), chronostabilizing foci (+1 Time sphere implement, 4 bonus talents [Improved Haste, Rapid Response, Shift Time, Temporal Haste]), lifeweaver’s foci (+1 Life sphere implement, 4 bonus talents [Lingering Resilience, Resuscitate, Resurrection, Sanctify]) cape of resistance +5}, luckstone, ring of freedom of movement

Special Abilities
Exemplar (Ex): Cerina is treated as a 20th-level prodigy, possessing the sequence, imbued sequence, integrated techniques, and flawless sequence class features. Cerina uses her Intelligence score as her practitioner modifier and casting ability modifier.
Lifeweaver (Ex): Cerina is uniquely in tune with the cycle of souls. Cerina possesses spiritsense with a range of 60 ft. and fast healing 10. If Cerina would ever gain fast healing from another source, this healing instead becomes regeneration which is suppressed by negative energy or a dragon bane weapon.

Description
Cerina was brought into the family by a then-Consigliere to the Godfather, an orphaned amnesiac who was passed over due to her visible draconic stains. Little is known of what happened to her once adopted into the family, but the story says that she imprinted on the Godfather as a true father figure and became fiercely loyal to their cause and efforts, even as she grew to understand and dislike certain methods.

Cerina abhors unnecessary violence, choosing to frequent orphanages, small local shops and marketplaces, florists, and gardens. Her kindness and gentle demeanor has earned her the nickname the “Mafia’s Angel” due to her many acts of goodwill and charity in the slums and copper districts within the Rat Skull Mafia’s territory.

Cerina knows little about her past, unknowingly presenting herself as a hybrid between her humanoid and draconic form. Cerina has long struggled to find details or information about where she came from and is wholly unaware of her “true self ” as a powerful and long-lived dragon as it is possible that her amnesia is closely tied to a curse of immortality.

Notes: Cerina is a heavily modified great wyrm lunar dragon (Pathfinder Roleplaying Game: Bestiary 5) using the advice and tools from Spheres Bestiary: Undead and the Immortal Forlorn. She exchanges many of the traditional spellcasting tools a dragon normally possesses for a blended training progression and the prodigy’s sequence, imbue sequence, integrated techniques imbue, and flawless sequence abilities. Cerina also makes use of the techniques system showcased in Champions of the Spheres: Study and Practice.
Techniques: Cerina possesses the Technique Crafting feat. She primarily uses a technique she created herself, All-Consuming Strike, which she developed over a rigorous number of years in an attempt to find a way to fully obliterate her Targets.


Hired Hands and Mercenaries

Doppelganger, Anyman (CR 4)

XP 1,200
N Medium monstrous humanoid (shapechanger)
Init +3; Senses darkvision 60 ft.; Perception +10

Defense
AC 16, touch 13, flat-footed 13 (+3 Dex, +3 natural)
hp 32 (4d10+12)
Fort +4, Ref +7, Will +7
Defensive Abilities deep fake; Immune compulsion

Offense
Speed 30 ft.
Melee 2 slams +7 (1d4+3)
Special Abilities right for the job

Magic
Casting Tradition Natural; CAM Cha
CL 4; MSB +4; MSD 15; Concentration +7
Spell Points 7
Talents – See Right For The Job
Combat – See Right For The Job

Statistics
Str 16, Dex 16, Con 16, Int 16, Wis 16, Cha 16
Base Atk +4; CMB +7; CMD +20
Feats Combat Reflexes, Improved Initiative, Power Attack
Skills Bluff +7, Disable Device +7, Disguise +7 (+17 w/ change shape), Knowledge (local) +7, Perception +10, Sense Motive +7, Spellcraft +7
Languages Common, Aklo
SQ change shape (any humanoid, cannot perfectly mimic others), deep fake, mimicry, right for the job

Special Abilities
Deep Fake (Ex): An anyman is immune to any effect which would read their thoughts, detect if the anyman is lying, or discerns their alignment. Whenever the anyman would be subject to an effect which reads their thoughts or would detect their alignment, the anyman can “provide” false information instead of returning no results.
Mimicry (Ex): An anyman is proficient in all weapons, armor, and shields. In addition, an anyman can use any spell trigger or spell completion item as if the spell were on its spell list or it possessed the appropriate spheres. The anyman’s caster level is equal to its racial Hit Dice when activating such an item.
Right For The Job (Ex): Rather than seamlessly infiltrate a society or group, an anyman doppelganger is known for being absurdly flexible, which contributes towards their skill and proclivity for mercenary work. An anyman chooses three quirks each day. Stronger anymen with more Hit Dice may gain more quirks (usually 1 quirk + 1 per 2 racial Hit Dice). Each quirk may only be selected once, unless otherwise noted.
Class Feature. The anyman gains a single class feature, treating their racial Hit Dice as their class level for determining its effects. This may include an archetype’s class feature. The anyman must meet any prerequisites for that class feature, using Charisma as the ability modifier for that class feature instead of the normal associated ability score. The anyman must have more racial Hit Dice than the level requirement of the class feature chosen this way. If the chosen class feature would allow the anyman to select from a list of options or grants multiple options over time (such as mageknight mystic combats or incanter bonus feats), the anyman only gains a single one of that class feature. The anyman cannot select class features which grant a combat or magic talent progression.
Combat Talents. The anyman gains 2 combat talents, including any sphere-specific drawbacks. An anyman does not receive a martial tradition. The anyman uses Charisma as their practitioner modifier. This quirk may be selected multiple times, each time gaining 1 additional combat talent. If a combat talent would grant bonus skill ranks, the anyman receives these skill ranks normally but may not retrain skill ranks if they already possess ranks in that skill.
Magic Talents. The anyman gains 2 magic talents, including any sphere-specific drawbacks. An anyman is treated as a High-Caster, using their racial Hit Dice to determine their caster level. The anyman uses the natural casting tradition and Charisma as their casting ability modifier. This quirk may be selected multiple times, each time gaining 1 additional magic talent.
Skillful. The anyman chooses one skill, gaining a +8 racial bonus to that skill. This quirk may be selected multiple times, each time granting this bonus to another chosen skill.

Ecology
Environment any
Organization solitary, pair, gang (3-6), or guild (8-12)
Treasure NPC Gear

Description
The anymen are unique doppelgangers which are less concerned for infiltration because of a symbiotic role with humanoid societies they discovered. The anymen realized they were exceptional at adapting to new roles and have a unique position to serve as near-ideal mercenaries and hired hands in almost any role. Because of this relationship, the anymen are much more social than the average doppelganger and occasionally organize themselves into guild-like entities, performing services both legal and illegal to the general public. The anymen are able to command a high contracting fee for their services as those in need of an anymen are often desperate for skilled hands.

Knowledge of anymen and their services is often a well-kept secret as the humanoid fear and hatred for doppelgangers is a difficult bias to overcome. Governments and powerful organizations are often aware of an anymen guild in their city and will try to sway them to working exclusively for their efforts, as the anymen’s neutrality is a dangerous stance when they might be hired against an organization’s interests only a week after using their services.

Variant Anyman, the Yesman
Some anymen are better connected to other doppelganger clans and have spent time and effort to retain the same skill for infiltration as the doppelganger is notorious for. Rather than accepting grittier or more dangerous jobs, the yesmen are frequently hired to infiltrate organizations and feed information to their employer.

A yesman’s bonus to Disguise checks while using their change shape ability is +20 and the yesman may assume the appearance of specific individuals. The yesman gains a +8 racial bonus on all skill checks made to maintain their current identity or per- form their infiltrated role.

The yesman gains two fewer quirks with their right for the job ability (normally 1 quirk).

Sample Anyman Doppelgangers
The following are sample anyman doppelgangers, having made their selections for their right for the job ability. Their quirks are chosen to reflect their employer’s needs and the aesthetics and themes of their organization.
• Hired Thug; a street-walking tax collector and hired muscle.
◊ Equipment: A hired thug anyman is usually armed with a weapon from the Rogue Weapon Training (discipline) talent and may be wearing light armor.
◊ Quirks: Combat Talents (x2) (Berserker, Scoundrel (Twist The Knife)), Skillful (+8 Sleight of Hand).
• Knight-Errant; an upholder of law and order.
◊ Equipment: A knight-errant is usually armed with equipment from the Knightly Training (discipline) talent, wears medium or heavy armor, and has a trained horse or other mount.
◊ Quirks: Class Feature (cavalier’s challenge), Combat Talents (Duelist, Gladiator), Magic Talents (Life, Light)
• Marksman; a trained eye and careful aim.
◊ Equipment: A hired thug anyman is usually armed with a ranged weapon (such as a longbow or firearm) as well as a dagger and may be wearing light armor.
◊ Quirks: Class Feature (slayer’s studied target), Combat Talents (x2) (Sniper (Pinning Shot), Scout).
• Shadowblade; a blade in the dark and infiltrator.
◊ Equipment: A shadowblade is usually armed with a weapon from the Bounty Hunter Training (discipline) talent.
◊ Quirks: Combat Talents (Fencing, Scout), Magic Talents (Dark (Step Through Darkness)), Skillful (+8 Stealth).

Kidnapper (CR 6)

This humanoid’s duster hung loosely around battered armor covering their form, they whistle for a large wolf to circle around you before brandishing a pair of manacles.
– Submission by Andrew Charlton

XP 2,400
Human armiger (bounty hunter) 7
NE Medium humanoid (human)
Init +0; Senses Perception +10

Defense
AC 21, touch 10, flat-footed 21 (+9 armor, +2 balanced defence)
hp 74 (7d10+28)
Fort +8, Ref +5, Will +4

Offense
Speed 30 ft.
Melee brass knuckles +12 (1d3+5), dagger +13 (1d4+6/19-20), manacles +12 (1d8+5)
Special Attacks lightning change 3/round, rapid assault, rapid subdual

Combat
Martial Tradition Animal Trainer (Beastmastery x2, Equipment x2); PAM Wis
Beastmastery SpherePackages ride; Talents Animal Companion (x2)
• defensive rider (attack of opportunity, use Ride check in- stead of mount’s AC or Reflex save)
• Animal Companion (x2); gain an animal companion at full progression
Equipment SphereTalents Armor Training, Balanced Defense, Unfettering Armor; (discipline) Bounty Hunters Tools
• Armor Training; proficiency in medium and heavy armor
• Balanced Defense; While wielding a light or one-handed weapon and nothing in any other hand you possess, you gain a +1 shield bonus to AC. For every 4 points of base attack bonus you possess, this bonus increases by +1. Attacking with an off-hand weapon, making more than one natural attack on your turn, or using abilities such as a monk’s flurry of blows or a magus’ spell combat suppresses this bonus until the start of your next turn.
• Bounty Hunters Tools (discipline); gain proficiency with the bola, garrote, grappling hook, harpoon, kyoketsu shoge, lasso, mancatcher, net, net launcher, sap, and whip. You may deal nonlethal damage with any of these weapons at no penalty and treat them all as having the grapple special feature.
• Unfettering Armor; You may move at your normal speed while wearing medium armor. At +7 base attack bonus you may move your normal speed while wearing heavy armor.
Wrestling SphereTalents; Snag, Rest Hold
• Rest Hold; move action while grappling, regain martial focus and use creature for partial cover; missed attacks due to cover hit grappled target
• snag (swift action, melee touch attack +17, batter target until end of turn or while grappled)
Customized Weapons
• brass knuckles – Talents Beastmastery sphere (Accomplice, Double Team), Wrestling sphere (Powerslam)
• dagger – Talents Duelist sphere (…And Stay Down!; (bleed) Leg Cutter)
• mwk manacles (as a light flail) – Talents Beastmastery sphere (Armored Mount), Wrestling sphere (Hammerlock; (slam) Clinch Strike)

Tactics
Before Combat: A kidnapper is often only in a fight to capture their mark. If given time, they will try to observe their mark from afar and learn their habits, and formulate a plan.
During Combat: A kidnapper attempts to ambush their target, grappling and incapacitating them before escaping or assisting allies with the fight.
Grappling: The kidnapper makes fluid use of their armiger class features, starting with their brass knuckles to use the Accomplice talent and initiate a grapple after their wolf successfully trips the mark. The kidnapper then switches to their customized manacles and attempts to pin and tie up the target with the manacles, before moving their mark onto their wolf.

Statistics
Str 18, Dex 10, Con 16, Int 13, Wis 14, Cha 8
Base Atk +7; CMB +11 (+15 when grappling, +16 w/ manacles or brass knuckles); CMD +21 (23 vs. Grapple)
Feats Extra Combat Talent (x2), Improved Grapple, Great Focus, Greater Grapple, Quick Draw
Skills Handle Animal +6, Heal +9, Perception +12, Stealth +2, Survival +12; Associated Skills Ride +5 (+10 while mounted);
ACP -5 (this is reflected in the kidnapper’s statistics)
Languages Human, Goblin
SQ prowess (bare-fisted training, cuffs, hog tie), rapid subdual
Combat Gear common cure potion, sneakster’s brew, smokestick (5);
Other Gear +1 dagger, mwk grappling hook, mwk manacles (DC 35 Escape Artist or DC 28 Strength check, hardness 10, hp 10; superior lock), mwk full plate, backpack, caltrops, manacles w/ average lock, net, sap, chain (10 ft.)

Description
A kidnapper is a mercenary frequently hired to capture and drag back a mark, often a mid-ranking noble, merchant, or other individual of importance, so that they can be dealt with, ransomed, or otherwise removed from another organization’s Efforts.

Wolf (CR –)

XP 0
TN Large animal
Init +2; Senses low-light vision, scent; Perception +5

Defense
AC 20, touch 11, flat-footed 18 (+3 armor, +2 Dex, +4 natural, -1 size)
hp 57 (6d8+24)
Fort +9, Ref +6, Will +3

Offense
Speed 50 ft.
Melee Bite +8 (1d8+9 plus trip)

Statistics
Str 22, Dex 13, Con 19, Int 2, Wis 12, Cha 6
Base Atk +4; CMB +12 (+16 trip); CMD 23 (27 vs. trip)
Feats Combat Reflexes, Hefty Brute, Intercept Blow, Light Armor Proficiency
Skills Perception +8
Tricks Attack, Break Out, Defend, Deliver, Down, Fetch, Get Help, Heel
Other Gear studded leather barding

Assassin (CR 9)

A throng of knives are hidden on the inside of their coat, shifty and observant eyes looking towards the entrances and exits while focused on their target.
– Submission by David Cleland

XP 6,400
Human unchained rogue (canny scoundrel) 10
LE Medium humanoid (human)
Init +6; Senses darkvision 60 ft.; Perception +13

Defense
AC 20, touch 20, flat-footed 14 (+6 Dex, +4 prescient dodger)
hp 80 (10d8+30)
Fort +7, Ref +15, Will +7
Defensive Abilities danger sense +3, evasion, improved uncanny dodge, shifting loyalty

Offense
Speed 30 ft.
Melee +1 kukri +14/+9 (1d4+7/18-20)
Ranged mwk heavy wrist launcher +14 (1d4/19-20)
Special Attacks debilitating injury, sneak attack +5d6

Combat
Martial Tradition Thief (Equipment, Fencing x2, Scoundrel);
PAM Cha
Equipment SphereTalents Expert Reloading, Fast Draw, Finesse Fighting; (discipline) Rogue Weapon Training
• Expert Reloading; decrease the required time to reload a weapon by one step if proficient.
• Fast Draw; can draw unhidden weapons as part of the action used to attack with them, including with splash weapons. Can draw hidden weapons as move action.
• Finesse Fighting; may use Dexterity with finessable weapons
• Rogue Weapon Training (discipline); proficiency with blade boot, butterfly knife, garrote, hand crossbow, kukri, rapier, sap, short sword, shortbow, starknife, switchblade knife, sword cane, war razor, and whip. +2 bonus to Sleight of Hand checks to conceal weapons
Fencing SphereTalents Fast Feint, Read Foes, Verbal Feint; (exploit) Wide Open
• fatal thrust (deal +3d6 precision damage vs. flat-footed, flanked, or Dexterity-denied foes with attack actions or AoO, apply one (exploit)); (exploit) DC 17
◊ Wide Open (exploit); target suffers a -4 penalty to armor class until the end of your next turn
• Fast Feint; may feint as move action
• Read Foes; gain bonus ranks in Sense Motive
• Verbal Feint; does not need weapon to feint, and may feint targets within 30 ft.
Scoundrel Sphere - Talents Hidden Blade
• swift hands (use Dexterity instead of Strength for dirty trick and steal, using Sleight of Hand as BAB)
• marked target (swift action, touch attack; batter and -3 penalty on Perception)
• Hidden Blade; As part of the act of sheathing a light weapon, can attempt Sleight of Hand check to conceal the weapon
Scout SphereTalents Great Senses, Hidden Appearance
• scout (swift action, Perception check at -5 penalty to identify weaknesses)
• Great Senses; gain bonus ranks in Perception
• Hidden Appearance; may use Stealth modifier in place of Disguise to change appearance
Sniper SphereTalents Head Shot, Focusing Reload
• deadly shot (special attack action; add one (snipe); expend martial focus, +2d10 or 2d6 if vs. touch); (snipe) DC 17
◊ Head Shot (snipe); if deadly shot deals at least 50% of target’s current hit points, Fortitude save or die
• Focusing Reload; regain martial focus when reloading as a move action or longer

Tactics
Before Combat An assassin operates with discretion, using Stealth and social finesse to shadow their targets until an opening presents itself. Assassins prefer to utilize their wrist launcher to attempt small-scale concealed hits or to strike the first blow; if an assassin expects a prolonged encounter they carry a number of potions and oils to improve their chances.
During Combat Assassins focus on finishing off their primary target while searching for an escape route.

Statistics
Str 10, Dex 22, Con 14, Int 10, Wis 10, Cha 14
Base Atk +7; CMB +7; CMD +27
Feats Combat Sphere Specialization (Fencing), Extra Combat Talent (x3), Iron Will, Skill Focus (Bluff); Associated Feats Weapon Finesse (exchanged for Finesse Fighting)
Skills Acrobatics +19, Climb +5, Diplomacy +15, Disable Device +19, Escape Artist +19, Intimidate +15, Knowledge (local) +13, Linguistics +9, Swim +5, Use Magic Device +15; Associated Skills Bluff +21, Perception +13, Sense Motive +13, Sleight of Hand +19, Stealth +19
Languages Common, Draconic, Infernal, Abyssal, any 3 regional languages
SQ finesse training (kukri), rogue talents (prescient dodger, shades of grey, shifting loyalty), rogue’s edge (Sleight of Hand, Bluff); Alternate Racial Trait dimdweller
Combat Gear common protection potion, lesser armored magic potion, oil of silence, sneakster’s potion, standard revitalization potion, kahvi (4), fish liver grog (2); Other Gear light crossbow, masterwork heavy wrist launcher, +1 kukri, cape of resistance +2, belt of avian speed +2, dagger (3), 20 crossbow bolts, rogue’s kit, 7 gp

Description
Assassins are elite surgical knives hired by various organizations to eliminate threats, from an uncooperative merchant to curious paladins. Whether operating alone with others, an assassin possesses a keen set of skills which allow them to navigate situations which require intrigue, stealth, and high levels of discretion.

Homeguard (CR 12)

This crafty little kobold spies on targets from far above, watching them with their crossbow waiting for a myriad of traps to be set off.

XP 25,600
Kobold conscript 13
NE Small humanoid (reptilian)
Init +3; Senses darkvision; Perception +18

Defense
AC 21, touch 14, flat-footed 18 (+7 armor, +3 Dex, +1 size)
hp 84 (13d10+13)
Fort +11, Ref +13, Will +6
Defensive Abilities delayed damage pool 39
Weaknesses light sensitivity

Offense
Speed 30 ft.
Ranged +2 heavy crossbow +19 (1d8+8/19-20)
Special Attacks sneak attack +5d6, surprise activation (targets are flat-footed after triggering
trap until start of next turn)

Combat
Martial Tradition Mechanic (Equipment x2, Sniper, Trap); PAM Int
Athletics SpherePackages run; Talents Tumbling Recovery
• coordinated movement, regain martial focus when taking the withdraw action
• Tumbling Recovery (run); may drop prone as free action (even not during turn), when knocked prone or drop prone, may spend an immediate action to move 20 ft., if used to avoid an attack, gain +6 dodge bonus to AC and Reflex vs. that attack; may expend martial focus to have movement not provoke
Equipment SphereTalents Expert Reloading, Mechanical Training
• Expert Reloading; reduce reload speed by 1 step
• Mechanical Training; deal +6 damage with mechanical weapons (crossbows, firearms)
Guardian SpherePackages patrol; Talents Mageguard; (zone) Clear Path
• delayed damage (delay up to 39 damage until the end of your next turn)
• patrol (full-round action, threatened area increases to 25 ft.); apply a (zone) to the area DC 19
◊ Clear Path (zone); allies do not provoke attacks of opportunity inside the patrol
◊ Overwatch [feat]; establish patrol with ranged weapon within 120 ft., threaten this area
• Mageguard; enemies suffer a -6 penalty on concentration checks to cast defensively
Sniper SphereTalents Covering Fire, Focusing Reload, Unblockable
• Covering Fire; standard action, create threatened area
• Focusing Reload; regain martial focus when reloading as a move action
• deadly shot (special attack action; add one (snipe); expend martial focus, +4d10 or 4d6 if vs. touch); (snipe) DC 19
• Unblockable; whenever your ranged attack actions would be deflected or negated, effect must roll a magic skill check or combat maneuver check against your attack roll or fail to deflect or negate
Trap SphereTalents Aerial Trigger, Opportunist, Rapid Placement, Sneaky Trapper, Stop Drop And Control, Trap Launcher, Warning; (snare) Bear Trap
[trap statistics] AC 24, hp 40, hardness 14, Perception DC 32, area 6 5-ft. squares, DC 22 Reflex
• Aerial Trigger; traps extend 140 ft. in the area, if it would knock someone prone, battered, if entangled, pulled to ground
• Opportunist; a creature struck by your dart or failing a save vs. your snare provokes an attack of opportunity, may take this attack of opportunity with a ranged weapon within 1st increment
• Persistent Trap; increase trap setting time to 1 minute to increase duration to 1 hour per point above DC 5
• Rapid Placement; expend martial focus to reduce time to place by 1 step
• Sneaky Trapper; may perform Sleight of Hand (DC 11 + observer’s Perception) to place a trap without notifying observers within 30 ft.
• Stop Drop And Control; may place trap as part of withdraw, must be trap which can be placed as a standard action in an unoccupied space you moved through
• Trap Launcher; may increase DC to create trap to place it within first range increment; if you possess Sniper sphere, may use as a (snipe) to launch directly at creatures, who attempt a Reflex save to prevent
• dart (full-round action [standard action while maintaining focus], ranged attack, 230-ft. line, 7d6; or ranged touch w/o base damage using alchemical item or formulae)
• snare (full-round action [standard while maintaining focus], Reflex or trigger); (snare) DC 22
◊ Bear Trap (snare); target cannot move unless they succeed at Strength or Escape Artist check DC 22, target takes 2 bleed
◊ Tripwire (snare); Reflex save or knocked prone

Tactics
The homeguard is a complex area-control trapper and sniper, setting up long-duration traps with Persistent Traps then finding somewhere to lie in wait. During combat, the homeguard uses the Overwatch feat to treat their Covering Fire as a patrol with the Clear Path (zone) to allow any allies in the area to move easier or uses Trap Launcher to fire Tripwires or Bear Traps directly at opponents. If the homeguard’s position is being threatened, they withdraw, regaining martial focus and may set traps to cover their path.

Statistics
Str 8, Dex 16, Con 12, Int 16, Wis 10, Cha 8
Base Atk +13; CMB +11; CMD +24
Feats Accomplished Sneak Attacker, Combat Reflexes, Crossbow Mastery, Extra Combat Talent (x2), Improved Precise Shot, Overwatch; Favored Class Bonus +2 DC Trap sphere
Skills Bluff +12, Climb +10, Knowledge (dungeoneering, engineering, local) +20, Perception +18, Profession (miner) +18, Sleight of Hand +14, Spellcraft +17, Stealth +17; Associated Skills Acrobatics +17, Craft (trap) +22
Languages Common, Draconic, Dwarven, Gnome
SQ sneak attack, sphere specialization (Trap)
Gear +2 heavy crossbow, +2 chain shirt, cape of resistance +2

Description
A homeguard is a peculiar mercenary with a strong affinity for trapmaking. They are often highly experienced trappers which found success with their craft and now rent those services out to the highest bidder for any number of tasks from exotic hunting to location defense.


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Initiate's Handbook Items of PowerU The Jester's Handbook Mythic Spheres of Power
The Technomancy Sphere Treasures of the Spheres Treasures: Weapons and Tools The Wraith ClassU
Wild Magic Woodfaring Adventures Worlds of Power The Youxia's Handbook
Bestiary: Fey and Feyfolk The High Magic Handbook Realmwalker's Handbook Bestiary: Fiends of the Cosmos
Adventures
Wreckage to Deliverance Wreckage to Deliverance Player's Guide

U: Part of Ultimate Spheres of Power and does not need to be bought separately from that book

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