Queen of Staves CR 8
XP 4,800
Elf fighter 2
Abjurer 5
Eldritch knight 2
N Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +11
Defense
AC 19, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 dodge, +1 natural)
hp 67 (2d10+5d6+2d10+23)
Fort +9, Ref +6, Will +8; +2 vs. enchantments, +1 vs. fear
Defensive Abilities bravery +1; Immune sleep; Resist 5 fire
Offense
Speed 30 ft.
Melee +1 quarterstaff +11/+6 (1d6+7)
Abjurer Spells Prepared (CL 6th; concentration +8)
3rd—displacement, lightning bolt (DC 15), protection from energy
2nd—darkness, false life, mirror image (2), protection from arrows
1st—cause fear (DC 13), magic missile, shield (2), true strike
0 (at will)—ghost sound (DC 12), message, open/close, touch of fatigue (DC 12)
Opposition Schools conjuration, enchantment
Tactics
During Combat The eldritch knight casts shield and displacement on herself, then casts lightning bolt and magic missile before casting mirror image and entering melee.
Statistics
Str 16, Dex 16, Con 12, Int 14, Wis 10, Cha 8
Base Atk +6; CMB +9; CMD 23
Feats Arcane Armor Training, Craft Wand, Dodge, Great Fortitude, Improved Iron Will, Iron Will, Scribe Scroll, Toughness, Weapon Focus (quarterstaff), Weapon Specialization (quarterstaff)
Skills Knowledge (arcana) +10, Knowledge (local, nobility, planes, religion) +6, Perception +11, Ride +7, Sense Motive +5, Spellcraft +12 (+14 to identify magic item properties), Stealth +8
Languages Common, Draconic, Elven, Sylvan
SQ arcane bond (+1 quarterstaff), diverse training, elven magic, protective ward (2 rounds, +2 deflection, 5/day), weapon familiarity
Combat Gear potion of cure serious wounds, scroll of displacement, scrolls of false life (2), wand of invisibility (20 charges); Other Gear +2 leather armor, +1 quarterstaff, amulet of natural armor +1, cloak of resistance +1, spell component pouch, spellbook, 276 gp
A lone, lightly armored traveler carrying a walking staff, a queen of staves mixes spell power with whirling quarterstaff attacks.
Those who think all elves are creatures of light and joy have not met Esmerelda. Dressing in dark colors with a temperament to match, Esmerelda believes she is doomed to a life of pain and gloom. Only when her enemies lie broken at her feet does she crack the slightest hint of a smile. Yet this dour disposition is not simply part of her nature—as a young woman, Esmerelda was told by an oracle that she would bring ruin and destruction to everything she ever loved. Two days later, her wife-to-be was slain by orcs. Resolved to never love again, she paints herself gray with ash to symbolize the death she carries.
Combat Encounters:Esmerelda travels the world alone, attacking those who trigger her mercurial temper (such as by not keeping their distance). Any sort of romantic proposition or prophecy magic sends her into a rage.
Roleplaying Suggestions:All Esmerelda can talk about is the ultimate futility of life and the inevitability of death and decay.
Champion of Magic CR 12
XP 19,200
Gnome paladin 2
Sorcerer 7
Eldritch knight 4
LG Small humanoid (gnome)
Init –1; Senses low-light vision, see invisibility; Perception +12
Defense
AC 21, touch 12, flat-footed 21 (+8 armor, +2 deflection, –1 Dex, +1 natural, +1 size)
hp 134 (2d10+7d6+4d10+72)
Fort +15, Ref +6, Will +13; +2 vs. illusions
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants); DR 10/adamantine (130 points)
Offense
Speed 15 ft.
Melee +1 warhammer +14/+9 (1d6+5/×3)
Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids, smite evil (+3 attack and AC, +2 damage)
Gnome Spell-Like Abilities (CL 13th; concentration +16)
1/day—dancing lights, ghost sound, prestidigitation, speak with animals
Paladin Spell-Like Abilities (CL 2nd; concentration +5)
At will—detect evil
Sorcerer Spells Known (CL 10th; concentration +13; arcane spell failure 15%)
5th (3/day)—wall of force
4th (5/day)—dimension door, resilient sphere (DC 17), stoneskin
3rd (7/day)—dispel magic, displacement, fly, heroism
2nd (7/day)—darkvision, invisibility, scorching ray, see invisibility, web (DC 15)
1st (7/day)—comprehend languages, enlarge person, identify, magic missile, shield, true strike
0 (at will)—arcane mark, dancing lights, detect magic, disrupt undead, mending, prestidigitation, ray of frost, read magic, resistance
Bloodline arcane
Tactics
Before Combat The eldritch knight casts see invisibility and stoneskin.
During Combat The eldritch knights separates large groups with a wall of force, then attacks opponents outside of the wall before passing through it with dimension door to finish off the remainder of his assailants.
Base Statistics Without see invisibility and stoneskin, the eldritch knight's statistics are Senses low-light vision; DR none.
Statistics
Str 14, Dex 8, Con 18, Int 12, Wis 10, Cha 17
Base Atk +9; CMB +10; CMD 21
Feats Arcane Armor Mastery, Arcane Armor Training, Craft Magic Arms and Armor, Eschew Materials, Extra Lay on Hands, Power Attack, Still Spell, Toughness, Weapon Focus (warhammer), Weapon Specialization (warhammer)
Skills Craft (armor) +10, Diplomacy +9, Heal +5, Knowledge (arcana, religion) +9, Perception +12, Spellcraft +9, Use Magic Device +11
Languages Common, Draconic, Gnome, Sylvan
SQ arcane bond (+1 warhammer), aura, bloodline arcana (+1 DC for spells augmented by metamagic feats that increase spell level), code of conduct, diverse training, lay on hands (1d6, 6/day), metamagic adept (2/day)
Other Gear +2 mithral breastplate, +1 warhammer, amulet of natural armor +1, belt of giant strength +2, cloak of resistance +1, ring of protection +2, silver holy symbol, diamond dust (worth 500 gp), 968 gp
These eldritch knights seek out evil spellcasters and dispense justice for their misdeeds.
Believing magic to be a gift from the gods, Melkallan hates to see it misused by the wicked and the power-hungry. He uses his magic to protect the innocent, and to stop evil spellcasters who would enslave and terrorize.
Combat Encounters:Preferring the company of paladins and the agents of good deities, Melkallan joins any crusade that promises to bring evil spellcasters to justice. While his heart is pure and his zealous fervor is admirable, the gnome unfortunately adheres to rather stringent beliefs regarding the acceptable use of magic, and may command those he deems "unworthy" to cease casting immediately or face the consequences. Parties using magic for anything less than a crusade on behalf of a righteous lord or the common people—perhaps using it for mundane adventuring, looting, mercenary work, and so on—all risk running afoul of his long-winded judgments (and long-handled warhammer).
Roleplaying Suggestions:Melkallan is friendly and helpful to all, especially common people, but becomes unyielding and focused when he encounters any form of injustice.
Spirit Avenger CR 16
XP 76,800
Half-orc barbarian 4
Sorcerer 6
Eldritch knight 7
N Medium humanoid (human, orc)
Init +4; Senses darkvision 60 ft.; Perception +16
Defense
AC 25, touch 18, flat-footed 20 (+5 armor, +3 deflection, +4 Dex, +1 dodge, +2 natural)
hp 139 (4d12+6d6+7d10+48)
Fort +17, Ref +12, Will +16
Defensive Abilities orc ferocity, trap sense +1, uncanny dodge; Resist acid 5, cold 5
Offense
Speed 40 ft.
Melee +1 spear +15/+10/+5 (1d8+1/×3)
Ranged +1 shortbow +20/+15/+10 (1d6+3/×3)
Special Attacks rage (12 rounds/day), rage powers (no escape, superstition +3)
Bloodline Spell-Like Abilities (CL 12th; concentration +15)
6/day—heavenly fire (1d4+3 divine energy)
Sorcerer Spells Known (CL 12th; concentration +15)
6th (3/day)—disintegrate (DC 19)
5th (5/day)—dismissal (DC 18), summon monster V
4th (6/day)—dimensional anchor, locate creature, resilient sphere (DC 17)
3rd (7/day)—halt undead (DC 16), haste, lightning bolt (DC 16), magic circle against evil, summon monster III
2nd (7/day)—blindness/deafness (DC 15), false life, mirror image, resist energy, rope trick, see invisibility
1st (7/day)—bless, cause fear (DC 14), detect undead, magic missile, shield, unseen servant
0 (at will)—dancing lights, detect magic, disrupt undead, flare (DC 13), mage hand, message, open/close, prestidigitation, resistance
Bloodline celestial
Tactics
Before Combat The eldritch knight casts false life.
During Combat The knight starts combat with shield and summoning spells, letting conjured allies run interference while he contains or damages his foes.
Base Statistics Without false life, the eldritch knight's statistics are hp 125.
Statistics
Str 10, Dex 18, Con 14, Int 10, Wis 16, Cha 16
Base Atk +14; CMB +14; CMD 32
Feats Arcane Armor Mastery, Arcane Armor Training, Blind-Fight, Combat Casting, Dodge, Eschew Materials, Great Fortitude, Iron Will, Point-Blank Shot, Rapid Shot, Weapon Focus (shortbow), Weapon Specialization (shortbow)
Skills Climb +8, Diplomacy +5, Handle Animal +11, Intimidate +5, Knowledge (nature) +8, Knowledge (planes, religion) +5, Linguistics +1, Perception +16, Survival +11, Swim +8
Languages Celestial, Common, Giant, Orc
SQ bloodline arcana (summoned creatures gain DR 3/evil), diverse training, fast movement, orc blood, weapon familiarity
Combat Gear +1 ghost touch arrows (10), +1 undead-bane arrows (10), scroll of neutralize poison, scroll of remove disease, scrolls of restoration (2); Other Gear +1 shortbow with 20 arrows, +1 spear, amulet of natural armor +2, belt of incredible dexterity +2, bracers of armor +5, cloak of resistance +3, headband of mental prowess +2 (Wis, Cha), ring of protection +3, 246 gp
Dedicated to protecting the world from evil outsiders and undead, spirit avengers realize it's better to contain an enemy than to destroy it.
Mithral Wizard CR 19
XP 204,800
Human fighter 2
Evoker 8
Eldritch knight 10
NE Medium humanoid (human)
Init +5; Senses Perception +20
Defense
AC 34, touch 15, flat-footed 33 (+14 armor, +4 deflection, +1 Dex, +5 natural)
hp 198 (2d10+8d6+10d10+100)
Fort +18, Ref +9, Will +14; +1 vs. fear
Defensive Abilities bravery +1, 50% chance to negate critical hit or sneak attack; DR 10/adamantine (150 points)
Offense
Speed 20 ft.
Melee +3 longsword +24/+19/+14/+9 (1d8+8/17–20)
Special Attacks intense spells (+4 damage), spell critical
Evoker Spell-Like Abilities (CL 17th; concentration +25)
At will—elemental wall (8 rounds/day)
11/day—force missile (1d4+4)
Evoker Spells Prepared (CL 17th; concentration +25, arcane spell failure 25%)
9th—meteor swarm, time stop
8th—mass charm monster (DC 26), mind blank, quickened phantasmal killer, polar ray
7th—banishment (DC 25), quickened fireball (2), mass hold person (DC 25), reverse gravity
6th—chain lightning (DC 24), disintegrate (DC 24), quickened glitterdust, greater dispel magic, stilled teleport, wall of iron
5th—cloudkill (DC 23), stilled dimension door, interposing hand, teleport, wall of force (2)
4th—beast shape II, confusion (DC 22), dimension door, fire shield, stilled fireball, stoneskin, wall of ice (DC 22)
3rd—dispel magic (2), fireball (2, DC 21), fly, lightning bolt (2, DC 21)
2nd—acid arrow (2), darkvision, invisibility, mirror image, scorching ray, web (DC 20)
1st—feather fall, magic missile (4), mount, shield
0 (at will)—detect magic, light, mage hand, message
Opposition Schools divination, necromancy
Tactics
Before Combat The eldritch knight casts stoneskin.
During Combat The knight casts time stop, then shield, expeditious retreat, fly, and mirror image.
Base Statistics Without stoneskin, the knight's statistics are DR none.
Statistics
Str 16, Dex 13, Con 20, Int 26, Wis 10, Cha 8
Base Atk +16; CMB +19; CMD 34
Feats Arcane Armor Mastery, Arcane Armor Training, Craft Magic Arms and Armor, Craft Wand, Craft Wondrous Item, Disruptive, Greater Weapon Focus (longsword), Improved Critical (longsword), Improved Initiative, Iron Will, Power Attack, Quicken Spell, Scribe Scroll, Spell Penetration, Still Spell, Vital Strike, Weapon Focus (longsword), Weapon Specialization (longsword)
Skills Bluff +19, Fly +22, Intimidate +22, Knowledge (arcana, planes) +31, Knowledge (dungeoneering, engineering, geography, history, local, nobility) +21, Perception +20, Ride +17, Spellcraft +31
Languages Abyssal, Common, Draconic, Dwarven, Elven, Giant, Goblin, Ignan, Infernal
SQ arcane bond (+2 longsword), diverse training
Combat Gear wand of greater invisibility (15 charges), wand of see invisibility (10 charges); Other Gear +5 moderate fortification mithral full plate, +3 longsword, amulet of natural armor +5, belt of physical might +4 (Str, Con), cloak of resistance +3, headband of vast intelligence +6, ring of protection +4, granite and diamond dust (worth 500 gp), iron sheet and gold dust (worth 50 gp), 3,585 gp
Clad in full plate, these eldritch knights mix an impenetrable defense with a relentless spell offense.